Tutorial: How To Make Stylized Low Poly Game Art |
- Tutorial: How To Make Stylized Low Poly Game Art
- Hi Everyone! I released new royalty-free foley apartment sound libraries with over 4GB of doors, buttons & switch sound effects recorded in kitchen, living room, dining & bedrooms! I hope it's useful for you as well! Greetings, Marcel
- Been working on some new textures. Among others a forest with some corpses, which is relevant for the story. What do you think, more corpses? #Mindfate [Mindfate.com]
- Need some ideas on how to structure my new engine.
- Giants are Hard to Slay: Do incumbents ever get dethroned by their own clones?
- Do people just crave voice acting?
- How long did it take for you to develop your game?
- Tutorial: How to recreate the smoke effect from Diablo 3 in Unity using Shader Graph and Visual Effect Graph
- My Bot Motivates / Humiliates When I Die In a Game (Dota 2)
- Question regarding a wall painting system
- [HELP!!!] Why doesn't a gameobject register trigger colliders in unity?
- Design patterns in game development
- Hyper Casual Game Publishers - 2020 Update
- Swap chain technique with directx
- C++ boot camp/certificate
- Standalone animation tool like in Godot engine?
- Pay What You Want Low Poly 3D Model Pack I Made for Developers Stuck at Home.
- Simple First Game in 2D
- First jump into the Inverse Kinematic world using the FABRIK algorithm. Still work to do but first look seems cool :
- Different biomes for rabbit/fox themed game?
- Tutorial on how to procedurally generate a town
- Mechanics Sandbox: A platformer/8dir template.
- I am doing a research and need your humble opinion
Tutorial: How To Make Stylized Low Poly Game Art Posted: 19 Apr 2020 08:16 AM PDT
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Posted: 19 Apr 2020 01:45 AM PDT
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Posted: 19 Apr 2020 10:42 AM PDT
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Need some ideas on how to structure my new engine. Posted: 19 Apr 2020 09:44 AM PDT Hey guys, I'm writing a new game engine in C++ and I'm looking for ways to structure it. It was / is been inspired by babylon-js, The-Forge and Filament. It has the following goals * Remain lightweight 100kb-2mb * Fast * Crossplatform with modern graphics api (WebGPU) * Developable anywhere it runs * Downloadable modules * Live coding anywhere it runs So I say goals but those are all already met goals, I just need to keep them with my possible restructuring. Here is where my questions come in, mostly on GUI and the language to program the engine. Now I'm currently using Typescript as the core scripting language and it works fine however I'm thinking about writing a visual programming language, either block/scratch style or unreals blueprint style. Or I could keep it as just text based, does anyone see value in visual based programming? One of the potential uses for me is that I could replace the JavaScript engine(800kb) with a much simpler and faster web assembly engine (27kb)... But then I'd have to program everything in visual style as there is no good and small textual programming language compiler for wasm. My next question. I'm currently implementing GUI, does it make sense to use React, Vue or other web frameworks for this? I already have very powerful gpu vector drawing, so combined with a custom renderer for React I should be able to use that... Is there any better ideas on how to design GUI? I could use imgui but it just seems easier to design GUI using something like react and css. My one issue with using web frameworks like that, is that allot of time existing code will call browser functions like document.setinnerhtml or whatever but I don't have a browser embedded or process any HTML... So existing code on the web would have to be converted slightly to work with my renderer, I guess much the same way as React Native? Anyway, anyone have any ideas here? [link] [comments] | ||
Giants are Hard to Slay: Do incumbents ever get dethroned by their own clones? Posted: 19 Apr 2020 01:47 AM PDT
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Do people just crave voice acting? Posted: 19 Apr 2020 10:19 AM PDT Is it possible to make a rich in content game that will be considered AAA, but has no voice acting? Seems like a stupid question, but if you look at games regarded as AAA, no matter how broken their gameplay turns out to be (or how bugged they are), the single most common feature among them would be voice acting with many people. Is it just a coincidence? I kind of see a connection here with things like those stupid youtube thumbnails where youtubers make dumb - but overly emotional - faces, reaction videos, streamers etc. People in general receive emotions easier than objective, "dry" information. Voices have a large capacity of transmitting emotions, which may cause games with extensive voice acting be easier to process, understand, and hype for. [link] [comments] | ||
How long did it take for you to develop your game? Posted: 19 Apr 2020 03:59 AM PDT Hi fellow game developers! I'm curious to know if you can share your finished game, how long did it take to develop the whole game? and how many people were working on it? [link] [comments] | ||
Posted: 19 Apr 2020 12:35 AM PDT
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My Bot Motivates / Humiliates When I Die In a Game (Dota 2) Posted: 19 Apr 2020 11:41 AM PDT
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Question regarding a wall painting system Posted: 19 Apr 2020 11:40 AM PDT So i have been playing alot of a game called House Flipper lately and in it they have a system that allows you to paint the walls of a house different colours and i am curious how they might be doing such a thing. Incredibly new to the game dev scene and would love to know how to accomplish something like that as its rather cool. [link] [comments] | ||
[HELP!!!] Why doesn't a gameobject register trigger colliders in unity? Posted: 19 Apr 2020 11:40 AM PDT Here is the inspector on the object that is supposed to detect the trigger collider: https://imgur.com/a/P7xLxMQ It doesn't detect ANY trigger collider! I don't know why, the physics work normally, it's just the trigger colliders. Here is the code: https://imgur.com/a/P7xLxMQ Please help me, I need the answer quickly, this game is for a game jam, idk if it's even by the rules to ask for help, but I can't find anyone with the problem like mine. [link] [comments] | ||
Design patterns in game development Posted: 19 Apr 2020 05:42 AM PDT
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Hyper Casual Game Publishers - 2020 Update Posted: 19 Apr 2020 11:36 AM PDT As of now the most informative post about hyper-casual game publishers is this 1.5 year old post: Voodoo is still going strong in terms of downloads per publisher. But now SayGames and Good Job Games have a comparable number of downloads. I am curious if someone can provide more up-to-date details about publishers mentioned in this post(just like the top comment there). Is it still relevant? Or things have changed? Thanks [link] [comments] | ||
Swap chain technique with directx Posted: 19 Apr 2020 11:32 AM PDT Regarding a simple 2D game, using only one monitor, in C/C++ language for windows desktop. An experienced game programmer just told me:
He is basically telling me that no extra code is required in directx9 to actually write to off screen buffer, then flip it to the screen buffer. How accurate is this? [link] [comments] | ||
Posted: 19 Apr 2020 11:31 AM PDT Does anyone know where I can find some good ones ? Hope this is the right page to ask . [link] [comments] | ||
Standalone animation tool like in Godot engine? Posted: 19 Apr 2020 07:42 AM PDT I've been watching tutorial videos of the Godot game engine and I really like their 2D sprite animation editor for its ease of use and speed. I like to make my own engines however so I can't use Godot but visualizing animations without a proper tool is extremely tedious and slow. My question is, does anyone know if there are any third part standalone animation editors that I could integrate into my toolset? I use Tiled map editor and TexturePacker which are engine agnostic but it would be a huge productivity gain to have an animation editor like Godot. If nothing's available I'm almost considering making my own since I figure this must have some demand in the market. Related question, has anyone been able to leverage Godot animation system outside of the Godot IDE? I imagine it may create some data files we could perhaps reverse engineer ourselves. Thanks! [link] [comments] | ||
Pay What You Want Low Poly 3D Model Pack I Made for Developers Stuck at Home. Posted: 19 Apr 2020 11:09 AM PDT
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Posted: 19 Apr 2020 10:52 AM PDT I decided to make a small platformer, the purpose of which is to get from point A to point B, for your assessment [link] [comments] | ||
Posted: 19 Apr 2020 06:18 AM PDT
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Different biomes for rabbit/fox themed game? Posted: 19 Apr 2020 10:03 AM PDT
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Tutorial on how to procedurally generate a town Posted: 19 Apr 2020 01:08 AM PDT
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Mechanics Sandbox: A platformer/8dir template. Posted: 19 Apr 2020 08:16 AM PDT Hey everybody, Henri here! Some days ago I published this game template (for Construct#) on the Scirra Store: Mechanics Sandbox! It'd be amazing if you folks could give me a hand on sharing and checking it out (even if not going to buy it!) I'm really starting and have no social reach on the internet. Thanks, in advance. As of now, it just went on sale for a great discount because I'm excited! Also, for the first sales... This game template is designed in a quasi-modular system; easy to expand and discard features! Including basic AI, Dialog, Controls, Platform Animations and Mechanics, Juicy FX, 8 Direction movement with support for animations and holding things like guns, and the best system: Movement Routes. It's designed in a way that you can use it for Platformers and sidescrollers, as well as RPGs, Dungeon Crawlers (8 dir games), Stealth, etc. Every one of these systems is expandable, and if I get some sales I'll very likely update it and make other templates/modules! Here's the link to the Scirra store page if you want to check it out for yourself (please) or even consider buying it!! Think about it, game developing is cool and um... yeah. https://www.scirra.com/store/royalty-free-game-templates/mechanics-sandbox-5388 Have a good night, thank you from the bottom of my heart for staying home <3! [link] [comments] | ||
I am doing a research and need your humble opinion Posted: 19 Apr 2020 04:15 AM PDT Hello everyone, I am a student doing a small research on how Environmental systems in turn-based strategy wargames will impact gameplay for a university project. I have a document describing my plans on conducting this research here - [link] [comments] |
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