• Breaking News

    Thursday, February 13, 2020

    Hi Everyone! I recorded over 5GB of intense protest & demonstration sounds in Hong Kong & if you work on a project that requires these sounds you are most welcome to use them because sounds like this will always be free available on my site..

    Hi Everyone! I recorded over 5GB of intense protest & demonstration sounds in Hong Kong & if you work on a project that requires these sounds you are most welcome to use them because sounds like this will always be free available on my site..


    Hi Everyone! I recorded over 5GB of intense protest & demonstration sounds in Hong Kong & if you work on a project that requires these sounds you are most welcome to use them because sounds like this will always be free available on my site..

    Posted: 12 Feb 2020 10:45 PM PST

    I found this website that allows searching game assets websites through a single platform instead of going through each website.

    Posted: 12 Feb 2020 01:41 PM PST

    Students: From university to launching on Switch

    Posted: 13 Feb 2020 09:09 AM PST

    hey r/gamedev!

    For all the students browsing this sub, I wanted to show you guys how our student project turned from a weird prototype to something actual releasing on the Switch!

    It was the first time for us as a team working together, so I wanted to share our journey briefly with you guys, as these stories always feel inspiring for myself to read.

    The game is about being a jumping and flying through the air as a hat. It's called "Chapeau" and is a frantic multiplayer party game focusing on couch-coop. In different modes you fly and jump on peoples hats to score points.

    The idea came when we were out drinking on karaoke night, let that be a lesson to you that Karaoke is not all bad.

    The first prototype was created in about 2 weeks, the controls were absolutely horrible and we realized how hard it would be to create fast-paced 3D movement because the control of the camera in all axis is insanely important.

    Here's what that looked like

    We did get rid of the weird moaning and the backstory of the hats being aliens after that, people were not ready for such a deep story ;P

    But friends and professors told us that it has potential and the feeling of soaring over the heads of people is something fun and new, so we doubled down on that.

    One of the biggest issues we had to tackle for a multiplayer game was player interaction. The miniature Vienna map you can see in the video above was great to explore, but terrible for people to actually interact with eachother.

    So for the next steps we created a bunch of smaller maps and tried different modes of play that force people to a location, like the floor is lava!

    Here's some early footage of the floor is lava mode

    With rising lava levels, people were forced to interact and battle eachother once most of the playspace sunk in the lava. In other modes we tried to focus people on specific special humans to find, to get them to one place.

    Similiar to our inspirations like Mario Kart, we wanted to add items you can pick up that help you with your battle. In the meantime we also created many hats, and recreated special places of our hometowns in Austria as playable maps.

    It was also at this time that we started going to conventions to show the game off more and gather feedback outside of our little university bubble.

    One event that I can't recommend enough is Reboot Blue in Croatia. It's an insanely fun event, with great guest speakers and many indie devs showing off their games.

    In Europe their are a few smaller to medium sized conventions that are not too expensive to go to and help a lot in outreach and feedback.

    Here's a short clip from Reboot Blue 2019

    To be honest all the travelling and the press attention we started getting was a bit overwhelming for our first game. But while the schedule can be tiring and a bit stressful, showing a multiplayer game like Chapeau at events is really fun!

    From the beginning people told us that the game looks like a Switch game, but we didn't think it would be possible for us to pull off a Switch port for our little game, however we managed to get in contact with Nintendo and worked on a dedicated Switch version over the last few months.

    With the Switch Nintendo really opened up their platform for really small indie teams such as ours, which is really amazing. Porting a game is still a lot of work, especially as conventions and technical specs are way stricter on a console platform than just releasing on Steam.

    A lot of work that comes with porting a game is a bit hidden. At first it's optimizing the game so that it runs well, which wasn't that easy for a game with a 4 player splitscreen (and now we realized why probably nobody makes 4 player splitscreen games anymore ;P).

    But also using the gyro controls for single joycon controls and making sure the console knows which controller you are using at all times was a bit tricky, something you don't really think about when using the Switch yourself.

    Here's a last clip to show you how the game looks now

    From art perspective the light has changed a lot over the years, which had style, but also many performance reasons.

    So that's a little recap story of the creation of Chapeau, if you want to see the Switch Announcement Trailer, you can do so here: https://www.youtube.com/watch?v=sXoZvFW8XQw

    If you are thinking about making a game, are making one or consider studying games and have any questions for me just let me know!

    Would be happy to help out with all we know, just like the other indies that inspired us :)

    Hats off to you, hope I was able to inspire some of you guys to keep making games!

    Mat

    submitted by /u/EvoR
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    [C#] [Unity] What are the things I could do to understand Unity better?

    Posted: 13 Feb 2020 09:02 AM PST

    I'll get to the point where I know, I will get told that I should just keep watching tutorials, make games and all that stuff, but I really need to ask stuff that I don't really see much with tutorials/didn't make sense to me.

    How do you 'properly' structure your code with Unity? - Knowing that is is component-based, but like... still apply OOP. I'm really confused as of how would I do stuff. And then there's ScriptableObjects that I'm still trying to get hang of.

    The DontDestroyOnLoad function - so, if you want to change scenes and not delete an object from the previous one, you would put this in the script of the said object. But with this however, when you move back from scene-to-scene, it duplicates itself, causing you to write a function that deletes the 'instantiated' object (i hope i explained this right). Is there another way to do this with objects staying at scenes?

    But in general, is there other ways to understand Unity? Any books to recommend? Practices I should do? Thank you! :)

    submitted by /u/purple-patch-04
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    Hi everyone, I'm starting a new series on my channel about creating mini-tutorials about famous cool game mechanics like enemies - player controls or just some really awesome game systems. I need your help and suggestions about what is your favorite mechanics that you like to see a tutorial on.

    Posted: 13 Feb 2020 04:44 AM PST

    So, I analyzed game pricing to help my fellow devs determine their prices...

    Posted: 13 Feb 2020 07:07 AM PST

    Book Recommendations?

    Posted: 13 Feb 2020 09:14 AM PST

    I'm not really trying to learn a skill, I just feel like I'd like to know more about influential people in the field of CS and Game Design, about the origin of Open Source , history of video game dev, etc.

    In terms of experience, I'm a 4th year in college who's been making Unity games for 5 years.

    submitted by /u/hyperchromatica
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    Making a tutorial about how to make Playstation 1 games. Just released the fifth video.

    Posted: 12 Feb 2020 01:56 PM PST

    For anybody interested, we are going to make a simple Playstation 1 game in this series.

    In the first episode we compiled some sample code.
    https://www.youtube.com/watch?v=ITXleeBpic8

    In the second episode we built a loop counter program from scratch.
    https://www.youtube.com/watch?v=BC6uXz7p2bI

    In the third episode, we drew some shapes and made them move using the PS1 controller.
    https://www.youtube.com/watch?v=7lisYlIr-h8

    In the fourth episode we burned our game to an actual CD and tested it on a real Playstation.
    https://www.youtube.com/watch?v=tvihITF5Jkk

    In this episode, we are drawing sprites.
    https://www.youtube.com/watch?v=2znKYr9IRQs

    Enjoy!

    submitted by /u/Flouuw
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    Is this game idea feasible for a game development beginner?

    Posted: 13 Feb 2020 04:47 AM PST

    I want to learn game development. I've chosen to learn Unity simply because I'm much more skilled in c# than for example c++ or blueprints which unreal would use. My programming skills are at a good level from previous stuff I did, mainly mobile app development.

    I started a beginner tutorial from the unity webpage to learn the fundamentals, after that I want to start my first little project for fun, obviously without any intentions to make revenue from it.

    My idea was basically a 3D arcade style space fighter with a first person view from the cockpit, avoiding asteroids and fighting enemies. Ideally I'd want the levels to be generated procedurally rather than modeled by hand to increase the fun in replaying the game.

    Is this idea out of scope for a beginner? My modeling and animation skills in blender are quite good, so doing the assets shouldn't be that much of a problem.

    Any tips to increase the chance of succeeding and what are good platforms the release the game afterwards to get feedback?

    submitted by /u/maibrl
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    Is the game screwed?

    Posted: 13 Feb 2020 09:00 AM PST

    Hey!

    Situation is as follows - I did approach [unsuccessfully] a quite a freaking large number of publishers. Via e-mails. With prototype.

    How big is the chance, that now, when I will have full fledged amazing demo on my hands, that my name and the name of the game is in some sort of a black list of theirs?

    Or is it just a myth?

    Should I use different email?

    Should I change the name of the game?

    Should I sacrifice a goat?

    submitted by /u/olafsosh
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    How is a story implemented in a game?

    Posted: 13 Feb 2020 08:39 AM PST

    Every time I play/watch games with storylines, I am lost as to how they did it. I know it is complex but what is the basics to program this? Most game engine make you type code that runs at every tick. I don't want my story event to run always.

    I figured I make an integer variable called storySequence and increment it to represent story progress and each event that happens in my game is an integer value. Then check e.g if storySequence == 1, then npc should move to a point, storySequence == 2, npc should say something etc. But I see this as a bit tedious and frustrating in the long run. Most tutorials I have watched don't cover this topic.

    So I like to know how people do it. At least for a quick intro to the game

    submitted by /u/scientistclass
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    How easy is it for solo developers to sign with a publisher?

    Posted: 13 Feb 2020 07:43 AM PST

    You would think that most publishers wouldn't see a pitch from one guy and go "okay here's $100k to live on for the next couple years until it's done. hopefully you can make something good enough to make our money back" but I've seen it happen. I know a good amount of Devolver games were made by 1 or 2 people. Are they just crazy generous to indies if they like a prototype enough?

    submitted by /u/Spazzy_Cactus
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    How To Make Easy Tileable Texture in Photoshop (No Art Skill Required)

    Posted: 13 Feb 2020 11:09 AM PST

    should background music ever stand out?

    Posted: 13 Feb 2020 03:06 AM PST

    It seems like common opinion that background music should only ever stay in the background, and set the tone and mood of the scene. Are there any examples of background music that stand out, while still representing good design?

    Also, any recommendations for games that have really good sound design (non-ambient based)?

    submitted by /u/compaGD
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    Blender 2.8 Hair Beginner Tutorial

    Posted: 12 Feb 2020 09:28 PM PST

    ScreenPointToRay and Raycasting - Mouse to World Space - Unity 3D

    Posted: 13 Feb 2020 10:27 AM PST

    Price Comparison: Unity 3D and Unreal Engine 4

    Posted: 13 Feb 2020 10:10 AM PST

    There seems to be some confusion about the Pricing and Costs associated with Unity and UE4. This is a basic comparison of the two, as per research and talking with Reps from both engines. There are very different costs associated with each Engine.

    UNITY 3D:

    Personal - Free to use - Restricted to use Unity splashscreen. Revenue or funding is less than $100K in the last 12 months.

    Plus - $40 per month/ $480 per year - Splash screen customization. Revenue or funding less than $200K in the last 12 months. Do not need to give Unity a credit.

    Pro - (Plus Features +) Required if revenue or funding is greater than $200K in the last 12 months. Do not need to give Unity a credit.

    Unreal Engine 4:

    Free to use - Revenue or funding less than $3,000 Per Quarter (3 Months)).

    5% of ALL revenue (Above $3,000 Per Quarter (3 Months)).

    Must give UE4 a credit within your Title.

    Unity - Unity has what they call SEATS. It just means 1 person. The Subscription price for Unity, above/below, assumes there is only 1 seat (1 person) creating the game.

    You can create as many games (TITLES) as you like. Still waiting on Unity Rep to confirm or deny this. But, if 1 game title makes at or above the threshold for a subscription, you must upgrade to that subscription.

    EXAMPLE: You have created 3 game titles and released each one with a Personal subscription. The first 2 games both make under $100,000. The 3rd game makes over $100,00. You must upgrade from the Personal subscription to the Plus subscription. One of the first 2 games suddenly makes over $200,00. Again, you will need to upgrade, from Plus to Pro.

    UE4: Does not have SEATS. But, the 5% is based on a Per Title revenue.

    EXAMPLE: You create 3 game titles and released each one. Two of the 3 titles makes above $3,000 per quarter. You pay 5% for the 1st title, and another 5% for the 2nd title.

    Another thing to look at: UE4 defines Revenue as any money derives from your game.

    EXAMPLE : You create a blockbuster game. So many people are playing it that you decide to create a line of toys and T-shirts. UE4 adds the revenue made from those toys and T-shirts to revenue made from the actual game. Your game makes $1,000,000 per year. Toys and T-shirts brings in an extra $500,000. You will pay the 5% royalty on $1,500,000.

    I'm not sure if Unity includes revenue beyond the actual game. Still waiting on Unity Rep to confirm or deny this.

    Price Comparison

    UNITY (Per Year)

    PERSONAL - Free

    Revenue: $50,000 = Costs: $0

    PLUS - $480 / $399 (Monthly Sub / Yearly Sub)

    Revenue: $100,000 = $480 / $399

    PRO - $1,800 (No savings for Yearly Sub)

    Revenue: $200,000 = $1,800

    Revenue: $500,000 = $1,800

    UE4 (Per Title)

    Revenue: $50,000 = Costs: $2,500

    Revenue: $100,000 = Costs:$5,000

    Revenue: $500,000 = Costs: $25,000

    Someone commented in a previous post that UE4 will not take the 5% royalty on the initial $3,000 Per Quarter. I have not been able to confirm or deny this through research or contacting EPIC.

    If anyone has Real World experience with Unity and/or UE4 in regards to pricing, please comment.

    submitted by /u/J_Winn
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    Understanding Velocity Acceleration Force - Buildbox/Unity Demonstration

    Posted: 13 Feb 2020 09:57 AM PST

    Speed-bumps to accessing a game's assets. Good idea?

    Posted: 13 Feb 2020 09:08 AM PST

    I'm working on a single player game. The game's assets (maps, music, save data) are all currently stored on disk in the clear.

    I have no issue with players modifying these assets for their own amusement; in fact I think mods and hacking are very cool.

    I'm concerned that making assets too easily accessible will encourage piracy and knock-offs. There's no way to prevent these things completely, but I'm wondering if it's a good idea to put in "speed bumps" such as encryption or converting assets to a binary format.

    How do most game devs handle their assets? Are "speed bumps" effective, or do they only frustrate honest players?

    EDIT: To clarify, This is more of an opinion question than a technical one. I'm thinking of five different groups of people:

    1. Casual players who won't look at the game's assets at all. Majority of people. Any security must not affect their experience (IMO).
    2. Unskilled modders who crack the game for fun/modding purposes. Lack the skill or motivation to get around basic security measures
    3. Skilled modders who crack the game for fun/modding purposes. Can circumvent all security measures.
    4. Unskilled pirates who crack the game to create a knock-off or pirate it. Lack the skill or motivation to get around basic security measures
    5. Skilled pirates who crack the game to create a knock-off or pirate it. Can circumvent all security measures.

    Groups 4 and 5 are the issue. 5 can't be reasonably stopped without a lot of cumbersome security measures which affect the experience of casuals, group 1. 4 can be stopped, but doing so also blocks group 2, friendly modders.

    Is it worth stopping group 4 (unskilled pirates) at the expense of group 2 (unskilled modders)?

    submitted by /u/__ark__
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    50 copies of $50 Unity/Playmaker textbooks for FREE!

    Posted: 13 Feb 2020 11:57 AM PST

    Currently my publisher is selling my textbook, No-Code Video Game Development Using Unity and Playmaker for $50.36. That seems a bit steep to me. Last year, ebook rights reverted to me and so now I'm giving away 50 copies for free. All the accompanying Project art assets too. If you want a physical copy, DM me, I probably have a couple laying around if you want to pay shipping.

    https://nickelcitypixels.com/product/free-no-code-video-game-development-using-unity-and-playmaker/

    If you pick one up and put it to use, please keep in touch. I'd love to hear about your experience and what you created as a result!

    submitted by /u/mikejkelley
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    Unity Unit Testing Via Azure Pipelines

    Posted: 13 Feb 2020 11:50 AM PST

    Unity Unit Testing Via Azure Pipelines

    Introduction

    Early on in the development of our project, War for Athelay, my co-developer and I decided that it might be wise to try to come up with ways to prevent ourselves from introducing basic bugs by creating unit tests. Originally we ran these manually before each pull request, but we quickly realized that it was easy to forget to do as we didn't have any way to truly force ourselves to be accountable for running them. That's where Azure Pipelines comes in. What I'd like to talk about is the basics of how to use Azure Pipelines for a Unity project to automatically run unit tests when creating pull requests.

    If preferred, you can access a Google Docs version of this post here: https://docs.google.com/document/d/1UdnzXNSqurBJWy7SONwxBSHAhGO8-XCh-ATdekkH_io/edit?usp=sharing

    What Are Unit Tests?

    To start off, I should introduce what unit tests are for those who aren't familiar. In a normal business environment, whereas things like QA testing and regression testing are spearheaded by some sort of QA team, unit tests are developer created tests meant to be run after making code changes and before those code changes get merged into the main development branch. They're typically developed in the code itself and can be run automatically, which is what makes them so useful. Once created, they can be run easily and frequently.

    It also just so happens that Unity has pretty good unit testing support built in (see https://docs.unity3d.com/560/Documentation/Manual/testing-editortestsrunner.html). I'm not going to go into details on creating unit tests, but they can vary from testing the inputs and outputs of specific functions, verifying that prefabs are setup correctly to prevent human error, or even running parts of the game and mock player input. They are pretty versatile once you get used to them, and I'd highly recommend that you use them in your future projects, even if you aren't following the rest of this post!

    What Are Azure Pipelines?

    Azure Pipelines are part of Azure DevOps, which is a site that bundles code repositories, work items for managing the project, a wiki, and other items similar to GitHub, GitLab, etc. The pipelines themselves are basically processes that you can setup to achieve certain tasks. These can vary from compiling code, uploading files, running applications, etc. Using this, we can essentially run Unity, tell it to run the unit tests, and verify the results of the unit tests.

    These Pipelines can then be attached to the branch policies so that they are automatically run when someone creates a pull request into those branches. By doing that, you can force people to pass the unit tests before their changes are merged in.

    You may be wondering why we're using Azure DevOps instead of something like GitHub. Simply put, when we were first starting, GitHub had only recently started allowing private repositories, and I don't think we were aware of it at the time. That being said, I don't see why this couldn't be adapted to run through the GitHub Actions, though I haven't used them myself. Azure DevOps can also use external repos like GitHub, so you could simply use Azure DevOps just for its pipelines.

    Prerequisites

    There's going to be a few things I'm not going to cover here as they're already documented elsewhere. So, before moving on, make sure you have the following:

    1. A spare Windows computer with Unity installed (it won't be able to run Unity for unit tests if you have it already running for development)
    2. An Azure DevOps organization and project with a repo setup
    3. The DevOps self-hosted agent setup on the spare computer (see: https://docs.microsoft.com/en-us/azure/devops/pipelines/agents/v2-windows?view=azure-devops)

    Pipeline Setup

    Step 1: Create the new pipeline

    When you're in a project in DevOps, the Pipelines can be found under the section with the blue rocket ship icon (1 in the below picture). Once you're on that page, you can just click on the "New pipeline" button to create a new pipeline (2 in the below picture).

    https://preview.redd.it/d414vs2coqg41.png?width=987&format=png&auto=webp&s=1c07a790111495a4e87cbaf7495156f818ce3405

    Normally it would walk you through a step-by-step process, but I'd recommend clicking on "Use the classic editor" as in my experience the classic editor is easier to use and gives you more options.

    https://preview.redd.it/qhjceh2doqg41.png?width=664&format=png&auto=webp&s=d9a88db71f560b9dfee8e6eaba9067f2f5f2567d

    Step 2: Select the code repository

    Here it'll ask where your code is located. This is where you can link it to a GitHub project if you don't have your code repository within DevOps. For this example, though, we're using a Repository in one of our projects. Note that the branch doesn't matter too much, so you can leave it as the master branch. If you run the pipeline manually, you can specify the branch at the time of running it.

    Once you have everything selected, click on Continue.

    https://preview.redd.it/qefo7wleoqg41.png?width=713&format=png&auto=webp&s=b39e5c86cdbb8c0fb579414749515288cef0ac7c

    Step 3: Setup basic pipeline information

    Again it'll try to offer to do some basic options, but just go for the link at the top for starting with an Empty job as the option we want isn't in the default list.

    https://preview.redd.it/ibdwcyufoqg41.png?width=877&format=png&auto=webp&s=0ec4fcdd0e96042b004fe588f640382dc71ff1e9

    It'll now start asking for some basic information. Fill in the name of the pipeline (something like "Unity Unit Tests" will do). For the Agent pool, select the pool for the self-hosted agent. It should be under the "Private" section.

    https://preview.redd.it/w9a0p24hoqg41.png?width=1175&format=png&auto=webp&s=550d6726bf0aab34b227c4792b03bc30045c3ff0

    Step 4: Creating the unit test task

    Now it's time to create the task for running the unit tests. Click on the blue plus sign to the right of Agent job 1.

    https://preview.redd.it/4agnnt6ioqg41.png?width=643&format=png&auto=webp&s=3fdca81e2eecab301ac1ae922a59ac591f367156

    Search the list of results for Powershell and add it (don't use the PowerShell on target machines option).

    https://preview.redd.it/t8d14wwioqg41.png?width=504&format=png&auto=webp&s=ffa219e2ab1950d2622e6dd51ff0cd63a67715a1

    Select on the PowerShell Script task now, and there will be some options. Instead of File Path, select Inline. You could add this as a ps1 file underneath your project, but for simplicity's sake I'm going over the inline option as it's easier. Paste the following script in the inline box:

    https://drive.google.com/file/d/1-jfOydgKH5YDIlt1cisCZZXanotV4exD/view?usp=sharing

    Edit the $UnityPath = "" to have the path to the folder with Unity Editor exe file (e.g. C:\Unity\UnityHub\Editors\2019.1.9f1\Editor) and update the $ProjectName = "" to match the product name in your build settings. If you have the Unity project in a subfolder in the repo, you'll need to put the subfolder name as $Subfolder.

    Your task settings should now look like the following:

    https://preview.redd.it/r3odpcxjoqg41.png?width=1419&format=png&auto=webp&s=3f8420cde363f43028f178e5c19779210ab9893e

    Step 5: Saving and running the unit test

    With that, you should hopefully be done! Simply click on "Save & Queue" at the top (1 in the below screenshot), select "Save & Queue" again. You can then save it and run it on any branch by hitting the "Save and run" button (2 in the below screenshot).

    https://preview.redd.it/f3xjrswloqg41.png?width=642&format=png&auto=webp&s=67e6505c6c6f0865284aa5574b3ae727903d446a

    Viewing Results

    You can go to the pipelines to see a list of all of your created pipelines. It'll show the status of the latest run there (or if it's currently running).

    https://preview.redd.it/c94t7l5noqg41.png?width=1229&format=png&auto=webp&s=a943e8b3018b253c3879f61f17433de96f8e1388

    If you click on your pipeline, you can see a list of all of your previous runs and if they succeeded or failed. You can also rerun the unit tests at any time manually by selecting the Run pipeline option in the top right.

    https://preview.redd.it/s28tnjxnoqg41.png?width=1134&format=png&auto=webp&s=4fe9cae42a3268c7f8308082cefc2e7c889ab2e3

    If you select a run, you can see a page that goes over its status, how long it ran, and what's related to it. If there's an error, you can click on the error to go directly to it (denoted by the 1 icon in the below picture), otherwise you can click on the job at the bottom to go to the general logs (denoted by the 2 icon in the picture)

    https://preview.redd.it/pr5gdunooqg41.png?width=975&format=png&auto=webp&s=bcc4fe746050e49afa3af1b8dd3c8aef494ca782

    The logs should hopefully explain any issues. Here's an example where it failed a unit test. You can see that the unit test that failed ("Tests.MainMenuTests.CheckVersionNumber" in the example below), the failure message ("Version date needs to be greater than…"), and a small stack trace for the location of the failure in the code.

    https://preview.redd.it/t2kghtupoqg41.png?width=1170&format=png&auto=webp&s=d98ac3e329a6102a312949f05636356faf723011

    Setting Up Branch Policies

    So, this is nice and all, but it still doesn't force it. That's what branch policies are for! With branch policies, you can enforce certain restrictions on branches, such as requiring pull requests, code reviews, or firing off a pipeline and ensuring that it's successful. This is not only a good idea because of the pipeline but can also be good for group projects as you can make sure someone else takes a look at code before it's merged in.

    To add policies, you'll first want to go to the branch list underneath your repo (the orange branch icon on the left).

    https://preview.redd.it/7p3ex4oroqg41.png?width=270&format=png&auto=webp&s=160cc2acf7fb88725dfb07da5720c878575e6a9a

    If you have multiple repos, DevOps may default to the wrong one. To change the repo you're under, you can select it from the dropdown at the top.

    https://preview.redd.it/70bnm69soqg41.png?width=765&format=png&auto=webp&s=6666ab130f2c3b8a459c73f95843f87eea23d73b

    If you don't see the branch you're looking for, you may need to select on All to see it. In the list of branches, you can see which branches already have policies by seeing the little ribbon icon to the right of its name (such as master and FebruaryRelease in the below screenshot). To add or edit the policies for the branch, select the … when hovering over the branch on the right and select "Branch Policies".

    https://preview.redd.it/229cpbzsoqg41.png?width=975&format=png&auto=webp&s=f01af96841b6738c09b98e8182b4d2f653716236

    Here you can see all your options for branch policies. All of these can be useful depending on how many people are in the project and how it's managed. But the option we're looking for is the Build validation. Click on Add build policy.

    https://preview.redd.it/gaxah9itoqg41.png?width=349&format=png&auto=webp&s=616541e1768662840605a1c6da8cbc8f999a57a4

    Select the unit tests pipeline you created, and then look over the other options. Once you've got them figured out, hit save, and then you should be good!

    https://preview.redd.it/ruddyheuoqg41.png?width=487&format=png&auto=webp&s=a27b6789059348fdcc58fdec9772ca8473c52c7d

    https://preview.redd.it/9lufdxzuoqg41.png?width=1158&format=png&auto=webp&s=c2172e5aad0f4cc0a0fea7d185b1e8f0e4487671

    With this done, whenever someone submits a pull request it will automatically fire off the build, which you can see in the pull request page.

    https://preview.redd.it/cfqhwwovoqg41.png?width=975&format=png&auto=webp&s=065e7c346fdb8ee3d80ba61fef2d3bafe2067ca1

    Conclusion

    That about wraps everything up for this! I hope this will be helpful to at least some of you out there as I think it's been a very big help for our project. I'd love to hear any feedback about this tutorial if anyone has any! In the coming weeks I'm hoping to post more tutorials like these over how to use Azure DevOps to create Unity builds, manage multiple releases, and other items that I think may be helpful to other people. My co-developer and I have also been considering creating a write up of our experiences in grooming features and how we go about working together in the same project and codebase.

    If anyone is interested, our project that we've been using this on is War for Athelay, a turn-based strategy roguelike game that is out in early access and has a free demo. I'll be posting a comment with info on how you can find us!

    submitted by /u/NoblePhantomGames
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    Starting with game dev

    Posted: 13 Feb 2020 11:45 AM PST

    Hi everyone, I really want to start with game dev. But don't know how does anyone have any ideas on how i can start

    Thanks already

    submitted by /u/MauritsDutch
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    Tower Defense 2D projectile calculations Help

    Posted: 13 Feb 2020 11:44 AM PST

    Hi everyone,

    While I may not be directly into game development I enjoy writing games in my freetime and have been trying to think of a solution to a previous program I made. I was wondering on how to improve my aiming for towers in my tower defense game. I plan on rewriting the code again by scratch(in Java, as I haven't picked up an engine yet). My previous game had a basic lives, currency, tile, enemy pathing, and a buy, seeking projectiles, and upgrade system for towers, but was badly optimized.

    Last time I made a tower defense game I use a simple comparison to X,Y of the projectile to the target enemy to make the projectile chase the target and hit them. It felt cheesy and would rather not have the projectiles appear "heat seeking" and instead have the projectile aimed ahead of time. I'm assuming it would be requiring cos & sin for calculations in some manner for angles.

    I was also wondering if there was a solution to making the projectiles hitting enemy check not run through the whole projectiles array and enemies array with a double nested for loop.

    If you have any suggestions to go along with fixing this ideas or how to make redeveloping the game better/easier, please post them below.

    submitted by /u/darkecojaj
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    Real-Time Synthesis and Audio Visualization in Unreal Engine 4 - Portland, OR tonight!

    Posted: 13 Feb 2020 11:21 AM PST

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