Wanted to share my animation workflow as part of my making a boss series. (full video link in comments) Also big thanks to gamedev for the feedback on previous videos. |
- Wanted to share my animation workflow as part of my making a boss series. (full video link in comments) Also big thanks to gamedev for the feedback on previous videos.
- Lessons learned after running an indie studio for 4 years
- Tutorial on how to make a terrain texture tile less
- Easy 2D water tutorial with shader and script links.
- Godot Engine was approved for an Epic MegaGrant
- Eagle Vision effect from assassin's creed made in unity. Link in comment for tutorial
- Over the weeked for GGJ 2020, instead of a game, I worked with my friend on a Blender plugin for generating sprite sheets from 3D models
- We made a Sega Mega Drive / Genesis game for Global Game Jam 2020 and made the source code available to anyone!
- A month ago, I released an album of free 'low-poly' video game music loops. Use it in your indies!
- Book recommendations
- Friendly Reminder - Backups Are Important!
- Making Shovel Knight's Signature Moves | Game Maker's Toolkit
- Any free/freemium software I can use to make sounds for UI?
- A simple guide for choosing the right way of providing customer support for your players
- Godot is a really powerful too .. when you adapt the engine to your workflow, so you can profit to 100%! - Today I started my new Godot Playlist! In the coming weeks you can learn everything about the flexibility of the engine.
- The Contradictions of Game Development in 2020
- Is a good idea to have a Patreon or similar to fund part of your game? how do you fund your games?
- How to multithread rendering vs. updates?
- Where should my zombie survival game take place?
- The Satisfying Game Design of RAYMAN LEGENDS
- Should you lead a player down an "unrewarded" path?
- My first unity game! What do you think?
- What's your code structure like?
- 120hz mobile displays
Posted: 03 Feb 2020 06:38 AM PST
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Lessons learned after running an indie studio for 4 years Posted: 03 Feb 2020 06:29 AM PST Hey! My name is Vladimir, I quit my job 4 years ago to start making indie games. I have summed up what learned this year and I am also sharing my (relative) stats from year to year. I'd say persistence pays off, but I'm not sure yet. My overall approach and lessons learned:
As usual, if you have any questions - AMA :) Last years post on reddit. [link] [comments] | ||
Tutorial on how to make a terrain texture tile less Posted: 03 Feb 2020 02:50 AM PST
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Easy 2D water tutorial with shader and script links. Posted: 03 Feb 2020 07:59 AM PST
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Godot Engine was approved for an Epic MegaGrant Posted: 03 Feb 2020 09:07 AM PST
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Eagle Vision effect from assassin's creed made in unity. Link in comment for tutorial Posted: 03 Feb 2020 09:14 AM PST
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Posted: 03 Feb 2020 01:09 AM PST
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Posted: 03 Feb 2020 10:42 AM PST
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A month ago, I released an album of free 'low-poly' video game music loops. Use it in your indies! Posted: 03 Feb 2020 05:30 AM PST
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Posted: 03 Feb 2020 04:15 AM PST I study game dev for some years ( personally as a passion in my free time ). I decided if i really enjoy game dev then i must slow down step back and start from the core fundamentals. I am very comfortable with programming ( C++ ) but not other areas like maths. Please suggest me a good book that will really help me in the following: Maths, Game architecture, design patterns. Appreciated. [link] [comments] | ||
Friendly Reminder - Backups Are Important! Posted: 03 Feb 2020 08:55 AM PST This is just a friendly reminder to manually backup your work! Cloud backups are great, but local backups are still king! Today, i made my first manual backup of 2020. Shame =( HAPPY GAMEDEVIN' !!! [link] [comments] | ||
Making Shovel Knight's Signature Moves | Game Maker's Toolkit Posted: 03 Feb 2020 09:03 AM PST
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Any free/freemium software I can use to make sounds for UI? Posted: 03 Feb 2020 10:23 AM PST It can be anything, just comment what you use please. My game seems real bland right now and doesnt have that immersive feel. [link] [comments] | ||
A simple guide for choosing the right way of providing customer support for your players Posted: 03 Feb 2020 12:22 PM PST
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Posted: 03 Feb 2020 12:02 PM PST
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The Contradictions of Game Development in 2020 Posted: 03 Feb 2020 11:35 AM PST A lot of people ask me for advice for getting into game development, and while mostly I give the same advice as everyone else, I realized that there's a lot of apparent "contradictions" in the advice we give. So, I decided to write an article to go over the contradictions, what each side means, and my thoughts on why it seems to be a contradiction. You can read the full article here: https://david.fancyfishgames.com/2020/02/the-contradictions-of-game-development.html The contradictions in the article:
I hope you enjoy the article - it should be informative for new developers, and hopefully will give more experienced developers a chuckle. [link] [comments] | ||
Is a good idea to have a Patreon or similar to fund part of your game? how do you fund your games? Posted: 03 Feb 2020 11:11 AM PST Hi there! I was wondering if Patreon could be a good place to share some stuffs and receive donations if people wanted. I talked about it with my team but they are afraid because "begging" could be not well received. For context, we are a small team from Chile and we are doing it in our free time, but that's not much and we would love to hire people or ask commissions to some people. We are paying all of it with our money. This is our twitter if someone want to take a look (not too updated). [link] [comments] | ||
How to multithread rendering vs. updates? Posted: 03 Feb 2020 07:11 AM PST So I've written a good number of simple games where separating the updates and renders into two separate threads is easy enough. When the game is simple, and the entities don't need per-pixel accuracy between them, that's not a big deal. However, I'm now getting into more complex stuff. So for example, say I have a character who is wearing a robe, and carrying a club. He's leading another "living" entity by a leash. Each of these objects are separate entities. Currently, by having updates running on one thread, and the renders running on another, I run into the standard issue of the renders happening mid-way through the updates. So if the character's moving, their robe may be rendered a frame behind them, as could the club, etc. This results in a jittery, ugly mess of a character. One solution I've considered is to have each entity carry an "update position" and also a "render position", then when the update has completed a frame, it does a synchronization lock, updates the render positions quickly, and releases the lock. Then the renderer will also use the synchronization lock before rendering. It's the solution I'm leaning towards, though not my favorite as I could see it slowing down BOTH the renderer and the updater. Looking for any other, or more elegant solutions people have come up with. [link] [comments] | ||
Where should my zombie survival game take place? Posted: 03 Feb 2020 08:44 AM PST Hey, I have started making this zombie survival game, but I dont know in what city it should take place. I want to make a map with a large forrest (for survival and hunting elements) but i also want a few local towns and a large city. Any suggestions? [link] [comments] | ||
The Satisfying Game Design of RAYMAN LEGENDS Posted: 03 Feb 2020 04:00 AM PST I love Rayman Legends so much that I finished it 100% on xbox live back in 8th grade, then when I got my ps4 a few years ago, I bought and completed the game again. Now that I make games, I was curious what made that game so enjoyable and what motivated me to push through so much, to the detriment of studying for my final exams (lul), so I went back, looked at the game's design, and made a video about it. Hope some of you will find this video insightful for building more satisfying games! [link] [comments] | ||
Should you lead a player down an "unrewarded" path? Posted: 03 Feb 2020 06:58 AM PST This is coming from train of thought from watching youtube videos stating that, it is bad design to lead players down a random path that leads to a dead end. It makes sense, but what if the reward in this case is subjective? i.e. ambience Picture a dog running through the streets, seemingly leading the player, but enters a random house that is locked off from the player. Would this be considered bad game design? Is ambience considered good enough a reward, or is it annoying for the audience? Just wanted to know what the general thoughts are, as it can be very subjective. [link] [comments] | ||
My first unity game! What do you think? Posted: 03 Feb 2020 12:25 PM PST https://play.google.com/store/apps/details?id=com.jeegames.space Please check it out. And your feedback ...i really need your support [link] [comments] | ||
What's your code structure like? Posted: 03 Feb 2020 12:22 PM PST I consider myself an advanced programmer but I always struggle to find the perfect code structure for my game development. It's not that what I do does not work, it's just that I'm one of those that like making frameworks and coming up with new ways to handle things. (and yes, since I like doing this sort of stuff, I'm not one to follow the "just start coding your game" mentality, even though I should) Those of you out there that code their game (instead of using complete game engines), what vocabulary do you use? (systems, managers, games, layers, scenes, etc.) I've experimented with ECS, which I find interesting, but there also are manager systems, where managers manage managees over specific tasks, or static systems that act as a reachable-anywhere API to specific tasks. The structure of a game loop is also an interesting thought experiment: What loops? Is there a hierarchy? Is this hierarchy the same for drawings and updates? So, how's your game tickin'? [link] [comments] | ||
Posted: 03 Feb 2020 12:20 PM PST |
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