Can anyone recommend easy to use music composing software for retro games? |
- Can anyone recommend easy to use music composing software for retro games?
- for anyone wanting to make music for the snes...
- Here Are a Few Tips That Help me Tell my Stories in More Engaging Ways
- Hundred Days Winemaking Simulator - Some number from Steam Game Festival
- UNITIPS (Unity tips) My new tutorial-like series about Unity!
- Let's talk about party game mechanics, as we are launching one today.
- Why Radial Menus Are Cooler Than You Think - the Logic Behind Them
- How can I sell my game physically?
- Been out of the programming game for over 7 years, tips to get back in
- Let's Make an MMORTS in Unity! - (Part 3 UI and UI States)
- Make better SFX in Unity with little to no effort! (How to randomize the pitch of your sound effects?)
- Out of ideas
- Hey guys, I run a youtube platform where artists can come and do FREE 3D tutorials to share with the community. This week were starting a full stylized environment workshop with Cesar Manrique, to give an exclusive masterclass on creating stylized game environments. Its now live, come check it out!
- Which programming language should I use in Godot?
- To celebrate Half Life: Alyx's release, I created my own gravity gun! Link to the video in comments
- #30Days30Shaders | Day 16 | Water Shader (Free Download)
- When he took your food - First Class Trouble
- Jobs in the game industry or IT in Spain
- Server Simulation Getting blocked by user input requests from web sockets.
- It is possible to put a game from Buildbox to Unity and edit ?
- Been working on a game in Unity, thinking about just switching to web?
- Retro game engine?
- So I got challenged today to make a game under 80 kb...Can somebody explain to me how to compress some audio files so they don't take that much space
- Was experimenting with creating 2D soft body in unity engine and reached something like bouncy ball or even moving liquid simulation - full video link in comments.
- "track" system?
Can anyone recommend easy to use music composing software for retro games? Posted: 31 Mar 2020 10:38 AM PDT I've looked extensively and none have fulfilled the need. Bosca Ceoil is the best one I've tried so far but it keeps crashing (because it uses Adobe Air I assume!) I've also tried: BeepBox - I've managed to get 2 simple tunes made using this. However, it's not at all user friendly! FamiStudio - looks great but it's even weirder to use! LMMS - too complex for the need. [link] [comments] | ||
for anyone wanting to make music for the snes... Posted: 31 Mar 2020 04:44 AM PDT Heres the tool just for you! https://www.romhacking.net/utilities/681/ it can do everything! it can make even a wav file in a brr file to use for making snes music with the SPCtool! [link] [comments] | ||
Here Are a Few Tips That Help me Tell my Stories in More Engaging Ways Posted: 31 Mar 2020 09:45 AM PDT
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Hundred Days Winemaking Simulator - Some number from Steam Game Festival Posted: 31 Mar 2020 06:07 AM PDT
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UNITIPS (Unity tips) My new tutorial-like series about Unity! Posted: 31 Mar 2020 08:13 AM PDT
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Let's talk about party game mechanics, as we are launching one today. Posted: 31 Mar 2020 09:32 AM PDT Hey gamedev, maybe you remember the post I made about Chapeau about two weeks ago when I talked about our way from being students to releasing our game on the Switch. I wanted to take the opportunity to again make a post to discuss party game mechanics with you guys, as we had quite a lot of discoveries in our development. Just as a refresher, here's the latest trailer: Launch Trailer Honestly, talking about party games right now feels a bit off tune, I know, with all the social distancing going on, but let's give it a go. In the beginning Chapeau was meant more as a open world racing game with different modes and predefined "race tracks" leading you through the city. More Mario Kart style. However we wanted to keep an open map to use verticality in our gameplay and move away from the race track style. This meant reducing the size of our level as players didn't ever really interact with each other, the world was too big for that. Instead we created environments that offer a bit of verticality to fully make use of the movement abilities of our hats. Ok, but now comes interaction. For us it meant creating game modes that force players to come together for an objective and give them enough time to interact. We started out with the first game mode "Where is Wilhelm?". In the mode people race to find the right person and sit on their head for 2 seconds to collect the points. It's obviously inspired by the Where is Waldo books (which is copyrighted, who knew!...) So at first we awarded the points as soon as someone landed on the right persons head, and only defined a broad area of where the right person could be. Over time we first changed the capturing mechanic to sitting for 2 seconds which gives other people time to catch up and results in battles for the points in which items can play a big role. Next we added big floating arrows around the map which point to the right person. It should never be hard to see such an arrow and the player should always be able to quickly find out where he needs to go next. Our second mode is called "The Floor is Lava" in which the lava slowly rises and forces people to the highest points of the map, naturally creating interaction as the playable space gets even smaller. In a few design iterations we added three different tiers of humans that are worth a different amount of coins to the player. These refresh once in a while creating a kind of "gold rush" feeling when the lava lowers again and all the humans got their pockets refreshed. The mode is still the hardest to play for new players as it's the only mode that actively punishes the player for playing wrong (falling into the lava) which is something you generally don't want to do on a party game. But we felt the mode has a lot of value and adds many opportunities for exciting plays for players who want more out of the game. Which leads me to the third mode "Color Craze". The mode was added to be the easiest one to get into for a inexperienced playerbase. By jumping onto a persons head you color them in your team color and they start generating points for you slowly. Internally we also called it Splatoon mode for a long time. However the concept doesn't lead to a lot of interaction so we did two things. First we added a resource needed for coloring people to discourage players just spamming jumps as fast as possible and not doing anything else. Second we added a rainbow that sometimes appears and selects a special person. However "owns" that person for long enough, get's an Area of Effect on their next few jumps. In that way more experienced players will want to battle for the control of the rainbow. Now party games also have some kind of equalizer build in, we went with a Mario Kart style item pick up system and made sure that all the items that actively steal coins, do so in percentages, to enable comebacks more easily. Overall we tried to build a bridge between very party like mechanics and quite skill based movement, which wasn't easy. As often we found people having trouble controlling the camera which sadly is the most important skill to have for movement in all axis in our game. What's your opinion on party game design? There are some big names (Mario Party) out there, but mostly indie games. There are even some designed for up to 8 players. (Chalo Chalo comes to mind) What do you guys think is important in party game design? Which game does it best? Rumble Mode Rocket League, Pummel Party? [link] [comments] | ||
Why Radial Menus Are Cooler Than You Think - the Logic Behind Them Posted: 31 Mar 2020 01:21 AM PDT
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How can I sell my game physically? Posted: 31 Mar 2020 10:16 AM PDT Let's say I made a game for PS4 / Xbox One, I know how to sell it digitally. But how can I sell it physically? Who manufactures those physical copies? Who sends those copies to stores? Do I need permission from somewhere to do that? Do I need to work with a publisher or can I just contact to PlayStation / Xbox ? What is the roadmap to sell my game's physical copies? [link] [comments] | ||
Been out of the programming game for over 7 years, tips to get back in Posted: 31 Mar 2020 11:24 AM PDT Hi All, I have been out of the game for a long time and want to get back into because I have had some cool ideas for web based games, these are fairly big projects so i understand I need to start with something small. I used to be a Asp.Net developer and started with MVC for a few years after I left school. I just started a Udemy course but I found it way too slow, I understand all the core principles and even advanced ones I just can't put it to practice as I've forgotten most of the Syntax, my mind just goes blank! I wonder if anyone here has had long breaks away from programming and have managed to get back into it, how have you done it and what avenue did you take to get back into it as efficiently as possible. Many Thanks! [link] [comments] | ||
Let's Make an MMORTS in Unity! - (Part 3 UI and UI States) Posted: 31 Mar 2020 12:35 PM PDT
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Posted: 31 Mar 2020 11:30 AM PDT Before I started working in game dev industry as a programmer, I had a lot of ideas for games. But now after 4 years of industry experience, I cant think of a single idea for a game. I have a mental blockade or im just exausted. Is this normal? How do you guys find ideas that inspire you? [link] [comments] | ||
Posted: 31 Mar 2020 06:54 AM PDT
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Which programming language should I use in Godot? Posted: 31 Mar 2020 09:50 AM PDT | ||
To celebrate Half Life: Alyx's release, I created my own gravity gun! Link to the video in comments Posted: 30 Mar 2020 02:50 PM PDT
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#30Days30Shaders | Day 16 | Water Shader (Free Download) Posted: 31 Mar 2020 06:58 AM PDT
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When he took your food - First Class Trouble Posted: 31 Mar 2020 12:40 PM PDT
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Jobs in the game industry or IT in Spain Posted: 31 Mar 2020 12:38 PM PDT Hello. [link] [comments] | ||
Server Simulation Getting blocked by user input requests from web sockets. Posted: 31 Mar 2020 11:48 AM PDT Hello, I'm making a simple fps game in javascript with a nodejs back end. Im simulating the world in the server side with a game step of 60fps, and sending periodic snapshots to the clients at 10 times per second. Everything works great and is player movement is quite smooth. I also optimized the data transferred using binary data. I recently added projectiles, and I'm having a big performance issue. I think this is because everything is running in a single thread. When receiving a message from the client, they are added to a queue inside the simulation. There are 4 requests implemented. Add player to server, update a player's movement in state, fire a bullet, and disconnect from server and delete the character from state. In the update loop for the simulation, if there is a request in the queue, it is processed , after that, the projectiles' positions are updated. When two players connect and shoot and move at the same time, the bullet's position are delayed by up to 3 seconds, and then rendered all at once. Any suggestions for this problem. Should I delve into adding the projectile updating to another thread, or is there a simpler solution> I uploaded the game to a server in case you want to try it out, but the problem only exists when two or more players are connected and shooting, so I don't know if that is any help Simulation Class Nodejs Index [link] [comments] | ||
It is possible to put a game from Buildbox to Unity and edit ? Posted: 31 Mar 2020 11:44 AM PDT | ||
Been working on a game in Unity, thinking about just switching to web? Posted: 31 Mar 2020 11:21 AM PDT I've been working on a game for Unity where most of the heavy lifting is done in the scripting side of things as it would be a mostly menu-driven game. I'm thinking of just switching over to web and making it that way. I feel like it's not a "real game" at that point, and I think that's a stupid thing to think. Am I being dumb in thinking that? [link] [comments] | ||
Posted: 31 Mar 2020 11:19 AM PDT I'm wondering how to make a retro 8-bit game like retro city rampage but i have no idea where to start and which game engine to use. Which game engine did retro city rampage use? [link] [comments] | ||
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Posted: 31 Mar 2020 07:04 AM PDT I am creating this hyper casual shooting game where you would move between four different lanes and the track would have curves and turns. I am making this on mobile so I need to keep it simple. Swipe controls to move between lanes while the player automatically goes forward constantly. Kinda like subway surfers, but with shooting. My question is: How should I do the tracks? I mean if it is infinite, how can I implement some curvature in it. I don't need like 100% solutions to these, just some ideas and things I should check out. I am doing this for my portfolio and would like to do as much of the code by myself as I can and then borrow bits and pieces from online if I get stuck on something. [link] [comments] |
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