Principles of Animation- Squash & Stretch |
- Principles of Animation- Squash & Stretch
- If you are curious about VFX, I recreated the Dragon Ball Aura Effect in Unity and made a tutorial too. Link in comments.
- Porting our game to the three major gaming consoles
- Burnt out
- How Crash Bandicoot Hacked The Original Playstation (2020)
- We published good games on Steam (97% upvotes for 137 reviews, and the sequel is 100% upvotes for 53 reviews), any tips to enhance sales?
- Working cross-platform CMake + SDL/GLFW + OpenGL example?
- I am working on a game where light and gravity are simulated, but I ran into a strange problem - the image looks blinking, although in fact there is not a single frame where there is no light. It’s just an eye effect, you can’t find a frame on the video where there is no light, but it seems that it
- A couple of newbie questions about creating story-driven game
- i tried to find the game mechanics but i couldn't get much from it can anyone help and if there is any kinda error
- Re-uploaded my Portal Shader & Sprite deformer tutorials for Unity ! Hope you'll enjoy it
- trying making games
- A question from a complete beginner about picking an engine for a farming game
- I would like to help beta test some games is there anywhere I can sign up to help beta test games.
- Newbie: Gamedev project - 3D game Vs 2D game? But I can only do 3D assets.
- GORILLA TOWN month two marketing efforts and outcome. Early Access nets us a sweet $46.
- Sprite editor / animator?
- What is the most important phase in the game development cycle?
- Prototype play testing, feedback and getting noticed
- Question regarding game development
- What is a good alternative to scriptable objects for storing game data in Unity?
- Does anyone know excellent talks about creating an active game-dev community in cities, meetups/organizing etc?
- Free Blender 2.8 Model a Lightsaber Beginners Project Limited Places
Principles of Animation- Squash & Stretch Posted: 29 Feb 2020 09:26 PM PST
| ||
Posted: 01 Mar 2020 04:33 AM PST
| ||
Porting our game to the three major gaming consoles Posted: 01 Mar 2020 03:26 AM PST
| ||
Posted: 29 Feb 2020 04:42 PM PST Throw away as I don't want anyone from my studio to find out, as they are fairly well known and I don't want this to bite me in the ass, but if I don't scream. I don't know what I'll do. I've literally only worked in the field I have for 5 years. I feel everyone has more experience than me. I've shipped once. Years ago. Everything else has been scrapped. I've just made what feels like waisted work. Got let go and rehired and now... I just suddenly can't. You feel me? My work suddenly isn't what it used to be. I'm tired. I have no interest in my work anymore. I feels worse than a job. I feel physically sick most days. I'm under contract but I want to quit. I want out. I want to be able to see my family more. I don't want this hell I've forced myself into because 20 year old me thought games sounded cool. I don't want to work in the hellhole of an industry. I feel worthless. It's sucked all the joy from me. I feel like I'm not living. I don't know if I want to be living if this is my life and it's just this job. And don't get me wrong. I love my current team, but I just feel like they're asking so much, and we're not Even in crunch. I wanted to spend today with my dog. Go to the park or some bullshit. I get the message that they need more from me, last minute. Due tonight. Like I just. Can't. I realize this is a ramble. I'm just breaking. [link] [comments] | ||
How Crash Bandicoot Hacked The Original Playstation (2020) Posted: 01 Mar 2020 07:32 AM PST
| ||
Posted: 01 Mar 2020 11:13 AM PST We're a two-person indie studio and the percents above are the proof we made a good game (right?) which is amazing and makes us very proud and happy with our games. The games are a point & click escape room adventures (it's not a promotion post so I'll not share the names I guess) Players who play our games just love them and we get heartwarming reviews and feedbacks, BUT we sell 1/2 a day... Maybe Steam not reveal our game to the masses because the short playtime... the first is 25 minutes total and the second is 1 hour and 40 minutes total What do you think? Have any tips for us? Maybe even contacts that we can pay them? Any tips will be much appreciated. Thanks a lot! [link] [comments] | ||
Working cross-platform CMake + SDL/GLFW + OpenGL example? Posted: 01 Mar 2020 09:44 AM PST I've been developing games in Rust for the past few years, which has a very useful package manager. Setting up a project with OpenGL just requires adding dependencies to a file and everything is automatically done. I wanted to go back to C++ to apply some principles of Game Engine Architecture by Jason Gregory to my game programming, and I got started with an old project, with CMake and SDL2. Turns out, what I wrote for Mac was not cross platform, despite using cross platform tools and libraries. When I look at CMake examples online, they also often only work on Mac or Windows. Is there an example that I'm unaware of that sets everything up related to OpenGL in Windows and Mac and Linux? [link] [comments] | ||
Posted: 01 Mar 2020 06:42 AM PST
| ||
A couple of newbie questions about creating story-driven game Posted: 01 Mar 2020 04:07 AM PST So I want to create a 2-3 hours visual-novel/adventure type game. Imagine something like investigations sections in Phoenix Wright games. It feels like one of the easiest type of game to create in terms of coding, especially for a beginner, and best suited for my skills, since i'm an artist. I did a couple of small flash adventure games in the past and just completed a Udemy course on Unity, so a had a grasp how to do it (at least i hope so). But I never did something bigger than 10 minutes experience, and I always brute-forced a lot of stuff. So I feel like if I do that in bigger game, it's gonna be a mess. My main concerns are:
[link] [comments] | ||
Posted: 01 Mar 2020 11:32 AM PST | ||
Re-uploaded my Portal Shader & Sprite deformer tutorials for Unity ! Hope you'll enjoy it Posted: 01 Mar 2020 11:25 AM PST
| ||
Posted: 01 Mar 2020 11:20 AM PST (sorry my English I am Brazilian) hello every one because off indie game documentary I start to see peoples making games after I start to see games jam and I now wish to try making games for fun but I don't know anything for programation or pixel art 2d anyone has good tutorial [link] [comments] | ||
A question from a complete beginner about picking an engine for a farming game Posted: 01 Mar 2020 11:20 AM PST Hey everyone I want to develop a Harvest moon style game for windows. I wanted to know what would be the best engine to learn in order to make that happen. I have some experience with RPG maker MV but I'm not sure that is the right choice and I don't want to get too far into the project before i find out it was a bad starting point. Thank you in advance [link] [comments] | ||
I would like to help beta test some games is there anywhere I can sign up to help beta test games. Posted: 01 Mar 2020 11:17 AM PST | ||
Newbie: Gamedev project - 3D game Vs 2D game? But I can only do 3D assets. Posted: 01 Mar 2020 11:12 AM PST Well, after years I still haven't decided. I have tried myself at 2D game development in Godot and other engines and I liked it. My problem though is that I can not draw. Pixel art felt way too difficult to me also. Then I tried 3D in Blender. I have been practicing modeling for a quite a while now. Mostly static inorganic low poly stuff. Some of the stuff I have posted over time was definitely likable by people. One thing I know for sure - my asset pipeline has to have some kind of 3D modeling, whether low poly or voxel for example. So, I have better abilities for 3D assets. I played around with 3D portion of Godot as well. The question is whether I should go for 3D development or 2D? Let's focus on productivity only. I want to be realistic. I know that 3D engine has more complicated camera / physics / navigation / etc. It takes more effort to populate maps as well. But in 2D you have fake depth / layering to hide things / shooting projectiles can be complicated. I already gave up on 2D isometric as the work on engine side seems to be massive, so if I go 2D I will use top-down / 3/4 view. On the assets side I can go two ways: Full low poly - pixel art texture 3D VS Voxel art rendered to 2D pixel art Which approach would be more productive long-term do you think? The genre I am going for is survival horror shooter / adventure. (I use Godot engine now) [link] [comments] | ||
GORILLA TOWN month two marketing efforts and outcome. Early Access nets us a sweet $46. Posted: 01 Mar 2020 11:05 AM PST This is a follow up from last month about our marketing efforts and Steam traffic numbers. It became a fairly popular post for a couple of days and there was a lot of feedback on what was (mostly) wrong with our game as well as our efforts to reach people. Last month: https://www.reddit.com/r/gamedev/comments/exdpe5/steam_stats_for_our_first_month_of_gorilla_town/ About the game: GORILLA TOWN is a 2d artillery game inspired by Qbasic Gorillas. You are a giant gorillas that throws bananas and blow up robots in the 1920s. The game comes with a single player story mode and local couch 2-4 player multiplayer. Steam: https://store.steampowered.com/app/1217560/GORILLA_TOWN/ It's been a hard pill to swallow to know that years of effort on a passion project can, once released into the wild, can go pretty much unnoticed - or that you picked the wrong platform, or have a very niche set of players and our competing against 1000s of other games. We never set out to make it rich or anything - maybe to have some beer money and the satisfaction of knowing we put something out in the world. Nobody quit day jobs, and nobody is going to get to. As a hobbyists, it's hard not to take the criticism (and praise) personally, as it is a direct reflection of our talents. There is no management or marketing team or anyone else to shoulder any blame. When you ask for feedback over the internet, you are going to get it. All of it. But, we got somewhat over the butt hurt and pressed on. Early Access We decided to move from "coming soon" to "early access" so we could get a boost in visibility and also We have enough in terms of single player and local multiplayer that it feels like a complete game - but we are now in the process of building out online multiplayer as well. Some of our conclusions from later beta testing were positive, but the one thing everyone asked for is the ability to play online. So, with that, we released on Feb 6th with the promise of online play to follow by August of this year. Again, we are two guys working in our free time so every feature takes a lot longer than we usually expect, so having months of buffer is necessary. Early access the first couple of days was AWESOME and exciting. So much more traffic to our store page with dozens and dozens of additional wishlists and sales. People from all over the world showing interest. Russia, Finland, China, Japan. For two guys from the midwest, it's been incredibly exciting to know that there is *some* interest and it spans the globe. January wishlists: +45 February wishlists: +160 While we haven't had a lot of sales (18 units!) - the biggest percentage of those have not been in the United States. Our biggest percentage has been in Japan, of all places. So maybe there is a market for this type of game, and we should capitalize on it by having it translated. Outside of early access, we have made no external marketing efforts via the usual free channels that have been described here umpteen times - and it the act of moving in to Early Access netted us more interest than any of those efforts from the first month. Refunds hurt my soul, not my pocket book. Unfortunately, several sales were refunded - each refund, while being a small financial hit, is more of a emotional hit than anything. When someone picks "Too Difficult" or "Not Fun" from the refund options, you want to be able to reach out to these people and ask what you could do better - since that is the intended spirit of Early Access, but you have no way to reach out to these people unless they reach out to you. You can't keep people from refunding, but it would be beneficial to have some quality feedback as to why they picked up the game in the first place and then put it back on the shelf. So, we've made $46 so far. It is beer money. Shooting for $47 next month.. We've taken some of the criticisms from last months post and have updated some graphics and posted clearer screenshots. We still need to come up with a better trailer, but we are finding that to be a struggle to show what we need to in that coveted 60 second window. Chins up! [link] [comments] | ||
Posted: 01 Mar 2020 10:16 AM PST I'm looking for a program that I can take a sprite of lets say a male character ( 4 directional ) and swap different weapons on him. ( weapons having 4 directional views as well ) Any advice on what I can use? I'm using unity 2D and would like the character to be able to equip / un equip these weapons and it reflects in game. [link] [comments] | ||
What is the most important phase in the game development cycle? Posted: 01 Mar 2020 10:11 AM PST I am in my second year at college studying Interactive Media and Games. I have just started my final major project and I would like to know what the most important phase in the game development cycle. Any responses and help would be hugely appreciated. [link] [comments] | ||
Prototype play testing, feedback and getting noticed Posted: 01 Mar 2020 06:24 AM PST Hi guys, people who have released games or are going to release games, how did/do you go about getting your prototype ideas tested or getting feedback. I'm in the very early stages of developing a game, working towards a prototype before I go any further I want to hand it out to people to see if it will be worthwhile moving forward in development. I've looked at many different sources, the current trends, similar games or games with similar concepts, the space is not saturated but it's in an increase. I wanted to make something different than the norm but how do I know other people will like the concept other than getting people to play it or look at it. But how do you get it in front of said people to play it. If you're interested, the game is a single player RPG like set in modern times, control is much like divinity original sin, the combat will be turn based to set up your actions but all the actions will happen real time after each character has chosen their actions. I've been toying with making this game for the best part of a decade and finally bit the bullet after getting bummed out with work and started development on the prototype. TLDR I'm making a game and want people to tell me if it's good!! Thanks for reading :) [link] [comments] | ||
Question regarding game development Posted: 01 Mar 2020 06:13 AM PST I have no knowledge in programming but I have a background in 3D. My question is : Is it advisable to create the assets in another program like Maya or Blender and then import the assets into a programming software such as Unreal or is it better to just start the assets in Unreal? Also, just a side note, anyone have any particular course or guide to programming in Unreal? Just in case I cant find a programmer, I might just look into Unreal programming itself since the idea I want is 3D. [link] [comments] | ||
What is a good alternative to scriptable objects for storing game data in Unity? Posted: 01 Mar 2020 06:12 AM PST My current architecture is based on loading initial values from Scriptable Objects(SO). I use these SOs to populate the UI(sliders, etc) on various scenes. I then manipulate values in the SOs during gameplay to update the UI and save them out to file as JSON. The next time the game loads I want to now fill the SO with values from the saved json file. While I am able to save out the values I am unable to deserialize them back from json. And since my SOs are nested and with dictionaries I can't use Unitys built in JsonUtility for serialization. I am currently using Json.net but it is unable to deserialize back into an SO. What is considered a good alternative to storing game setup data as I sadly need to move away from them so deserialization works. [link] [comments] | ||
Posted: 01 Mar 2020 09:36 AM PST Oslo is a city where we have a fair number of game developers, but our culture of meeting other developers and learning and sharing knowledge has some ways to go. But to start and have a community that thrives and becomes active, is luck, skill, and process. Anyone know of great talks on the topic of organizing monthly game-dev meetups - please share. Thank you for your time. [link] [comments] | ||
Free Blender 2.8 Model a Lightsaber Beginners Project Limited Places Posted: 01 Mar 2020 05:42 AM PST
|
You are subscribed to email updates from gamedev - game development, programming, design, writing, math, art, jams, postmortems, marketing. To stop receiving these emails, you may unsubscribe now. | Email delivery powered by Google |
Google, 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States |
No comments:
Post a Comment