• Breaking News

    Saturday, June 27, 2020

    Screenshot Saturday #491 - Eye Candy

    Screenshot Saturday #491 - Eye Candy


    Screenshot Saturday #491 - Eye Candy

    Posted: 26 Jun 2020 10:25 PM PDT

    Share your progress since last time in a form of screenshots, animations and videos. Tell us all about your project and make us interested!

    The hashtag for Twitter is of course #screenshotsaturday.

    Note: Using url shorteners is discouraged as it may get you caught by Reddit's spam filter.


    Previous Screenshot Saturdays


    Bonus question: What was the last game that really immersed you?

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

    Started working on new Mini game. Let me know what you think.

    Posted: 27 Jun 2020 06:39 AM PDT

    This is my first finished enemy. Should I make youtube vids about Game Dev?

    Posted: 27 Jun 2020 06:19 AM PDT

    Dilemma

    Posted: 27 Jun 2020 07:12 AM PDT

    We're currently playing around with a new feature for our game Tiny Thor: Wind Zones - Wondering what kind of other stuff we can do with it. Any suggestions? ;)

    Posted: 27 Jun 2020 10:16 AM PDT

    Am I doing something wrong or unity's documentation/support has gone downhill lately?

    Posted: 27 Jun 2020 08:45 AM PDT

    Ok, first of all, I work developing Java applications for a big company, I use to be the guy who complains about lack of code quality and coherence on the team, and who likes to hear a good reason to use this or that language feature (coherence above syntax sugar). So I guess my views on this are pretty biased.

    Anyway, for Unity I've been always a hobbyist, putting time either after work (When I had expectations on getting into the games industry) or in the summer months (after I realized I had better conditions in my current job that in anything I would ever get in games). Since I started, over 7 years ago, I've had the feeling that Unity has been slowly becoming a bloated, mixed bag of lot of things that seems that have been glued together more than a coherent piece of software.

    And my problem is not only that there's three ways to implement animations (plus the stuff published on the market), but that it seems that finding the most basic stuff has become an impossible mission filled with 2014 Unity forum questions in Javascript, 2016 Stackoverflow questions, 2017 Unity Questions, entries and not a single, specific, clear, answer. And don't get me started with the 2-4 minutes videotutorials that only write some lines of code, link two game objects, don't explain shit and call it a day, please subscribe.

    The worst of all is that I have the feeling that years ago, when you looked for something, answers were easier to get by, and there was way less bloat. Even the videotutorials seemed to be better and more specific.

    Am I the only one here? Am I missing something on my "knowledge" of this platform?

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

    How do you guys gather constructive criticism?

    Posted: 27 Jun 2020 06:26 AM PDT

    Hi! I've got a weird problem where everyone that plays my games goes "oh that's neat" or some kind of positive feedback that too generic for me to learn something. It feels very aimless for me to try and polish something out.

    How do you guys handle moments like this one?

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

    Tilekit: A tilemap editor centered around pattern-based auto tiling

    Posted: 27 Jun 2020 10:09 AM PDT

    Some attack animations for point & click game Almost My FLoor

    Posted: 27 Jun 2020 09:15 AM PDT

    Terrain generation algorithm, step by step in your browser

    Posted: 27 Jun 2020 03:44 AM PDT

    New Free Buildbox Template - Subway Surf Clone - Martian Marathon

    Posted: 27 Jun 2020 06:14 AM PDT

    Making a game about High-Fiving Dogs. What do you think about the HUD and the hands?

    Posted: 27 Jun 2020 10:21 AM PDT

    C++ Ants Simulation

    Posted: 27 Jun 2020 07:38 AM PDT

    What do VFX Artists work with?

    Posted: 27 Jun 2020 09:27 AM PDT

    I know particle effects and shaders are the big one but I was wondering if I should learn substance designer or if that is the environment artists job. What other things do VFX artist do? Do they also do lighting?

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

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

    Posted: 26 Jun 2020 12:24 PM PDT

    Asset creation with GIMP?

    Posted: 27 Jun 2020 11:47 AM PDT

    Its mostly the title but I am making a 16 bit 2d top down game and would rather not spend money so is GIMP good for asset creation

    submitted by /u/jhondotcom3
    [link] [comments]

    What is the method/algorithm for rendering a simple 3D maze as shown here?

    Posted: 27 Jun 2020 07:50 AM PDT

    What is the method/algorithm for rendering a simple 3D maze as shown here?

    I would like to render a maze as shown in this screenshot (user is always in one spot in the maze, looking either N, S, E or W). There is no animation; just moving from square to square in the maze. I am not using a framework and have no libraries for complex math.

    My main questions are:

    1. How do you work out which segments/walls to show and which ones you don't need to? I would obviously start by rendering the closest walls, but if something is in front of you, you don't need to show what's behind, but you might still see other walls at an angle.
    2. How do you calculate, based on the distance, how large an object is, and the co-ordinates? (Hope that makes sense).

    If you can point me to some reading, to get started, that would be great, but if it's not too complex to explain, perhaps you can do so here.

    Screenshot from ZX Spectrum

    EDIT: I should probably have mentioned: I'm familiar enough with programming, but don't have the necessary mathematical knowledge. Now I am doing the nand2tetris course and want to do something like the above on a platform that has extremely limited hardware and practically no libraries. Complex math and importing other libraries is out of the question; I have to do everything from the ground up.

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

    Grenades! Unity Dynamic Complex Destruction #3 - Indie Devlog

    Posted: 27 Jun 2020 11:30 AM PDT

    How can I calculate BoundsExtents of object without calculating it's parents boundsExtents?

    Posted: 27 Jun 2020 11:29 AM PDT

    How can I calculate BoundsExtents of object without calculating it's parents boundsExtents?

    I have designed a slider for the player to use to control a parameter. It works perfectly until it is placed into a group as a child. I think this is because i set the position of the slider "handle" (which is a child of the slider itself) at the start by calculating the boundsExtents of the slider. The problem (I think) I'm having is that when I place the slider into a group to become a child, it calculates the boundsExtents of the whole group. How can I write it in the script to only calculate the boundsExtents of itself and not its parent?

    Slider Behaviour

    Code

    submitted by /u/alshankum8
    [link] [comments]

    Steamworks not letting me update graphical assets

    Posted: 27 Jun 2020 11:26 AM PDT

    Hopefully this is the right place for this - not sure of a better place to ask.

    I tried to update the graphical assets on my game's Steam page, and it just gives me this error when I try to publish:

    " An error occurred while trying to publish assets for this store page. Please try again. If you continue to encounter this error, please contact a Valve representative. "

    Literally nothing I try will fix this. I'm stuck being unable to publish to my Steam page at all. Anyone know anything about this? I have a message in to Valve support, but who knows how long they'll take to respond.

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

    Beast Master - Dev Update 4 - Loot and Inventory

    Posted: 27 Jun 2020 11:26 AM PDT

    Hey I'm making my first game, and i kind need help...

    Posted: 27 Jun 2020 11:10 AM PDT

    No comments:

    Post a Comment