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    Thursday, April 2, 2020

    Scrolling Energy Shader Breakdown

    Scrolling Energy Shader Breakdown


    Scrolling Energy Shader Breakdown

    Posted: 02 Apr 2020 09:08 AM PDT

    I followed a guide for Unity in making a simple 2D game and I managed to animate my player character and add logic with scripts. This is the result!

    Posted: 02 Apr 2020 01:17 AM PDT

    raylib 3.0 released

    Posted: 02 Apr 2020 06:58 AM PDT

    raylib 3.0 released

    https://preview.redd.it/7uv4l7cnseq41.png?width=960&format=png&auto=webp&s=b5b69f5181c6ad3ad7688c86fed7fbce357ef908

    After 10 months of intense development and more than 6.5 years of improvements, raylib 3.0 has been finally released.

    raylib is a simple and easy-to-use C library to enjoy videogames programming.

    raylib is free and open-source, it can be directly downloaded from GitHub but also, a ready-to-use packages, including pre-configured editor and compiler, are available in raylib webpage.

    raylib includes +115 code examples (that also run on web) and +50 bindings to multiple programming languages.

    GitHub release contains a detailed list with the key features of this new version.

    Hope you enjoy it! :)

    submitted by /u/raysan5
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    ICYMI We made a watercolor effect in unity. What do you think about it? (Full video in the comments).

    Posted: 02 Apr 2020 08:00 AM PDT

    Did you ever think about how to create Climbables using Unity? look no further I've created two simple tutorials on how to create ladders, stairs, and elevator systems. (Links for the project and the videos in the comment) | Thanks in advance for watching and subscribing <3

    Posted: 02 Apr 2020 09:02 AM PDT

    Retro Neon Effect Made Using Shader Graph (Unity3D)

    Posted: 01 Apr 2020 10:03 PM PDT

    DialogueDesigner - easy tool for creating branching dialogues for games is now on Steam. Check it out!

    Posted: 02 Apr 2020 02:46 PM PDT

    Are mobile games profitable for indie in 2020?

    Posted: 02 Apr 2020 02:42 PM PDT

    Hey everyone,

    I was in mobile games in the past and had some very minor success with it. With everything going on, I'm considering getting back into the game market with mobile games.

    Is anyone here making any money from mobile games?

    submitted by /u/areliusbuckets109
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    Beginner's Guide to Making a Multiplayer Game

    Posted: 02 Apr 2020 12:45 PM PDT

    How would you recommend I create a choose your own adventure book to be able to be played digitally?

    Posted: 02 Apr 2020 11:52 AM PDT

    (This is long so I tried to format it so it's easier to skim!)

    For context...

    I'm about to graduate college with my BFA in graphic design. For my final project, I'm creating a choose your own adventure book with elements of Dungeons and Dragons as well (i.e. encounters and things that are driven by both player decisions as well as dice rolls). My capstone class was intended to be finished with an exhibition where my book would be presented physically for attendees to flip through and play at the event. However, due to the current state of the world the event has been cancelled and everything has been moved online.

    What I have planned...

    I'm most likely going to set up my camera on a tripod and record myself flipping through the physical finished book (it's going to have pop-ups!) and then record myself reading each section out loud. After reading the section I want to have buttons that the "player" can click on to advance the story, as well as a random number generator (if possible as a D12, sometimes with a D4 rolling along with it) to resolve checks. This will be hosted online, most likely through Wix, but I can look into other hosting options if need be.

    My biggest question...

    How would you all recommend putting this together? I have a lot of experience with most of the Adobe Creative Suite, and I have access to all of the programs in the suite. I have a decent understanding of HTML and CSS, and the smallest amount of experience with Python as well.

    If you would like to "play through" what I have so far, you can find this project currently playable as a Google Form here! This is still a work in progress, so if you have any story feedback please add it at the end!

    Thank you!

    submitted by /u/catpuccin0
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    I'm working on a simple endless runner on mobile with a retro/synthwave style. Here's the basic landscape where things will slide. What do you think about it?

    Posted: 02 Apr 2020 06:44 AM PDT

    Electronic / Metal / Orchestral Music for your Game

    Posted: 02 Apr 2020 03:19 PM PDT

    Hey, I'm Otu and I'm a composer and audio engineer. If you're interested in electronic, orchestral, rock, metal or ambient music for games, I'm in!

    Here's my work:

    https://soundcloud.com/user-14873990/sets/video-game-music-showreel

    I'm into a variety of games ranging including FPS, RPG, strategy and puzzle games. Recently I've been obsessed with Doom Eternal. If you'd like to see my take on Doom Eternal's electronic and metal music, here's a video:

    https://www.youtube.com/watch?v=AHniqoF68TA

    Feel free to hit me up here or by email at: [moonicproductions@gmail.com](mailto:moonicproductions@gmail.com). Since I make music for a living, I'd be charging for the work. I hope you guys enjoy the music, I'd love to make some tunes!

    submitted by /u/otuness
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    Unreal Engine 4 24 Niagara Simple Pendulum Ball Tutorial

    Posted: 02 Apr 2020 03:12 PM PDT

    I wrote an article about how to use data collected from your game, mixed with players feedback, in order to improve and speed up the process of design and gameplay iteration. I would like to know your thoughts

    Posted: 02 Apr 2020 02:10 AM PDT

    Should I attempt at being a solo gamedev after graduation??

    Posted: 02 Apr 2020 02:32 PM PDT

    This is my first post here. Yey!!!

    I am currently studying game development at a technical college in Tokyo Japan. I am a foreign student from Nepal. My course is only 2 years, and I'm entering my 2nd year after my school reopens after corona virus lockdown.

    I have 1 year of exclusive experience in thinking about new game ideas and game development. I have learned how to use c#, blender, gimp and unity at school. With my free time at home, I have learned c++, data structures and algorithm and decent amount of opengl. I have made 5 demo games altogether,mostly 2d using c#/DXlibrary and 1 demo game using c++/opengl. I am currently job hunting and making my own 3d game engine with opengl.

    I know I have a lot of things to learn and want to learn, but this job hunting and constant pre-interview rejections are frustrating me, and I don't wanna end up working an IT job that doesn't motivate me.

    So, after all of that background, my main question is if I end up not getting a job as a gamedev here, should I consider going back to my country???? I am thinking about making a solo or perhaps a small indie game company with my friends, after I graduate next year?? Or is it better to experience the salaryman life a little bit here. I really don't know what to prioritize anymore. Can somebody here help me with some insights???

    Any advice will be of immense help. Thank you. I am sorry if I made any grammatical errors, I am not a native speaker.

    submitted by /u/kur0ikunn
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    Finished a playable prototype for my game. I've played through it many times so I think it's balanced but I'm looking some peoples experience i.e. Do you know where to go "next"? It's a very tradition/classic turn based system.

    Posted: 02 Apr 2020 02:16 PM PDT

    Here is the Mediafire link (Windows only): mediafire.com/file/c6ymc5xe0dv2k8x/CruxWin.zip/file

    submitted by /u/Pixel_Mime
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    Can Tileson (Tiled map parser) be used with SDL2?

    Posted: 02 Apr 2020 02:15 PM PDT

    I'm trying to use a map that I've created in Tiled within my SDL2/cpp game.

    The map was exported as a JSON file, that's how I stumbled upon Tileson while looking for a way to use JSON formatted Tiled map within my game.

    Therefore, my question is whether I can use Tileson with SDL2 or will it not work?

    Thanks in advance.

    submitted by /u/bullFroggie
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    Playing random itch.io games on stream. Send me your games!

    Posted: 02 Apr 2020 02:07 PM PDT

    Hey y'all, I'm streaming for a little while and playing random itch.io games, and/or suggestsions! If you have a game you want me to play, join us at twitch.tv/winterdrake_ !

    submitted by /u/thefrdeal
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    When should you consider a different asset maker if they can't deliver?

    Posted: 02 Apr 2020 04:14 AM PDT

    I commissioned a few sprites (an idle animation, and a running animation and a Jump Animation) from a sprite artist month or two ago. I got the idle animation and running animation fine, though the guys etiquette was a bit...poor and he had a tendency to "fall asleep" randomly which made communication a bit awkward. He gave me a discount for a running and jump animation, but he changed his mind on the latter and made me pay full price (despite not even starting on the jump animation). But it's been 3 weeks or so since then, and he hasn't delivered on it. And to be honest, after experiencing the quiet treatment from people I've commissioned for various non game related things, and just waiting and waiting for so long, I am considering just taking my business elsewhere and finding another sprite artist/animator for my game project.

    But I dunno if I am being too hasty or impatient, but just the way this went about bugs me. I just fear I will be waiting months for 8 frame sprites when I could just be paying someone else whose got better etiquette and is more punctual. And for the record I am not in a major hurry, but in the near future that's what I'm concerned about.

    I dunno how I should message him about it also, if I should just wait for the jump animation and just not say anything after receiving it, or if I should ask for a refund for the jump.

    Any advice? And if you feel that this makes me sound horrible I understand. I don't really like being in this situation myself.

    submitted by /u/Creepythinshitposter
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    As a music composer, how/where can i find projects and, eventually, get some work?

    Posted: 02 Apr 2020 01:48 PM PDT

    Hello!

    Im composing music since almost 7 years now, and have always been interested and mainly inspired by video game music. Recently i thought this could be a good thing for me to have a portfolio, and maybe try to contact some gamedevs who are working on a project and try to get some work.

    But im kind of lost and dont know where to start. Could you suggest me the big and small places/sites/forums etc where i could eventualy get in contact with gamedevs currently searching music for their projects?

    PS / i know the market is flooded, but i have to at least take a step into it and try to make my own journey.

    Thanks a lot for your help

    submitted by /u/SipoMaj
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    Looking for a person to study together on gamedev

    Posted: 02 Apr 2020 01:17 PM PDT

    Hi, I'm looking for a person who would like to learn game development together while creating a simple first game using technologies such as C++ and OpenGL.

    About me: I have been programming for 3 years, I have experience in C++, C# and Python programming as well as in web development. I like to solve problems, look for better solutions. I would like to exchange knowledge and experience with someone as well as learn something new from you, solve problems together and work on a project.

    I am Peter and I come from Poland.

    submitted by /u/v3eng3eance
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    What's a good method for transferring saved classes from C# to GDscript?

    Posted: 02 Apr 2020 12:40 PM PDT

    I just got into Godot and I'm moving a RPG project over that I was working on in pure c#. I made an editor to make my maps and items and it stored them as serialized classes with c#'s Stream Binary Formatter. Now, with Godot, I'm learning GDscript and I really don't want to rebuild the editor in Godot so I'd like to keep using my old c# editor.

    I figured with two different languages and class structures it would be impossible to just have GDscript read my C# binary files so I guess the best way is to have my editor save as something non binary (like plain text or ini or something) that GDscript can just read to fill out it's classes.

    My question is, would plain text be the best way or is there a fancier way that I'm overlooking? Thanks for any help!

    submitted by /u/Zerocyde
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    #30Days30Shaders | Day 18 | Fire Particle Shader (Free Download)

    Posted: 02 Apr 2020 08:24 AM PDT

    What are pros and cons of Unity/Unreal for VR development in 2020?

    Posted: 02 Apr 2020 12:06 PM PDT

    Hi guys! Which game engine do you think is good for VR development, especially middle-high end VR such as Oculus Rift S and Quest? I am not trying to decide what is engine is the best, but I want to know what engine has good/bad features in point of VR development by comparing them.

    A little background and thoughts:

    I am an indie game dev and have been currently developing a VR game, targeting Oculus Rift S/Quest/Vive.

    VR development using Uniry is standard. It support almost all of VR HMD you can think of. Also good games out there like Beat Saber and SUPERHOT are actually made with Unity. Other advantages I can say is that there is a really BIG VR dev community and they are making great stuffs. VRTK and Final IK are really good examples. Also recently VRM, a new avatar format for VR, was made and it has special supports for Unity VR like spring bone. I love using it.

    Unity and its community are doing great. But I think the current state of Unity is unstable. Unity are making so many new features, such as HDRP/URP, ECS, Shader Graph etc. And they have BIG potentials. However, most of them are still in preview and not product ready. If you make a scene with HDRP, you cannot find if it is made with Unity or Unreal anymore. But some people say HDRP has performance problems and is not product ready although it is out of preview already. URP is good. URP is more optimized than legacy and it is the best for VR, but it still lacks some features legacy renderer has, such as Ambient Occlusion. Yes we can use HDRP but it is not optimized well for VR. Also, Unity made XR Management and legacy VR will be gone soon, but it is not ready yet. For example, I am using materials for Single pass, but PC VR with Oculus XR plugin only support Multi pass & single pass instanced, so I cannot use it. (Although I can easily fix my material for single pass instanced, maybe.) If you use Quest, neigher single pass nor single pass instanced supported.

    So I am still using legacy renderer & legacy VR. and so, I cannot use Shader Graph/VFX Graph.

    ECS pushes performance limits, but is in preview, too, although I am using Burst & Job System WITHOUT Entities, and I could solve the biggest performance issue with it.

    I have never Unreal Engine 4 and I am not sure what it is really capable of, so I cannot evaluate it well. But Oculus is making VR contents using Unreal, and they are great. Also, Epic just bought Quixel and made it free for use in the engine. So I think this is a big advantage over Unity if you want to develop VR games with photo realistic environment.

    What are your thoughts using Unity/Unreal for your VR development?

    submitted by /u/ToranoRiverCat
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