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    Sunday, February 2, 2020

    A tutorial on shading Smoke clouds- hope it helps!

    A tutorial on shading Smoke clouds- hope it helps!


    A tutorial on shading Smoke clouds- hope it helps!

    Posted: 01 Feb 2020 10:30 PM PST

    I made an endless racer game that looks like a 90s Trapper Keeper AMA

    Posted: 02 Feb 2020 01:51 AM PST

    Five important realisations about game balance

    Posted: 02 Feb 2020 08:02 AM PST

    Can non-Japanese developers submit for CERO rating?

    Posted: 02 Feb 2020 09:19 AM PST

    Hi,

    I have a game I want to sell in Japan and it looks like the CERO rating is needed. Their website is somewhat scarce on information in English and the contact form says you have to communicate in Japanese. I guess I could ask a translator to translate the communication back and forth, but don't really want to go into that if the whole process cannot be completed anyway.

    Does anyone have experience with this? Do I need to find a Japanese publisher to submit for the rating?

    Thanks.

    submitted by /u/richmondavid
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    Anyone else just get absolutely nowhere?

    Posted: 02 Feb 2020 08:25 AM PST

    I've been trying to teach myself some C# and Unity in my free time. Following tutorials, etc. But honestly, I feel like I am learning absolutely nothing. I've been at this for well over a month and I feel like I can't perform even the simplest of tasks. I feel like the beginner tutorials I follow are even too advanced for what I know.

    Can anyone point me in a better place to start?

    submitted by /u/bwolo99
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    AI Chase Player - #12 Action RPG Tutorials

    Posted: 02 Feb 2020 10:34 AM PST

    Are there any apps that allow you to program games on the iOS?

    Posted: 02 Feb 2020 10:33 AM PST

    I'm an amateur programmer, but I like to make short minimalist proof of concept games from time to time. But often, the times where I find myself wishing to punch out some code, I'm far away from my mac.

    Googling for it only leads to "how to program games for iOS".

    Would be nice if there was a way to program and run primitive games on my iPhone. Does such a thing exist?

    submitted by /u/revesvans
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    Simple FPS Controller - FREE DOWNLOAD: https://thedevelopers.tech/simple_fps_controller.html

    Posted: 02 Feb 2020 01:14 AM PST

    Changelogs, A tool for community engagement or a slog of programmer jargon?

    Posted: 02 Feb 2020 10:16 AM PST

    Hey everyone,

    I was recently trialing improvements to my own changelogs for my game when I thought about how they have changed for me over the years and how what I've learned might prove useful for new people starting out.

    As a force of habit whenever something new is added to the game, or a bug is fixed I always track those changes.

    Initial Changelogs

    Many years ago when I began development of the game this was a list in order of what was done just slapped together. The list was mostly jargon and difficult to read through to gain any particular insight into what had changed.

    The first changelog I ever posted to reddit it looked like this:

    https://i.imgur.com/glOBcFc.png

    Later Changelogs

    Over time I began adding a little bit of text at the top of these changelogs explaining the gist of what had been added, and explaining what was going on in my end like this:

    https://i.imgur.com/QlOG016.png

    I felt with that extra context it wouldn't be just a load of bulletpoint bugfixes and would explain what was going on.

    After a while I began experimenting with dividing features by category making the headers bold.

    https://i.imgur.com/WnDuSXk.png

    Latest Changelogs

    After sitting down and actually reviewing how my changelogs would look to someone who maybe doesn't have time to read every bit of it I began writing little blurbs for each sub-category. I've also counted the number of features per category and overall per update to help them be as informative as possible and since doing so I have had some people inform me that while they aren't yet owners of the game itself they follow the changelogs to see what's been added and there in lies the benefit to presenting the information well enough that it can be read by anyone instead of just the hardcore players interested in reading the non-sense.

    https://i.imgur.com/yETAR6l.png

    I can think of many times where popular mods or games I've enjoyed have had new updates and I've been super excited to see them but the update logs include large swathes of stuff I don't understand or organised in a way that's too difficult to read the meaty stuff I'm interested in.

    Conclusion

    I think that this is something worth thinking of for games in early access or release games getting lots of updates, of course sometimes doing this level of presentation can suck away valuable development time but I think it can prove worthwhile!

    If you can include other mediums such as pictures/screenshots/videos in the changelog that is also recommended.

    Of course I'm just one solo bedroom indie dev and my conclusions aren't any more valid than other developers, just thoughts and experiences I've had myself so I'm always happy to hear the experiences of others.

    TL:DR

    • Lay your changelog out in a way that is readable and well laid out
    • Include pictures/screenshots if you can
    • Consider even asking your community for feedback on the changelogs

    Hope this helps!

    Cheers

    Huw

    The changelogs pictured for reference:

    submitted by /u/Huw2k8
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    GoDot

    Posted: 02 Feb 2020 10:14 AM PST

    I am trying to learn from Docs of GODOT but stuck at loading textures into TextureRect node ..whenever I load it from texture dropdown it gives this error

     No loader found for resource: res://ui_main_menu_design/start/assets/main_menu/characters.png editor/editor_properties.cpp:1985 - Condition ' res.is_null() ' is true. Set texture No loader found for resource: res://ui_main_menu_design/start/assets/main_menu/label_continue.png editor/editor_properties.cpp:1985 - Condition ' res.is_null() ' is true 

    How to resolve it :/

    submitted by /u/ionezation
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    Procedural generated and full time render of a planet?

    Posted: 02 Feb 2020 09:45 AM PST

    Hello, I've always been interested in fully rendered planets (like this: https://youtu.be/0bQz5ugtfLY). Whenever I look up procedural generation tutorial, I can't seem to find one on rendering a planet up close, similar to No Mans Sky and Star Citizen.

    How are they doing this? Tesselation? Fractals? Thanks!

    submitted by /u/LeadahKang
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    A 2d game engine in under 1000 lines of C.

    Posted: 01 Feb 2020 05:05 PM PST

    What are the best apps for drawing 2D animations?

    Posted: 02 Feb 2020 09:13 AM PST

    Hi. Im new to game dev.

    Im looking to start animating in the style of hollow knight, so each frame is hand drawn.

    What are the best apps/workflows that you guys use for this?

    I have access to adobe photoshop/illustrator ect, btw. I find it a bit daunting to start learning that tho haha, but if you recomend that adobe is easy to start drawing animtions then thats great

    submitted by /u/LukieHeekschmeel
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    Free UE4 Idle, Sit and Pose Animations for you guys

    Posted: 02 Feb 2020 01:09 AM PST

    Polishing game idea

    Posted: 02 Feb 2020 08:27 AM PST

    For about 1.5 year i had this idea for a horror game, but i really don't have an idea for gameplay. Lore wise that game would be set in 80's/90's and everything revolves around Polybius. I love the idea of a old and mysterious arcade cabinet and i haven't seen any major horror release about similar topic. I do 3d graphics as a hobby, but my programing skills are lagging behind, so i would like something not too advanced for intermediate programer.

    Thanks in advance!

    submitted by /u/SerekSpomiderek
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    Looking for an animator

    Posted: 02 Feb 2020 11:56 AM PST

    I'm sure this gets asked often in this sub, but I figured it's worth a try...

    I'm looking for someone who's interested in animating for a game. I am very into the coding and functionality side of things when it comes to game development, but the animation part is... well, i'm simply not good at it. The 2 games I created are great, but the characters and animations were all done with... wait for it... Microsoft Paint! Go ahead and laugh, i deserve it.

    Anyway, considering how well 2 small games I made turned out, even with my use of Paint, I figured it would be cool to try and find someone online who is interested in animating.

    Keep in mind that any revenue in the future, once the game has been released, would be 50-50 between the both of us.. or if there are more people you have in mind to join that would be great too! I just want you to know that I want to be totally fair with everything. No job is more important than another.

    Also, i'm super open to any interests as far as a theme for the game. It can be fantasy rpg, cyberpunk first person shooter, ect... honestly if I had the help of someone who's as motivated as I am to make a nice indie game for the marketplace, I think we can make something we're truly proud of!

    Anyway thanks for the read and please don't be shy to send me a message!

    submitted by /u/Xale77
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    [C#/MonoGame] A 3D rigid body physics demo, designed to be a clean and minimal introduction to creating a physics engine. I'm hoping it can help anyone who wants to break free of 'black box' physics engines to create their own from scratch.

    Posted: 02 Feb 2020 11:53 AM PST

    I have a question about getting started with making a game

    Posted: 02 Feb 2020 11:36 AM PST

    I want to make an RPG but I don't know how to start.

    submitted by /u/PizzayKittyBear
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    Seeking Legal Advice: Is it legal to mimick a level?

    Posted: 02 Feb 2020 11:13 AM PST

    In a theoretical situation...

    If someone were to make a commercial game would it be considered illegal to mimick a race track like rainbow road from Mario Kart 64? In this example, someone would use the same dimensions of the track and use a rainbow like art style. Outside of that, it would have nothing to do with the gameplay or aesthetics of Mario Kart 64 itself.

    Playing off of this, if someone created a mod system where users could generate their own content, is there any legal concerns around what they create through my game? Would that company need to be responsible and place any legal disclaimers? I feel like Soul Caliber's character creation would be worth looking at, I just haven't researched this deeply yet.

    Not trying to make any assumptions (not trying to get sued), looking for concrete information & any existing legal cases that could be referenced.

    And if anyone has recommendations on how to seek legal advice as I progress as an independent studio, that would be helpful. I've read that one should seek legal representation when starting a studio, but I feel like A) that's more around typical business operations, B) most legal counsel wouldn't have the gaming background to answer questions like this (assuming here).

    submitted by /u/moenkhaus
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    What tools to use for self-promotion?

    Posted: 02 Feb 2020 11:12 AM PST

    Steam stats for our first month of GORILLA TOWN marketing. A lot of indie devs share what others should do to market games, but they don't share their actual numbers. Here's our first month of efforts and the (disappointing?) results. What can we do differently?

    Posted: 01 Feb 2020 02:24 PM PST

    Steam stats for our first month of GORILLA TOWN marketing. A lot of indie devs share what others should do to market games, but they don't share their actual numbers. Here's our first month of efforts and the (disappointing?) results. What can we do differently?

    Make a Discord! Make a Facebook! Make a Twitter! Make a trailer! Post in game dev forums! Have a mailing list! Let your fans know when you make updates and show them behind the scenes work! Drop leaflets from airplanes over major cities! Post on IndieDB every 20 minutes! Have your thousands of friends help you promote your game!

    There's been umpteen posts with the same suggestions over and over and over when trying to market your game with zero or nearly zero budget. We've tried to follow many of them. Some, not so much. I will try and share our experience with the first month of efforts to market our 2d artillery game Gorilla Town, warts and all.

    https://store.steampowered.com/app/1217560/GORILLA_TOWN/

    January 2020 efforts and outcomes

    Join my mailing list so you can get updates on this ditch I'm digging!

    I feel like the suggestion to have constant updates while your game is in early-development to be unrealistic. Unless I'm a known developer with a track record of producing interesting or fun games, why would anyone... other than other developers...give two shits about the production of our game? Why would I be interested in watching someone dig a ditch or put up drywall? I want to see the end result, I'm busy.

    I've never joined a mailing list so I can see the behind the scenes work when I get a cup of coffee or when I go to buy a t-shirt or anything of the sort... why would I do it for a $5 game? Maybe I'm old and curmudgeonly. So, we only started revealing our game to the general public after we thought we had something worth showing and nearly complete. I don't really know if we missed out on an opportunity or not.

    Free copy of the game for your feedback, PLEASE PLAY IT. PLEASE.

    Built a brief trailer, set up of steam, crafted our marketing message! Massive amounts of anxiety as we put our baby out in to the world for others to see and judge. Put a beta out on AlphaBetaGamer with the offer of anyone who gives us feedback will get a free copy of the game upon release. I had absolutely no idea with what sort of response we would get, and if we needed to put a limit on the number of responses (I said we'd honor the first 100 responses). We set up an online survey to collected the responses. One month later, we've had a total of two responses. One guy did a playthrough( https://www.youtube.com/watch?v=iwobXtJoiCY ) - which was awesome for us to see somebody play the game - and another response we go through Facebook, the son of a girl I went to high school with. Feedback is feedback, and it's all great - and we've taken all of it in to account and changed things for the better - but we can't determine trends or pain points with so little data.

    STEAM is the equivalent of a giant flea market that allows thousands of people selling homemade tricycles next to those selling sports cars. You walk in the door and there are $100,000 sports cars on rotating platforms with supermodels grinning at you. Booth after booth of the best vehicles you've ever seen. It's hard to impress anyone when you are rolling around on your trike in a small booth in the back of the warehouse.

    Our game is small, it's unique, it's kinda silly, fun (or so we have been told), and it will probably never get enough traffic on Steam for any of that to matter. We are a tricycle peddler, peddling down row after row looking for any attention we can get while most are drooling over the Bugatti's. And there are thousands of other tricycle salesmen doing the same damn thing.

    We are fighting for every click and wishlist add when there are multi-million dollar franchises employing thousands of developers and massive marketing budgets that squat on the home page of Steam for months on end. Hey Steam, everybody already owns two copies of Skyrim - give it a rest and share the love.

    In one month of facebooking, tweeting, begging steam curators, posting content to indiedb, hustling on game dev forums, and then actually finding the time to make improvements to the game prior to release in our remaining free time has yielded us 49 wishlists. What the hell are we doing wrong? The minimum for people to take notice or to ever even get near the home page of Steam is 50,000. We are not delusional, we know we will never get close to that with our little game, but the way traffic flows through Steam means those franchises get the eyeballs and the rest of us are picking up coins found on the flea market floor.

    Wishlist Analysis

    https://preview.redd.it/8k2l7v0ofde41.jpg?width=863&format=pjpg&auto=webp&s=a512d040a1352bbf17529f57b312d7f9f863f852

    January 2nd we had our peak with a total of 9 wishlist additions, this is when we were officially made public on Steam. The most traffic we've seen, and everything else seems to be residual from our other 0 dollar marketing efforts. We were for a while adding at least 1 wishlist a day. Adjusting tags or the primary category the game resides in (from Action to Indie) seemed to have an adverse affect later in the month (we had two days of zero wishlists), so we just switched it back.

    Steam Store Traffic

    https://preview.redd.it/0a7ouxruhde41.png?width=1288&format=png&auto=webp&s=911ebde12c0713b164244bf5728145f163a05e42

    The traffic chart and wishlist chart follow the same ebbs and flows. It's effectively a numbers game. The more people visit, the more likely you are to get a wishlist addition, and only a fraction of those will.

    Some basic math:

    2,534 visits / 11,131 impressions
    = 22% click through rate
    49 wishlist additions / 2,534 page visits
    = 1.9% conversion rate

    So, only 2% of our traffic is turning into confirmed interest.

    Googling for comparisons has been a challenge since some of the articles that are returned are several years old, before the indiepocolypse. It appears that trying to compare one title to another from different time periods would be a waste of time - since nobody really knows how Steams algorithms for displaying games works, and it's most likely a moving target.

    Curators? What Curators?

    Late in the month we started approaching Steam Curators to try a more polished beta build of the game. We sent personalized message to several curators. We know the offers have been accepted

    .. and now the wait.

    Since curators are under no obligation to actually play the game, they can accept keys all day long and then decide to play them six months down the road or not at all, and still hang on to their copy. It's exciting to know that someone accepts an offer, and it's depressing to know that days and days can go by with no indication that it may never actually get reviewed.

    Ironically, we've been approached by curators that have giving us "recommended" status, but the ones we've seeked out have been nothing but crickets.

    YouTubers

    We've also sent personalized emails to several indie youtube game reviewers that have a following but aren't necessarily massive, asking if they would have an interest in checking out our game. I'm concerned that maybe my email account is actually sending out emails. They go in to the ether and never come back.

    Conclusions on January

    I hate marketing. I feel like it's such a shotgun approach and such a hustle to get any sort of attention. Every wishlist addition is hard fought battle. Getting beta testers is a challenge, getting any real feedback at all is a challenge. Hell, even feedback of "hey, your game sucks" would be welcomed. Something. ANYTHING.

    Marketing is hard, it's even harder when you are a two-man team that have day jobs and obligations. Coming home and finding ways to generate interest day after day is exhausting.

    Things to do differently in February

    • Could we generate more interest and beta participation if we make the game early access?
    • Did we make trash that very few want to play and all this is for naught?
    • Do we need to add micro-transactions so you can add hats to your gorilla - just kidding, micro-transactions are the devil.
    • Is the fact that people don't know how much the game costs (~$5.99) affecting its wishlist numbers?
    • What additional features could we add to increase our conversion rate?
    • Do we just keep shouting to the heavens until somebody takes notice?

    This all seems sort of depressing after years of work - but we'll keep our chins up!

    submitted by /u/Saltallica
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    Added Volumetric Light/Fog to the Weather system in "Guns & The Dead".

    Posted: 02 Feb 2020 10:58 AM PST

    Trying to learn Unity

    Posted: 02 Feb 2020 10:50 AM PST

    Hi devs! I'm new at this subreddit at the moment, but i'm interested in gamedev for a loooong time. I always wanted to make a game, and I decided to make it in Unity (good engine, free, nice tools etc.). But there's a little problem. I ABSOLUTELY don't get C#, which is Unity's programming language. And I wanted to ask you, fellow programmers, how can I learn this? Sorry if (for you) it's a stupid question, but I wanna learn this thing.

    submitted by /u/FreddedMods
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    6 question google form to help us develop a vn

    Posted: 02 Feb 2020 10:30 AM PST

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