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    Sunday, April 5, 2020

    Trying to make a rock storm but missed the size of the rocks...

    Trying to make a rock storm but missed the size of the rocks...


    Trying to make a rock storm but missed the size of the rocks...

    Posted: 05 Apr 2020 10:50 AM PDT

    Real-time muscle simulation

    Posted: 04 Apr 2020 10:22 PM PDT

    Smoothstep: The most useful function

    Posted: 05 Apr 2020 06:31 AM PDT

    I’ve made a video showcasing the steps to build the Tactical Mode from the FFVII using Unity (with source-code)

    Posted: 05 Apr 2020 08:35 AM PDT

    Implemented Boids using the Godot Engine!

    Posted: 05 Apr 2020 05:21 AM PDT

    Testing our new system for combining mutations

    Posted: 05 Apr 2020 08:05 AM PDT

    Noob here. A few days ago I saw an ad for Unity learn premium and then a few hours later I'd done the fps micrograme tutorial and the VRTK jump start...

    Posted: 05 Apr 2020 10:50 AM PDT

    Then I made a simple terrain mountain on the same VRTK map and flew over it in VR and I knew then and there this is what I want to do with my life.

    Fast forward to now and I've started watching a beginners c# tutorial and starting to struggle a little with a few things when I try to take what's shown in the tutorial and apply it using my own examples in visual studio. Im currently as far as return methods and thinking I really need some human help to go over the bits I'm struggling with so I'm curious what people recommend for learning programming with a tutor/mentor online? Is there a recommended hub/forum for such things? I saw Udemy but Google gave me a lot of mixed feedback on that so I'm asking here

    submitted by /u/DaveJahVoo
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    What are some good software options other than bfxr for generating sounds???

    Posted: 05 Apr 2020 05:26 AM PDT

    Yet another dev/engine matchmaking thread

    Posted: 05 Apr 2020 10:31 AM PDT

    I have a game idea for mobile that I would like to bring to life. I will make it for my own amusement and development. If other people would like to play it when it is finished, that's just a bonus.

    My vision is a classic RPG style game where the player controls a party of 1-4 heroes. The exploration part of the game will be similar to Baldur's Gate and other classic RPGs, but combat mechanics and leveling progression will not be based on the clunky Dungeons and Dragons system like in many old games. Instead, it will be heavily inspired by modern MMORPGs with a number of abilities per character that can be used based on cooldown or some other triggered condition. The player will have the option to change how fast time passes in combat, to be able to choose between fast paced action or more deliberate, strategic play. The art style will be simple 3D in a top-down camera angle.

    I am not a complete novice programmer, but this will be my first game development project. My earlier projects have almost always been related to games, but have not been games themselves. I have made tools and addons for existing games, primarily in lua and JS. I will do it in small, achievable steps, expanding the scope as I progress.

    So, the age old question: Which engine do you think would be the best fit for me?
    It needs support for:

    • Android
    • 3D
    • Dynamically changing the speed of all animations and game logic

    Based on the list in the Engine FAQ, I've narrowed it down to:

    • Coppercube
    • Esenthel
    • Godot
    • JMonkey3
    • Unity
    • Unreal

    Coppercube gets a bonus point for JS since I already am familiar with the language, but I'm willing to learn another language. Unity and Unreal seems to be the most popular and therefore probably the easiest when it comes to finding solutions to various problems. What do the good folks of gamedev think?

    submitted by /u/KoomZog
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    Cheap Server Solutions

    Posted: 05 Apr 2020 10:30 AM PDT

    Hey everyone, are there any decent, inexpensive server services out there? Our game only requires very minimal data since the game is just a single-player experience where we would only track of how much stuff has been unlocked, play time, and some other minor stuff. Thanks!

    submitted by /u/cojav
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    Our first game!

    Posted: 05 Apr 2020 11:14 AM PDT

    Hello everyone! As Calignosity Studios, I'll be releasing the demo for a choice-based visual novel pretty soon, it's called Pieces. About a transgender magic user, their cat and their cousin, it's a story about finding out who you really are. I'm not sure WHEN it will be done though because I start school again tomorrow, the engine is only semi decided (due to crashing, I have versions in several VN makers) and I'm drawing the art per scene with my S/O. It's our first game, so hoping people will like it!

    submitted by /u/CalignosityMortis
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    Fireballs + Refining Movement! | Scootch's Indie Game Devlog

    Posted: 05 Apr 2020 10:29 AM PDT

    One Million Sprites. More Than 120fps. DOTS Not Required.

    Posted: 05 Apr 2020 03:08 AM PDT

    #30Days30Shaders | Day 21 | Fluid Shader (Free Download)

    Posted: 05 Apr 2020 07:10 AM PDT

    It took me some time to find this, so I share: steam stats for the players language.

    Posted: 05 Apr 2020 11:52 AM PDT

    What math/physics would I need to learn to better understand how to move objects according to they trajectory/angle I want them to go into?

    Posted: 05 Apr 2020 11:50 AM PDT

    I have very little knowledge of physics and math so applying these concepts in Unity is very difficult for me. For example, shooting a projectile out of a cannon. I would struggle determining how to shoot the projectile at the proper angle or where to apply the force.

    submitted by /u/jag_N
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    Idea for an Upcoming Project (Feedback Appreciated)

    Posted: 05 Apr 2020 11:46 AM PDT

    Collected a list of marketing assets that I need for my upcoming game release/update - figured I'd share it!

    Posted: 05 Apr 2020 04:06 AM PDT

    Listed is the minimal set of marketing assets required to publish on: iOS (phone and tablet), Steam PC, Android, Kongregate.

    • [iOS/Steam/Android] Square icon (separate foreground/background): 1024 x 1024
      • (Note that on some displays it will be a sharp-cornered square, on others it'll have rounded corners)
    • [Kongregate] Icon: 250 x 200
    • [Google Play] Feature graphic: 1024 x 500
    • [Steam] Main capsule image 616 x 353
      • "These should be designed to market the product. For best results, please use the key art and logo that is being used for any retail boxes or marketing. Avoid using quotes or other strings of text beyond the title of your game"
    • [Steam] Header capsule image: 460 x 215
      • "This image should focus on the branding of your product. For best results, please use the same artwork that you use for any retail box or marketing and make sure the logo is clearly legible."
      • I usually make this similar to the Main capsule image
    • [Steam] Small capsule image: 231 x 87 (smallest displayed size is 120 x 45)
      • "These are small, so they should focus on making the logo clearly legible, even at the smallest size."
      • I usually make this similar to the Main capsule image
    • [Steam] Library capsule 600 x 900
      • "This should be graphically-centric and give the user some sense of the experience. Please use the key art and logo that is being used for any retail boxes or marketing. Avoid using quotes or other strings of text beyond the title of your application. The art should immediately tell the customer something important about your product. The logo should be easily legible against the background."
    • [Steam] Library hero 1920 x 620 (or 3840 x 1240)

      • "The hero graphic and logo are layered and move independently when the page is scrolled, creating a subtle parallax effect. Consider how the product logo will be placed on top of the hero image (left bottom corner or centered). You'll want to ensure the logo is both visible and legible against the background.

        This should be a visually rich image that is easily recognizable. For best results, please use the key art that is used for any retail boxes or marketing. Avoid using quotes or other strings of text.

        At the center of the template is a "safe area" of 860px x 380px. This area will remain uncropped across scaling and resizing of the Steam client window. Artwork should extend across the entire template, but critical content should be within the safe area. For ex: a main character's face should be entirely in the safe area or risk being cropped."

    • [Steam] Library logo 640 x 360

      • "After upload, you can use the preview tool to select the logo's position. Options include: left bottom corner, centered top, centered middle, and centered bottom.

        For best results, use the logo that is being used for any retail boxes or marketing. You'll want to ensure the logo is both visible and legible against the hero graphic background, sometimes a drop shadow can help. The PNG image should have a transparent background."

    • Screenshots

      • [iOS phone] (At least 3x) 2688 x 1242
      • [All] (At least 5x) 2208 x 1242 (16:9)
      • [iOS tablet] (At least 3x) 2732 x 2048
    • (Optional but recommended) Preview videos (30s IMO)

      • [iOS phone] 1920 x 886
      • [All] 1920 x 1080 (16:9) (3840 x 2160 for YT?)
      • [iOS tablet] 1600 x 1200
    submitted by /u/bilalakil
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    Gamedev in the time of corona - or, a Pillars of Dust postmortem

    Posted: 05 Apr 2020 11:36 AM PDT

    Here's the postmortem of our recent Steam release, Pillars of Dust. The title refers to the question of whether people being quarantined might help or hurt digital release sales. Hopefully this info in general can help other small dev teams (we have a 2-man team) get a read on the current state of affairs.

    Background

    Pillars of Dust is an 8-bit style pixel art RPG. We split ALL of the dev tasks between the two of us - I did story and graphics, my partner did programming and music, and we divided up level design, etc. Thus, our overhead was low. We put together a playable demo, which we unveiled at Replay.FX - a gaming convention in Pittsburgh, PA. At the convention, we had a mailing list signup sheet, where we collected 100 or so signatures from people who were interested in Pillars of Dust.

    Marketing and ads
    We utilized social media, including Instagram and Twitter, to build up a following of people who might be interested in the game. Facebook is nearly useless for game promotion, but we used Facebook ads to reach potential buyers on FB as well as Instagram. We also put together a website for the game (pillarsofdust.com) and a press kit, and we put out a press release announcing the release date. We got quite a few reviewers, streamers, and longplayers signed on to try out the game.

    Steam release - package deal

    PoD hit Steam on March 17. We worked with our publisher, Something Classic (who previously developed Shadows of Adam for PC and Switch) to offer a package deal: every person who downloaded Pillars of Dust during the first week also received a free copy of Shadows of Adam. Not only that, but we discounted PoD by 10% (so the release week price was $6.29 instead of $6.99). In total, purchasers were getting about $22 worth of games for $6.29.

    Results

    We had a nice spike of sales on day one. We lifted the embargo on reviews and streams the day before the release, and we had quite a few people streaming the game on Twitch on release day. Honestly, getting people to stream your game may be one of the best ways to capture your audience, because people are much more likely to follow the recommendation of a streamer they trust than to buy your game based on a targeted ad.

    We got basically universal acclaim - reviewers and streamers all praised it. To be clear, it's a game that's very aware of its retro limitations. But in the context of what it is, people liked it a lot.

    It's unclear whether the many people currently quarantined because of the COVID-19 pandemic were more or less likely to buy the game. We thought perhaps people who were stuck at home might be more likely to grab a good Steam deal, but we have no real data to support or refute this hypothesis.

    Surprisingly, we still have a high number of wishlists - it appears that despite our release week deal, a lot of people are still waiting for a deeper discount on the game. This may include people who already own Shadows of Adam, since getting another copy of that game may not have been too enticing. Sales of the game tailed off fairly quickly after the first few days.

    We're still looking at ways to reach our audience - the positive reviews have been very encouraging, and there's even a little speedrunning community growing around the game. But this genre is fairly saturated, and capturing people's interest is tough when screenshots from the game tend to look like many other games currently on the market.

    submitted by /u/retreauxgames
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    Pixel art scaling

    Posted: 05 Apr 2020 11:25 AM PDT

    I am making a game with pixel art in it, and I just started to learn pixel art. Whenever I draw something, lets say a 64x64 pixel apple and drag it onto the unity, it just doesnt look like pixel art, I ve tried to use scaling my sprite size up but I am not sure that this is the right way to do this thing. Any advice?

    submitted by /u/Dkrisztan
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    Should, and how do I gain licensing for gun products?

    Posted: 05 Apr 2020 11:19 AM PDT

    As the questions pertains, I'm wondering how (or even should) I gain licensing for weapon products in my game. As you may have heard, General Motors tried to sue Call of Duty for showcasing a Humvee in their game, but the judge essentially said that they have a first amendment right to do so without licensing.
    I'm wondering whether I need to gain licensing for military vehicles, or at least for U.S. military vehicles (As I plan to have Russian, U.K. South African vehicles in it too) to showcase them in my game, and if so, how? This question goes for both vehicles and guns. I've heard both HK and Glock (both I want in my game) are really pissy about that sort of thing. Thanks for answering.

    submitted by /u/ModernistTT
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    How many assets for commonly used things?

    Posted: 05 Apr 2020 10:42 AM PDT

    I am in the process of starting a puzzle, suspense game where you are investigating the weird and creepy history of one dead end street. It is going to be my first 3D game and I was wondering if there are maybe 10 houses, how many wooden plank, stone, etc models would I likely need? Thanks for any and all help!

    submitted by /u/Doominator22
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    How can i find someone to collaborate

    Posted: 05 Apr 2020 10:42 AM PDT

    I not yet started gamedev but in near future my buddy and i will and i was thinking that with only 2 people it will be hard to do everything, in case i need help how can i find someone someone willing to collaborate? How did you collaborate?

    submitted by /u/araliniker
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    I released my first serious game project on Steam last week - Hero's Descent

    Posted: 05 Apr 2020 10:37 AM PDT

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