GDC will stream pre-recorded sessions from developers on March 16-20 on their Twitch channel |
- GDC will stream pre-recorded sessions from developers on March 16-20 on their Twitch channel
- How we did the caterpillar animation
- Created 100+ platformer sprites in a scribble/hand-drawn style! (CC0)
- I'm not a scientist by here is how I managed to create a 2D black hole in Unity by converting Einstein Ring formula into Shader Graph - step by step video in comments
- Here's 5 game design tools I've been using on my shadow government simulator. I hope you find them as helpful as I did
- What is the best tip you've ever got for game development?
- 53 WW2 gun sprites completely free to use in your pixel projects
- Rant: Reworking a user interface for localization is the most tedious part of game dev
- How Level Design Can Tell a Story | Game Maker's Toolkit
- Learning to Solve Programming Problems: Have We Flipped?
- I have an embarrassing problem
- What makes level design good?
- Most Objects/Particles in a 3D Game Environment?
- How do you decide to develop for a certain platform over another platform?
- Hang in there, it is almost weekend! (game Biped)
- splitting ownership on indie game projects
- gravity isnt working. So ive been following a Brackeys video on how to do 2d movement. ( the video ) At 5:16 he goes into game view and the character falls, but when i tried it he didnt fall. i dont know if its because i dont have a stage yet, but im also putting this video so if anyone can see if a
- Anyone know how this UI was created (Ace Combat 7)? Did they build a custom windowing/GUI system for this or was it simpler...?
- Creating a Shovel Knight Character Sprite
- I created a high-performance C++17 signal-slots library
- Weapon recoil psa
- I've run out of ideas?
- I am making a game as part of my college course and need people to do a survey for my primary research.
GDC will stream pre-recorded sessions from developers on March 16-20 on their Twitch channel Posted: 11 Mar 2020 04:27 AM PDT
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How we did the caterpillar animation Posted: 11 Mar 2020 10:04 AM PDT
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Created 100+ platformer sprites in a scribble/hand-drawn style! (CC0) Posted: 11 Mar 2020 10:18 AM PDT Hello! I've created 100+ sprites for platformers in a new style I haven't done before. The package includes characters (with hats, very important), weapons, tiles and interface elements. Basically enough to get you started! Also includes a Construct 2/3 sample project. Let me know if you've got any questions whatsoever. License: CC0 (public domain), completely free to use in personal, educational and commercial projects (no permission/credit required). Download includes license file. [link] [comments] | ||
Posted: 10 Mar 2020 03:02 PM PDT
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Posted: 11 Mar 2020 06:00 AM PDT
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What is the best tip you've ever got for game development? Posted: 11 Mar 2020 10:51 AM PDT Just curious, let's share the top tips we got. For me it's to never say yes to any deal right away, always take your time to think about it. [link] [comments] | ||
53 WW2 gun sprites completely free to use in your pixel projects Posted: 11 Mar 2020 09:54 AM PDT
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Rant: Reworking a user interface for localization is the most tedious part of game dev Posted: 11 Mar 2020 04:42 AM PDT I thought drawing sprite sheets was the worst. And later I thought that creating lightmap UVs for meshes was the worst. But now I have decided for sure that reworking a user interface for localization is definitely the worst. I've spent the last few weeks going through my whole UI (and because I'm making a strategy RPG, there are a lot of menus) and duplicating things for different languages and different fonts. And everywhere I had static text, I have to replace it with dynamic text and make a variable to hold the localized text and a function to get the localized text. It feels like I'm taking a really big system that already works fine and doing it again. Localization was one of those things that was last on my priority list when I was just trying to get the game running. And now that the game is starting to take off, I wish I had done the UI correctly from the beginning... But of course I was also learning at the same time I was making it, so at the time I was just happy to get a button click to work, and I think localization rightly belonged at the bottom of my priorities back then. There are lots of things I would do differently if I ever make another video game. The UI is probably the biggest. Ugh. Back to localization. Thanks for letting me vent. And anyone disagree? What's worse than redoing a menu for localization? [link] [comments] | ||
How Level Design Can Tell a Story | Game Maker's Toolkit Posted: 11 Mar 2020 11:21 AM PDT
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Learning to Solve Programming Problems: Have We Flipped? Posted: 11 Mar 2020 12:27 PM PDT
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I have an embarrassing problem Posted: 11 Mar 2020 10:00 AM PDT So . . . In the game I'm working on, I'm running into issues with physics. I'm using a collider to determine if the player is on an elevator and then if they press a button, they are "teleported" to the next floor. The issue I'm having is that my player keeps stubbing their toe as the elevator block has to be slightly above the floor plane to register the collision. It just annoying and looks unpolished. Is there any other method I could use to determine if my player is in the elevator area? I would like to still use collisions but I want him to be able to move into the elevator block instead of on top. Can you make the material squishy or intangible? Thanks for any suggestions on how to approach this. [link] [comments] | ||
Posted: 11 Mar 2020 04:30 AM PDT Hi, I am currently working on a college project where I will be creating a 2D platformer and I need to gather information from other people. One of the main things I struggle with in the process of making games is level design and I was wondering if anybody here could help me. Firstly What makes a level replayable? and secondly what makes a level challenging? Thank you. [link] [comments] | ||
Most Objects/Particles in a 3D Game Environment? Posted: 11 Mar 2020 11:17 AM PDT Hi! I'm wondering about what the current generation of gaming CPUS and GPUs can handle. I'm currently in the market for a new PC, so I can't comment. What I'm wondering is, what are the most objects or particles you've encountered in a game so far, and how did your systems handle it? I also have a second question. Based on your experience, what do you think is the max number of objects, particles or actions allowed in a 3D game environment at any time before it starts crashing? My experience in this would be limited to Starcraft 2. There is a 200 Supply Limit, and people can make somewhere up to 400 individual units at a time if you count the Zergling, as 2 of them cost 1 supply. The game doesn't really start crashing for me until I get into 4v4s, where you could conceivably see 1600 units on each side, for a total of 3200 on the map. So for me, in a 3D game like Starcraft, with shaders, textures, particles and physics on low, I can run around 3200 units on the map before my computer starts crashing. And that's on a Intel Core i37100u CPU @ 2.40GHz. I'm wondering because I'm interested in coding a 3D simulation of an ecosystem in mid to high poly graphics, with trees, seeds, animals, insects and bugs. I'm wondering just how many of these little critters I can get moving around before a high end computer system would start crashing. Do you have any good knowledge or experience with this? Thanks much! [link] [comments] | ||
How do you decide to develop for a certain platform over another platform? Posted: 11 Mar 2020 11:06 AM PDT I am very interested to find out why people decide to develop for the playstation for example while not releasing the game for a similar console like xbox. [link] [comments] | ||
Hang in there, it is almost weekend! (game Biped) Posted: 11 Mar 2020 10:43 AM PDT
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splitting ownership on indie game projects Posted: 11 Mar 2020 05:35 AM PDT Just curious how common it is where some folks (whether from school or internet forums) work on a project with the intent to commercialize it and deal with issues around equity ownership. Is this just a minor concern that is rarely even an issue or something significant than many struggle with? I'm not talking about purely hobbyist / learning projects with no or little attempt at revenue (say a weekend or two quick project that may result in a mobile app that is free or perhaps generates $50 in revenue). Nor am I talking about projects that have raised significant (say $50k+) internal or external funding. This is more a question around the kinds of game projects in between those 2 in size, where it is still part-time folks working together on the MVP but with commercialization down the road as a clear and realistic goal. [link] [comments] | ||
Posted: 11 Mar 2020 08:13 AM PDT
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Posted: 11 Mar 2020 12:53 PM PDT
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Creating a Shovel Knight Character Sprite Posted: 11 Mar 2020 04:17 AM PDT | ||
I created a high-performance C++17 signal-slots library Posted: 11 Mar 2020 03:06 AM PDT
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Posted: 11 Mar 2020 10:29 AM PDT
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Posted: 11 Mar 2020 09:48 AM PDT I've started to run out of good ideas and the only ideas i can think of are FPS games. Generic multiplayer low poly FPS games that get boring after a while. I'd like to make other kinds of games and actually broaden myself but I just can't. How can i get around this? [link] [comments] | ||
Posted: 11 Mar 2020 09:38 AM PDT |
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