Made the map from Slay the Spire in Unity with some extra features (GitHub link in the comments) |
- Made the map from Slay the Spire in Unity with some extra features (GitHub link in the comments)
- Prototyping a game where you play as a missile
- Retro Lines - Free Minimal 16x16 Platformer Assets
- Post-Soviet traveler
- Random clip of my project
- Showcasing how to make a smooth transition from 3D to 2D - inspired by A Link Between Worlds!
- How to check if something(name) is already copyrighted by other company?
- Needed help in understanding the MVC-like Application-View-Logic architecture for games
- Was anyone here inspired to start making games by a Level Editor?
- New FREE pixel art pack of Hero Knight characters is available - Link in comments
- Animating for Games: 4 Tips for Success
- Where can I find building plans?
- Convert Normal Map to Displacement Map
- Perforce and AWS Lightsail Help meeeeee
- One whole year of only failures
- MonoGame w/ C# or libGDX w/ Kotlin?
- Anyone who is selling assets for money on the market place?
- Substance designer: procedural stained glass ( HAH! take that cg matter ;D )
- Marching Squares algorithm for terrain generation
- I need to create a game in 7 weeks for school but I don't have any programming knowledge. What are my options?
- I put a video together on what I think makes Escape from Tarkov so good talking mostly about how their disparate systems can come together to form a whole greater than the sum of their parts... Feel free to check it out!
- We are developing Hyperstacks VR Game
- Created a nice inventory texture inspired by MC, which is free. Hope yall enjoy it
- Indie Game Devlog #1 - The Player
Made the map from Slay the Spire in Unity with some extra features (GitHub link in the comments) Posted: 08 Mar 2020 06:27 AM PDT
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Prototyping a game where you play as a missile Posted: 08 Mar 2020 12:35 PM PDT
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Retro Lines - Free Minimal 16x16 Platformer Assets Posted: 08 Mar 2020 10:00 AM PDT
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Posted: 08 Mar 2020 08:08 AM PDT
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Posted: 08 Mar 2020 07:18 AM PDT
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Showcasing how to make a smooth transition from 3D to 2D - inspired by A Link Between Worlds! Posted: 08 Mar 2020 08:00 AM PDT
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How to check if something(name) is already copyrighted by other company? Posted: 08 Mar 2020 12:00 PM PDT e.g. i found great name but i saw someone used it. of course they didnt call their company this way (or maybe they did) but it doesnt look like legit company. how to check if they copyrighted the name and i cant use it? [link] [comments] | ||
Needed help in understanding the MVC-like Application-View-Logic architecture for games Posted: 08 Mar 2020 05:22 AM PDT I am creating a game engine with a small team (we all are college students). We found out about a particular game architecture called Application-View-Logic, which Mike McShaffry has explained it in Game Code Complete 4th Edition. This small blog post explains the necessary details and illustrates some part of my confusion: https://www.fysx.org/2010/02/25/about-the-view-in-a-model-view-controller/ I can't seem to figure out should we decide which subsystem goes in which place. I have worked with MVC architecture as used in Web frameworks (in PHP mostly) and the connection between Models and databases, Controllers and PHP logic, and Views and HTML code is rather easier to grasp for me. However, for games, I am completely blank on what goes where. Also, I can't find any implementations of such segregation. E.g. Here is a small illustration for what I am thinking currently: https://imgur.com/a/GNtv1wA TLDR We have these systems: Renderer, Physics, Lua Scripts (for game logic), A pure ECS architecture (not the Event Component architecture), InputManager, Audio Manager, Scene Graph (implemented as a per-component defined hierarchy). I can't seem to figure out how do we arrange all of these systems into modules that I find easy to comprehend according to an MVC-like architecture called Application-View-Logic architecture (introduced in Game Code Complete 4th Edition) [link] [comments] | ||
Was anyone here inspired to start making games by a Level Editor? Posted: 07 Mar 2020 07:37 PM PST Basically the title of the post haha. Ive been doing a ton of research recently on games with level editors for a video I was working on, and was super curious as if to anyone was inspired to start creating by games like neverwinter nights with the aurora tool, or tony hawk pro skater 2 with park creator or even halo 3 with forge. I would love to hear your stories and I inspirations! Video referenced - https://youtu.be/akgdaexMt7E [link] [comments] | ||
New FREE pixel art pack of Hero Knight characters is available - Link in comments Posted: 08 Mar 2020 10:49 AM PDT
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Animating for Games: 4 Tips for Success Posted: 07 Mar 2020 11:33 PM PST
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Where can I find building plans? Posted: 08 Mar 2020 04:02 AM PDT Those plans would be very useful as references for interior levels in houses, offices, stations etc. So that the layout of rooms, dimensions, windows / doors, fire exits etc make sense. But I can't seem to find a database of those, and those which I do find are not complete - for example I can find a plan for one floor only but not an entire building or it is missing stairs / lifts. [link] [comments] | ||
Convert Normal Map to Displacement Map Posted: 08 Mar 2020 10:30 AM PDT Short Version: I've mashed out some test code to convert a normal map to a displacement map which seems to work much better than anything else I can find. Long Version: I wanted to convert some normal maps to displacement maps to get some mesh detail back into a low poly model so that it can be 3D printed, but every tool I tried produced straight up incorrect results. This didn't seem to be a very complicated thing to do so I've spent a bit of time writing some test code and hammering out the kinks and now I'm getting results I'm happy with. You can see some examples over here: https://imgur.com/a/TGKpVji Before I spend any more time tidying this up and making it in any way usable, is there not something out already that works? Or am I missing something when generating displacement maps using other tools? I've tried CrazyBump, Substance Designer and some other command line tool. EDIT: Oh, and the basic thing I'm doing is for each pixel I get the delta from each surrounding pixel (calculated from the normals) and the height of the current pixel is the average of the surrounding pixels + their delta. You then go over the whole map some number of times for it all to equalise. Not sure what method other stuff is using. [link] [comments] | ||
Perforce and AWS Lightsail Help meeeeee Posted: 08 Mar 2020 12:14 PM PDT Hello I am looking for tutorials to set up perforce through AAS lightsail , specifically. I have set up perforce locally, but need to host on the cloud to collaborate with my team. Thank you for the assistance! [link] [comments] | ||
One whole year of only failures Posted: 07 Mar 2020 07:58 PM PST
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MonoGame w/ C# or libGDX w/ Kotlin? Posted: 08 Mar 2020 10:16 AM PDT I am looking to start developing some simple 2D games and looking to use either MonoGame or libGDX. I have gotten both setup and running with android (my initial target) and i'm having a hard time deciding which one i like better. I am experienced in both C# and Kotlin, but not with MonoGame and libGDX. Does anyone have experience with both and can share some of their wisdom? TIA. [link] [comments] | ||
Anyone who is selling assets for money on the market place? Posted: 08 Mar 2020 07:54 AM PDT Hi.I am under 18 and want to make some money from programming and heared that i can build game assets and sell them but i have 2 questions: 1.How much can you make out of it?I mean how much can you make out of one asset?Or how much you can make a month? 2.Is it hard for a teen who is under 18 to make money out of this? [link] [comments] | ||
Substance designer: procedural stained glass ( HAH! take that cg matter ;D ) Posted: 08 Mar 2020 09:59 AM PDT
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Marching Squares algorithm for terrain generation Posted: 08 Mar 2020 09:50 AM PDT Hi there! I'm trying program a world generator in JavaScript. I want to generate terrain similar to Terraria (or Starbound) for this game I'm working on. From the research I have done it seems like the marching squares algorithm is the best way to go about it. Isn't that what Terraria uses? How would you go about blending 2 different biomes (mountains/flatlands/beach etc) seamlessly? I found this link here which does exactly what I want but I know nothing about Lua programming. I also came across this, and this. I'm using perlin noise for now to generate basic terrain but it is not what I want long term because it doesn't allow for overhangs and caves. My code so far works like this:
Then loop through array of Does anyone know how I would go about this? I'm not looking for JavaScript but some pseudocode that will point me in the general direction would be nice. Thanks in advance for the help! [link] [comments] | ||
Posted: 08 Mar 2020 01:34 PM PDT | ||
Posted: 08 Mar 2020 09:45 AM PDT
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We are developing Hyperstacks VR Game Posted: 08 Mar 2020 01:24 PM PDT
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Created a nice inventory texture inspired by MC, which is free. Hope yall enjoy it Posted: 08 Mar 2020 01:22 PM PDT
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Indie Game Devlog #1 - The Player Posted: 08 Mar 2020 01:10 PM PDT
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