- An article on the 'selective raycasting' method I ended up with in order to implement realistic explosions in Jetboard Joust. This video shows a few examples with debug rendering of rays/hitpoints followed by a few without to demonstrate the lack of an impact on performance.
- I Had to Abandon My Game After 4 Years And It Nearly Broke Me | SkyRider's Failure postmortem
- Getting into old school programming
- Creating Minecraft in One Week with C++ and Vulkan
- I'm close to finishing my first mobile game... and holy crap I feel so demotivated
- How do I learn Pixel Art ?
- Choosing between more exposure or a bigger profit cut on different digital marketplaces
- Hi r/gamedev. Here are some high quality glass and porcelain smashes that work fantastic as Sound FX. They are free to download and use as you wish. Hope they are useful in your productions. :)
- How can I change creating pixel art from nightmarish chore to something at least far less tedious?
- Tips for making a simple art style look good and appealing
- The Auteur Myth | So You Wanna Be A Game Designer? (#11)
- Atsushi Inaba - Guide to action game design
- Hey guys, I'm creating a weekly video series showing off the best game art from the community every week. Check out the first episode.
- What continuous integration do people run?
- Exposing Debug info/tweakables to scripts for debugging?
- creating tile system using go
- How do assembly lines for modern day game consoles work?
- How to Localize Indie Games for Non-Latin Alphabets
- How many fan games were succesfully released without developer facing major charges?
- How do you get users to rate your game?
- Which advertising platform would work best for an Indie Moba with low funds?
- New Free Motocross Game Template for Buildbox 3 #NoCode - Physics Motorcycle Game
- Revit in game design?
- Culture of gaming - Uses of silence in games
Posted: 07 Feb 2020 05:09 AM PST
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I Had to Abandon My Game After 4 Years And It Nearly Broke Me | SkyRider's Failure postmortem Posted: 06 Feb 2020 05:34 PM PST
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Getting into old school programming Posted: 07 Feb 2020 06:51 AM PST For personal and educational use, I would like to get into old school programming. I haven't coded in over 20 years but would like to learn to make a game that would specifically work on the Sega Master System or NES (via emulator, or actual ROM "printing"). I did some digging and saw that one would need to program on the z80. I downloaded a book and I have no idea what is going on. Any suggestions on where I should start before I get into z80. Or if I am going to jump into the z80, how would I go about programming for that on a Mac. [link] [comments] | ||
Creating Minecraft in One Week with C++ and Vulkan Posted: 07 Feb 2020 12:17 PM PST
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I'm close to finishing my first mobile game... and holy crap I feel so demotivated Posted: 07 Feb 2020 08:46 AM PST I've recently had a surgery and didn't touch my computer for more than a week. I wonder if this little break made me lose all motivation... sigh. [link] [comments] | ||
Posted: 07 Feb 2020 02:19 AM PST
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Choosing between more exposure or a bigger profit cut on different digital marketplaces Posted: 07 Feb 2020 10:56 AM PST
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Posted: 07 Feb 2020 12:24 PM PST Download And Listen To Samples Here. Smashes is a pack centred around porcelain and glass objects, you guessed it, being smashed. In this pack you will find very high quality recordings of myself smashing the absolute shit out of the cheapest glass objects and antiques I could find in my local charity shop. I have also edited the original glass smash recordings to create some vintage, retro glass smashing sound effects which I feel sound fantastic. I hope these samples are useful in your music production and film making sound production. Product Info What's in store?
Technical Info 24 Bit / 44.1 kHz+ .WAV format (compatible with all D.A.W.'s and music production software such as Ableton, FL Studio, Logic, Garageband, Reaper etc). File Size 42.7MB Uncompressed. [link] [comments] | ||
How can I change creating pixel art from nightmarish chore to something at least far less tedious? Posted: 07 Feb 2020 11:57 AM PST | ||
Tips for making a simple art style look good and appealing Posted: 07 Feb 2020 11:46 AM PST I'm working on a top down shooter that uses 3D assets. Right now the player is a cube and all the enemies are different polyhedrons. Right now it looks bland and boring, besides particals , color design and changing the art style all together what are somethings I might be over looking that'll give my game an appealing look Cheers [link] [comments] | ||
The Auteur Myth | So You Wanna Be A Game Designer? (#11) Posted: 07 Feb 2020 06:30 AM PST
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Atsushi Inaba - Guide to action game design Posted: 07 Feb 2020 12:49 AM PST
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Posted: 07 Feb 2020 11:07 AM PST | ||
What continuous integration do people run? Posted: 07 Feb 2020 10:54 AM PST I work on Compass the build system for call of duty. What other systems are people using to build games with? I am interested to see the pros and cons of other solutions so I can improve Compass. https://www.youtube.com/watch?v=6OVFbLnIFR4 - ~1hr video on compass https://www.activision.com/cdn/research/compass_digital_dragons_external.pdf - same thing in pdf tldr: Compass is a build system that is custom made for video game compilation. Compiled Call of Duty Modern Warefare is over 100gb. We build things on a server farm. --something this is my views only not those of activision, take nothing I say as factual [link] [comments] | ||
Exposing Debug info/tweakables to scripts for debugging? Posted: 07 Feb 2020 07:58 AM PST I know larger game companies have a TON of their internal variables tweakable through external scripts, for debugging. I think it would be extremely helpful to be able to set the state of objects and variables externally to test features on the fly. Im just making my own rendering engine right now to test visual effects, but I was wondering how to make this possible? I am using C++, and DX12. Some ideas I had: Make a macro that 'registers' my variable in an external DLL, then hook into that DLL with the script to set values, and have the rendering engine use those values as an override. Any ideas would be appreciated [link] [comments] | ||
Posted: 07 Feb 2020 06:10 AM PST hey guys so i want to create a tile system with there are different tiles functionality and some tiles do different stuff i used to do that with c++ by inheritance but go isn't OOP so how i could achieve that but i don't want to use it also for tiles any solutions ?? [link] [comments] | ||
How do assembly lines for modern day game consoles work? Posted: 07 Feb 2020 01:50 AM PST https://www.usgamer.net/articles/nintendo-switch-delays-from-the-coronavirus-could-affect-the-us
This is an Elementary school level question, but this article got me curious as how assembly lines work for consoles. Is my assumption correct for the below: Change for assembly lines from US market to Japan:
And that is about it? [link] [comments] | ||
How to Localize Indie Games for Non-Latin Alphabets Posted: 07 Feb 2020 11:10 AM PST
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How many fan games were succesfully released without developer facing major charges? Posted: 07 Feb 2020 10:34 AM PST In theory someone can work on it in secrecy then upload it to some server through TOR + VPN then somebody puts it on torrent tracker. Voila full anonymity no lawsuit Are there any major examples of it? Pokemon Uranium? [link] [comments] | ||
How do you get users to rate your game? Posted: 07 Feb 2020 10:25 AM PST In order for the user to rate the app, they would have to go back to the app store listing, which seems unlikely to me. How do apps get ratings? [link] [comments] | ||
Which advertising platform would work best for an Indie Moba with low funds? Posted: 07 Feb 2020 09:35 AM PST Which paid advertising platform (Google, Facebook, Instagram, Twitter, Reddit, or maybe even specific influencers) would be the best choice for Indie Moba game advertising, having considerably low funds? I'm sure that using all of them (or at least several of them) would undeniably be much more effective, but, as startup'ers, we don't have too many choices. Maybe you guys have some thoughts or experiences to share? [link] [comments] | ||
New Free Motocross Game Template for Buildbox 3 #NoCode - Physics Motorcycle Game Posted: 07 Feb 2020 09:21 AM PST
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Posted: 07 Feb 2020 05:00 AM PST I've been an unregistered architect for a few years and used revit for over 10. Is there a way to use revit in gaming to create more believable interiors? I notice in many games how the interiors feel improperly proportioned and from my understanding the time it takes to make a building in revit is significantly quicker and easier than other 3D tools. I genuinely enjoy using the software but architecture itself has very little opportunity for design buildings anymore. It seems like most firms either do documentation for other designers or have exclusive design teams. I miss being creative and have thought many times how I'd like to be in game design as I have so many ideas. Unfortunately have very little knowledge of coding. I mostly understand general logic (if/then ect and created one app in Visual Basic once for windows phone but outside of that I've got little experience. I really like architecture and game design and it would be really cool if I could be part of both. I think there's still a lot of room for innovation in games! I wonder if having revit models of buildings could be useful for keeping a backlog of architecture for games to reuse assets (if they don't already with other 3D software). Since I don't think there's a position in game for just coming up with ideas and planning them without being a dev, I'm just curious what I could offer. [link] [comments] | ||
Culture of gaming - Uses of silence in games Posted: 07 Feb 2020 04:50 AM PST
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