• Breaking News

    Friday, April 3, 2020

    I've made 35+ totally free Low-poly Turrets you can use in any project, even commercially!

    gamedev - game development, programming, design, writing, math, art, jams, postmortems, marketing

    I've made 35+ totally free Low-poly Turrets you can use in any project, even commercially!


    I've made 35+ totally free Low-poly Turrets you can use in any project, even commercially!

    Posted: 03 Apr 2020 06:34 AM PDT

    Hey! As always, the packs are posted first on my twitter.

    Hope you like them and use them in any project! (If you use them send me screenshots! i'd love to see that)


    If you want all the packs in one file or specific models for your game i've made a Patreon!, and i would love if you could support me with a dollar there, it would mean a lot!

    Here's my website if you want to check it out, the packs are there too.


    Preview


    Includes:

    • 35+ Steampunk style Turrets in FBX, OBJ and Blend format.

    Download


    Past Weeks:


    Cute Fish

    Crops

    Textured Buildings

    50+ Character pack

    Ultimate Food Pack

    RPG Items and Icons

    Ultimate Nature

    Animated Tanks

    Modular Dungeon

    Modular Trains

    Animated Alien

    Furniture

    Animated Women

    Animated Men

    Easy Enemies

    Buildings

    Animated Dinosaurs

    Car Pack

    Platformer Pack

    Animated Robot

    Farm Buildings

    Medieval Weapons

    Animated Monsters

    Posed Humans

    Animated Knight

    Farm Animals

    Sci fi guns

    Civilization Buildings

    Animated Fish


    License: CC0: Public domain, completely free to use in both personal and commercial projects (no credit required but appreciated).


    If you have any questions or problems tell me, I have my Twitter DMs open! I'll gladly help as soon as i can. If you want you can follow me on Twitter.

    submitted by /u/QuaterniusDev
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    Hi Gamdev! I recorded 3,2 GB of jungle sounds after midnight in Thailand & if you work on a project that requires these sound effects you are most welcome to use them!

    Posted: 03 Apr 2020 12:28 AM PDT

    This is the very populated entrance of my roguelite game. It starts with almost nothing and as you finish missions, more things are unlocked. This is what it looks like after finishing the 3rd mission.

    Posted: 03 Apr 2020 08:48 AM PDT

    For Developers that can draw and want to make your own 3D art: How to prepare your Drawing for 3D modeling.

    Posted: 03 Apr 2020 11:16 AM PDT

    How to Create a Health Bar in Godot 3.2

    Posted: 03 Apr 2020 07:20 AM PDT

    What would you call this art style? I'd say somewhere between pixel art and low poly, but is there a more specific name? Also, does anyone have any other well-executed examples?

    Posted: 03 Apr 2020 10:32 AM PDT

    Finally finished my first demo ever for a game! Please check it out and give me some feedback :D

    Posted: 03 Apr 2020 10:26 AM PDT

    Help with simple game loop in JS

    Posted: 03 Apr 2020 09:29 AM PDT

    I'm trying to write a simple game loop (ES6 classes) but I'm having problem with - as far as I can tell - the this trickery. I would appreciate if someone could take a look and explain what am I doing wrong.

    Three short files, index.js instantiates game.js, which in turn calls the draw() method of render.js:

    // index.js import Game from './js/game' window.onload = () => { const game = new Game() game.start() } 

    // game.js import Renderer from './renderer' const renderer = new Renderer(320, 320) export default class Game { constructor() { requestAnimationFrame(timeStamp => this.start(timeStamp)) } start(timeStamp) { console.log(timeStamp) this.update() requestAnimationFrame(this.start) } stop() {} pause() {} update() { renderer.draw() } } 

    // renderer.js export default class Renderer { constructor(width, height) { this.width = width this.height = height this.canvas = document.body.appendChild(document.createElement('canvas')) this.canvas.width = this.width this.canvas.height = this.height this.ctx = this.canvas.getContext('2d') } draw() { const randomColor = Math.random() > 0.5 ? '#ff8080' : '#0099b0' this.ctx.fillStyle = randomColor this.ctx.fillRect(100, 50, 200, 175) } } 

    With the above, I'm getting Uncaught TypeError: Cannot read property 'update' of undefined. Where did I lost this? Or is it something else entirely?

    Thanks!

    EDIT: typos & formatting.

    EDIT: As per this SO answer, I updated call to requestAnimationFrame with a fat arrow function, yet the error persists.

    EDIT: I got it working. If I understand the issue correctly, passing this.start to requestAnimationFrame in the constructor associated this in this.start to the window object. So when this.start called this.update it was expected to be found as window.update. To get it back to my game object it had to bind this belonging to the game object. I updated game.js to reflect a working example.

    If I got it wrong, I would appreciate if someone could explain the issue.

    submitted by /u/800jum
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    hey bros, whats the best pc or laptop for game dev?

    Posted: 03 Apr 2020 11:42 AM PDT

    Please help, I need something decent that can tackle the need for my game dev.

    I feel like 3D and 2D and I need to ditch my old pc, whats the best one?

    List them all, just do it, I'm sick of my pc so much, just as long as it under 400 bucks.

    p.s. i want to be a indie game developer.

    submitted by /u/SealLionGar
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    Shoot and Destroy Enemy with Bullets in Unity (Platformer Tutorial) ►

    Posted: 03 Apr 2020 05:42 AM PDT

    Hack and Slash online 2D

    Posted: 03 Apr 2020 11:39 AM PDT

    Just found this subreddit, so why not ask a question? I'm currently working on a 2D online hack and slash. I use Unity and Photon Cloud. I have an idea how to minimize traffic, players will only meet altogether in one room, town. Other maps will be seperate rooms with only party members. Question is how can I minimize traffic in this town room? I thought about interest areas, I even tried make them using interest groups but it broke when new player joined. If nothing is possible than maybe I should make the town also party only and just create a global chat? Thank you for help!

    Edit: I never used Photon Server and I heard it's complicated so I'd like to evade this solution.

    submitted by /u/KonarJG
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    Tutorial/Devlog - Moving from GameMaker Studio to Monogame: Adding Source Control in Visual Studio

    Posted: 03 Apr 2020 11:39 AM PDT

    Looking for participants to evaluate an experimental AR toolkit for Unity

    Posted: 03 Apr 2020 11:24 AM PDT

    Looking for participants to evaluate an experimental AR toolkit for Unity

    I'm part of a research group at the University of Waterloo working on tools and platforms that expand the capabilities of augmented and virtual reality. We are looking for qualified individuals to evaluate a proof-of-concept development kit for Unity that combines an actuated pico-projector with an AR head-mounted display (i.e. Hololens). The study is self-paced, lasting a week (1-3 hours total), where you will use the toolkit to build a simple application that utilizes the capabilities of the pico-projector and HMD. If you are interested or know of someone who is, feel free to fill out the form below or send it along:

    https://forms.gle/M9Nofi2iyxyU7JpFA

    Thanks!

    Jeremy

    https://preview.redd.it/guhjzwdvanq41.png?width=938&format=png&auto=webp&s=8bcf69f597120721d9bfbf330433cae2a713829c

    submitted by /u/AARToolkit
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    Where do I start?

    Posted: 03 Apr 2020 11:13 AM PDT

    Hey guys! For some context, I'm a teen and I currently don't really have anything to do at home. My friends and I thought it would be awesome if one of us tried making a videogame because we are currently bored with the ones we own. I'm planning on making a simple FPS. Where should I start and what can I do to get some basic understanding? What engine should I use? I know javascript well and C++ a little bit. I would be willing to learn more if I have to. Thanks!

    submitted by /u/Tikomode
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    Help me with my game!

    Posted: 03 Apr 2020 10:53 AM PDT

    So I'm currently developing my own game and I can't decide what colors I want to use.

    I made some variatons and I need you guys to help me. I would really appreciate if you could look at them and vote.

    Here is the link. (You can choose more than one)

    Thank you!

    submitted by /u/Vendel007
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    What’s the best coffee or caffeinated beverage to keep your energy up while you’re making a game

    Posted: 03 Apr 2020 10:53 AM PDT

    Unity Help - Adding multiple player names

    Posted: 03 Apr 2020 10:51 AM PDT

    I'm working on a simple android game for a group of players (no more than 8) in Unity.

    My current issue is finding a way to add and store multiple player names somewhere to refer to later.
    I'm trying to use the Unity Input Field (under UI) component to type and enter names into a player list, which will randomly be called throughout the game to do challenges.

    I have managed to get it working to the point where one player can input their name and it is stored (refer to this image), but i can't think of how i can go about adding multiple names.

    I'm new to using Unity and writing code, and this (i presume) has a not-as-hard-as-i'm-making-it solution that i would really appreciate someone helping out with.

    tldr; how do i add and store multiple player names in Unity?

    submitted by /u/KristianWant
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    Indie Developer Support Research

    Posted: 03 Apr 2020 10:45 AM PDT

    Hi everyone! I am working on some research to determine the needs of indie game developers to determine where there is a lack of resources to better support developers to allow their games to succeed, while allowing them to focus on their strengths of game development. If people have time I would greatly appreciate if people could fill out this survey I created! Your feedback means a lot to me! Thank you! :) https://forms.gle/RqkEhgQZXqUoGbFX6

    submitted by /u/Seraci2
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    Hey Devs of Reddit - What are some AI/NPC best practices / tips you know?

    Posted: 03 Apr 2020 04:46 AM PDT

    Title says it all.

    If you've ever developed an AI or NPC within Unreal, what are some of the things you maybe:

    - wish you knew before starting

    - suggest others should do

    - think are good tips for people developing them

    submitted by /u/CanalsideStudios
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    Publish to one platform or multiple platforms at the same time?

    Posted: 03 Apr 2020 06:46 AM PDT

    Hi!

    We are a small indie studio called Plain and Game Studio and we are developing Elliot. It is a 2D platformer. We are finishing its development and we have several questions about how to publish the game.

    We have contact with people who have some experience. They have told us that it's important to publish on all platforms at the same time but they haven't given us any fact that justifies it. So we decided to ask here.

    What do you think? What could be a better strategy? Is better publish on only one platform? Is better publish on one platform and on a few months on another platform? Or meybe is better publish on all the platforms at the same time?

    Thanks to everyone in advance!

    submitted by /u/ElliotTheMomba
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    Game testing/QA - where to start to get feedback

    Posted: 03 Apr 2020 06:21 AM PDT

    Hello there.
    Is there any place where as a complete beginner in gamedev I can 'test my testing skills' by, duh, testing games and recieve feedback about my work? By feedback I mean some kind of guidance/mentorship. I have full time job as a software tester (web mostly) so I would test voluntary - I just want to 'bite' game testing from any side and see if I'm doing well or should I just stick to web testing.

    And yeah, I know that game testing isn't "getting paid for playing video games, wohooo" but I'd like to try anyway.

    submitted by /u/eco_idle
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    Trying to make a phsycis based golf game. Ball keeps jumping when it's pushed along at random. Any ideas why this might be? I can link any of the blueprints if necessary.

    Posted: 03 Apr 2020 09:59 AM PDT

    Issue with child and parent colliders.

    Posted: 03 Apr 2020 09:14 AM PDT

    I am currently working on a 2D endless runner where the player is locked to the centre of frame and everything scrolls past him. All my enemies are performing melee attacks. I have set the enemies up so that they are the parent with a 2D trigger box collider. In order to play the enemy animation before they cause damage, I have attached a game object as a child to each enemy with another 2D trigger box collider. This way the enemy animation triggers and plays before the enemy collides with the player, causing him damage. The issue that I am having though, is that the child trigger is causing damage to the player and ultimately killing the player before even making contact with the enemy. What am I doing wrong? Here is my below scripts:

    Enemy (Parent)

    public class Tackle : MonoBehaviour{ public int maxHealth = 100; int currentHealth; public int damage = 1; public Animator anim;

    void Start() { currentHealth = maxHealth; //referencing enemy health. }

    public void TakeDamage(int damage) //take damage function - if enemy is hit they die. { currentHealth -= damage; if (currentHealth <= 0) { Die(); } void Die() //Enemy die function. { Debug.Log("Enemy Died"); anim.SetTrigger("Die"); GetComponent<Collider2D>().enabled = false; this.enabled = false; } }

    void OnTriggerEnter2D(Collider2D other) //damaging the player { if (other.CompareTag("Runner")) { other.GetComponent<Runner>().health -= damage; Debug.Log(other.GetComponent<Runner>().health); //Destroy(gameObject); } }}

    Trigger (Child)

    using System.Collections;using System.Collections.Generic;using UnityEngine;public class HighTackle : MonoBehaviour{ void OnTriggerEnter2D(Collider2D other) { GetComponentInParent<Animator>().SetTrigger("Attack");

    Debug.Log("Trigger"); }}Issue with child and parent colliders.

    Player:

    using System.Collections;

    using System.Collections.Generic;

    using UnityEngine;

    public class Runner : MonoBehaviour

    {

    public float speed;

    private Rigidbody2D rb;

    public Animator anim;

    public int health = 1;

    #region Jump Variables

    public float jumpForce;

    private bool isGrounded;

    public Transform groundCheck;

    public float checkRadius;

    public LayerMask whatIsGround;

    public float jumpRate = 2f;

    float nextJumpTime = 0f;

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