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    Thursday, March 12, 2020

    Hello Devs! Little Unity tips. Gizmo is your friend, have a good day :)!

    Hello Devs! Little Unity tips. Gizmo is your friend, have a good day :)!


    Hello Devs! Little Unity tips. Gizmo is your friend, have a good day :)!

    Posted: 12 Mar 2020 06:30 AM PDT

    I handcrafted 25 (varied) sounds for your games. Use them for free!

    Posted: 11 Mar 2020 06:18 PM PDT

    Hi!

    I created 25 sounds ranging from lasers to impacts and it would be great if you found them useful for your game. I have been making music for about 10 years and I have been moving towards sound design for the last few. I would love to help you on your project with sounds, music or showing you how to do it yourself. Hit me up for any questions!

    Preview link: https://www.youtube.com/watch?v=0fQSyp--J0E&feature=youtu.be

    Download link: https://we.tl/t-61P23FVsHN

    Have fun! :)

    submitted by /u/Pear-Alive
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    My write-up on procedural dungeon generation

    Posted: 12 Mar 2020 06:17 AM PDT

    My write-up on procedural dungeon generation

    Hello,

    I'd like to share with everyone a write-up I posted on my blog which describes an implementation of procedural dungeon generation. Several years ago I was inspired by a method shown by the Tiny Keep devs and decided to implement something on my own.

    You can read how it works here.

    It's a basic tunneling algorithm which connects randomly placed rooms by pathing from one room to the next. The pathing algorithm takes into account the movement cost of routing along existing rooms/hallways and tunneling through new walls in order to reach the destination. Tweaking parameters like number of rooms, room size, floor and wall pathing costs can yield some really nice results.

    Final result of a procedurally generated dungeon.

    Each step of building the dungeon room by room.

    Edit: Since the second image isn't showing up in some browsers, here's a link to the gif showing the dungeon being built.

    Procedural Dungeon Animation

    submitted by /u/web383
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    I wanted my gamedev learning journey to be a learning resource for everyone, so I decided to make all of my code available for free! So far I've made 21 projects + videos experimenting with several game mechanics!

    Posted: 12 Mar 2020 12:39 PM PDT

    I wanted my gamedev learning journey to be a learning resource for everyone, so I decided to make all of my code available for free! So far I've made 21 projects + videos experimenting with several game mechanics!

    5 years ago I had no idea how to do a single line of code. I knew I wanted to prototype and build things of my own, but I didn't think it was possible for me to ever learn how to program.

    That was until I had one major decision to let go of my fears and try my best to start studying game development. However, the only reason why I truly started learning was because of the mentors I had along the way and their ability to empathize with my level of knowledge and make me understand that even with experience you make mistakes.

    There is nothing more powerful than the feeling of being able to achieve something you thought you couldn't. After this experience, I knew I wanted to make people feel the same way: inspired and empowered.

    That's how I started Mix and Jam, a Youtube channel where I register my learning journey, showing people what you can achieve with dedication and not being afraid of using "bad code" and external help. Since I wanted my journey to be a learning resource for everyone, I decided to make all of my code available for free. You can find all the repositories here.

    My hope is that one day I can help people like I was helped!

    https://reddit.com/link/fhm69h/video/mzwp2uu2oam41/player

    submitted by /u/andre_mc
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    Representing your game objects as state machines

    Posted: 11 Mar 2020 04:09 PM PDT

    Representing your game objects as state machines

    I recently finished my mobile game Orbus, and thought I'd do some writeups of techniques I found useful during the development. Representing your game objects as state machines gives you several advantages:

    • Organizing your code into well-defined states prevents a lot of bugs.
    • Helps you plan all the states your object can be in.
    • Having defined transitions between states prevents objects from getting into weird states.
    • Makes it easy to serialize your game objects.

    Example: Laser Orb - It fires a laser at the player when it sees them.

    https://preview.redd.it/7r5h2n6nd4m41.jpg?width=500&format=pjpg&auto=webp&s=409ae56e2b5871a949d8a75b8f281098d584dd51

    We can define its behavior as a sequence of 3 states: Normal -> Targeting -> Firing. We'll use countdown timers to keep track of how long we've been in a state: cooldownTimer and stateTimer. The rules are:

    1. The laser will fire if it can see the player and its cooldown has expired.
    2. While targeting, it will show a targeting beam for a short time to give the player a chance to dodge.
    3. While firing, it will damage the player.

    tick(delta) { switch(this.state) { case State.Normal: if (this.cooldownTimer > 0) this.cooldownTimer -= delta; if (this.canSeePlayer() && this.cooldownTimer <= 0) { this.transitionToState(State.Targeting); } break; case State.Targeting: this.stateTimer -= delta; if (this.stateTimer <= 0) { this.transitionToState(State.Firing); } break; case State.Firing: this.stateTimer -= delta; if (this.intersectLaserPlayer(this.targetLocation, this.player)) { this.doDamageToPlayer(); } if (this.stateTimer <= 0) { this.transitionToState(State.Normal); } break; } } 

    Now, we'll define our transitions. When the laser enters a new state, it initializes all properties that the state needs. We're using a countdown timer to make it stay in a state for a certain amount of time.

    transitionToState(newState) { switch(newState) { case State.Targeting: this.stateTimer = this.TIME_TARGETING; // Set our firing target to the player's current location. this.targetLocation = this.player.location; break; case State.Firing: // Do validation if (this.state !== State.Targeting) { this.log("Invalid state!!! Can't fire without targeting first"); return; } this.stateTimer = this.TIME_FIRING; break; case State.Normal: // Only do a cooldown if we're currently firing. if (this.state === States.Firing) { this.cooldownTimer = this.TIME_COOLDOWN; } else { this.cooldownTimer = 0; } break; } this.state = newState; } 

    You'll notice that we're storing our timers as numbers. This makes it trivial to save and restore our laser's current state:

    serialize() { return { cooldownTimer: this.cooldownTimer, state: this.state, stateTimer: this.stateTimer, targetLocation: this.targetLocation, } } 

    And there you have it. By representing our internal state as a state machine, we ensure that the states always transition in order from Normal -> Targeting -> Firing. It's impossible for the laser to be firing without having targeted first.

    submitted by /u/distinctdan
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    Mobile game promotion - best practices and recommendations

    Posted: 12 Mar 2020 10:22 AM PDT

    Hi all,

    I work as CM in a small indie studio developing a mobile game, so I'm curious what are some best and recommended practices that can bring players to the game.

    We have a limited budget so paying adds is not an option, at least not right away, as I would love to try and learn about a more ogranic approach in building community.

    That being said, I posted about it on Reddit, different Facebook groups, shared some art on Imgur and 9GAG. We have a semi-active Discord server that is most active when we update the game and is mostly silent between the updates. I can say that interest is there, it's just that I feel something is missing (or I'm doing something wrong).

    Thanks for all the feedback!

    submitted by /u/badtaste988
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    Blender LTS and 3.0 — Blender Developers Blog

    Posted: 11 Mar 2020 10:03 PM PDT

    How do you approach the subject of 2D game art as an indie developer?

    Posted: 12 Mar 2020 10:58 AM PDT

    The whole topic seems like going down a rabbit hole.

    "For do A, first you need to learn to do B...and to do B you need skills you only get by knowing how to do C...and to do C properly you need to practice for years until you develop confidence! Never seek for a perfect result!"

    You are supposed to embark in a endless journey learning new stuff, improving slowly over the course of years, never focusing in seek perfection.

    But for a indie game developer it is strictly a skill to draw game assets, nothing more.

    I know there are lots of free packs or art and the like, but many developers avoid them, as most developers want to create something unique, not a mashing of free assets everyone can find on the internet.

    How do you approach to this without spending more time than the strictly required? I have searched and searched but can't find anything that is strictly about game assets, all courses try to embark you in an endless journey, not even a digital journey as they ask you to do ink/paper art.

    I am not seeking to be a professional artist, i am seeking a specific set of skills to make 2D game assets AND ONLY that.

    Are there any good online courses, PDFs or well-explained series of videos to learn to do 2D game art from ZERO?

    submitted by /u/UnavailableUsername_
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    7 tips to contact video game journalists in a good way. Nice manners, advices... Hope it helps!

    Posted: 12 Mar 2020 07:25 AM PDT

    How to code to slide on a constantly changining floor

    Posted: 12 Mar 2020 07:00 AM PDT

    So I am making a cloud game atm, but I wanted the character to be able to slide on the clouds like it's snow and leave a trace behind them, but the clouds are moving and changing shape constantly and I am unsure on how to handle this problem.

    Any tips or ideas?

    submitted by /u/ayhdsketches
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    basejump - WIP physics sandbox

    Posted: 12 Mar 2020 07:28 AM PDT

    Hello people of the internets!

    I'm working on a physics sandbox, called basejump.

    Here's a link to the BUGGY AF game. If you notice any bugs, please let me know :)

    Dont have a desktop or laptop with you? Here's a video.

    Itch.io page: https://qualityshovelware.itch.io/basejump

    - spv

    submitted by /u/aquatic_vegetable
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    Swirling two graphics/sprites together for Unity. Can anyone point me in a direction? More info inside.

    Posted: 12 Mar 2020 07:26 AM PDT

    I want to be able to take two assets on the screen and swirl them together. They can fade out after that.

    Is this a math thing or is there something in Unity or like After Effects that could help me figure this out.

    Thanks

    submitted by /u/Aiolus
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    RTS Selection Box

    Posted: 12 Mar 2020 09:30 AM PDT

    Get Started With Unity - Tweening Animation

    Posted: 12 Mar 2020 09:23 AM PDT

    Unity webGL limits

    Posted: 12 Mar 2020 12:41 PM PDT

    Hi I have been doing VR development for 2 years with converted CAD Models in unity.

    I am curious about webGL and limitations. I want to build a configarator like the one seen in the link below: but with higher poly count (1 - 2 million) and 1 - 2 realtime lights and interchangeable normal maps (30 2k textures).

    The target platform is the latest iPad with the file hosted locally. I was wondering what kind of limitations I should expect or even if this is possible? https://cdn.soft8soft.com/demo/applications/scooter/index.html

    submitted by /u/Ekdesign
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    The Genius of Prey's Gloo Cannon | Game Maker's Toolkit

    Posted: 12 Mar 2020 12:20 PM PDT

    Deciding to Ship It

    Posted: 12 Mar 2020 12:08 PM PDT

    I'm a video games marketer, and recently I picked up a tip that is smashing my Steam Wishlists. It involves gaming events and Steam featuring. I've made a video on how it works. Hope it helps!

    Posted: 12 Mar 2020 11:47 AM PDT

    Creating a game like Minecraft in Unity

    Posted: 12 Mar 2020 11:44 AM PDT

    How possible Is it to make a game like minecraft in unity?

    Could unity handle big terrain generation with millions of blocks?

    submitted by /u/userkoal67
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    I Really Need Some Help With Direction

    Posted: 12 Mar 2020 07:54 AM PDT

    I apologize if this is the wrong place to post this, I will delete it if it is.

    I am in a bad place in my life. I need to get out. I have wanted to be a game dev for the majority of my life but I never pursued anything and I want to. I have a BS in computer science for programming which doesn't mean much for this as I've let these skills sit by the wayside.

    I've gone through the beginner wiki here and have looked through that. My main purpose for posting this is my dream basically. I'm 33 years old, starting from nothing is there any conceivable way I could achieve my dream? I've wanted to work at a company like Naughty Dog or another company that I respect but it just seems so unachievable at my age coming from nothing. Could someone provide me any insight or anything? I would greatly appreciate it.

    submitted by /u/synoddic
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    I added 2 new levels to Stellar Warfare today!

    Posted: 12 Mar 2020 11:27 AM PDT

    Question about Game Developmemt

    Posted: 12 Mar 2020 11:19 AM PDT

    Hi,

    I've spent a few months learning about computer game development with cryengine.

    Now I want to create a game.

    Suppose I created a great computer game. And suppose I promoted it for a few months. And suppose I just released it on a stream-like service.

    I want to know how much money I can make through the game I created there. What are the factors that make that money and people buy the game?

    For example, a computer game like the following: - AAA Game - Open World - FPS - Long Addictive Story

    I want to know, if you are a player, what are your basic requirements when buying a computer game?

    • Thanx ❤😊
    submitted by /u/lasan0432G
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    How big should my character be in a 2D retro style game

    Posted: 12 Mar 2020 03:30 AM PDT

    Hi,
    I and few others are creating a retro style game, but we are stuck on deciding how big our character should be. We will be using 32x32 big blocks with half of it in "asset snapping"(not sure if its the correct way to describe it). But we are not sure if the character should be the same 32x32 size or bigger than that.

    So the question is if there is like a go to rule for character sizes in 2D games.

    Thanks for any input.

    submitted by /u/Duchysek
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