VVVVVV is now open source! |
- VVVVVV is now open source!
- Hey guys, I've decided to build a resource to help everyone practice their texturing, without having to worry about creating models. Its called the 3D Artist's Coloring Book, and to give back to this amazing community, I'm making it completely free, forever. UPDATE: Whats that? The book is evolving!
- Implemented a draw feature for Oculus Quest where I can draw by using pinch gestures with hand tracking (Full demo in comments)
- I wrote an analysis of estimated revenue data for every game in Steam at the end of 2019
- Back up your game, FREQUENTLY
- FYI - Unity 2019.3 added some cool 2D lighting stuff! (details in comments)
- Digging and planting seeds
- Fantasy Martial Characters pack, six animated characters
- Art Direction for AAA UI
- Can't create good looking UI
- I returned to what I did when I learned gamedev 5 yrs ago: I glitched out Battletoads
- Here's part 2 of my low poly modular dungeon tutorial series. This video covers the modeling of the floor tiles in Blender, and how we can create templates to easily create more variations. . Full video in comments.
- Case study - using comic strips in paid social media campaigns
- Working on a 2D Horror with Field of View & Slow Aim
- Proof of Concept: Rust code in Unreal Engine
- Does Anyone Have a Dissection of Pre-Rendered Backgrounds?
- Right-to-repair and games that have lost support from the publisher
- How to create a triggered CUTSCENE: Unreal Engine 4 Tutorial
- KoalaFish Studios is making a game to raise awareness for the fires in Australia!
- Tournament highlight video for my game
- RPG Stats Health V.S. Attack
- The Ultimate Guide to Draw Call Batching in Unity 2020+
- Beginner Tutorial: Space Pirate Trainer VR in Unity.
- I just put out a bunch FREE royalty free music tracks for video games and films
- Babylon.js Weekly Video: Mystery Demo Tutorial Part 1
Posted: 10 Jan 2020 07:21 AM PST | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 10 Jan 2020 08:29 AM PST
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Posted: 09 Jan 2020 05:12 PM PST
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I wrote an analysis of estimated revenue data for every game in Steam at the end of 2019 Posted: 10 Jan 2020 11:25 AM PST
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Posted: 10 Jan 2020 06:08 AM PST This has probably been said a hundred times on this sub, but another reminder never hurts. I backup my game pretty regularly, generally once or twice a day. I have had a few corruption issues in the past, but luckily they have been mostly mitigated by my back up habits. Got up this morning to start working and... My event was just gone. Completely gone. After searching for it for a while, nothing came up, so it must of been deleted somehow. Easily 5-6 hours of work. Really annoying, but could of been absolutely devastating if I hadn't backed it up. So back your game up, today, everyday, multiple times a day if your method is quick and easy! Multiple hard drives, online storage, whatever! Your hard work is worth spending a little extra time and effort to ensure its safety. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
FYI - Unity 2019.3 added some cool 2D lighting stuff! (details in comments) Posted: 09 Jan 2020 07:25 PM PST
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Posted: 10 Jan 2020 10:55 AM PST
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Fantasy Martial Characters pack, six animated characters Posted: 10 Jan 2020 11:11 AM PST
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Posted: 10 Jan 2020 10:29 AM PST
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Posted: 10 Jan 2020 06:17 AM PST Whatever I try to make the UI of my game look better, the more I seem to mess it up. Right now it looks like I'm colorblind without any sence of structure .... I've been practicing so much but I don't seem to improve at all xs does anybody have a good guide or tips of making your UI look better? [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
I returned to what I did when I learned gamedev 5 yrs ago: I glitched out Battletoads Posted: 10 Jan 2020 08:45 AM PST
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Posted: 10 Jan 2020 06:33 AM PST
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Case study - using comic strips in paid social media campaigns Posted: 10 Jan 2020 12:48 AM PST
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Working on a 2D Horror with Field of View & Slow Aim Posted: 10 Jan 2020 11:20 AM PST
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Proof of Concept: Rust code in Unreal Engine Posted: 10 Jan 2020 02:30 AM PST
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Does Anyone Have a Dissection of Pre-Rendered Backgrounds? Posted: 10 Jan 2020 09:47 AM PST Games with pre-rendered backgrounds are a bit hard for me to dissect. In this Resident Evil Remake video, upon hacking the camera the Window object and character moves position, but the Pre-Rednered background stays fixed in place. Shouldn't the background be moving as well? I was always under the impression that these background were a 2D image texture on a plane that was placed in a way that created depth. Multiple planes could be composited together and the camera is angled so that all the parts seem to line up (even though I assume there's black space where). Then, a final plane would be placed for the player to walk on; positioned to give the illusion of a ground. Yet it seems like the image is one fixed background image and not a composition of a few? Theoretically, would hacking the camera and move it around show anything at all? I'm confused because I'm used to a 2D texture still needing a 3D plane to be applied to. But here it seems like the image is the level itself in a way. There's no way to get off center from the image even if the camera is moved. How is that setup then? Is the background even an image file (could you, say, export it as a PNG?) or is it something else? I know this way of creating is of course outdated, but it still interests me to figure it all out. Any help or information is appreciated. Edit: Also, am I correct in thinking that this way of working became obsolete because because we can use 3D Environments easily? Prior, a 3D modeler would be used to create an environment, that environment would be rendered as an image, and then that image would act as a background? Whereas now we can simply import that 3D Environment directly into an engine. Or were these backgrounds never made with a 3D Environment as their base? [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Right-to-repair and games that have lost support from the publisher Posted: 10 Jan 2020 09:40 AM PST Take any game for example that matches criteria 1-4 below and possibly 5:
I've read and heard that right-to-repair laws can include software such as video games... So what would a US citizens rights be when it comes to repairing said game files and either sharing fixes for free, charging a small fee for fixes/updates (patreon model, ebay sales anything). As say a small business/sole proprietorship would charge to fix an old smartphone or console? How much of this would be limited by the games licensing when it was released? Is there a leg to stand on in court if one pursues this? My gut tells me that if a major publisher has the audacity to continue selling/profiting from a game they removed servers, discontinue support and left bugs in than I should be able to fix it and charge for my services/products/hard work. Now before i get flamed please be aware I have done more than my fair share of modding and creating free content. What I am pondering is if I could build a small (tiny) business model out of this market gap as a way to find some fullfilment and sustainability from my passions. Appreciate anyone with some legal experience and knowledge of the industry that could give me some reading, case examples or general insights. Thanks in advance. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
How to create a triggered CUTSCENE: Unreal Engine 4 Tutorial Posted: 10 Jan 2020 02:03 AM PST
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KoalaFish Studios is making a game to raise awareness for the fires in Australia! Posted: 10 Jan 2020 08:48 AM PST Hi there! KoalaFish Studios consists of me and my boyfriend, two indie game developers. We're currently working on a game to raise awareness for the situation in Australia. In the game, you'll play as a koala running from the forest fires in an endless runner made with pixel art. We will make the game free, but we're looking for possibilities to urge players to donate to charities helping the cause. If you're interested and want to be updated on our process, feel free to join our discord! Your input is very welcome! [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Tournament highlight video for my game Posted: 10 Jan 2020 12:31 PM PST Hey all - I've been lurking here for a while, enjoying the game previews and friendly advice! Here's a video I made from some tournaments I ran while showing my game at magfest last weekend. Ignoring the poor video quality and simple editing (it's all I can muster) - what do you think? I need some critical feedback - thanks. https://twitter.com/groovecatchervr/status/1215716825620762625?s=20 [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 10 Jan 2020 12:30 PM PST You've just leveled up, and you have some points to spend on your stats. Which stat should you put your points into? Specifically, how many should go into attack vs into health? Lets pretend you have 10 points to spend between these two stats. Lets make a character for each possibility of combinations for spending these points, throw them into a tournament where they each fight each other once, and see how they do. For this experiment, battles are 1v1, there are no crits, no blocks, and no defenses to consider. Each round, both characters attack each other, dealing damage equal to their attack value. As soon as a character has 0 or less health, that character is dead and the one still standing has won that battle. For example: a character with 1 attack and 3 health would defeat a character with 1 attack and 2 health in the second round. They have both attacked twice, dealing 2 damage to each other in total. We will exclude the cases where you only put them into health or attack, as having 0 health or 0 attack will result in losses no matter the opponent.
Splitting the points evenly between the two stats seems to have the best results. "Ah!" you say, "but this is not a good representation of stats for an RPG game!" Most rpg games will set characters up to have much more health than attack. This is to ensure that battles last more than 1 round, so you have time to use abilities and see random results have more variance (such as crits or blocks). So, lets do this experiment again, but our character gets 5 health for every 1 point we put into the health stat, while maintaining 1 attack per point spent on attack.
The results are the same. Splitting your stat points evenly between health and attack yields the best results. So, when you level up and have points to spend between health and attack, the best one to put points into is the one that has had less points put into it so far (to bring them closer together). Most RPG games will have the character starting with a set amount of health and attack, which is slightly different from this experiment. To apply this concept, use the stat amount you would gain from putting 1 point into health to calculate how many "points" of health the game as started your character off with. Then do the same with attack. Which is lower is where you should put your points. For example: lets say your character has 100 health, 5 attack, and 1 point to spend between the two. 1 point in attack will increase your attack by 1, while 1 point in health will increase your health by 5. Since you already have 100 health, it is as if you have already put 20 points into health. With 5 points into attack, it is as if you have put 5 points into attack. So, your point should go into attack, to bring it closer to the 20 points of health that your character is at. I use stat points upon leveling to show this example, but it also applies to any mechanic where there is a choice between stats to improve. (For example, choosing between an item that gives bonus health or attack you can use this concept to determine the better choice.) There are a couple of ways to explain why this is. One way is by looking at your effective damage as the multiplication of attack and health. Against an enemy with 1 attack and infinite health, the amount of damage your character will do is attack*health (once the health reaches 0, the attacks stop). So, the effective damage of a character with 5 health and 5 attack is 25, while the effective damage of a character with 1 health and 9 attack is only 9. Making your stats close together, or "Square", yields higher effective damage. The second way is to look at how much a percentage increase you are making on your stats when you add one point. If you have 2 attack and 3 health, putting 1 point into attack would increase your attack by 50%, while putting 1 point into health would increase your health by ~33%. Putting the point into attack would be a greater % gain on one of your stats, so that is where it should go (which is the same as trying to "Square your stats"). So, what does this mean for a game designer who is making an RPG game? It could be a fun aspect of the game that better players will notice and take advantage of while applying stat points to their hero. However, it does have some downsides. Characters (or classes) that want to focus heavily on one stat are at a disadvantage. For the player that realizes this phenomenon, there is tension when they are building their character. Should they put health points into their "tanky" character that has skills that improve with health, or should they try to "Square" their stats and bring their attack up to the same level as their health? This tension could be an interesting part of your game, or an unintentional side affect of how these stats work. There are a couple ways that you can remove the downsides of this phenomenon. One way is by designing your class skills around it. Give classes that rely heavily on one stat better abilities than classes that already want to be balanced to make up for their disadvantage. Make abilities that scale off of stats heavily reliant on the stats, so much so that the upside of increasing the "intended" stats of the class outweighs the benefits of keeping the character's stats square. These tricks can work, but they can also be a headache to balance and implement correctly. A much easier way to remove the phenomenon of wanting square stats is by increasing stats via % gains rather than flat numbers. So, instead of your character gaining 5 health per health point or 1 attack per attack point when you level up, you could instead have them gain 10% health per health point or 10% attack per attack point. As long as each % gain is the same, putting any amount of points into either stat will yield the same effective damage. The reason this works can be explained by the 2nd reason I outline on why the phenomena of wanting to square stats is: You want to put points into the stat that will have the greatest % gain on it, but if the gain is calculated by % and those %s are the same, then both options are equally beneficial! TL;DR: When applying flat stats between health and attack for a classic RPG game, it is most effective to apply stats such that they are the same, or square. If you don't want this in your game, use % gains for stats instead of flat gains. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
The Ultimate Guide to Draw Call Batching in Unity 2020+ Posted: 10 Jan 2020 04:31 AM PST
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Beginner Tutorial: Space Pirate Trainer VR in Unity. Posted: 10 Jan 2020 11:42 AM PST
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I just put out a bunch FREE royalty free music tracks for video games and films Posted: 09 Jan 2020 10:12 PM PST Varies across a couple of genres but if there are any popular requests for the next pack I'll keep it in mind! I'm a music composer and thought I'd share this with the community! Enjoy!! DOWNLOAD HERE[link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Babylon.js Weekly Video: Mystery Demo Tutorial Part 1 Posted: 10 Jan 2020 11:32 AM PST
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