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    Friday, June 26, 2020

    Bit Bonanza - 10x10 RPG Assets (Large Update)

    Bit Bonanza - 10x10 RPG Assets (Large Update)


    Bit Bonanza - 10x10 RPG Assets (Large Update)

    Posted: 26 Jun 2020 07:56 AM PDT

    Annoying People You’ll Meet in the Game Industry

    Posted: 26 Jun 2020 12:57 AM PDT

    A note before I start: This is a list in jest to make fun of archetypal people you could possibly run across in the game industry. I know firsthand because I have been, and still am, some of these. So if you feel offended because you identify with one of these description, take solace in knowing that we are all that annoying person to someone at our studio.

    The Prestigious Career Transfer

    Ever wonder what a game designed by a Banker is like? Me neither. This is your classic Management Consultant, Lawyer, Investment Banker or Private Equity Analyst that is stepping down to join the game industry because… they think they like games sorta. Equipped with an ivy-league degree, they aren't starting at the bottom of the totem pole, learning the ropes of game development and crunching on the dev floor. No, this overpaid bunch is starting at the top. Hey, I know what you are thinking: they don't know games. But they've reached Silver in League of Legends one time and they have a friend whose sorta good at Street Fighter; THEY KNOW GAMES. The one executive who's super impressed by prestige just hired one, say hi to your new boss.

    The Classic Engineer

    The game industry classic. Black band shirt that has been washed so many times it is an undead shade of grey? Check. Castle wall constructed from the office energy drink guarding their desk from sunlight? Check. Oder so powerful they are barred from all closed door meetings? Check. How can someone decrease load times by 20% but they can't figure out hygiene? If they weren't so god damn talented at programming they would be unemployable. What can you do, genius engineering to go hand in hand with nostril assault.

    The Side-project Recruiter

    One job isn't good enough for this enterprising beast, meet the perpetual side hustler. They have a match-RPG-battle royale-survival-MMO that's going to be straight fire, BUT they need your help. This hustler needs artist, programmers, designers, producers and any able body to join up on their side project. No they can't pay you, but who needs money when there's revenue share! Who knows, maybe we'll ditch this shithole and start our own studio; the sky's the limit!

    The MBA Product Manager

    They got their business degree and they know how to use it. One of the more recent developments in the game industry is the influx of MBA grads into the game industry, specifically mobile product management. ARPDAU, D7, ROAS30, LTV180, who knows what the fuck this alphabet soup means but they sure do sound smart saying it. What does this business titan have in store for our game? Just copy our competitor. That's right, our strategy to dethrone our competitors is making shitty copies of their games. This is bound to work, they read it in a case-study whatever that means. Also, look out for the Shark Tank pitch, "The MOBA industry is worth $50 billion dollars, if we capture just 1% of the market, we'll not suck". Sure MBA, sure.

    The Bright Eyed Kid

    I dare to say the best of us were once this kid, this is why we hate them so much, they remind us of when we entered the industry and thought magic and rainbows made games. But now we are old, bitter, been laid off a few times and don't want to hear someone excited to be at work. These kids hit the jackpot and actually scored a job in the game industry out of college! They made it! They have so many game ideas! They've watched Jenova Chen's GDC 2013 keynote more times than any human rightfully should. Lucky for us, our industry of broken dreams has built in mechanisms to crush optimism and dreams. Take solace in knowing they'll be one of us in no time. Yay game industry!

    The Touch of Death

    Oh shit, they're on our team now? This person is the pale horse that comes before the village is wiped out by disease. Everything they touch dies. It doesn't matter how healthy your revenue is, how fun your gameplay, how much better your game looks than your competitors, when this person rolls onto a project, the game will figure out a way to die. They get moved from project to project, as if the execute team has zero ability to see basic patterns, leaving a graveyard of games in their wake. When you see their intro email to your team, you know it's time to dust of the old resume, update that LinkedIn profile pic and polish your interviewing skills because the lay offs are a comin'.

    The Person that Doesn't like Games

    Why the fuck are they even here? There are so many jobs out there in the world, who are these people that work in the game industry and don't like games? They could be engineers, artist, producers and even designers that somehow ended up making shit they don't like. Crunch? They'll be by your side. Low pay? They'll deal with it. Play the latest Twitch sensation? No they have better things to do with their time. They'll say "Isn't a little childish to be playing games at our age?" WTF? Why are you here?

    The Shitty Michael Jordan

    Did you watch The Last Dance? There's a scene when Michael Jordan's teammate talk about whether he was a nice person and the scene perfectly blends into Michael, his airness himself, talking about what it takes to be a winner and why he pushed his teammates so hard. The Shitty Michael Jordan also pushes their team and demands perfection, except Michael Jordan has six NBA Championships and this person is a mid-level manager that can't stay at a company longer than a year and a half. Everyone sucks in their eyes and everyone else is the reason the game's performance is suffering. They need their Scottie Pippen, Dennis Rodman, Phil Jackson, but in reality they're not Michael Jordan on the court, they're Michael Jordan getting struck out 5 nights a week in AA baseball.

    The Politician

    Where is so-and-so at? Oh having lunch with the VP again. This person campaigns harder than a democrat in Alabama. Who's going to figure out how to increase revenue by 15%? They sure as hell aren't. Who's going to present a slideshow to the exec team? You know the answer. They're only goal is to maximize their visibility to those in charge of promotions and raises. They aren't the best or the worst at anything. In fact, they generally do nothing memorable in their professional career at all. Nobody hates them, nobody loves them. Almost middle of the road about everything. Wait, how the fuck did they get promoted to VP? I have to report to them? Wait no, they are my boss's boss? What have I been doing with my career? Fucking Politicians…

    The Allergic to Game Development

    This person is the most talented game designer of all time. They can fix any game. They have ideas that will shake the industry to its core. There is only one problem, they are allergic to game development! They see trends years before they become mainstream and only produce 90+ metacritic games, if they ever actually produce a game. Everyone just needs to listen to what they say and act upon their ideas, they've got ideas! How you heard of a painter that doesn't paint? How about a sculptor that just has ideas? I'm sure there a big budget film directors that don't don't know how to make films… right? Don't worry, they'll find their way to the nearest publisher to withhold milestone payments until you implement their "killer" ideas.

    Alright enough jovial negativity for now. I'll have to get around to a more positive, "Awesome People You'll Meet in the Game Industry".

    submitted by /u/emcconnell11
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    I spent a month working on 120+ house interior models and I'm releasing them for free!

    Posted: 26 Jun 2020 06:41 AM PDT

    Hey! As always, the packs are posted first on my twitter.

    Hope you like them and use them in any project! (If you use them send me screenshots! i'd love to see that)


    If you want all the packs in one file or specific models for your game i've made a Patreon!, and i would love if you could support me with a dollar there, it would mean a lot!

    Here's my website if you want to check it out, the packs are there too.


    Preview


    Includes:

    • 120+ models in FBX, OBJ and Blend format.

    Download


    Past Weeks:


    Textured Trees

    Turrets

    Cute Fish

    Crops

    Textured Buildings

    50+ Character pack

    Ultimate Food Pack

    RPG Items and Icons

    Ultimate Nature

    Animated Tanks

    Modular Dungeon

    Modular Trains

    Animated Alien

    Furniture

    Animated Women

    Animated Men

    Easy Enemies

    Buildings

    Animated Dinosaurs

    Car Pack

    Platformer Pack

    Animated Robot

    Farm Buildings

    Medieval Weapons

    Animated Monsters

    Posed Humans

    Animated Knight

    Farm Animals

    Sci fi guns

    Civilization Buildings

    Animated Fish


    License: CC0: Public domain, completely free to use in both personal and commercial projects (no credit required but appreciated).


    If you have any questions or problems tell me, I have my Twitter DMs open! I'll gladly help as soon as i can. If you want you can follow me on Twitter.

    submitted by /u/QuaterniusDev
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    After working for over 7 years on online OpenGL tutorials, LearnOpenGL is now finally released in print!

    Posted: 26 Jun 2020 05:48 AM PDT

    I'm not sure whether this is the right place to post this, but it feels like some portion may benefit from the news and I'd be happy to answer any questions. I'm the author of learnopengl.com, which I've started at around 2013, that grew from a few basic tutorials to a full online book where many started their journey in graphics programming. Since then I've received tons of feedback, great stories, and a lot of suggestions that resulted in long lists of iterations until the site is what it is today.

    I took another big shot at the site for a heavy polish and content cleanup to release everything for physical print as requested by a lot of readers. The site still is, and always will be, free for all; the physical copy being merely an extra for those who prefer a physical copy (and as a means of supporting me). It was a long journey, but it's pretty damn exciting to hold all that hard work in your hand in physical form.

    It's for sale at several online retailers:

    It was a long, and tougher than expected, journey so I'd be happy to answer any questions for other devs willing to self-publish and see if my journey may benefit others.

    A few notes:

    Publisher: self-published, via IngramSpark as the distributor/printer.

    Pages: 522.

    Tools used: site context is in HTML with several custom elements, I've written a script that converts HTML to LaTeX which I've used to render the book to PDF. Used MikTex in combination with TexMaker, and a public LaTeX book template 'The Grand Orange' that's tweaked for this specific book. Even though a conversion script was used, there was still a lot of manual work required for it to work in book-form (links becoming footnotes, vertical spacing, links and code extruding over edges etc.).

    Let me know what you think!

    submitted by /u/JoeyDeVries
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    How to Make N64 Style Graphics

    Posted: 26 Jun 2020 12:26 AM PDT

    The "bug with a surprisingly cool side effect" in 3 dimensions (explanation in comments)

    Posted: 26 Jun 2020 09:41 AM PDT

    NeoAxis Engine, 3D and 2D game engine, switched to a new royalty-free, open source license. We hope you enjoy the new NeoAxis Engine development move!

    Posted: 26 Jun 2020 01:02 AM PDT

    Game Jam for Multiplayer Games. I wanted to host a Game Jam for Multiplayer because it was something I would have joined. So why not grab a buddy and Jam to some multiplayer games!

    Posted: 25 Jun 2020 11:49 PM PDT

    Created Extendible Day & Night Simulation With C# Interface - currently includes light and material color setters and audio source volume setter- Tutorial link in description

    Posted: 26 Jun 2020 06:01 AM PDT

    Godot 3.2.2 is out with C# for iOS, 2D batching for GLES2, new Android plugin system and more!

    Posted: 26 Jun 2020 11:49 AM PDT

    How do I get started in PICO-8? Just "DIU" it – an intro to the PICO-8 mindset

    Posted: 26 Jun 2020 04:06 AM PDT

    Introducing SDFGI, Godot 4.0's new open world Global Illumination system

    Posted: 25 Jun 2020 06:40 PM PDT

    Support for playing games in 4k resolution?

    Posted: 26 Jun 2020 11:01 AM PDT

    Does anyone know what major game engines support their games being playable at 4k resolution? I've released a Unity game recently, and a couple of users w/4k monitors are saying they can't play at high resolutions properly. And oddly enough, I can't seem to easily find out if e.g. Unity and Unreal engines actually support 4k resolutions (or any resolutions over 1080 x 1920).

    I assumed that 4k support was a given for the main game engines these days, but I guess it's more complicated?

    submitted by /u/PolychromeMan
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    MMO RPG Development: where to begin?

    Posted: 26 Jun 2020 10:33 AM PDT

    We're a small team (so far) working on developing an MMO RPG based in a world we originally developed for forum roleplay. Most of us consist of writer, artists, and the occasional voice actor, but before we begin creation we're doing our best to get all of our ducks in a row. Is there anything in particular anyone would recommend getting sorted immediately to make production go smoothly? This might be a bit ambitious of a first project for us in terms of game development, but we aren't in a massive rush, we want to produce something of quality that is fun, aesthetically pleasing, and interesting.

    Thank you so much in advance, we appreciate any and all feedback!

    -VESNA Dev Team

    submitted by /u/VesnaDevTeam
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    Another question about IT from zero

    Posted: 26 Jun 2020 09:56 AM PDT

    Guys, I'm desperate a lot. I'm am from Russia and I'm 23. Year ago I graduated from regional economic university as bachelor in World Economy. Education was shit as university was really bad like most of universities in my country. So basically after it I got zero skills and knowledge. Now I've been working as translator for 1 year and get pretty decent salary, but I know that there is no perspectives and I dont like it at all. I always wanter to become a developer. Im mostly interested in gamedev and web. The main problem is it possible to become a professional developer from zero in 23 and build a decent career? And what do u think I should do. Learn my myself or go again in uni and get second bachelor? I really don't know. I want to move forward and develop myself. And most importantly I want to emigrate from Russia to Europe. I don't know what to do I really want to have nice career in it. And I love video games so it would be so good to work in such sphere

    submitted by /u/nestor1917
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    A few questions for those who buy 2D and 3D assets

    Posted: 26 Jun 2020 09:49 AM PDT

    As a 2D and 3D starving artist I'm just wondering where you all go to get your props. Currently I am selling everything I make on Sketchfab as its where I woukd go to buy things as it allows to inspect the model before you buy it including the wireframe but I'm wondering where you all go and such?

    For 3D 1: Where is the First place you go for 3D assets? 2: Where is the Last place you go for 3D assets? 3: If you have to have one or the other do you prefer higher poly model or higher resolution textures? 4: If applicable what are some assets you have not been able to find? 5: What is the most expensive item you have ever bought?

    For 2D 1: Where is the First place you go for 2D assets? 2: Where is the Last place you go for 2D assets? 3: What is the most expensive item you have ever brought?

    submitted by /u/G1ngerBoy
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    How to avoid enemies blocking/huddling with each other in an action game?

    Posted: 26 Jun 2020 04:03 AM PDT

    I'm making a 3D action game and enemies keep on blocking each other. My game is topdown and it is very glaring when this happens. I've experienced the following problems:

    1. Turn off enemy to enemy collisions. 2D games can get away with this especially platformers(where this is the only option) but it is jarring for a 3D game.
    2. There's also the issue of player to enemy collision which can cause the enemy to block the player. Without player to enemy collision, they don't feel threatening. With it, they can block the player from moving if too many circle the player.
    3. If I keep enemy to enemy collisions, they can mess up other enemies attacks aimed at the player. Ex: enemy X charges at player in a straight line but gets blocked by enemy Y which happened to move there. It is hilarious but shouldn't be there.
    4. Pathfinding will often clump together enemies following the same path. And as stated before, it does not respect paths that cross other enemies movement zone.
    5. Keeping a low amount of enemies and only allow a small amount of enemies near the player works to an extent but I'd like a better solution.

    How do other games tackle this issue?

    submitted by /u/Reihado
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    Babylon.js Weekly Video: Image-Based Lighting: The Easy Way

    Posted: 26 Jun 2020 12:03 PM PDT

    I'm not so sure anymore

    Posted: 26 Jun 2020 12:01 PM PDT

    It seems like game dev is this boring business that drains you of all hope after your first 3 years. So would it be better for me to go into something like cyber security and just use games as a hobby or am I over thinking things

    submitted by /u/deathreaper_samu
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    Should I use my (nearly-finished) custom game engine or a pre-made one? (Godot)

    Posted: 26 Jun 2020 11:58 AM PDT

    The title is pretty self explanatory. I've been making my own 3D game engine for a while now as a fun side-project. Recently I've wanted to start work on my first commercial game, a 3D Platformer/ Collectathon style game. The graphics aren't that intensive. I'm willing to spend a long time on the game, so that's not a problem. As of current I'm not sure if I want to use my custom engine for the game or if I should use Godot, an already-made engine.

    submitted by /u/TheEmeraldFalcon
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    Creating an underground city?

    Posted: 26 Jun 2020 11:57 AM PDT

    This is the environment I want to create for my game. An abandoned ruined automated underground city. Think Girls Last Tour, but deep underground.

    That got me thinking about few things. How do I make such city relatively believable? What important issues do I need to take note of, in terms of settings? Specifically:

    1) What types of materials make the most sense underground? I can imagine reinforced concrete / metal / ceramic tile / plastic / glass probably not wood / brick?

    2) In terms of structural support, if you have an enclosed sector with buildings inside, should you use building walls or separate columns to support main roof of such sector?

    3) What things from the surface do you absolutely have to recreate underground for the place to be actually habitable for humans? An artificial sunlight? Some greenery? I can imagine rain / wind / snow would be unnecessary.

    4) What systems are vital to live in underground city? I think water / sewage / air ventilation / electricity / AI. As for transport: lifts / trains?

    5) What systems are needed in case of emergency? I can imagine I would need automated fire sprinklers, automated sealing doors, oxygen tanks...

    Sorry if this would be wrong place to ask.

    submitted by /u/Alastor001
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    Creating a flexible system for after-image / "shadow clone" effects

    Posted: 26 Jun 2020 11:53 AM PDT

    Creating a flexible system for after-image / "shadow clone" effects

    https://reddit.com/link/hgdj3x/video/hi9m1p6kwa751/player

    A few of the effect presets I made using this system. Backup Imgur version here: https://imgur.com/gallery/8DqhbmL

    I just finished this system for creating for creating these sorts of after-image effects you see in a lot of pixel games like SotN or SFIII.

    I don't know the entire history of the effect, but the first place I remember it from was a screenshot of Super Street Fighter 2 Turbo I saw in a GamePro 😂

    Anyways, for anyone interested in adding this to their own game, I did this little write-up and figured I'd share it here:

    ---

    So I used a pool of sprite renderers for the after-images and a list of effects requests (both just implemented as arrays of structs).

    Every frame you go through and update any active requests or images.

    For each request, while the effect is active you emit an image every however many seconds according to the effect. The image is alive for some duration determined by the effect and then returns to the pool when it expires.

    "Emitting an image" here just means getting a sprite renderer from the pool, copying the target of the effect's current sprite and position to the renderer, and then making any other adjustments you want (e.g. changing the renderer's color, setting some shader properties on its material, etc.)

    For each active image, you will update it according to the effect that emitted it, i.e. maybe it needs to fade out over its duration, flicker, change color...whatever you can think of really.

    For "shadow clones" style effect, it's a bit more complex. You actually emit all the images at once at the start of the effect, and then have them copy the target but with each image using an increasingly longer delay, e.g. the first image is 0.1 seconds behind the target, the second image is 0.2 seconds behind the target, and so on.

    In order to get your images to copy what the target was doing however many seconds ago, you need to sample the target and store enough data for the clone with the longest delay, e.g. if you sample the target 30 times a second and you've got 4 clones and each clone is 0.1 seconds behind the previous clone, then the last clone is 0.4 seconds behind the target so you need to be able to store at least 12 samples (30 * 0.4 = 12)

    How much data you need to copy from the target depends on your game, but in my case a "sample" was just struct with a sprite, a position, an x scale (for flipping), and a sorting order.

    My sample "buffer" was just a fixed size array that I filled circularly, i.e. the next sample gets written to (lastSampleIndex + 1) % sampleArrayLength

    Once the effect begins I start filling this sample buffer with the target's data. Each image that is emitted updates to whatever is in that buffer with an offset relative to how far behind that image is from the target. The images do not begin updating until their delay has elapsed.

    e.g. If we wrote the target's latest sample to index 11, the first image which is 0.1 seconds behind the target will update to the sample at index 8 (30 * 0.1 = 3 samples, 11 - 3 = 8), the second image which is 0.2 seconds behind the target will update to sample 5 and so on. An image doesn't update until the current sample index is >= its sample offset.

    submitted by /u/lunoland
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    Art Teacher To Online CS degree for game design?

    Posted: 26 Jun 2020 11:46 AM PDT

    So, I'm an art teacher in upstate New York. I am looking for an online degree so I can both get paid more and be more versed in game design / programming. What online college / what degree?

    Background. I have a BFA in ceramics and 3D printing from new Paltz NY and a masters from NYU for art education. I currently work at a high school and teach art and engineering classes.

    Any information or ideas would be very helpful!

    V/r Danny

    submitted by /u/MrAktas
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