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    Sunday, April 12, 2020

    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


    Pixelbox 2.0 is released, make 2D retro games with JavaScript without the hurdles of HTML5 development

    Posted: 12 Apr 2020 06:39 AM PDT

    Lingo - my first word game

    Posted: 12 Apr 2020 09:42 AM PDT

    Enemy AI: chasing a player without Navigation2D or A* pathfinding

    Posted: 12 Apr 2020 06:27 AM PDT

    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?

    submitted by /u/WhitestBunny
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    Infinity Maze - Final stage

    Posted: 12 Apr 2020 09:24 AM PDT

    2D FPS Dungeon Crawler

    Posted: 12 Apr 2020 10:56 AM PDT

    2D FPS Dungeon Crawler

    Hello everybody,

    I am currently working on a 2D FPS dungeon crawler like the ones back in the days. The tools I'm using are SFML/C++. Before I started coding, I tried to think of everything: how will I handle directions, holes in walls, loot, enemies, combat, depth, etc etc. But there was one thing I didn't think of, and its the field of view.

    You see, I thought it was gonna be ok to just replicate the view of the player using vectors like this:

    L: Left view, C: Center view, R: Right view

     L C R [ ][ ][ ] [ ][ ][ ] [ ][ ][ ] [ ][X][ ] 

    By doing that, I could draw the walls and knowing their distance depending on the position in the arrays. So I did all my coding and ended up with this...

    Good corridor view

    Good corner view

    BAD corner view

    BAD facing view

    The problem is that my code does not take into account that the normal person field of view is a cone and note a straight line.

    So I ask this question to all of you, how can I fix this problem? Can I modify my current code? Sould I use raycasting in this context?

    Help

    submitted by /u/charlobino
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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,

    submitted by /u/GameDevUniStudent
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    How to easily control an animation clip with code (C#)

    Posted: 12 Apr 2020 12:06 PM PDT

    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

    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?

    submitted by /u/wannabedev5678
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    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.

    submitted by /u/sunny_dak
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    Runtime sprite mod loading in Unity (Explanation in comments)

    Posted: 12 Apr 2020 11:19 AM PDT

    #30Days30Shaders | Day 28 | Wet Glass Shader (Free Download)

    Posted: 11 Apr 2020 10:15 PM PDT

    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.

    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:
    https://twitter.com/DisobSheepGame/status/1246439856361914368
    https://twitter.com/DisobSheepGame/status/1201111882611994629

    If any of my experience is interesting to you folks... AMA!

    submitted by /u/sicklydove
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    Rolling Arcade is basically feature complete. Here is everything you have to know about it.

    Posted: 12 Apr 2020 10:59 AM PDT

    Down2Die Steam Trailer

    Posted: 12 Apr 2020 10:53 AM PDT

    The Complete Guide to OpenAL with C++ Part 3: Positioning Sounds

    Posted: 11 Apr 2020 08:52 PM PDT

    Engine or Framework?

    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 :)

    submitted by /u/jonox23
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    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

    submitted by /u/fawa2001
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    Empathizing with Steam: How People Shop for Your Game @Chris Zukowski at GDC 2020

    Posted: 12 Apr 2020 10:33 AM PDT

    Created a RTS camera controller today - How does it look to you? Any tips?

    Posted: 12 Apr 2020 10:24 AM PDT

    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.
    This old video from Extra Credits does a nice job explaining what I mean: https://www.youtube.com/watch?v=ea6UuRTjkKs
    The example that they give in the video about how Super Meat Boy lets you restart the level right away instead of the arbitrary "You Died" or "Game Over" is how I think it should be for the majority of situations. Sure, some cinematic death animations become iconic, Metal Gear Solid one comes to mind, but you die way less in that game. And I would still prefer a shorter one if I'm in a boss battle.

    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.
    I remember being frustrated with Crash Team Racing because I was trying to improve my time trials times and some times missing the initial boost would force me to restart, which meant waiting for the game to reload.

    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 =)

    submitted by /u/ArturFluor
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    Tutorial (8 parts): Creating Missle Command from scratch using my open-source extension of libgdx

    Posted: 12 Apr 2020 09:57 AM PDT

    Tutorial (8 parts): Creating Missle Command from scratch using my open-source extension of libgdx

    Over the last few years I've been making libgdx games in my sparetime, I often find myself reusing snippets of code across my projects and slowly this morphed into a private library I would use to create utility and extensions of libgdx classes, especially in the early stages of a new project. I've now opensourced this project and I hope spare-time developers might find it helpful.

    https://github.com/MozB/Beeline-libgdx

    Since then I've published an 8 part tutorial series on my website to get a very basic implentation of the classic game Missle Command working while utilizing my library to reduce the setup time required and maximize the time you spending building fun game mechanics!

    Each tutorial part shouldn't take longer than half an hour or so, and at the end you will end up with a game that plays like this:

    animated gif -> https://trailblaze.games/wp-content/uploads/2020/04/mygif-10.gif

    https://preview.redd.it/64060pft3fs41.png?width=969&format=png&auto=webp&s=d5ab0f073613c036f618c4d67dc0fbe1000fb2a5

    Find below all of the tutorials I created, as always there's much more to do and I hope to continue the project further if anyone enjoyed it.

    After completing each step of the tutorial you can compare your code with at mine at the particular part of the tutorial you have reached by looking up my open sourced version of the game I created while writing these tutorials.

    https://github.com/MozB/Beeline-libgdx-misslecommand/commits/master

    Look forward to hearing feedback, I hope this is helpful and a little easier perhaps than using base libgdx if you are limited for time as a spare-time game developer - I certainly think it should help you reduce the amount of code you need to write.

    submitted by /u/mozuk87
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