Iron staff WIP Which do you like more? |
- Iron staff WIP Which do you like more?
- Here's 100 sound effects for interfaces (clicks, switches, buttons 'n such)
- The mistakes I made while prototyping.
- Hey guys, I make a weekly video showing off the best video game art, vfx and tools of the week. It would mean a ton if you come check out the video and let me know what you think!
- Spyro the Dragon GEM in Unity
- Doing business in China, Steam keys and cuts.
- What are the steps to selling games on an online market such as Steam or Itch? And what can I call myself?
- Community Building during Development -- My experience suggests start early, not just for marketing reasons but morale also.
- How much should i pay for 2d game art?
- Game mockup with low poly hexagons
- Is it alright to refer to already existing legends/theories/experiments?
- Need help with designing a manual transmission/gearbox
- Episode 10 of our RPG Devlog!
- How Stardew Valley Works? The three phases of Farm Simulators
- Babylon.js Weekly Video: Mystery Demo Tutorial Part 9 - The Final Demo!!!!
- Project Anarchy SDK
- You are able to look at the source code of any game you've ever played. What game do you pick and why?
- gamejolt or itch.io for freeware game community?
- Do you feel rogue-lite map movement choice (FTL, Slay the Spire, etc...) is a good game design choice to give players some feeling of agency or do you feel like that's something that could be stripped off altogether?
- Game Design Can Be Easy, One Step at a Time (For The Discouraged)
- What is a good free website that can help someone learn Java, python, and Javascript coding I can’t find anything useful and free.
- WIP - Night Reverie. A Puzzle/Adventure game we are currently developing.
- System of turns with Socket.io
- I’m trying to make a game, so where do I start?
Iron staff WIP Which do you like more? Posted: 26 Feb 2020 04:51 AM PST
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Here's 100 sound effects for interfaces (clicks, switches, buttons 'n such) Posted: 26 Feb 2020 06:39 AM PST Hey everyone, it's me again. I've created 100 sounds which are perfect for buttons, confirmations, scrolling, clicks, ticks, switching and more. There's very clean, contain no noise and are public domain so feel free to use them in anything. License: CC0 (public domain), completely free to use in personal, educational and commercial projects (no permission/credit required). Download includes license file. [link] [comments] | ||
The mistakes I made while prototyping. Posted: 25 Feb 2020 08:20 PM PST
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Posted: 26 Feb 2020 06:51 AM PST https://www.youtube.com/watch?v=aUsFVrx0dOk Top Game Art is a series dedicated to showing off the week's best Game Art characters, environments, VFX and tools from the Game Art community. Every week, I comb through HUNDREDS of submissions and posts to get the best art, straight to your eyeballs. I've been trying to nail the format, what do you guys think? [link] [comments] | ||
Posted: 26 Feb 2020 09:04 AM PST
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Doing business in China, Steam keys and cuts. Posted: 26 Feb 2020 07:45 AM PST Hello fellow devs. We recently been contacted by someone who claims to have ties over China. It does have a website and they reviewed our Early Access game there. They want to sell it on their sites. So far so good. The thing is, their cut would 80% them, 20% us. I don't see that quite fair, since it's common to see bigger cuts for developers, or at least 50/50. The other thing is they want keys beforehand. That's probably a bit of a red flag. To mitigate risk, there's a way on Steamworks to see which keys are activated and from where. But I think they can still find a way to scam us. In the other hand, getting into China's market is quite hard. If we can negociate percentages, would be feasible to do business with them or not? Thanks a lot for any insight on this. [link] [comments] | ||
Posted: 26 Feb 2020 11:02 AM PST I am currently in the process of finishing a game that I will release soon, and have recently been looking into the business side of selling games and I have not been able to find completely solid answers regarding this. I have a couple of questions regarding the process. For the sake of this, my name is John Smith, I have made a game called Super Fighter, and am ready to sell it. I currently live in Canada 1) Can I sell my game, or give it away for free without creating a corporation? 2) Do I need to create a corporation in order to sell these games under something other than my own name? i.e : Super Fighter by Smith-Publishing ; Or would it need to be Super Fighter by John Smith 3) If I am able to, can I sell the game, and later down the road when making a corporation, transfer the rights to that game to the corporation. 4) If not making a corporation, and instead go with sole proprietorship, am I able to use a registered business name to represent this. Situation : I go with sole proprietorship, and register a business name called "Smith Gaming", I use this business name as my business name. [link] [comments] | ||
Posted: 26 Feb 2020 12:41 PM PST Welcome! If you're new here, nice to meet you! I'm Tom, and I'm making a space factory game. I've started many streams lately and the above sentence is on the tip of my lips every time. Gotta get that elevator pitch in, am I right? A "Real" Game Developer?I started making The Recall Singularity in November 2018, remaining part-time through today. It took a shove out the door by my BFF to believe in myself and the concept right at the start. As TRS has matured so have my skills. At the beginning I held many doubts around my own ability to deliver. As the months have passed this concern has faded away, leaving me with the confidence that the future is in my hands. Here's a list of old concerns
I've still got a few
Growing a communityI've got hundreds of followers now across many platforms. Let me take a moment to thank every one of you. Your support means a lot, your encouraging voice helps keep the terror of a huge project from overwhelming me. Thank-you. From the bottom of my heart. Thanks. Initially I started growing my community by leaning into what I do well. I chose a difficult combination of tools that gives me freedom and performance — Godot and Rust. I thought I could contribute back to my community by smoothing the path to using those tools. I wrote about my technology choices conversationally and then I tutorialized the Godot+Rust combination. Hmmm, I really need to write more. So busy! It's quickly become apparent that my approach is "in vogue" with both Godot and Rust being growth tools at the moment. I personally think that Godot is the best "3d Engine" for rust developers and Rust is the best Scripting option for performance sensitive Godot developers. The consistent positive responses I have received from both camps seems to bear this out. I'm very excited about moving to Godot 4.0 and the gorgeous new Vulkan renderer once it is ready. I have followed the community to various platforms. I put off starting a Twitter account until a Reddit reader explicitly asked me for one. I avoided Discord until the Twitter community was growing and vocal. Then a Discord member suggested I start streaming because he enjoys watching such streams. I've since embraced streaming as a low-effort way for me to give back to up and coming game developers and help foster a conversion with my fans. Why am I building a community so early? You might have noticed in your own development that it's actually very lonely and intimidating to make a game. As I mentioned above I found myself fulled with self-doubt regarding my ability to make the right decisions and to actually deliver on a game. Building a community is worth it. It will give you the validation you need to progress in your game dev journey. Be sure to reach out if you want to join mine. And in any case, good luck with your project! (NB: I adapted the above to this subreddit from my latest update post) [link] [comments] | ||
How much should i pay for 2d game art? Posted: 26 Feb 2020 12:09 PM PST Pretty much what the title says, i'm a developer/musician who works alone on game development for fun, and i really want to release something sometime, but the thing is i suck at visual arts, so i'm going to need assets such as tilesets and character art and such. How do i approach this with a freelancer? How much is too much considering this is a hobby for me and that i expect little to no revenue and expenses will come from my normal job wage? [link] [comments] | ||
Game mockup with low poly hexagons Posted: 26 Feb 2020 10:57 AM PST Just a quick game idea test, based on khalkeus3d assets [link] [comments] | ||
Is it alright to refer to already existing legends/theories/experiments? Posted: 25 Feb 2020 11:58 PM PST (I'm a little paranoid about the stuff I reference to DoNt add me) Like mentioning the bloody marry curse, or more specifically, the entire 'Help me help me Suzzie's dying' number? [link] [comments] | ||
Need help with designing a manual transmission/gearbox Posted: 26 Feb 2020 10:36 AM PST I dont have much experience with cars, so I'm having a hard time implementing it into a project. How would you go about designing a manual transmission? I'd like the end results to be the torque on the wheels, for simplicity. Any studies or papers on this topic would be appreciated as well (not too complex ones) [link] [comments] | ||
Posted: 25 Feb 2020 09:20 PM PST
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How Stardew Valley Works? The three phases of Farm Simulators Posted: 26 Feb 2020 12:38 PM PST
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Babylon.js Weekly Video: Mystery Demo Tutorial Part 9 - The Final Demo!!!! Posted: 26 Feb 2020 12:35 PM PST
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Posted: 26 Feb 2020 08:44 AM PST Hey there, has someone still the files for the Project Anarchy SDK? [link] [comments] | ||
Posted: 26 Feb 2020 12:24 PM PST | ||
gamejolt or itch.io for freeware game community? Posted: 26 Feb 2020 08:14 AM PST Hi, I want to upload little free windows desktop games I make. I can't be bothered to upload to both gamejolt and itch. What one is better for a community of people who will be playing my games and enjoying them. I don't want to make money from the games if that makes a difference. I will also try to support gamepad and fullscreen as much as I can too as that's my personal preference if that also impacts what one is best. Cheers. [link] [comments] | ||
Posted: 26 Feb 2020 11:53 AM PST Bit of a long question really, sorry for that! Currently working on a project I've been passionate about for years but never got around doing. Decided 2020 would be the year but I was thinking about this aspect common in many roguelites and am still puzzled as to the real benefits of having this kind of system instead of purely randomized encounters with choices presented in a more "narrative" way I might say. Do you guys have some pros and cons for the common method? Thanks for your support guys. Cheers! [link] [comments] | ||
Game Design Can Be Easy, One Step at a Time (For The Discouraged) Posted: 26 Feb 2020 11:45 AM PST I'm a beginner, but I've learned tricks that make each part of it surprisingly easy to do. My newest efforts are in painting terrain materials in Krita. I've found that even my test paints of grass look rather good for how easy they were to create. I actually just chose a stamp brush that added color variety and rotation and dragged the mouse over the image. Then, I made colorless versions for the various settings of how it will look in-game. Finally, I set up what I'd already learned about materials in Unreal, and it looked great. You can see for yourself in my post on ArtStation. Please note that I hadn't figured out how to hide my seams at the edges, yet. My future works will get that right. If the goals for the game are not to look fantastic, but to accept less quality as enough, then they can be easy to create, one step at a time. [link] [comments] | ||
Posted: 26 Feb 2020 11:43 AM PST | ||
WIP - Night Reverie. A Puzzle/Adventure game we are currently developing. Posted: 26 Feb 2020 11:01 AM PST
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System of turns with Socket.io Posted: 26 Feb 2020 10:27 AM PST Hi. I'm starting making a game like a game of chess for the web, with React, Redux, Nextjs, Typescript, and Socket.io. My issue is about how can I make the system of turns with socket.io? I'm thinking about this suggestion:
[link] [comments] | ||
I’m trying to make a game, so where do I start? Posted: 26 Feb 2020 10:02 AM PST I'm trying to make a 2d metroidvania, and I have the basic concept, story, mechanics, and setting planned out. However, when it comes to actually building a working game, where should I start? Should I build the levels first, or get the movement system working? Should I use random placeholder sprites until we get the final assets prepared, or should I wait? Where should I go from the start? Just wondering what process you guys would recommend to make things as simple and organized as possible and make me and my group most productive. [link] [comments] |
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