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    Monday, April 6, 2020

    Unity tutorials done right! -- I was struggling figuring out some basic UI stuff in Unity, this series of video tutorials helped a lot and are quick, clear and easy to follow!

    Unity tutorials done right! -- I was struggling figuring out some basic UI stuff in Unity, this series of video tutorials helped a lot and are quick, clear and easy to follow!


    Unity tutorials done right! -- I was struggling figuring out some basic UI stuff in Unity, this series of video tutorials helped a lot and are quick, clear and easy to follow!

    Posted: 06 Apr 2020 03:33 AM PDT

    Introduction to the technology stack used at Shiro Games (Evoland, Northgard, Darksburg)

    Posted: 06 Apr 2020 09:23 AM PDT

    Unity offering 3 months of complimentary access to "Learn Premium".

    Posted: 06 Apr 2020 12:43 AM PDT

    react-tech-tree - build web-based trees like the X-Men family tree, Slay the Spire room selection and more (see comments)

    Posted: 06 Apr 2020 10:36 AM PDT

    A Theory of Fun for Game Design | Raph Koster and The Art of Designing Fun Games

    Posted: 06 Apr 2020 10:10 AM PDT

    What´s the best way to get youtubers to play your game? And how do you ask them?

    Posted: 06 Apr 2020 07:21 AM PDT

    #30Days30Shaders | Day 22 | Dark Environment Shader (Free Download)

    Posted: 06 Apr 2020 07:12 AM PDT

    What's the best free tutorial series out there for learning Unreal Engine 4?

    Posted: 06 Apr 2020 06:54 AM PDT

    I have some mild game development experience just in the form of coding on calculators and using unity long ago. I want to learn UE4 and there is a lot of tutorials but the problem is a lot of them are either going very fast, and skipping stuff that a beginner wouldn't know how to do, and a lot of the good ones have a few free videos but then charge for a full course or to finish the tutorial. My question is what are the best free tutorials? To be more specific I am wanting to develop a first person scavenger/atmospheric game, so it shouldn't be too hard of an endeavor after spending some time. For the record, I know C++ but I would also like to learn how blueprints work.

    submitted by /u/chinesedog12
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    Making 2D hand drawn game about a Tadpole cleaning rivers and fighting pollution

    Posted: 06 Apr 2020 08:27 AM PDT

    Effects of the graphics of a game.

    Posted: 06 Apr 2020 10:38 AM PDT

    Hello,

    I'm currently programming a game, now I have to do the graphics, and so I'd like to ask, whether someone has something like a reference or research paper, how the design of the graphics influences the emotions,feelings and thoughts of the player. For example, dark rooms and shadows often generate fear and so on. Could someone please point me to such a resource?

    submitted by /u/OrAndXor
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    big big tutorial on LOVE2D!

    Posted: 05 Apr 2020 10:21 PM PDT

    Here's the start of one big "class" if you're curious on how to make games with this engine!

    https://www.youtube.com/watch?v=Jte9o4S6rlo&list=PLZVNxI_lsRW2kXnJh2BMb6D82HCAoSTUB

    a big list of educational how to vids. Helps get stuff done. This channel I like.

    This guy makes it simple, enjoy.

    submitted by /u/SealLionGar
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    How should starting screen for VR game even look like? INDIE DEVLOG

    Posted: 06 Apr 2020 10:30 AM PDT

    Building a parasol powerup in the Voxel Verse game development platform

    Posted: 06 Apr 2020 12:04 PM PDT

    More complex applications of Entity Component Systems

    Posted: 06 Apr 2020 12:04 PM PDT

    I've been getting up to speed on ECS and how it can be leveraged to improve technical architecture (and potentially give performance improvements through SIMD batching). However, all the examples I've read seem overly simplistic and gloss over some important "real world" applications that could be show stoppers if not planned for correctly. In particular, they show 1:N relationships where all instances of one component are modified by exactly 1 system.

    How do you handle situations where multiple systems may have conflicts over the final state of a given component?

    For example, what if you have an entity with navigation AND rigid body physics components. The default behavior for this entity should be to follow it's navigation path, however that behavior needs to be "paused" if at anytime the physics systems need to take over and move the entity along a trajectory due to a (potentially intense) collision.

    Obviously the specific details of implementation are going to vary from project to project. However there are a couple key problems to consider: 1) The navigation data is expensive to compute, thus you can't just remove all the navigation components in order to pause the navigation. 2) How do you handle coupling in this scenario? Neither the physics systems nor the navigation systems should really know about each other, and yet there is an implicit priority between them.

    How do you manage network synchronization with an ECS system?

    I think a game that has significant enough complexity to benefit from ECS will also have fairly substantial demands on how to do the network synchronization. I suspect slapping a several "synchronize this data" components on each synchronized entity will run into bandwidth issues and be a nightmare to properly handle client side preditction / determinism.

    Is it better to have two entity pools, one that is synchronized and another that is not? Or should synchronized components literally be different data structures than non-synchronized components even though they represent the same general concept (IE transforms)?

    There must be an angle I am not seeing on this. I have a lot of experience developing games, however I've never worked with ECS and I've never built the networking (mostly) from scratch like I am planning on doing this time. Essentially I am building a game engine agnostic client / server networked game core. The visuals and "final" user interaction for the client will be built in one of the many different off-the-shelf engines available at a later date. For now I am trying to iterate rapidly (ha!) on a multiplayer concept I have. I have little interest in keeping things generic - code reuse is not a priority on this project.

    submitted by /u/Zathotei
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    Smooth Top Down Bullet Hell Movement

    Posted: 06 Apr 2020 11:57 AM PDT

    Hey. So, I'm pretty new to all of this gamedev stuff, and I have been looking around for some code, or how I would make my own code, to kind of recreate the same movement as Just Shapes and Beats. Something smooth but not drifty. Everything I have tried hasn't worked, or didn't get the desired effect. Thanks!

    submitted by /u/lomdowe
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    Cant seem to get lighting to work after upgrading to the new render pipeline. Any ideas

    Posted: 06 Apr 2020 11:45 AM PDT

    I have questions and need answers to continue learning without worrying for my own sake.

    Posted: 06 Apr 2020 11:43 AM PDT

    Hola, i've been bothered with a bedeviled question. Am i on the wrong OS? I am relatively new to the whole programming picture, though i continue to make lots of progress for the past 1-2 weeks. But while writing and thinking about this subject, heh i really have lots of things to find out and learn about

    I use Linux at the present moment and i want to know if continuing to learn game development on it would affect me in the long run. I primarily want to have my games windows compatible(if not, even windows only i suppose) while working on Linux. Is it a pain to 'compile'? Linux to windows?

    Right now, I focus on using pygame and my goal is to be able to code on cpp too(wait till i see how is to code in c++, right?)

    Essentialy, at the end i want to use godot. Which is crossplatform from what i know.

    Will it be such a difference between developing on Linux vs Windows?

    To be noted, my main HDD uses Linux. my second HDD has Windows installed tho is lower than than 7.2krpm, around 5.3k or something like that. Which i use for strictly windows-only things that i can't run on Linux.

    As finishing writing this, i think i'm answering my own question. If i want it to be windows compatible(and otherwise no) just use windows right? Tho i want to use Linux since i really enjoy my time using it.

    submitted by /u/RemusWT
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    What is the best choice of Motion Capture technology for a small gamedev studio?

    Posted: 06 Apr 2020 11:24 AM PDT

    Hello, reddit!
    We are small gamedev studio and we need to find out: what is the best choice of MoCap technology in term of price and capabilities?
    To be more correct, I'll say, that we are looking for full-body, finger and face motion capture at not too high price.
    If there are people here, who know the technology and it's possibilities well or people from game studios, please, help us with your advice (and write it's approximate price, if you can).
    Thank you :)

    submitted by /u/MiraiDaybreakStudio
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    We have created an interactive story based on our VR game

    Posted: 06 Apr 2020 11:08 AM PDT

    Now that we are #TogetherApart because of #COVID19 we propose an interactive story based on our VR game DESOLATIUM to entertain you for a while.

    Like creepy stories? Check it out:

    https://twitter.com/desolatium/status/1246775693842751488

    If you enjoy it, please share and like it

    submitted by /u/SuperlumenOficial
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    i made a game in an hour to improve my skills, and I invite you to do the same

    Posted: 06 Apr 2020 11:07 AM PDT

    opinion on using other peoples materials from substance source for a university project?

    Posted: 06 Apr 2020 10:53 AM PDT

    Hi guys,

    i dont know if this is the appropriate place for this so if it isn't im sorry and am fine with it just being deleted.

    My question boils down to would you class using substance source in a university game art project as plagiarism and what are your thoughts on using it for such purposes?

    For Context on my situation:

    Im in my final year, for two of our units this year we were tasked with creating environments in unreal, everything in my scenes has been created by me from scratch using the appropriate software detailed in the unit brief. It recently came to mine and many others attention that a lot of other students in the class are just downloading materials straight from substance source to use from their scenes without creating anything themselves. This is with the encouragement of our 3d tutor.

    our course leader is a 2d artist with little to none experience in games and im pretty sure he dosnt understand what substance source is. people have been caught out tracing in his lessons and its very clear hes not okay with plagiarism. so the whole reason im asking this is because i dont know whether to mention this to him and if so how i should even go about it.

    Thanks for taking the time to read, id really appreciate your opinions on this.

    submitted by /u/Charles_Daniels
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    Unreal or Unity for indie MOBA game?

    Posted: 06 Apr 2020 10:18 AM PDT

    Any recommendation on which engine to go with for a PC 3D indie MOBA? I've tried both engines out but am still really new to them.

    I'm experienced with network/multiplayer game programming and completed a prototype of a 2D mobile MOBA game a while ago ( client was Corona, server was Golang, I didn't use a framework for the networking or physics and hand-coded all that).

    For this new 3D game, I think either Unity or Unreal is the way to go and am evenly split between the two.

    Unreal:

    • The multiplayer and physics side seems like significant portions of it would mostly just work out of the box and is battle tested / stable having being used in many major games. Huge plus here.

    Unity:

    • [minus] Much more of the multiplayer side would have to be done by hand (Mirror + Ignorance libraries help, but still a lot to do here).
    • While I'm proficient at C, I slightly prefer C# of Unity to the C + Blueprint styles of Unreal.
    • Shorter compile-times in Unity is also a plus as I generally like to make tiny changes and rebuild constantly as opposed to making bigger changes less frequently.
    submitted by /u/ptunic
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    Do Steam keys given for pre-release Beta allow users to download the released game (if I don't revoke them)?

    Posted: 06 Apr 2020 06:24 AM PDT

    I plan on giving copies of my game to some beta testers and youTubers that I previously gave keys to for my beta/marketing build. Do I need to use a new batch of keys for this? Assuming I don't revoke the keys I've given out, do those keys allow the users to download the Early Access game once I release it, which means there isn't a big need for me to send them new keys?

    Steamworks documentation on keys doesn't seem to address this. Sorry if this is the wrong place to ask this question...

    submitted by /u/PolychromeMan
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