/r/gamedev has reached 400,000 members! |
- /r/gamedev has reached 400,000 members!
- Professional game devs, what are some tools/workflows/anything that make your life easier, that an indie might not think to make?
- 5 Games for hobby developers to make
- 5 First Games
- Win32 - Window Creation (C Programming Tutorial)
- SkyRider's developer teach us how much we can fail while making our games
- How To Make A 3D Video Game Asset In 1 Hour (Blender 2.8)
- 8-Ball Pool game using JavaScript and Canvas
- Question regarding handling object collision based on object type
- How to Improve your 3D Sculpting Skills
- Having trouble finding tutorials/information on how to create in-game marketplaces like Runescape or Fifa does. (Multiplayer game)
- Poor visit to purchase conversion rate on Steam?
- UE4 Check for overlapping actor (Help!)
- Unity, GameMaker or RPG Maker?
- Erion: The Retribution - Sci-Fi turn based action RPG with heavy rogue-like elements
- Game art style guide · GDQuest
- I made a 6 minute crash course in gamedev, from starting to your first release. I hope it's useful. I purposefully made it to have some utility to experienced devs as well.
- How To INTERACT with Game Objects using UNITY EVENTS (Tutorial)
- Soundtrack for your video game
- What would be the best way to go for a indie in terms of money, good PC game or good mobile game?
- Indie PC/Mac game postmortem - from prototype until launch/showcase
- how can i get the angle between the mouse position in a 3D world and an object?
- Disclose data analytics?
- [++itCon] Call for Papers! Submit your paper for the Italian C++ Conference 2020 in Rome
- RunUO Check
/r/gamedev has reached 400,000 members! Posted: 05 Feb 2020 11:39 PM PST This post is actually an excuse to link to our Discord server: https://discord.gg/reddit-gamedev [link] [comments] | ||
Posted: 06 Feb 2020 10:18 AM PST Ive been working in software development for quite some time. I know across all the different projects ive worked on we have come up with numerous small tools to speed up workflows, automate common tasks, and anything that makes our lives easier. These are usually pretty project specific but the idea can carry over. One example was at an organization I've worked at in the past we had very large files for test data. These files were usually created with specific defects, or types of operations in mind. They were also very time consuming to create. After some time a few people had the idea to create a giant repo of them, and set up an internal site so that anyone could reach out, search, and download one they needed rather than recreate it from scratch. I was just curious from people with industry experience what type of things have you come up with, or used, that made life easier for you? [link] [comments] | ||
5 Games for hobby developers to make Posted: 05 Feb 2020 11:10 PM PST | ||
Posted: 06 Feb 2020 04:41 AM PST What 5 games would/have you make/made in order to feel comfortable starting a "serious" project? I am newbie developer. I have tried and failed at making games several times before because I always bite off WAY more than I can chew. I found this sub and read through the Getting Started section and decided I wanted to give myself projects to actually complete before I even thought of an original, larger project. The Getting Started section mentions Pong and then Super Mario Bros. What would you add to that? [link] [comments] | ||
Win32 - Window Creation (C Programming Tutorial) Posted: 06 Feb 2020 09:43 AM PST
| ||
SkyRider's developer teach us how much we can fail while making our games Posted: 06 Feb 2020 08:23 AM PST
| ||
How To Make A 3D Video Game Asset In 1 Hour (Blender 2.8) Posted: 06 Feb 2020 10:15 AM PST
| ||
8-Ball Pool game using JavaScript and Canvas Posted: 06 Feb 2020 11:42 AM PST
| ||
Question regarding handling object collision based on object type Posted: 06 Feb 2020 07:49 AM PST As you'd expect, every object in the game world has a bounding volume, but given that there could be dozens of different types of object in the game world, I wondered how you guys and girls implemented handling of collisions of all these different types of object. For example, say you have a level with the player and 15 different types of objects (walls, trampolines, oil slicks, gateways, whatever you like). Would you iterate through every object type one by one?
... and so on for all 15 object types. But what if there are 30 different types of objects or 100? You'd have a gigantic set of "for each" conditions. Would you create a class for each different type of collision? Perhaps you might keep a map of all bounding volumes to all objects somewhere? If the player collides with any bounding volume then send a notification that a class handling the outcome of a collision will pick up, and it then has the bounding volume and the object it belongs to, to do that? Perhaps I'm way off the mark in both cases, but I'm trying to improve my game and the area of collision handling was pretty gross, so I'd like to learn from people who've successfully implemented a good method of handling collisions how you did it, and if you have any tips for a clown who wants to improve. Thanks! [link] [comments] | ||
How to Improve your 3D Sculpting Skills Posted: 05 Feb 2020 09:28 PM PST
| ||
Posted: 06 Feb 2020 11:59 AM PST If anyone could link me to anything or explain here I would be extremely thankful! [link] [comments] | ||
Poor visit to purchase conversion rate on Steam? Posted: 06 Feb 2020 11:35 AM PST Hi! I've released a game a few days ago and now I am trying to analyze the data. Of course, I am aware that calculations are going to be very rough because there is not enough time passed. As an example, the game page was visited 6260 times in one day. And 26 people had purchased it. So, basically it is 0.42% conversion rate. Is not it low? I must mention that my game is not expensive, just $10 and it is selling with a 20% release discount. The game's quality is average, there are a few positive reviews and one negative. What is a normal visit to purchase conversion rate for an indie game on Steam? [link] [comments] | ||
UE4 Check for overlapping actor (Help!) Posted: 06 Feb 2020 11:17 AM PST
| ||
Unity, GameMaker or RPG Maker? Posted: 06 Feb 2020 10:27 AM PST I'll keep it short. I'd like to make a 2D top-down game, something similar to Stardew Valley and I know Java/C# only. I've completed some Unity tutorials but it seems there's so many unnecessary things that I got to learn/do in orther to make a 2D game - but maybe it's just me tho. So, would it be the beest to stick to Unity or try with GameMaker or RPG, and if so which one? [link] [comments] | ||
Erion: The Retribution - Sci-Fi turn based action RPG with heavy rogue-like elements Posted: 06 Feb 2020 10:23 AM PST | ||
Game art style guide · GDQuest Posted: 06 Feb 2020 10:15 AM PST | ||
Posted: 06 Feb 2020 09:47 AM PST
| ||
How To INTERACT with Game Objects using UNITY EVENTS (Tutorial) Posted: 05 Feb 2020 08:31 PM PST
| ||
Soundtrack for your video game Posted: 06 Feb 2020 09:09 AM PST I have made a soundtrack and it sounds like it could be in a zombie,apocalyptic game Really fits in one of those games, and it could be in yours Made it in 5 hours and it's great, no fees or anything for the usage of the track If you'll like to hear it DM me and we'll see if it works for you Thank you all [link] [comments] | ||
What would be the best way to go for a indie in terms of money, good PC game or good mobile game? Posted: 06 Feb 2020 08:45 AM PST First of all we are talking about a quality game (even on mobile), so quality first not money. I think the main problem is the marketing, mobile is a very saturated place and it costs a lot to be visible so that you can make decent money from IAP and ads, and I don't have the budget. On steam, it's easier to be visible because quality is more appreciated. On mobile you can have shit quality but good marketing and psychological impact so the people will buy in-game items/cash. With "quality" I mean actual good gameplay. [link] [comments] | ||
Indie PC/Mac game postmortem - from prototype until launch/showcase Posted: 06 Feb 2020 08:10 AM PST https://lopespm.github.io/2019/02/06/survival-ball-making-the-game.html I've finished this game about a year ago, and wrote a postmortem at the time detailing the development process from start to launch/showcase, with as much detail as I could. I enjoy reading these, so I thought that maybe this could be of interest to other devs. [link] [comments] | ||
how can i get the angle between the mouse position in a 3D world and an object? Posted: 06 Feb 2020 04:20 AM PST so i tried casting a ray from the main camera thru the mouse position the 3D world in unity... the i used the point were it touched the ground and took that to measure the angle...then used that angle to turn an object...it worked .. kinda but it super clanky ... it can't detect 360 degree motion(can't go all the way around) and i dont think the mouse position works...plz help [link] [comments] | ||
Posted: 06 Feb 2020 07:42 AM PST Hello, I'm working on a little mobile app where players have to guess topics. I want the app to send me the topics that were skipped (And in how many seconds a topic was guessed) so I can figure out which topics are too hard and should be taken out. Do I need to disclose that the app is doing this to the player? Do the player's need to actively consent to this? No personal information would be collected. Thanks in advance for your help! [link] [comments] | ||
[++itCon] Call for Papers! Submit your paper for the Italian C++ Conference 2020 in Rome Posted: 06 Feb 2020 06:27 AM PST
| ||
Posted: 06 Feb 2020 06:22 AM PST
|
You are subscribed to email updates from gamedev - game development, programming, design, writing, math, art, jams, postmortems, marketing. To stop receiving these emails, you may unsubscribe now. | Email delivery powered by Google |
Google, 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States |
No comments:
Post a Comment