• Breaking News

    Wednesday, April 15, 2020

    Welcome to /r/gamedev, 2020 edition! Read this first!

    Welcome to /r/gamedev, 2020 edition! Read this first!


    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

    • Please do not ask what engine to use
    • Please do not ask how to get started with game development
    • Please do not ask where you should go to school
    • Please do not ask what laptop you should buy for college
    • Please do not ask people what gamedev job you should apply to based on your life story
    • Please do not ask people, generally, what you should do with your life

    /r/gamedev is not a substitute for google

    • Please do not ask a question here if pasting it into google as-is yields useful answers
    • Please do not poll people about "the best program for X"
    • Please do not ask if source code exists for what you're trying to do
    • Please do not ask people to help you remember something that's on the tip of your tongue

    /r/gamedev is not a fish market

    • Please do not post player-facing promotion or crowdfunding pages (you can link to them in a relevant discussion)
    • Please do not hold giveaways for paid products
    • Please do not post links to paid bundles of gamedev products/books
    • Please do not post limited trials or promotion for paid products
    • Please do not post job ads or put out a call for collaboration
    • Please do not poll people about a future app, website or service you're thinking of creating
    • Please do not post school assignments or surveys
    • Please do not post memes

    About this subreddit

    /r/gamedev is a community for hobbyist and professional video game developers to share links and hold discussions.

    • Posts need to be related to the development of video games; general gaming or programming posts are off-topic.

    • Accepted posts are generally developer-oriented and not player-facing.

    • Advertising products is forbidden here, but you are more than encouraged to link your game/company if it contributes to the discussion.

    • We have a zero tolerance policy for incivility and hostile attitudes. Be humble, be kind, be helpful, and treat people as you would in person.


    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:

    https://www.discord.gg/reddit-gamedev

    submitted by /u/kiwibonga
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    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!

    Posted: 15 Apr 2020 06:16 AM PDT

    Hitboxes that Feel Good: Reinventing the Goomba Stomp. Deep dive I wrote while trying to make my game more fun.

    Posted: 15 Apr 2020 07:01 AM PDT

    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

    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!

    Posted: 15 Apr 2020 08:10 AM PDT

    Unity C# Bitesize - Inheritance - (Beginner)

    Posted: 15 Apr 2020 06:18 AM PDT

    Finally done with 30days30Shaders challenge. Here is the complete list with all shaders available to download for free

    Posted: 15 Apr 2020 07:14 AM PDT

    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 :)

    submitted by /u/amytesta254
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    How to make a button fun to press

    Posted: 14 Apr 2020 03:41 PM PDT

    Dissolve Effect in Unity Shader Graph and URP

    Posted: 15 Apr 2020 12:38 PM PDT

    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

    submitted by /u/wwatermeloon
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    Split Minds a Platformer Dev-vlog2

    Posted: 15 Apr 2020 12:29 PM PDT

    Looking for AI resources to build a pvp-capable bot

    Posted: 15 Apr 2020 12:26 PM PDT

    Introduction

    Hello! 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 Online

    PVP 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 bot

    My 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 approach

    Currently, 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:

    • I define a set of buffs that I want the character to maintain during the fight
    • I define buffs and attacks with certain priorities to use when the enemy character is in the normal state
    • I define buffs and attacks with certain priorities to use when the enemy character is knocked down or in a stunned state
    • I define buffs or heals to use when health or mana falls below a certain level

    Idea of a better approach

    Here'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:

    1. The dimensionality of this problem is quite high. There are hundreds of skills to choose from and probably tens of states that any character could be in.
    2. Things are time dependent. For example, if you think that the opponent is almost dead, it might be important to use a lower damage skill that will inflict damage more quickly.
    3. Machine learning algorithms seem to require a huge amount of data If this were to be trained in realtime, it might take an unrealistic amount of time. A counterpoint from me is that I could collect enough data to write a simulator to create huge amounts of training data

    Conclusion

    If 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!

    submitted by /u/SandSnip3r
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    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?

    submitted by /u/TheConceptBoy
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    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

    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

    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;

    }

    }

    submitted by /u/forsterfin
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    how do i make the AI to jump on platforms in order to reach player

    Posted: 15 Apr 2020 07:39 AM PDT

    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.

    submitted by /u/QueenKiminari
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    Game Design Spotlight - Dead Space

    Posted: 15 Apr 2020 03:51 AM PDT

    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!

    submitted by /u/gokulPRO
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    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.

    submitted by /u/carbon1200
    [link] [comments]

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