Screenshot Saturday #477 - Grand Visualizations |
- Screenshot Saturday #477 - Grand Visualizations
- Supporting the gamedev community. In this difficult time I compiled 144 (250GB) of my best sound libraries, put the price to zero & prepared over 30,000 free downloads for you! I hope it helps... please stay safe & healthy, Marcel
- After years of being a quitter, I'm finally on the verge of releasing my first Android game. I'm just very excited right now, even though it's just a very simple idea, and I would like to hear your stories! What helped you go from, perhaps being like me and just quitting, to actually release a game?
- Kenney 10 year Anniversary - All Packs Free for 24hrs
- My SmoothTilt tool now supports Accelerometer input on mobile!
- I will translate your game in Italian for free
- My solo project, Kainga (an RTS village builder), has made a big milestone. A steam page!
- Unity Learn Premium is free for the next 3 Months
- Having a blast making Quake 1 a full-fledged VR experience. Free and open-source!
- 8D music in our VR game (listen with headphones). Each of the 21 instruments is around the player and then thanks to Unity Oculus Spatializer we have obtained such an effect. What do you think?
- Shrinking/Expanding 3D Models & Anatomies?
- Composer looking for projects
- Unity3D | Unity Asset Store | Capsule dude runs around our POLY STYLE - Medieval Village!
- Unreal engine C++ A.I question
- How can I make the translation process easier?
- Help understanding the forgotten steering behaviour: Unaligned collision avoidance
- Should I make the AI a little bit stupid to make the player's life easier?
- I’m a newbie without any knowledge in programming, please tell me what I should learn from basic to advance to programming my own game.
- 15+ hour Blender tutorial livestream with artists from around the world featuring Epic Games, Tangent Studios, Visual Creatures and 8+ countries starts now! (x-post)
- Hero Glitch - How can I make it look better ??
- Why can’t I make indie games? I really want to.
- Game engines for 2 people and free?
- Universal Render Pipeline in Unity - Details and Setup - Part 1 of 3
- How feasible would a "fake 2D" 3D Style be, for a RPG?
- My first game
Screenshot Saturday #477 - Grand Visualizations Posted: 20 Mar 2020 09:57 PM PDT Share your progress since last time in a form of screenshots, animations and videos. Tell us all about your project and make us interested! The hashtag for Twitter is of course #screenshotsaturday. Note: Using url shorteners is discouraged as it may get you caught by Reddit's spam filter. Bonus question: What game do you think has the most memorable environments? [link] [comments] | ||
Posted: 21 Mar 2020 07:01 AM PDT
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Posted: 21 Mar 2020 06:16 AM PDT As the title said, for the first time I'm actually on the verge of releasing my first ever Android Game (made in Unity). I've had that typical on and off relationship with Unity for the past, perhaps, 5 years. I've usually just started working on some idea of mine trying to learn as I went along and doing it with no planning really. I just jumped head first into something that I would never finish and which resulted in me often having to relearn things. I will add to it that for the past couple of years I've had a full time job while at the same time studying in my spare time (25-50%) so that didn't really help the game development. At the end of last year, however, I decided that my latest prototype, a very simple idea, would be the first game that I would release to Google Play. This time I did what I never really did before, I planned what I wanted to do with the game, what I had to do and things that would be interesting to explore. From that I started splitting up everything into small tasks and putting everything in a Trello board. Now I'm at that point where all my tasks, for what I envisioned version one of the game to be like, are implemented. I've had friends and family do some play testing and tweaked and improved the game on their feedback. Now, this game is very simple though I myself think that it's actually a bit of fun and since I got this far I would also like to try to promote it somewhat before I actually check off that life goal of creating and releasing a game. Now to the reason I'm writing my first post on Reddit. I'm so happy that I'm actually about to release my first game and even though it's just a very small and simple game I'm just glad that I didn't quit this time and I just want to hear your stories! Have you released a game? Have you been in the same situation and what helped you to get out of it? I plan on continuing developing games after this one so it would be interesting to just learn of tools, software, different ways of working and whatever really that helped you achieve your goals in game development. Also, I'd love to get some tips for how to promote a game. I have a youtube video ready to be published, the Google Play page set up and ready and a simple website that I made. Now I'm trying to just figure out where to post and how to promote the game before I press that release button and once it's out I will make the youtube video public, write to my friends and family on Facebook and perhaps somewhere on Reddit. What did you guys do to promote your games? Mine is just a simple and casual game for anyone that has a few minutes to spare and I plan on releasing all the marketing material at the same time as Google has accepted and published the game. Would you have done the same or would you have tried to promote the game in advance? Again it's just a very small game for mobile, I'm not able to do a lot of cool videos with different scenery because it's only the one scene. That was all from me, sorry for the long post but I tried to keep it down. All though, as I've mentioned... it's a small and simple game I'm experiencing a lot of emotions just by having got passed those initial hurdles that I usually stop on. I appreciate any replies and not just those ones that help me answer my questions for promoting the game but also the ones where you just tell me your story. // Forzkan :) [link] [comments] | ||
Kenney 10 year Anniversary - All Packs Free for 24hrs Posted: 20 Mar 2020 05:05 PM PDT | ||
My SmoothTilt tool now supports Accelerometer input on mobile! Posted: 21 Mar 2020 06:50 AM PDT
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I will translate your game in Italian for free Posted: 21 Mar 2020 07:02 AM PDT Hello all, I am a Languages for Business bachelor who also completed a three-year course in game design. While studying for my game design course, I was fortunate enough to translate South Park: The Fractured But Whole in Italian (I did the base game in a team and then the DLCs by myself). In the last months, I have decided to restart my game translation career. I have already entered a collaboration with Localsoft, a big game translation company in Spain. However, there is a problem: when translating South Park I never needed to use a Computer-Assisted Translation tool (or CAT tool for short), and now I HAVE to use it. I have learned the basics of it (SLD Trados to be specific), but I am simply not getting enough work right now, so all might be for nothing since I am not practicing with this tool and I cannot solidify what I have learned. So here's the deal: If you have a PUBLISHED game on Steam or any mobile platform that contains less than 3000 words of text, I will translate it into Italian for you for free. I will only accept one game per company, and I will only be doing this for two weeks, starting from today up until April 4th. [link] [comments] | ||
My solo project, Kainga (an RTS village builder), has made a big milestone. A steam page! Posted: 21 Mar 2020 08:36 AM PDT
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Unity Learn Premium is free for the next 3 Months Posted: 20 Mar 2020 04:21 PM PDT In response to COVID 19, Unity is giving 3 month of unity learn premium. For those of you who are not Unity dev or interested in learning Unity. There are course on creating 3d and 2d assets, animation and more. Good stuff. [link] [comments] | ||
Having a blast making Quake 1 a full-fledged VR experience. Free and open-source! Posted: 21 Mar 2020 07:41 AM PDT
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Posted: 21 Mar 2020 09:44 AM PDT
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Shrinking/Expanding 3D Models & Anatomies? Posted: 21 Mar 2020 11:49 AM PDT Hi! I'm interested in building a 3d model for a video game complete with a skeletal, muscular and nervous system. I've found a pre-made model on turbosquid which is also pre-rigged, here: https://www.turbosquid.com/3d-models/rigged-complete-male-female-3d-model/1010457 My question is, I've seen games with character customization where character bodies can be expanded, shrunk, made taller, etc. I'm wondering, how is this done, and can it be done with a model with that many layers? Thank you! [link] [comments] | ||
Posted: 21 Mar 2020 11:04 AM PDT Hello all. I am a composer and I have been trying to work on indie games for a couple of years. I have been a part of three games so far that I joined at or very near the beginning of the game, and all three fell apart. If there are any groups looking for music for their games, I would love a message to see if we are compatible, especially projects that are a little further along and actually ready or nearly ready for music. Some samples of my style can be found at https://soundcloud.com/user-338213451/sets/samples or you can email me at mitchellk96@gmail.com for some. I am happy to write a short sample as well in a specific style (a minute or so of an sketch) as well. I love to write so I am also happy to write for low pay or a small percent of the finished game. Hope to work with some of you. Thanks. [link] [comments] | ||
Unity3D | Unity Asset Store | Capsule dude runs around our POLY STYLE - Medieval Village! Posted: 21 Mar 2020 05:53 AM PDT
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Unreal engine C++ A.I question Posted: 21 Mar 2020 08:43 AM PDT It seems that tutorial on coding A.I in C++ is very limited online. That or I didn't search hard enough or searched the wrong area. I understand unreal lets you use blueprint to create basic functions for A.I. I wanted to code an A.I that's abit complex for e.g a routine. Wake up eat , interact with object, reacting to enemies etc. Is there a place where I can find more info and tutorials like this? [link] [comments] | ||
How can I make the translation process easier? Posted: 21 Mar 2020 11:57 AM PDT I'm developing a small indie game in Unity. I've heard that foreign language translations are a good way to expand your potential market, and beyond that it would be incredibly cool to say, "My game was translated into six different languages". I've got a lot to learn about how to get a game translated (costs, fonts, localization issues, etc.), but I figure I can deal with most of that stuff later on. I'm more concerned that I'm doing something now, early in the development process, that will be very painful (and expensive, either in time or money) to deal with later. Here are some things I'm doing, just from guessing at what will help: -- All text that shows up on the screen comes from a text file -- My basic font supports the Latin-1 character set (i.e., letters with diacretics é ñ ã etc) -- Trying to avoid pun-based humor (good lord, it's hard) -- Dialog boxes show short snippets of text at a time, instead of huge blocky paragraphs. What are some best practices to make translation easier? [link] [comments] | ||
Help understanding the forgotten steering behaviour: Unaligned collision avoidance Posted: 21 Mar 2020 05:56 AM PDT Recently I've became interested in implementing steering behaviours for my game. For the most part, they have been relatively trivial to implement, and when I get stuck there's always surplus of resources available online. Surprisingly, there's one which I cannot seem to find any resources on: Unaligned collision avoidance. On Craig Reynolds site, he provides a description:
This behaviour seems to be really useful, so I would expect there to be at least some resources on implementing it. It seems everyone is just using the separation steering behaviour as a substitute, but I feel that it doesn't work as well. Has anyone else found any resources on this? Also, could someone explain to me in simpler terms how this behaviour could be implemented? [link] [comments] | ||
Should I make the AI a little bit stupid to make the player's life easier? Posted: 21 Mar 2020 11:46 AM PDT Hello! I am currently in a process of creating an AI for a turn-based RPG game, and I am not quite sure about how "logical" the AI should be. Should It always try to attack the easiest target (one of the team members with the lowest health) or should it be more randomized to let the player "breathe"? Considering that i've created several behaviour patterns for the AI (attacker, buffer, caster, medic, etc), should it always stick to its role or should it do some "irrational" things? In my current build I have to balance enemies very carefully, as I am, creator of the game, win a 4x4 fight against the enemies with the equal capabilities only 6.5 out of 10 trials on average. I may make the AI more stupid, but I fear that players will notice it. Any suggestions? [link] [comments] | ||
Posted: 21 Mar 2020 07:27 AM PDT | ||
Posted: 20 Mar 2020 10:32 PM PDT
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Hero Glitch - How can I make it look better ?? Posted: 21 Mar 2020 10:56 AM PDT
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Why can’t I make indie games? I really want to. Posted: 21 Mar 2020 10:53 AM PDT I really want to make indie games – I have ideas, and I've followed tutorials to try and grasp Unity, but I can't seem to learn enough about it to completely plan and build my own game from the ground up. The tutorials that I've followed all seem to be very specific, so I feel lost and never know where to start when creating something for myself. I run into error after error, or have no idea how to tackle a particular pattern. Does anyone have any advice for this, or any processes that I can follow to start making my own games? Thanks! [link] [comments] | ||
Game engines for 2 people and free? Posted: 21 Mar 2020 10:52 AM PDT So yeah the title, a game engine for 2 people that would be free or atleast a have a trial time.. im trying with my friend to make a 2d farming game but unity is too hard for us because we really cant write code.. :D Any tips? [link] [comments] | ||
Universal Render Pipeline in Unity - Details and Setup - Part 1 of 3 Posted: 21 Mar 2020 10:49 AM PDT
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How feasible would a "fake 2D" 3D Style be, for a RPG? Posted: 21 Mar 2020 10:42 AM PDT Hey, I'm interested in a "fake 2D" style as shown on this twitter, bunch of other NPR Blender Artists and also ArcSys work(GuiltyGear, FighterZ, Granblue). Is there any reason why it would work for a RPG? Why is this style not more common? Before I'm going down the rabbit hole of hiring someone, I would prefer to have someones opinion on that. [link] [comments] | ||
Posted: 21 Mar 2020 10:39 AM PDT Download link : https://play.google.com/store/apps/details?id=com.yousx.ballsattack [link] [comments] |
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