• Breaking News

    Tuesday, February 25, 2020

    SHADERed now has a shader debugger

    SHADERed now has a shader debugger


    SHADERed now has a shader debugger

    Posted: 25 Feb 2020 05:33 AM PST

    How to make a grappling hook in Unity!

    Posted: 25 Feb 2020 10:15 AM PST

    Building a Roguelike From Scratch - Unity Tutorial part 1 - Setup

    Posted: 25 Feb 2020 01:24 AM PST

    What tools do you use to make life easier as a dev? (any type, not just productivity)

    Posted: 25 Feb 2020 06:43 AM PST

    For instance, we use these tools to make our lives simpler and more organized for miscellaneous tasks.

    Tweetdeck: easy scheduling for tweets. Crucial for doing batch stuff in one sitting.

    Mention: really nice tool for tracking feedback, comments, posts about your game anywhere to respond fast.

    AppFollow: nice tool that has a Slack integration that posts to a channel when a release goes live to 100% rollout (and posts the description, version number, date!)

    What other great tools are out there?

    submitted by /u/n1caboose
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    Resources to make a simulation / management game

    Posted: 25 Feb 2020 12:24 PM PST

    Hi,

    I am looking to start game development as a hobby. Many tutorials are about 2D platformers and rogue-lite games but to be honest I don't really enjoy these kinds of game and I wouldn't really enjoy making one.

    I am looking for resources (books/videos/blogposts ) to make simulation / management games (which are unfortunately not good keywords for google, I mostly found articles or videos about water/physics simulation or game production/management). I already have coding and programming experience so dense and in-depth tutorials or books don't really scare me.

    Thank you in advance

    submitted by /u/Elendol
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    Is there an existing resource on a list of post-mortems and development costs to indie games?

    Posted: 25 Feb 2020 10:32 AM PST

    Besides heading to a search engine and looking up every indie game i can think of :)

    I figure somewhere there is a list compiled of indie game post mortems, and i am especially interested in seeing costs to indie games. For example, Blow said "Braid" cost $200.000, Yacht Club made Shovel Knight off less than $400k (through suffering, and they estimated it should have cost close to $1.5m comfortably), Phil Fish said FEZ cost over $500k, etc. (or a failure for example, Midora had a budget of $300k and they failed because it wasn't enough).

    Basically, is there a list of games who's creators came forward about the budgets/costs? It would be super interesting to me on a personal curiosity level.

    Also i'm developing an RPG pretty slowly and expect it will cost well over $500k up to $2m, lollll. Dreams :)

    submitted by /u/Sovarius
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    What did Dark Souls do *right* about difficulty, so that the player is okay losing and losing and repeating the same sequence over and over again? How to replicate this?

    Posted: 25 Feb 2020 09:33 AM PST

    How do i make a Tileset out of my tiles in photoshop?

    Posted: 25 Feb 2020 12:56 PM PST

    So i started creating my own tileset with my own pixel art, and i found a bunch of tutorials on YouTube on how to import/create/modify them, but i just cant figure it out how do i put all of my drawings into a big set, which modifies as i modify my separate pieces. Do i just modify the size of the canvas so that all of my creations can fit into a single image? Also, if i drew my stuff in 64x64 pixels, what size do i need to convert it afterwards so i can use it in unity to create a tilemap?

    submitted by /u/Maligator18
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    As someone with no formal studies in game development...

    Posted: 25 Feb 2020 11:44 AM PST

    Which would be the better, simplest, and with limited resources (without sacrificing graphical quality [not that I'm planning on making something with "amazing" graphics, and I mean like 1-GB-graphics card-at-most-limited-resources]) way to make a 2D platform game? The only help I could (probably) get is my girlfriend, who even though has no formal graphic design studies, I think she has some knowledge about it. Ty all in advance.

    submitted by /u/Leon08x
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    Want To Start Making Multiplayer Games? - Unity - Photon Networking

    Posted: 25 Feb 2020 06:38 AM PST

    How can Wrath: Aeon of Ruin be available on consoles?

    Posted: 25 Feb 2020 11:25 AM PST

    The game is built on a modified Darkplaces engine, which is released under the GPL, since the original Quake engine was also GPL.

    I really like Quake engines and derivatives, so I'd love to use and extend them, but I don't want to remove the Switch as a possible platform should I ever decide to release something (likely never, but anyway).

    The console platforms are only available under NDA, which is why an engine like Godot doesn't "officially" support the Switch. But; since GPL is viral, how is it possible that Wrath is on the Switch and XBox? Doesn't that mean that they have to release their console specific code, which is usually not allowed?

    submitted by /u/RaptorDotCpp
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    Is an RTS too advanced for a beginner project?

    Posted: 25 Feb 2020 08:19 AM PST

    I've dabbled a bit in gamedev before but nothing substantial. I'd really want to get into it as a hobby and I have this idea for an RTS which I think would be fun to make but the thought of working with AI, both pathfinding AI and AI for NPC kind of scares me. Am I in over my head if I decide to go that route?

    Also the game engine I plan to use is godot (it's a 2d game) if that changes things.

    submitted by /u/WillHasStyles
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    How hard is implementing multiplayer?

    Posted: 25 Feb 2020 10:15 AM PST

    I am at the point of development in my game that I would like to start the multiplayer process. I have built with the idea of multiplayer from the get go. I looked in to some tip posts at the start of my project and have avoided doing some things that would make this hard. IE, avoiding globals, making things as modular as possible, etc... What I want to ask is, are their any tips or tricks that any of you would have loved to have known before starting the multiplayer implementation that I as someone new to the multiplayer game development world would probably miss? Thanks for replying if you do. Happy Redditing!

    submitted by /u/ProfessorDoughnuts
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    Developing An Audience

    Posted: 25 Feb 2020 09:45 AM PST

    Hi guys,

    How do you/did you guys go about developing an audience of people pre-launch? My game is in it's early phases, still kind of buggy so nowhere near being released to the public, but it's something I really want to address. My game does appeal to a specific niche, so I was thinking about reaching out to those communities/people in them, especially youtubers. But I'm interested in what ideas you guys have :)

    submitted by /u/JamesesOfficial
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    Building an ECS #1: Types, Hierarchies and Prefabs

    Posted: 25 Feb 2020 12:53 PM PST

    GOAP AI in unreal engine?

    Posted: 25 Feb 2020 06:45 AM PST

    Hey gamedev fam,

    I have been playing around with getting AI moving around, fighting, gather resources etc in Unreal and as i'm approaching greater levels of complexity I can't help but wonder if there is a way to implement GOAP or one of these other structures in just blueprint? Are there any good tutorials out there to get me started?

    submitted by /u/lebeer13
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    Unity Game Scene and Camera Preview Different?

    Posted: 25 Feb 2020 12:33 PM PST

    I've been messing around to try to get the game scene to match the camera preview but I can't. Does anyone know what could be wrong? :o

    https://imgur.com/a/EdH3Uh3

    submitted by /u/grecianav
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    �� Any tips for increasing the "Visits to Sales" conversion rate on Steam? ��

    Posted: 25 Feb 2020 12:24 PM PST

    I'm a solo developer and I spent the best part of two years developing my first proper game to be sold.

    I built the entire thing myself from creating the foley sound effects to the 3d assets. I launched the game on Steam in June 2019 and saw a bit of success in the first couple of weeks. I believe I botched the launch because I didn't realise I could request to be included in the Summer Sale with my launch discount and as a result, believe it got buried by other games being discounted whereas my game was not.

    As the game's life cycle has continued, I have been updating it with new features, patches and content.

    I can have anywhere up to 500 page visits a day via steam and the sales are quite a low ratio in comparison, I also have a Click-thru rate of around 66%. My refund rate is below 8% and my wishlist conversion rate is ~18%.

    The game has 100% positive scores so far as reviews go, however I am struggling to convert those new visitors into customers.

    I have applied appropriate tags and keywords to accurately capture the audience of similar games, I have tried to make the description of the game as detailed as possible and I've added videos and screenshots that show off the game.

    In Short: How can I increase the visitor to sale ratio on my steam store page?

    Is it unrealistic to try and achieve a 5% sales conversion ratio?

    Is there any advice or are there any general tips in marketing it more effectively using the Store page?

    Thanks for any help!

    submitted by /u/GameDevMikey
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    Hey guys, I share free game art tools to the community I find useful. This week, I found an awesome resource you can use to help you wrap your hear around Overwatch's art style. Its a free download, so feel free to check it out for yourself.

    Posted: 25 Feb 2020 08:22 AM PST

    Verge3D - new kid on the block. Video review from Gamefromscratch

    Posted: 25 Feb 2020 11:48 AM PST

    Is it worth using a graphic drawing tablet for a 2D game? What about for a 3D one? I'm a beginner and i really don't know a lot about this stuff. btw sorry for my grammar mistakes

    Posted: 25 Feb 2020 11:34 AM PST

    60% Discount! - "A Place for the Unwilling" - Lovecraft meets Majora's Mask and Sunless Sea

    Posted: 25 Feb 2020 11:32 AM PST

    Unity2D - find the crash!

    Posted: 25 Feb 2020 11:09 AM PST

    Hey guys,

    I'm wondering if anyone has run into issues with portrait and landscape modes for mobile in Unity2D. Our beta build runs well using portrait mode. The problem is, game play looks a lot better in landscape. So I set everything up for the levels that are supposed to be in landscape. You can start the app, go through the menu, it can stay on that scene(or any other portrait scene) without closing out. You can even jump into the landscape levels without an issue, and play them. HOWEVER, about 2 minutes into game play (of the landscape level) the app just closes out. It doesn't offer any chance for a crash report so I have to search for the reason in the Profiler. Side note here, the Profiler says at the time of the crash the app is only using 1.57gb of RAM (my test device has 4 available).

    My question is this, is there any way for me to narrow down the reason as per why the application is closing out?

    Any advice would be greatly appreciated.

    submitted by /u/Gremlin_Worx
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