614 (9.1GB) FREE SOUND EFFECTS [sci-fi, horror, foley, cinematic, music loops & more] |
- 614 (9.1GB) FREE SOUND EFFECTS [sci-fi, horror, foley, cinematic, music loops & more]
- How to stop overcomplicating?
- Google Play Games Services real-time multiplayer APIs alternative suggestions
- Help a high school Game Dev teacher out! Distance Learning resources appreciated!
- Creativity Blocks | Getting stuck in a project, and refueling your creative tanks during times of stress
- This sub gave me an anti-procrastination boost and, after three years of stagnation, I finally decided to release a game that I'm proud of
- Thoughts on platform for building a web based card game?
- Two questions on ECS architecture
- A Question About Unreal Engine
- I need help in making a rhythm game
- How much time do you spend designing a game before you start doing anything?
- Making a tutorial about how to make Playstation 1 games. Just released the 6th video.
- I wrote an article on best practices for working remotely in wake of COVID-19 and I hope some of you find it helpful
- #30Days30Shaders | Day 03 | Lava Shader (Free Download)
- Can you make good money selling assets and plugins for popular game engines?
- How do you make learning fun?
- Khronos Releases Vulkan Ray Tracing
- Common issue with online multiplayer? A question to those with experience programming online games
- Why?
- making a procedural dungeon
- Adding a plane to a uniform grid
- How do you make decisions about artwork and music in your game?
- Hey guys, I really want to get into game development, but honestly don’t know where to start.
614 (9.1GB) FREE SOUND EFFECTS [sci-fi, horror, foley, cinematic, music loops & more] Posted: 18 Mar 2020 09:22 AM PDT
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Posted: 18 Mar 2020 02:51 AM PDT I want to make minimalist mobile games, but for the last like 1.5 years I just start a new project, work on it for a few weeks, constantly adding new stuff, realize it's not gonna be good, and drop it. All this in a while loop without exit statement. For one example: I start with an incremental game, but felt the pressure that it's gonna be bland, added TD elements to it and it almost immediately spiraled out of controll into an overcomplicated mess. Is there like best practice, or thought process people follow to avoid this? [link] [comments] | ||
Google Play Games Services real-time multiplayer APIs alternative suggestions Posted: 18 Mar 2020 01:01 AM PDT Hello /r/gamedev! After more than 3 years of procrastination I'm publishing a game that uses the Google Play Games Services real-time multiplayer APIs... Real-time APIs were deprecated in September 2019 and will be disabled on March 31, 2020 Probably for the rollout on the Play Store I'll have to wait 7 days or more, leaving 5 days of working multiplayer... I don't need much from the multiplayer APIs, I just need to send the player positions to its opponent in a 1vs1 match (movement is grid based, on a 6x6 grid, integer coordinates...really basic stuff). Google suggests using Firebase Realtime Database or Google Cloud Open Match. Do you know about other good alternative services? [link] [comments] | ||
Help a high school Game Dev teacher out! Distance Learning resources appreciated! Posted: 18 Mar 2020 08:28 AM PDT Hello gang. Like many schools across the world my school has now converted to distance learning. My level 2 Game Dev class is no exception but is the one class I'm having the most trouble with accommodating. My kids have done some good coding and I was about to get to conceptual things like using SDLC and Iterative design to make their projects, managing scope, and other techniques to take their ideas from concept to reality. That said without my labs and/or equitable access to PCs my students are now without software use to make the games!
In lieu of that:
Your thoughts would be greatly appreciated! ~Teach [link] [comments] | ||
Posted: 18 Mar 2020 09:09 AM PDT
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Posted: 18 Mar 2020 10:58 AM PDT
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Thoughts on platform for building a web based card game? Posted: 18 Mar 2020 10:06 AM PDT Looking to build a multiplayer card game hosted on the web. I'm now trying to come up with what tools I'll need for the project. My first thought was Unity since I have at least a little bit of experience but I don't know if just using simple Javascript would be better? Anyone have any thoughts here? Pretty new to game dev but I'm a graduating CS student so I'm confident I can figure this out. The game isn't super complicated and I'd wanna do it in 2d. Think something with the complexity of spades. If you feel that just javascript is more worth it, what frameworks should I be looking at? [link] [comments] | ||
Two questions on ECS architecture Posted: 18 Mar 2020 05:26 AM PDT Hi folks, Thought I'd try out a proper architecture for my next hobby game, so looking into using an entity-component-system arch. Two questions:
Cheers for any help! [link] [comments] | ||
A Question About Unreal Engine Posted: 18 Mar 2020 09:10 AM PDT Hello, me and my friends, we want to start a video-game project in summer. So I wonder can we work on the same project with my friends like Unity Collaborate? If we not, how can we do that? Sending codes eachother or what? Thanks. [link] [comments] | ||
I need help in making a rhythm game Posted: 18 Mar 2020 10:58 AM PDT Hello, I started making a rhythm game ( like Guitar Hero ), I set up the player and the buttons and I made some basic notes but the problem is, I don't know how to make the notes spawn at a specific moment and switching positions ( left center right ) while matching a music. Help me please! [link] [comments] | ||
How much time do you spend designing a game before you start doing anything? Posted: 18 Mar 2020 10:29 AM PDT Do you start creating something right away or do you plan as many aspects of the game as possible? I bet the answer is somewhere in the middle, but how do you decide that it is enough designing and its time to start making prototypes? [link] [comments] | ||
Making a tutorial about how to make Playstation 1 games. Just released the 6th video. Posted: 17 Mar 2020 12:36 PM PDT Since a lot of you seemed interested when the last episode was posted, here's an update. For anybody interested, we are going to make a simple Playstation 1 game in this series. In the first episode we compiled some sample code. In the second episode we built a loop counter program from scratch. In the third episode, we drew some shapes and made them move using the PS1 controller. In the fourth episode we burned our game to an actual CD and tested it on a real Playstation. In the fifth episode, we drew sprites. In this episode, we are playing with sound effects. Enjoy! [link] [comments] | ||
Posted: 18 Mar 2020 11:16 AM PDT
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#30Days30Shaders | Day 03 | Lava Shader (Free Download) Posted: 18 Mar 2020 05:59 AM PDT
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Can you make good money selling assets and plugins for popular game engines? Posted: 17 Mar 2020 07:05 PM PDT I'm planning to learn computer graphics and shader programming. it got me thinking... it would be amazing to work independently selling shaders or game-physics for popular game engines like unity and unreal (that are getting more and more popular). Can you make good money selling tools like that full time? What's the catch? [link] [comments] | ||
Posted: 18 Mar 2020 01:13 AM PDT How would you make learning social science and philosophy fun? I keep thinking about quizzes. Like the ones you see on the app called brilliant. Maybe I am just not that imaginative. However I want to create a game where people can have a Lotta fun learning stuff like history, social science, and philosophy. A mobile game that teaches students how to think critically in a fun way. I apologize if it's really vague. I'm brainstorming real quick, because I'm trying to figure out gameplay mechanics. What would make a good, engaging, and educational core gameplay loop? Any advice would be greatly appreciated. [link] [comments] | ||
Khronos Releases Vulkan Ray Tracing Posted: 17 Mar 2020 09:57 PM PDT Khronos released their ray tracing technology for developers to start playing with. Nvidia users can download a driver. It's all in the video linked below. On the Nvidia driver page, it says that the ray tracing will be available for Turing cards (RTX), so it still may be locked down, regardless. We'll have to see what AMD offers in the future. https://www.youtube.com/watch?v=bzE3cxg4Uek&t=0s https://www.khronos.org/news/press/khronos-group-releases-vulkan-ray-tracing [link] [comments] | ||
Common issue with online multiplayer? A question to those with experience programming online games Posted: 18 Mar 2020 08:13 AM PDT So I'm using PUN2 (photon unity networking 2) but my question is quite general so even if you don't use PUN you may be able to provide direction. So PUN2 is not server authoratative (I realise the issues with this but that's for another time), there is a master client and then other clients too, all clients can send messages to all other clients. The master client owns the majority of items in the game and is responsible for both creating them and destroying them. All other clients are notified when an item is instantiated or destroyed on the network. Regular clients are also capable of owning items on the network but don't think that's relevant to my question. The issue is when one of the other players besides the master walks over an item owned by the master, there is a noticeable delay (due to ping) before the item disappears on the non-master screens (this is because the master only removes the item when it thinks someone has picked it up and then it takes some time for all clients to be notified that the item has been destroyed). How do you network programmers deal with this synchronization issue? My idea was to stop rendering the item locally on any client as soon as that client thinks someone walked over it, and then if they do NOT get notification that the item has been destroyed on the network by the master within like 1 second, start rendering the item again. Obviously if we do get notification within 1 second that the item was in fact destroyed it will never be rendered again. This will mean more instant feedback that an item has been picked up. Any ideas welcome on how to deal with this possibly common problem? [link] [comments] | ||
Posted: 18 Mar 2020 10:32 AM PDT Why does unreal visuals look better than unity ? I mean like what is the technological difference ? Do they use a different rendering algorithm ? and why does not matter how good a artist u are U can never match the unreal visuals? Can someone explain me in-depth what unreal visually does that unity doesn't [link] [comments] | ||
Posted: 18 Mar 2020 05:00 AM PDT using unity engine, i made a grid of nodes which is the dungeon map, and applied BFS algorithm to traverse all nodes and spawn a walled room in it, now i want to make openings between rooms. my thinking is this: remove walls between adjacent rooms. if that is a good idea, then how would i go about it? i see that to make openings between adjacent rooms, i need to know in what direction, right? how would i know that direction? else, any ideas? thanks in advance! [link] [comments] | ||
Adding a plane to a uniform grid Posted: 18 Mar 2020 04:15 AM PDT I'm finding it hard to find material either online or in books to add a plane to a uniform grid spatial partition structure. For other objects, I can work out a min and max point based on their geometry (cubes, spheres) and then from there work out the indices/cell indexs they reside in. For the plane, I define this as a point and a normal. [link] [comments] | ||
How do you make decisions about artwork and music in your game? Posted: 18 Mar 2020 04:00 AM PDT Do you just try different types of music in your level based on a feeling or do you have some kind of guidelines about what is best and what works where? How do you decide on what kind of artwork should your game use, do you just try bunch of random stuff until it feels good enough? [link] [comments] | ||
Hey guys, I really want to get into game development, but honestly don’t know where to start. Posted: 18 Mar 2020 09:03 AM PDT So as the title says I really want to get into game development, I want to use Unity, and C#, but I don't know where to start, I've been looking for books but don't really know of any good ones, and the ones people are saying are good are from like 2015. I try to watch YouTube, but I don't feel like I actually learn anything, I feel like I'm just copying code. I need to learn C# but it's frustrating not knowing where to start. Do you guys & gals have any tips or any suggestions on where to start? [link] [comments] |
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