Pixelbox 2.0 is released, make 2D retro games with JavaScript without the hurdles of HTML5 development |
- Pixelbox 2.0 is released, make 2D retro games with JavaScript without the hurdles of HTML5 development
- Lingo - my first word game
- Enemy AI: chasing a player without Navigation2D or A* pathfinding
- What actions have been taken as a result of the Suggestion Box pinned to the front page?
- What's happening with Amazon Lumberyard?
- Infinity Maze - Final stage
- 2D FPS Dungeon Crawler
- Looking for Feedback: University game project Arena wars ver 0.5.0.0
- How to easily control an animation clip with code (C#)
- How do games handle dynamic animations? Like in Mordhau or Chivalry, there isn’t a pre-made animation for every possible direction a player might attack from, or even Call of Duty, there isn’t a pre-made animation for every direction players might aim in
- where do you get your music, fx, audio, etc for your projects?
- Runtime sprite mod loading in Unity (Explanation in comments)
- #30Days30Shaders | Day 28 | Wet Glass Shader (Free Download)
- Three years ago I started coding a game in my bedroom. Now I work in the industry, and my game launches in a week! AMA.
- Rolling Arcade is basically feature complete. Here is everything you have to know about it.
- Down2Die Steam Trailer
- The Complete Guide to OpenAL with C++ Part 3: Positioning Sounds
- Engine or Framework?
- How long does it take to learn unity?
- Empathizing with Steam: How People Shop for Your Game @Chris Zukowski at GDC 2020
- Created a RTS camera controller today - How does it look to you? Any tips?
- Why do so many games require a full reload when all the assets are supposedly already loaded?
- Tutorial (8 parts): Creating Missle Command from scratch using my open-source extension of libgdx
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Posted: 12 Apr 2020 09:42 AM PDT
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Enemy AI: chasing a player without Navigation2D or A* pathfinding Posted: 12 Apr 2020 06:27 AM PDT
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What actions have been taken as a result of the Suggestion Box pinned to the front page? Posted: 12 Apr 2020 01:15 AM PDT | ||
What's happening with Amazon Lumberyard? Posted: 12 Apr 2020 05:50 AM PDT While I'm not a game dev myself, I thought this would be the best place to get an unbiased answer. Curious if anyone with some experience can weigh in on this. Star Citizen is using it, but that game's ages away. There's been a single indie game released and a few more "TBA". Amazon has a few projects coming, but one of them has already been cancelled, and Amazon game studios laid off quite a few people. Is AWS integration not as big a pull as I thought? Is there something wrong with the engine itself? Or, do most people (like me!) just hate Amazon with a burning passion? [link] [comments] | ||
Posted: 12 Apr 2020 09:24 AM PDT
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Posted: 12 Apr 2020 10:56 AM PDT
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Looking for Feedback: University game project Arena wars ver 0.5.0.0 Posted: 12 Apr 2020 12:12 PM PDT Hello I am University student looking for some feedback on my game that I am producing as part of my studies. The game can be downloaded at my itch.io page: https://dominikwaldowski.itch.io/arenawars This game is currently in about 8th week in development, my final submission is toward end of may. Currently working on adding sounds to the game but always open for any changes from potential testing feedback(especially bugs). Any feedback appreciated, can leave feedback here, on my discord server: https://discord.gg/7TGfMY or the itch.io page. Thanks, [link] [comments] | ||
How to easily control an animation clip with code (C#) Posted: 12 Apr 2020 12:06 PM PDT
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Posted: 12 Apr 2020 12:02 PM PDT I am trying to figure out how to handle combat for my game, which I am making in Unreal Engine 4 and using Blender for assets. I'd like it to have the pace of something more like Dishonored, but not all sword-to-sword (there will be shields, which break, to show advantages of heavy or light infantry given one shield wall will break first, but I digress) and am certainly trying to avoid the almost lazy combat of a game like Skyrim (excluding it's magic system, which I think the gameplay for is very underrated). Games like Mount and Blade's (Bannerlord's too) combat feel too sluggish to really be enjoyable. Essentially, I'd like to have lots of movement and the ability to stab at holes in the enemy's defense, but don't know how to handle players being able to look and attack wherever. Does anyone have any advice where I could learn how to implement this? Should I just look into first person shooter tutorials? Is there a good Udemy course or something of the like? [link] [comments] | ||
where do you get your music, fx, audio, etc for your projects? Posted: 12 Apr 2020 11:28 AM PDT I produce music and am heavily into sound design/engineering. I was curious how some of you get your audio for your projects? Do you hire someone from Fiverr (or similar site)? Do you just have a sound engineer person you go to? Do it yourself? Etc. Just looking for some feedback as I might dive into producing some audio packs for RPG/adventure style games (i.e. sounds you'd hear if you played Legend of Zelda: A Link to the Past)... but wanted to understand more around how game developers approach their audio/fx/sound needs. [link] [comments] | ||
Runtime sprite mod loading in Unity (Explanation in comments) Posted: 12 Apr 2020 11:19 AM PDT
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#30Days30Shaders | Day 28 | Wet Glass Shader (Free Download) Posted: 11 Apr 2020 10:15 PM PDT
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Posted: 12 Apr 2020 11:02 AM PDT Hey /r/gamedev. About three years ago I was working as a software engineer in backend web tech stuff. I started learning Unity in my spare time, and settled on making a sheep-herding party game as a first 'real' project. I thought it would take about 9 months, but had absolutely no idea what I was getting myself in for! It was obviously hugely over-scoped for my level of experience, but for better or for worse I stuck with it, and next week it's launching on Steam. I handled the design, programming, and about half of the environment-art. For the sound, music and UI, I hired some friends that I'd met in the indie gamedev scene - the remaining half of the 3D assets came from the asset store. This was a spare-time project, and in the meantime I switched my day job into the games industry - as a server/network programmer at a mobile studio. There's a couple videos of the game's progression from concept -> final release here that you lot might find cool: If any of my experience is interesting to you folks... AMA! [link] [comments] | ||
Rolling Arcade is basically feature complete. Here is everything you have to know about it. Posted: 12 Apr 2020 10:59 AM PDT
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Posted: 12 Apr 2020 10:53 AM PDT
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The Complete Guide to OpenAL with C++ Part 3: Positioning Sounds Posted: 11 Apr 2020 08:52 PM PDT
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Posted: 12 Apr 2020 06:50 AM PDT the title basically explains my question; sure, there are Yt videos for that stuff, but i actually have no idea why people choose to develop their games on a framework... i mean, i'm learning C# right now, so the engine at hand would probably be Unity, and an example for a framework would be XNA- but why would i even consider this? i just cant understand why people would choose more work if they can have less work, but i am sure that there are just points and arguments i haven't heard of. thanks for explaining tho :) [link] [comments] | ||
How long does it take to learn unity? Posted: 12 Apr 2020 10:34 AM PDT I understand that you never fully learn a language/engine but I started creating 2D games with unity a few days ago and the process is really slow. There's always something that doesn't work and the whole thing is extremely confusing. So how long would it take for a beginner to learn to use unity and create a mini 2d style game that looks and plays fairly impressively? Thinking along the quality of cuphead but a lot smaller [link] [comments] | ||
Empathizing with Steam: How People Shop for Your Game @Chris Zukowski at GDC 2020 Posted: 12 Apr 2020 10:33 AM PDT
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Created a RTS camera controller today - How does it look to you? Any tips? Posted: 12 Apr 2020 10:24 AM PDT
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Why do so many games require a full reload when all the assets are supposedly already loaded? Posted: 12 Apr 2020 06:23 AM PDT Hi everyone, This is an honest question that has always been on the back of my head and I thought about reaching to more experienced developers to ask about it. I feel like so many games do not respect the player's time when it comes to trying again. I cannot believe some developers do not consider how difficult some things are to achieve in their games and do not program the game in a way to allow for you to be put right back into action. To come back to the topic, I believe it is easy for a game like Super Meat Boy to put you right back into the action since most levels are just one screen. That is what I don't get. The track, character, sounds, etc are all already loaded on ram, why does a game like that require loading to restart the track? Can't they just reset the positions of everything on the stage, the UI sprites to 0 and just have the countdown start again? There are probably so many more examples of this that I don't think it is necessary for me to give. Also, if I could ask a bonus question. Based on the supposed super high speeds of the SSD on the PS5, something that is not apparently that easily achievable on a custom build PC, would having insane amounts of ram make it possible to have super-fast loading? ie: Let's say a full game is 50gigs and I have 64 in total on my PC, if a developer made it possible to load the game fully to ram, which I understand would have a large initial load, make it super fast after it being in RAM? Thanks for all the answers, really appreciate it =) [link] [comments] | ||
Tutorial (8 parts): Creating Missle Command from scratch using my open-source extension of libgdx Posted: 12 Apr 2020 09:57 AM PDT
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