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    Sunday, February 23, 2020

    I don't like UV mapping, so I made this shader in Unity. Tutorial link in comments.

    I don't like UV mapping, so I made this shader in Unity. Tutorial link in comments.


    I don't like UV mapping, so I made this shader in Unity. Tutorial link in comments.

    Posted: 23 Feb 2020 03:53 AM PST

    Hi Gamedev! If you are looking for new train sounds, I recorded some incredible loud, super long & powerful freight trains engines, pass by & horns in Colorado & Iowa! Greetings, Marcel

    Posted: 22 Feb 2020 10:12 PM PST

    Hello geeks! We offer 192 Button Tiny Clicks Sounds from the real-world (analog sounds from small machines as smartphone, gamepads, joysticks...), small taps, press, switches, ... have a nice day! Stephane

    Posted: 23 Feb 2020 04:13 AM PST

    Are there any little details in your game(s) that most players probably miss?

    Posted: 23 Feb 2020 11:19 AM PST

    I just recently updated a game that I originally wrote in 2015. While refreshing the game, I remembered all the little things I put into the game that one might miss if they weren't paying attention. For example, the game background is subtly regenerated each game with a changing city skyline and stars that ever so slowly set over time. Other little details include how the menus are slightly transparent and how when the game is over, there are numerous unique taunts that show depending on the outcome of the game. Things like that. Anyway, it got me thinking... what are some details that you worked into your games that, in the end, only a small number of players probably noticed? Do you think they were worth the effort and, if you redid the game today, would you put them back in?

    submitted by /u/Fluffy-Raccoon
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    How are you monetizing your game development skills?

    Posted: 23 Feb 2020 07:56 AM PST

    Hey, I'm a 20 y.o. undergrad Unity developer with around 3 years of experience who is studying Computer Programming, and I am trying to find ways to sustain myself with my game development skills. I know that most of the independent developers suffer from this and not many people can actually turn this into an actual job. So far, I have tried:

    Freelancing on Reddit or other platforms that take compensation (Upwork,Fiverr etc.)

    I was able to find jobs but most of the clients are delusional people who are actually clueless about game development, at all. Most of the offers I got were from people who don't even have a single idea what a developer actually does, so I got offered to make projects such as "make a GTA for mobile, (doesn't have to look good) for $250", without any asset, or documents to guide me whatsoever. Even though I actually managed to get some decent job offers from sane people, these offers are not frequent enough for sustainability. And I don't even want to mention the policies of the platforms that take compensation.

    Building a team and working on a commercial project, splitting the revenue.

    Well, as we all know the industry is overflowed with newbie people or children who try to build teams all the time. Revenue share is not a trusted method of building a team and working on a project for months, understandably. Currently, I have no budget to offer people and I don't think this method is viable at all, just listing.

    Working on other studios as a game programmer/developer.

    In my country, game studios that hire are hyper-casual mobile game studios that offer you a laughable salary and expect you to be their code monkey with "flexible" working hours. Studios that value their employees and work on interesting projects that would be nice to be a part of are not common at all, they are not hiring most of the time. So, I am trying to find better ways to avoid working at code monkey studios, I will if I am desperate anyway, but I still have a bit time to think over.

    I will appreciate any kind of advice.

    submitted by /u/___inevitable
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    Random Game Idea Generator

    Posted: 23 Feb 2020 02:31 AM PST

    Want to learn how to make a text based browser game.

    Posted: 23 Feb 2020 11:35 AM PST

    I'm new to a lot of this but I'd love to learn this as a hobby. Since I've always had an idea to make a good browser based game. I've seen lots of cool ideas. Some ideas of games I've been looking into is Halo Sphere V2 (Shutdown), OGame, Gemini Station, Titan Conquest, etc. My idea isn't to make too much of a sci-fi themed game. The theme is different.

    But I'd like to know where to get started. What are some things I need to learn. From some research people have said JS, CSS, HTML, MySQL, etc. Some have said PHP is not as good and neither is Python. I am also looking to make the game online of course.

    I know it's a long way to go and a lot of information to learn. But I'd love to do it as a hobby. I'm already studying in the field of Cyber Security to be hopefully be a Pentester, so I'm currently learning Python and C++ in school.

    What are some suggestions on where to get started?

    submitted by /u/HaloCS
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    Learning to make games in Unity by making a game every week - Here's a time lapse of my first attempt!

    Posted: 23 Feb 2020 09:57 AM PST

    Cury TR12 - A feee to use raster font designed for terminal emulators and programming. Updated and fixed, and download link in the description. Enjoy!

    Posted: 23 Feb 2020 04:14 AM PST

    Signals Without Garbage

    Posted: 23 Feb 2020 01:00 AM PST

    What engine to make a Duke 3D style fps with multiplayer?

    Posted: 23 Feb 2020 08:30 AM PST

    Im good at making maps, music, textures, sprites (I can model, then convert to sprites).. and so on, I enjoy the whole design aspect but I can't code beyond some ACS for instance (scripts in zDoom)

    What can I do to make a Duke 3d style fps? I've seen GZDoom is GPL, problem is, Steam does not allow you to put the "join server" stuff for user friendly multiplayer options in the drop down menu with GZDoom, so I can't really use it as the base of the game.

    I've seen some people do this type of game in Unity but like I said I need the "skeleton" of the game already done, so I do the creative part and tweak the code, similar to tweaking .con files in Duke 3D for instance, or like I said, some scripting on Doom Builder. I can't find a proper pack for Unity that has all the stuff I need. I've seen Wolf 3d style tutorials, not what I wan't. Seen Godot too.. not convinced. And like I said, I need the skeleton of the game ready to use so I can start creating maps and graphics right away and then script events with linedefs and some easy code as I do in Doom Builder, everything else is a waste of time for me.

    What options do I have?

    submitted by /u/beyerfanboy
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    A look at the evolution of the handcuffing sequence for '12 Minutes' game (and consequently art and design) from the 2015 prototype to the current version. [The last one is still in implementation, missing animation variations, foot IK and pose transitions]

    Posted: 23 Feb 2020 11:47 AM PST

    Down In The Dark vehicle damage system testing

    Posted: 23 Feb 2020 11:45 AM PST

    Need advice on starting my own game studio

    Posted: 23 Feb 2020 05:47 AM PST

    Hello guys, creating games was a dream since childhood even through I chose a different career path during college, I still have the same dream. But as I read through this subreddit these past few days i came to find out that running a studio is no easy task as i expected. I would love for you guys to give me advice and pointers on what should i learn before starting this journey. I gave myself 6months for creating a business plan and trying to educate myself as much as possible before starting the studio. I'm planning on making a 2d MMORTS mobile game, similar to travian, guild wars. My questions are as follows:

    1- Is Unity a good choice for such a game?

    2- Should I learn c# ( I have some experience in java)

    3- how many employees do I need, what should their field and expertise be?

    I would appreciate your input and would love to hear your stories, thanks in advance.

    Edit: I want to clarify my role in the studio will be the team leader and owner since I have enough money saved these past few years. I want to learn the basic of what my employees will be working on, to help deliver my vision better.

    submitted by /u/Twinstroke
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    Just uploaded 3 brand new FREE songs since I hit 15k streams!

    Posted: 23 Feb 2020 11:44 AM PST

    A place to share my games

    Posted: 23 Feb 2020 05:30 AM PST

    I really enjoy making games in my spare time, but I always feel like something was missing. I have all these games, but nobody to play, and give feedback for them. So I was wondering if there was a place where I could post stuff, with an active community and an ability to get seen. Would really appreciate any help, thanks!

    submitted by /u/edgib102
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    Essential Games Programming skills

    Posted: 23 Feb 2020 05:14 AM PST

    Hi there, hobbyist gamedev here, used to be in an indie studio but that's been a while now. I wanna get back into it, but feel like I'm far behind on my programming skills. I'd love to hear what you guys view as essential skills and concepts for games programming, and if you could share courses/tutorials, etc That would be amazing!

    submitted by /u/DevCake_
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    Strange ambient sound being generated in libgdx game (sample youtube clip in comments)

    Posted: 23 Feb 2020 10:40 AM PST

    Hey everybody,

    I've been working on a mobile game using libGDX that's in 'early access', and one of the players out there reached out to me about a very strange audio issue he has when playing my game.

    He was nice enough to record it and send me a link:

    https://youtu.be/QmITR0Wy-xA

    He said he's never had this happen with any of his other apps/games.

    The sound doesn't alter when he enables or disables sound effects or music in the game. Also, the in-game sound effects and music volume sliders do not affect the ambient volume either.

    Have you guys ever seen anything like this?

    Could this be some kind of low level issue in the libgdx music playing code?

    No one else has reported this issue (with something like 45K downloads).

    I would guess that there was a hardware issue on his device, but it only happens with my game.

    Thoughts?

    submitted by /u/Jim808
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    How to make the interior of a house to scale. I have a place holder house that I made in Blender that has no visual issues. The problem is scale like in the image. The windows seem to big.

    Posted: 23 Feb 2020 06:54 AM PST

    Mini Tutorial: How to get the point clicked on a UI Button in Unity

    Posted: 23 Feb 2020 10:25 AM PST

    I had more difficulty than I thought I would trying to learn/figure out how to get the exact position clicked on a UI button in Unity. Neither the documentation nor the class itself proved to be intuitive with this regard imo.

    So when I finally found out how to do it, I thought I might create this little tutorial to save everyone else headaches. This tutorial will cover how to get the exact point clicked on a UI Button, as well as how to get more precise event data from Button events.

    Prerequisites

    You need to know the basics of Unity such that you know what I am talking about when referring to terms such as Scene, Inspector, scripts, etc. While it is better that you know the basics of programming in C#, I will explain the programming steps in detail, including Visual Studio shortcuts. Those who are more experienced can simply glance at the title of each step to get a sense of what to do, which will be in bold.

    Tutorial

    1. First, create a UI Button on your scene.
    2. Create a new C# script - we'll refer to it here as ButtonScript.
    3. Attach ButtonScript to your UI Button in the Inspector.
    4. Open ButtonScript - it should simply contain the default code of a newly created MonoBehaviour class.

    using System.Collections; using System.Collections.Generic; using UnityEngine; public class ButtonScript : MonoBehaviour { // Start is called before the first frame update void Start() { } // Update is called once per frame void Update() { } } 

    For this example, we don't need the Start() nor Update() methods - you may remove those entirely.

    1. Have ButtonScript implement the IPointerClickHandler interface (don't forget to import UnityEngine.EventSystems) (see the CODE section to skip the detailed explanation).

    In order to access the event data of a button in specific events, your script's class needs to implement certain interfaces. These interfaces include: IPointerClickHandler, IPointerDownHandler, IPointerUpHandler, IPointerEnterHandler, IPointerExitHandler. These can all be accessed from the namespace UnityEngine.EventSystems.

    For our example, we will be using IPointerClickHandler, as we want to access the clicked position on the button. We are not interested in handling the cases in which the pointer was up or down in this example.

    First, import the UnityEngine.EventSystems namespace by adding the statement using UnityEngine.EventSystems; at the top of your script.

    Then, implement the IPointerClickHandler interface by adding it on the same line as MonoBehaviour, separating the two with a comma. See the snippet below:

    using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.EventSystems; public class ButtonScript : MonoBehaviour, IPointerClickHandler { ... 

    Alternatively, if you are using Visual Studio, you can start by implementing IPointerClickHandler, then put your cursor on IPointerClickHandler and press Alt + Enter to bring up the list of possible actions to correct this error - the first one should be to import UnityEngine.EventSystems. Select that option by pressing Enter again.

    By adding the statement above, your IDE will display errors indicating that "your class is not implementing the IPointerClickHandler interface." This is simply because you have not yet explicitly written the method definitions that the interface defines within your class definition.

    To quickly add those functions in Visual Studio, simply do the same procedure as you would do to quickly import the required namespaces: click on the interface name, then press Alt + Enter. The first option should be to "implement interface" - press Enter to confirm it. It should automatically add all the methods that the interface defines in your class definition with the statement: throw new System.NotImplementedException(); - you can remove that statement without consequence.

    CODE

    Your script should now look like this:

    using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.EventSystems; public class ButtonScript : MonoBehaviour, IPointerClickHandler { public void OnPointerClick(PointerEventData eventData) { } } 
    1. Output the clicked position in a Debug.Log() statement (see the CODE section to skip the detailed explanation)

    Through this method's parameter eventData, we now have access to all the event data that is associated with the pointer click on the button.

    Because we are interested in the pointer's position, we will get that information from the eventData's pressPosition property. In this example, we will simply output that position in a Debug.Log() statement:

    CODE

     public void OnPointerClick(PointerEventData eventData) { Debug.Log(eventData.pressPosition); } 

    Save your work and execute the scene. Click the button and see the resulting output. Play around with it by moving the button in different areas in the scene and clicking on different parts of the button's graphical region.

    1. Convert the clicked position to world-space coordinates (see the CODE section to skip the detailed explanation)

    You may have noticed from running the scene in the previous step that the coordinates were quite large - much larger than the coordinates that your game objects on the scene are usually represented in. They are also always positive, no matter where the button is.

    That is because the pressPosition expresses the clicked position in screen-space coordinates. Screen-space coordinates are expressed in pixels and are relative to the screen's resolution, with the bottom-left corner being (0, 0) and the top-right corner being (Screen.width, Screen.height).

    In the majority of cases, this is not desired as we usually manipulate the positions of our game object transforms in world-space coordinates. To convert the clicked position's coordinates to world-space coordinates, we simply need to pass that vector to this method call:

    Camera.main.ScreenToWorldPoint(screenPointVect) 

    CODE

    So our code now looks like this:

     public void OnPointerClick(PointerEventData eventData) { Vector3 clickPoint = Camera.main.ScreenToWorldPoint(eventData.pressPosition); Debug.Log(clickPoint); } 

    If you are working in 2D, the resulting clickPoint variable will have a -10 value for the z-coordinate, which is not visible in-game. I suggest setting the z-coordinate to zero in the following way:

     public void OnPointerClick(PointerEventData eventData) { Vector3 clickPoint = Camera.main.ScreenToWorldPoint(eventData.pressPosition); // Set z-coordinate to zero // Vector.one = new Vector2(1, 1) clickPoint.Scale(Vector2.one); Debug.Log(clickPoint); } 

    Save your work and execute the scene. Click the button and see the resulting output. Play around with it by moving the button in different areas in the scene and clicking on different parts of the button's graphical region. You should now see the coordinate converted accordingly.

    ______________________________________________________________________________

    From eventData you can also access a myriad of other, useful properties. I suggest using IntelliSense (i.e. your IDE's "autocomplete" functionality) on that parameter to see what other properties it has. As well, the same procedure can be applied for the other interfaces for the other button events.

    If there was a mistake made above or I forgot something, please let me know in the comments. Otherwise, please let me know how it worked out for you or if it didn't work out for you.

    submitted by /u/seamoongames
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    Backup of TIGRS - The Independent Game Rating System

    Posted: 22 Feb 2020 07:49 PM PST

    Hello! TIGRS was created in 2005 and was taken down in 2007, so it is relatively hard to find in the wild. I have found a copy of the original images, and also included the content descriptors used in TIGRS in the archive. I've seen a post of a TIGRS based rating system here, so I figured it would be ok to post here. I have included a link for both the original archive and a mirror on IMGUR.

    Google Drive | Imgur

    submitted by /u/mrpeanut188
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    Concept help - "side"grading in a tactical arena game

    Posted: 23 Feb 2020 09:27 AM PST

    I have rolled an idea in my head for at least a year now about a competitive arena shooter type game. You would control multiple fighters during a match. The fighters would persist in between matches, as long as they are not killed. Since your fighters don't usually survive being shot all that well, you would lose them fairly regularly (maybe think Darkest Dungeon, but most of the time you would lose at least two characters in a mission). For variability in playstyle and for attachment to your fighters that survived a bit, I would want them to get upgrade options. At the same time, I want the game to stay fair in a sense where players should still have a decent chance with a rookie team against a team of upgraded soldiers. So let's maybe call that more of a sidegrade system, where the fighters are general-purpose at the start, and getting specialized over time. Trading one trait for another is kind of the obvious answer, but I am hoping I can get more interesting options from a discussion

    Traits of the characters would be leaning on physical and mental abilities, stuff like:

    • weapon handling (how well you can hit, suppress, invoke panic and so on using a weapon. I am thinking about not even having weapon options, but effectively having the soldier stats determine the role they are in)
    • athleticism
    • evasiveness
    • "cool-headedness" (I do not know a good english word for that. Basically being cool under pressure, not prone to panicking)
    • quickness (as in low reaction time)
    • temper (that to me is a prime example of a sidegrade option. Hot temper would mean the fighter would often be opportunistic, even if that means going against orders, while cold temper would mean that he is very easy to control, but may stay inactive in a bad situation or in one that would be well exploitable)

    Ideally, this sidegrade system would be all of the following:

    • intuitive. Players should immediately be able to tell how the sidegrade will affect the fighter's performance and be able to plan their tactics and team composition accordingly
    • engaging. Players should look forward to customizing their fighters.
    • inviting to experiment. You should not out of habit always take the same sidegrades. Maybe that could be achieved by offering a limited amount of options instead all of them.
    • inclusive to new players. That means that the options should be so easy to understand and intuitive that basically your grandmother could grasp it quickly. That means something like a grenade to throw is okay, but no weird space magic force field or teleportation stuff.

    So, without tainting your creativity with more of my ideas, what comes to your mind for such a game? What other pitfalls are there and how would I go about balancing the options? Do you maybe even have experience with such a sidegrade system or a source I could look into?

    Thanks for reading, and thanks in advance for your response!

    submitted by /u/DeafIllDryFur
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    How will PS5 coming out affect PC gaming market?

    Posted: 23 Feb 2020 03:16 AM PST

    Hey gamedev,

    I'm trying to make some plans at the moment and was doing a bit of news-watching for a change, quickly coming across the PS5 and AAA timing mess 'news'.

    Anyway, it seems that a lot of AAA releases have been postponed this year already, and there is sure a lot of speculation* to go around, but are there any sure bets about the impact that PS5 will have on PC game developers, particularly on indie developer?

    Thank you for you opinions :)

    *My take is there should be a better window for indie releases this summer/autumn if so many big games are pushed to 2021. After that however, it's likely to get much harder to get any attention with all the hype blowing up. My 2.5 cents

    submitted by /u/AlexanderKamen
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    Unity C# (2D) Prefabs not Scaling?

    Posted: 23 Feb 2020 08:07 AM PST

    So I made a post but had to delete it because I didnt think it really showed exactly the kind of problem I am having, I have made this post to help as well as created a video demonstration.

    My prefabs that I create are not scaling properly in relation to canvas? Their positional information when matched to a parent object using C# script does not resolve this issue, although in my demonstration no code is being used.

    I really have no clue how to describe this otherwise and the problem is hard to put into words. If you are familiar with the solution of how to make a prefab edit window match a given scenes canvas resolution that would help, or if you know why my canvas is resizing all of my prefabs in the first place that would be great.

    https://reddit.com/link/f8bdzp/video/3h2eyr925pi41/player

    submitted by /u/mburket64
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