Welcome to /r/gamedev, 2020 edition! Read this first! |
- Welcome to /r/gamedev, 2020 edition! Read this first!
- Hey guys, I run a FREE tutorial platform where professional artists can come and share their knowledge with the community. This week Alexandra stops by and shows us how you can create your own stylized environments! Come check it out and let me know what you think!
- Hitboxes that Feel Good: Reinventing the Goomba Stomp. Deep dive I wrote while trying to make my game more fun.
- For indie teams: GitHub now has unlimited collaborators for private repositories!
- Played an AMAZING FPS on Dreams, I reacted to it from a game design perspective, check it out!
- A made this video tutorial on using external C# libraries in Godot and thought some other devs might find it useful. Hope it helps someone!
- Unity C# Bitesize - Inheritance - (Beginner)
- Finally done with 30days30Shaders challenge. Here is the complete list with all shaders available to download for free
- Publishing a game with a publishing partner
- How to make a button fun to press
- Dissolve Effect in Unity Shader Graph and URP
- Would it be possible to make skate 4/ remaster skate 3?
- Split Minds a Platformer Dev-vlog2
- Looking for AI resources to build a pvp-capable bot
- Reputable SFX Store that isn't filled with compilations of stolen sound effects from the 90s games?
- Why You Need A Technical Designer
- Creating an Action RPG in Unreal Engine 4
- Post-mortem video on the birth of "Light Attack" during a Game Jam (Mistakes, What went well, etc.)
- please help my wall jump is acting strange
- how do i make the AI to jump on platforms in order to reach player
- Having trouble with OnCollisionEnter text appearing
- Game Design Spotlight - Dead Space
- How do the servers handle data during matches in a MMO?
- GameNetworkingSockets vs yojimbo
Welcome to /r/gamedev, 2020 edition! Read this first! Posted: 15 Apr 2020 11:12 AM PDT Hi everyone! With the recent influx of new members due to certain world events, we thought we'd sticky this little refresher. /r/gamedev is not a career information center=> We highly recommend /r/cscareerquestions and /r/learnprogramming as starting points
/r/gamedev is not a substitute for google
/r/gamedev is not a fish market
About this subreddit/r/gamedev is a community for hobbyist and professional video game developers to share links and hold discussions.
For smaller questions, help with research, showing off your work, job postings, etc., we encourage you to hop onto the official /r/gamedev Discord server at: [link] [comments] | ||
Posted: 15 Apr 2020 06:16 AM PDT
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Posted: 15 Apr 2020 07:01 AM PDT
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For indie teams: GitHub now has unlimited collaborators for private repositories! Posted: 14 Apr 2020 04:40 PM PDT | ||
Played an AMAZING FPS on Dreams, I reacted to it from a game design perspective, check it out! Posted: 15 Apr 2020 11:59 AM PDT
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Posted: 15 Apr 2020 08:10 AM PDT
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Unity C# Bitesize - Inheritance - (Beginner) Posted: 15 Apr 2020 06:18 AM PDT
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Posted: 15 Apr 2020 07:14 AM PDT
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Publishing a game with a publishing partner Posted: 15 Apr 2020 07:34 AM PDT I'm a writer, currently writing an article about publishers, investors, platform holders and how to deliver a great pitch. I was wondering if anyone here can provide a personal experience of working with a publisher or any publishing partner just so I get some further insight. Thank you :) [link] [comments] | ||
How to make a button fun to press Posted: 14 Apr 2020 03:41 PM PDT
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Dissolve Effect in Unity Shader Graph and URP Posted: 15 Apr 2020 12:38 PM PDT
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Would it be possible to make skate 4/ remaster skate 3? Posted: 15 Apr 2020 12:30 PM PDT Hey everybody, I'm new to this sub and I am anything but a game developer. I am a high school student, I'm sorry if this is dumb, but would it be possible to make skate 4 or remaster skate 3? EA is obviously not doing it, so what if we take matters into our own hands? Would it be legal or even just possible to recreate the gameplay of the skate games with updated graphics or possibly new tricks? Could we use the "flick it" controls and make a new environment or just make skate 3 look better? I love that game to death but it would be amazing to have an updated version or even know if it's possible. even if its not called skate 4/3 remastered, could an indie team take the same controls and just make a new title? again, I apologize if this is stupid or impossible, I have zero knowledge of any of this stuff. Thanks guys [link] [comments] | ||
Split Minds a Platformer Dev-vlog2 Posted: 15 Apr 2020 12:29 PM PDT
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Looking for AI resources to build a pvp-capable bot Posted: 15 Apr 2020 12:26 PM PDT IntroductionHello! I am a C++ developer and I'm in the process of creating a bot for the old Korean MMORPG called Silkroad Online. I'm very interested in creating the strongest PVP opponent possible using AI. I'm looking for general guidance in the form of people's ideas, topics to research, or similar existing projects that can give me some insights. Relevant background on Silkroad OnlinePVP in Silkroad Online is pretty straight forward. You and your opponent use skills to attack the other player, use skills to buff yourself, and use lots of potions to heal your health and mana. Movement isn't really an aspect of PVPing. From the player's perspective, all you do is press a button to use a skill, and if you're out of range, the character will automatically run to the target if out of range, then use the skill. During the fight, a character can be under certain statuses where they cannot do anything, have lower defense, or have lower damage for example. Some character builds switch between weapons frequently throughout the fight to use skills from different weapon masteries. Skills have cool downs which are of varying lengths. Damage is not a simple subject as I think the formulae are not yet completely understood. The skills that an enemy has aren't apparent until you witness them use the skills. Capabilities of my botMy bot acts as a network proxy between the game client and game server. All communication between the two is observable. I can also inject any network data as if the player were controlling the character or if the server were sending updates. Therefore, just about any information that can be seen in the game client, I can also have. The bot is an event-driven architecture. When a packet arrives from the client or server, it's distributed to all subscribed components who then parse it and act upon the data. First, least dynamic approachCurrently, I'm in the process of hard coding an algorithm to fight for a specific character. I'm basically transcribing my human intuition into code. This is a very manual process and is limited to my knowledge. For example:
Idea of a better approachHere's where I'm looking for ideas. I would like to pursue a more general algorithm where I can search through the space of possible actions and choose the best one given the game state. This seems like some kind of behavior graph algorithm is the way to go. I'm not sure after this point. I guess one of the limitations is that the damage that a skill might cause isn't known ahead of time. In practice, I could collect some sample data to build estimates. I'd love to discuss with everyone what's possible in this direction. What's AI without machine learning?I am always bewildered by the concept of machine learning taking approaches that humans would've never thought of. I'd love to eventually bring some kind of machine learning into my project. For example, the idea of two AIs fighting each other and learning how to beat each other. I've taken one machine learning course, so I'm hardly skilled in the field. As far as I can tell, I see a few obstacles:
ConclusionIf you have any ideas or general pointers on what I should research, please do share. If you have any questions, please ask. If you'd like to cooperate on this project, I'd love that too. Thanks for reading! [link] [comments] | ||
Reputable SFX Store that isn't filled with compilations of stolen sound effects from the 90s games? Posted: 15 Apr 2020 11:26 AM PDT Greeting everyone. I'm looking for a store where I can guy sound effects for my projects. Packs proffered - weapon packs. I'm looking for properly licensed sound effects that I can commercially use in my projects. Recommendations? [link] [comments] | ||
Why You Need A Technical Designer Posted: 15 Apr 2020 06:03 AM PDT | ||
Creating an Action RPG in Unreal Engine 4 Posted: 15 Apr 2020 09:17 AM PDT
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Post-mortem video on the birth of "Light Attack" during a Game Jam (Mistakes, What went well, etc.) Posted: 15 Apr 2020 08:11 AM PDT
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please help my wall jump is acting strange Posted: 15 Apr 2020 07:56 AM PDT i have tried to implement a wall jump mechanic but my player (who is a square) goes up to a wall and jumps then wall jumps. when said character reaches the ground and jumps again it can no longer perform a wall jump. any help would be greatly appreciated. the code fro jumping is below. public bool isOnGround = true; public bool isOnWall = true; public float jumpForce; public float gravityModifier; //jumping if (Input.GetKeyDown(KeyCode.Space) && isOnGround) { playerRb.AddForce(Vector3.up * jumpForce, ForceMode.Impulse); isOnGround = false; } else if (Input.GetKeyDown(KeyCode.Space) && isOnWall) { playerRb.AddForce(Vector3.up * jumpForce, ForceMode.Impulse); isOnWall = false; } private void OnCollisionEnter(Collision collision) { if (collision.gameObject.CompareTag("ground")) { isOnGround = true; }else if (collision.gameObject.CompareTag("wall")) { isOnWall = true; } } [link] [comments] | ||
how do i make the AI to jump on platforms in order to reach player Posted: 15 Apr 2020 07:39 AM PDT
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Having trouble with OnCollisionEnter text appearing Posted: 15 Apr 2020 06:17 AM PDT SOLVED- Thank you very much! So basically I'm trying to make text appear in my game when approaching an object and I do have it so it "works'. I'm a very very very new game developer btw. I have this script on a tree and the text does show up but only when you get in the very very center basically touching the object. I have a capsule collider for the tree that is set to not be a trigger and a sphere collider set as a trigger I want the script to start as soon as the player gets in the sphere and not just the center. I don't know if the code is referencing the capsule collider or something to do with my script. I've been banging my head against this for a few hours and realized I need to ask for help. Here's the script: using System.Collections; using System.Collections.Generic; using UnityEngine; public class Harvest : MonoBehaviour { public GameObject TextHarvestAction; void Start() { } private void OnCollisionEnter(Collision Col) { if (Col.gameObject.name == "Player" ) { TextHarvestAction.SetActive(true); } } private void OnCollisionStay(Collision Col) { } private void OnCollisionExit(Collision Col) { TextHarvestAction.SetActive(false); } } So like I said the text does appear but only at the center. The sphere collider has a radius of 2 so well around the tree. Any ideas? Thank you for reading and in advance. [link] [comments] | ||
Game Design Spotlight - Dead Space Posted: 15 Apr 2020 03:51 AM PDT
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How do the servers handle data during matches in a MMO? Posted: 15 Apr 2020 03:48 AM PDT I am trying to understand how a MMO works and want to make a functional version of it.During matches how does player transfer their coordinates and other useful data.If they directly update the data to the server every single time wouldn't the server start to slow down or maybe even crash.So how do they handle or transfer these data.Thanks in advance! [link] [comments] | ||
GameNetworkingSockets vs yojimbo Posted: 15 Apr 2020 01:46 AM PDT Any thoughts on these two networking libraries? Valve's GameNetworkingSockets seems to be more widely used, but I've heard from some that it's a bit more clunky. [link] [comments] |
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