• Breaking News

    Friday, February 14, 2020

    Blender 2.82 - Features Showcase

    Blender 2.82 - Features Showcase


    Blender 2.82 - Features Showcase

    Posted: 14 Feb 2020 08:47 AM PST

    Corona Labs will shut down on May 1st, Corona SDK will be open-sourced under MIT

    Posted: 14 Feb 2020 05:09 AM PST

    Dissolve your logo with particles : tutorial link in first comment

    Posted: 13 Feb 2020 03:56 PM PST

    Foliage sprites for grass, plants and trees (CC0)

    Posted: 14 Feb 2020 07:29 AM PST

    Hey everyone!

    I've created some game assets once again (nearing 10 years...). People requested some basic grass and plant sprites to be used with Unity/Unreal's terrain engines or just as billboard sprites. The package includes 50 flat sprites plus versions with a bit of shading. Also included are the vector files if you'd like to add colors that way or just need a different format or size.

    License: CC0 (public domain), completely free to use in personal, educational and commercial projects (no permission/credit required). Download includes license file.



    submitted by /u/KenNL
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    Demo or no Demo? After having a demo, whislists suffer a huge drop (Mike Rose)

    Posted: 14 Feb 2020 09:17 AM PST

    This post by Mike Rose is quite interesting:

    https://twitter.com/RaveofRavendale/status/1228270793479639041

    So sum it up, they had a consistent ratio between visits/whislist and when they posted a demo, it did increase, but after 5 days, they had a drop on the visits/whislist.

    Steam mighty algorithm started giving less visibility to the game because of the visit/whislist ratio, and once they pulled the demo out, visit/wishlist ration bumped up again.

    Quite interesting read.

    submitted by /u/Sky_HDMI
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    Heading to GDC? Here's my survival guide.

    Posted: 14 Feb 2020 05:31 AM PST

    Retrospective dev diary for Eri’s Forest | Part 2 - Addressing the hyper-realistic visual

    Posted: 14 Feb 2020 05:43 AM PST

    How to approach controls in my game? Details in the description

    Posted: 14 Feb 2020 08:34 AM PST

    How to approach controls in my game? Details in the description

    Hi,

    Here's a TL;DR, but I do recommend reading the details: What are the most intuitive controls for the game described below? Do you know of any examples that worked well?

    Subjective opinions are more than welcome, but if you have any references, tips on how you'd approach it—please let me know.

    I'm making a simple mobile game, where:

    1. you are a toe
    2. you need to avoid pain
    3. the weather forecast says FURNITURE RAIN

    Click here to see the gameplay and here's the build (probably the easiest way of explaining the problem).

    The idea is that the character needs to avoid the obstacles falling from the top of the screen by jumping between them or flying above.

    As you play the game and avoid the obstacles, they keep piling up and shrinking the game area (this is important and has resulted in positive feedback so far).

    How does it work now?

    Single tap bumps the character using a force, where:

    • Y is a static value
    • X is based on the distance between the player and the tap

    This means that tha player can control the X distance of the jump, but not the height (except relying on the existing momentum, which is fun once you learn how to play, but weird otherwise).

    (I obv. normalise the force vector and apply some other minor changes, skipping these details for the sake of brevity)

    I want to:

    • make the controls intuitive enough that I don't have to explain how they work, explicitly
    • minimise the time spent with fingers covering the screen
    • allow for 2 or 1 finger input
    • preserve the tension, the feeling that the player is constantly falling (you're flying a toe, after all...)
    • allow for a minimal level of control over the force of the jump

    What I don't want:

    • making the controls feel too random—for instance: if the player doesn't understand that the jump happens on tap, and not swipe, they might think that the controls are too responsive/quick.
    • having to explicitly show how to control the character (e.g. by running a 5 sec tutorial)
    • any "smooth/floaty" form of movement, e.g. dragging the character over the screen using swipe, it needs to bounce (also swiping takes more time and I want to maximise the time most of the screen is visible)

    What I know so far:

    • some players get the controls after 5-10s of gameplay
    • most of the players so far said that the controls were too sensitive (I suspect that's because they thought they had to swipe and the jump animation kicked in on tap)
    • some players would prefer to bounce in the opposite direction (repel). That's also how the game was designed initially.
    • some players would prefer swiping, but after many tests I'm not sure if this is feasible (too slow)

    Here's a diagram explaining how character control works:

    https://preview.redd.it/r3o5bowd1xg41.png?width=1187&format=png&auto=webp&s=5221d8d3f6cd5bccbdf50decb157c658f288b184

    Even if you can't contribute, thanks for getting so far!

    edit: clarify a few points in "what I don't want"

    submitted by /u/inszuszinak
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    I need some help with cloud blobs.

    Posted: 14 Feb 2020 07:43 AM PST

    I am trying to make some clouds, but found out it's harder than it originally was,but I am not making realistic clouds.

    I am look for something, like a floating Weightless blob that you can interact with. Like if you go through it, it will leave a hole behind that slowly closes up. And it moves around and once it gets close to another blob it meshes together.

    Like floating balls with a shader or particle that make them them mesh together.

    I don't know the name of this and when I search for clouds all i get are realistic clouds and when I search for blobs I get strange things.

    My English vocabulary isnt great so if domeone knows anything about this it would mean the world to me.

    Thank you for your time

    submitted by /u/ayhdsketches
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    Watercolor effect and shader

    Posted: 14 Feb 2020 08:51 AM PST

    Writing custom Blender add-ons really helped to speed up my own game's art work flow. I made a tutorial to help you get started.

    Posted: 14 Feb 2020 07:02 AM PST

    How to share a Unity project with someone and him to have **Read-only** access?

    Posted: 14 Feb 2020 09:53 AM PST

    Hey gang! Javier from Mexico City here. Is there any way to share a Unity project with someone and him to have Read-only access?

    We want him to see all updates, but not be able to push changes he might do. This person is just starting to learn Unity.

    We're using Unity Collaborate. I believe the guest role doesn't allow for read-only access.

    Mighty thanks!

    submitted by /u/JavierRayon89
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    Combat Managers in Spider-Man | How Games Work?

    Posted: 13 Feb 2020 11:33 PM PST

    Working on my second game, these are the steps on how I created a simple and effective idle animation with just 1 player sprite

    Posted: 13 Feb 2020 09:32 PM PST

    Create your own HDRI skyboxes in Unity by baking reflection probes. (3 minute tutorial)

    Posted: 14 Feb 2020 12:33 PM PST

    Trying to understand what makes a game have "good graphics"

    Posted: 14 Feb 2020 12:33 PM PST

    Hello, I'm trying to understand what makes a game look awesome and what defines "good" graphics.

    In the following link I like a lot the graphics on the first game but the second one looks just bland. What is it that makes them look so different.

    https://imgur.com/a/O9YcYrf

    Thank you for helping me.

    submitted by /u/Fast_Struggle
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    Open source MMO framework

    Posted: 14 Feb 2020 12:30 PM PST

    How can I start learning Game Development?

    Posted: 14 Feb 2020 08:33 AM PST

    Hello, I always wanted to learn Game Development, but I don't know where to start. How should I start learning Game Dev? Which programming language should I start with, and what are the best resources? Please help!

    submitted by /u/ahmer7584
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    Making music programmable again

    Posted: 14 Feb 2020 01:44 AM PST

    What software do you use to make your pixelartanimations?

    Posted: 14 Feb 2020 07:07 AM PST

    I've been working as the sole artist on several projects for a couple of years now, and animation has never been my area of expertise. So far I've always used Photoshop's 'frame animation' timeline, which I feel is really clunky. For example, multiple animations in one file is pretty messy, and having to manage both layers and frames is very cumbersome

    I've recently bought Aseprite2, and I really like how it handles animations. I'd use that if it weren't for its complete incompatibility with Photoshop. I can't get any of my (years of) work files from Photoshop into Aseprite2, and vise versa.

    So I'd like to hear what you use and if you can recommend me some software or (Photoshop) workflow that will make my life easier.

    I'm mainly looking for the following things:

    • Able to open and (to a lesser extent) save PSD or other work-file
    • Able to export trimmed animation frames
    • Easier timeline management than Photoshop
    • Able to have multiple animations in one file (And selectively play them back)
    • Onion skinning
    • Option to duplicate frames to re-use later in that sequence

    Lastly, if you have (seen) any workflow talks or guides on the topic of 2d animation (specifically isometric or topdown), I'd be very interested in hearing about those too.

    Thanks for reading.

    submitted by /u/JagaWilco
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    Recreating Islanders - Raycast Normal and SetActive in Unity - Part 2

    Posted: 14 Feb 2020 04:45 AM PST

    Help! DragonBones Pro or The Free Version of Spriter for 2d platformer/pixel/vector animations?

    Posted: 14 Feb 2020 08:00 AM PST

    I live in a country where the lowest price tag for spriter is about a weeks worth of living expenses/ minimum wage. I'm creating my own pixel art for a solodev game project i'm working on and have animated it using piskel, but i'm no animator and the aid of one of these tools would greatly improve my workflow.

    What are the main limitations of Spriter free compared to the full version? and even though Dragonbones isn't supported or updated anymore, is it worth it? I don't mind digging for how to's to the darkest reaches of the net.

    Note: I'm using GDevelop as my game engine of choice.

    submitted by /u/CoolNoLifeZenSon
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    Help with a first person, locked camera rotation problem

    Posted: 14 Feb 2020 01:36 PM PST

    Hey all, I have been developing this IPhone game in Unity involving a locked camera turning system. By this I mean I have been trying to make the camera locked in the middle of 4 equidistant game objects and I want to the camera to lock to a different game object depending on what button is pressed.

    So far I have it where I can snap turn to each game object, but I can't alter the rotation speed without breaking the locked turning. I messed around with using Slerp and Quaternion functions to try to change the rotation because that's what worked for an AI I made to stop snapping when chasing a waypoint. However, in this scenario, I can't seem to make it snap properly, so far it just kind of jitters and stops.

    Can anyone give me another possible solution to look into or let me know if it sounds I'm on the right path? I can elaborate further if needed. Thanks!

    submitted by /u/kingcloud5
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    How to Make a child's dream come true (OR how to make a fun digital playground)

    Posted: 14 Feb 2020 01:06 PM PST

    As the title says, I'm not really trying to make a commercial game, not even trying to make an actual game.

    For context, I loved Skyrim back in the day , and i kept playing it for a long time thanks to mods. It was easy as downloading , installing and there you go you have a new mod to play around with until you get bored and go on another mod installation frenzy. I haven't found an open game such as that, so I guess my thought process was I don't have the perfect game so I'll create it.

    However I know it's not as easy as it looks. But i desperately want it to be. I just want a sort of Digital Playground where I can download stuff from the web, put them i n a world and play with them. Where do you think someone in this situation should begin? If it's possible at all.

    PS: I know Dreams is coming out soon, but unfortunately I don't have a PS4, is there anything as easy and versatile for PC maybe?

    submitted by /u/Sly_Epsilon
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