Start of a Minimalist Bullet Hell using Godot |
- Start of a Minimalist Bullet Hell using Godot
- I highly recommend using virtual camera plugin for UE4. It allows you to take shots with iPhone and It adds some pretty realistic touch to your work.
- How to start promoting a game
- One of levels, from our coop puzzle game RoboDO :)
- Building a self-contained game in C# under 8 kilobytes
- Why are the doors huge in games?
- Does anyone have experience with getting a publisher to release their game?
- Do You Have to be Active in the Community to Care About Your IP?
- Make Your 2D Sprites Look like 3D using Normal Maps and 2D lights (Unity Tutorial)
- Free tools for GameDev
- I am 30, have never really coded before but I have a "The Guild"-style game in my mind. Where to start? Can you help me please? I am very uncertain if I should even start this journey.
- Anybody know where I can learn more about creating ui animations that feel rewarding?
- Can't figure out how to create homing missile.
- Free Environment Art Portfolio Advice/Reviews by Senior Env Artist
- The Making of Pong using Mun Hot Reloading
- looking for UE4 blueprint tutorial
- I Want To Learn About Complex 3D Shape Collision Detection.
- How to secure against apk modding
- Play ludo on your tv, notebook, pc!
- Did Roblox start off as a platform for devs or did they make their own games?
- Will Unreal 5 Make Apple a Complete Gaming System?
- My Level Design tutorials: Ion Fury - Basic Level - Part 1. By DavoX
- (Unity) - Question regarding hardware for 2D art and assets, and experienced designers opinions on workflow with said hardware.
Start of a Minimalist Bullet Hell using Godot Posted: 11 Jun 2020 09:16 AM PDT
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Posted: 11 Jun 2020 07:40 AM PDT
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Posted: 11 Jun 2020 03:53 AM PDT Hi guys! I'm part of an Indie game studio, working on our first title as a company. We all have over 7 years experience in gamdev and we've secured a deal with a publisher to finance our modest budget. We are halfway done and I'd like to start building a community around our game. I like Reddit and I visit it every day and I'd love to use it to promote our game without spamming and annoying everyone. Does anyone have sugestions or case studies on how to successfully use Reddit and other social media to promote indie games and build passionate community? EDIT: To clarify: the publisher is going to do marketing and they have a certain budget for it. So far I believe in them doing good job, but at the same time I don't want to rely entirely on them, because life happens etc. I believe we can bring something to the table as well, I would like to post some devlogs on how we solved certain problems, our art etc. especially that we like I mentioned we are quite experienced and it might actually be helpful for other people. [link] [comments] | ||
One of levels, from our coop puzzle game RoboDO :) Posted: 11 Jun 2020 11:05 AM PDT
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Building a self-contained game in C# under 8 kilobytes Posted: 11 Jun 2020 04:33 AM PDT
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Why are the doors huge in games? Posted: 11 Jun 2020 03:33 AM PDT
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Does anyone have experience with getting a publisher to release their game? Posted: 11 Jun 2020 11:39 AM PDT My partner on the game I am working on is really pushing towards having a publisher. I am not so sure myself if it is the right call. I need to do more research myself on exactly what they will offer, what the contract will consist of (I don't want to lose IP/ownership of the game) and how much of a cut they will want. I would not mind at all if a publisher truly increased the likelihood of the game getting good exposure, but I am worried that the publisher will not put as much effort into marketing the game as I would. We have a unique idea in how to market the game but I am unsure if the publisher would be willing to work with us on that. Another big concern of mine is that by going with a publisher, they will essentially own the game, and other ip on it. What if we wanted to make a spinoff of the game in the future, would we be allowed to do that? So what is r/gamedev's thoughts and experiences on having a publisher? [link] [comments] | ||
Do You Have to be Active in the Community to Care About Your IP? Posted: 11 Jun 2020 08:57 AM PDT This is something that has been bugging me for a while. I'm personally not very good at talking to people, especially for long periods of time. I have to force to myself to be more social most of the time cause all I wanna do is go sit on my own and make stuff for my game. I've been noticing that a lot of development studios out there often get criticized for not having much or any communication with the fans who buy their games. I can understand the benefits of such for quality improvement and all but...is it something you have to do? Because if it is, quite frankly that's gonna suck for me. What's wrong with just giving people an announcement when your game is coming out, or when new content is coming in an update? I don't want to have to spend hours upon hours on social media answering peoples questions about my game when I'd rather be working on it. [link] [comments] | ||
Make Your 2D Sprites Look like 3D using Normal Maps and 2D lights (Unity Tutorial) Posted: 11 Jun 2020 05:25 AM PDT
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Posted: 11 Jun 2020 08:47 AM PDT
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Posted: 11 Jun 2020 12:58 AM PDT Hi, a few words to me: I am 30, I have a M.Sc. in Geosciences and therefore no formal education related to gamedev or programming. I work full-time. I play video games since I was 5 and also made a few mods here and there. I am also a bit of a jack of all trades, master of none. I dipped a bit into coding, I am quite fond of photoshop, I played in my teenage years with c4d and Blender, I paint with acrylic and I made a tiny bit of electronic music. I would like to make a game. I am kind of bored at work and have a lot of free time. Gaming is my passion and I want to be part of this community. I got kind of inspired by the dev of Stardew Valley, but he made himself the time to work fulltime on his game and he was educated in CS. My idea is to make a similar game to "The Guild" (Link to Steam). The first part was the best to me, but the whole series was buggy and not very known. The series got buried more or less and the last part is not good. Furthermore I would like to (and maybe start with) mobile games. I like puzzles and casual games. I would like to ask a few questions:
Sorry if this is too much to ask but I would be happy to get started and be part of this big community. [link] [comments] | ||
Anybody know where I can learn more about creating ui animations that feel rewarding? Posted: 11 Jun 2020 08:18 AM PDT I'm looking for tips and tricks, tutorials, opinion articles, anything really, where I can read more about the thought process behind creating animations that makes the player feel like they achieved something? Like getting new cards in hearthstone, South Park phone destroyer or fallout shelter! Or activating new Azerite ability in wow [link] [comments] | ||
Can't figure out how to create homing missile. Posted: 11 Jun 2020 08:15 AM PDT I actually having problem with the speed of the missile. My normal speed of missile (without locked on target) is 8000. If I put it in fixedupdate it's get called many times hence making the speed much higher and keep climbing. What is proper way to add force to the missile with every change in rotation? [link] [comments] | ||
Free Environment Art Portfolio Advice/Reviews by Senior Env Artist Posted: 11 Jun 2020 08:11 AM PDT So I think its totally fine to pay for 1 on 1 coaching and in-depth portfolio reviews, but I see a lot of people treating their expertise like something they earned entirely on their own merit and expecting compensation for their "professional" opinions, and it kinda rubs me the wrong way. As a self taught artist (and by that I mean the interent and kind people who shared their expertise with me along the way), I want to do what I can to give back and help other people trying to learn like I was. So if you're an environment/prop/lighting artist and looking for some professional feedback, feel free to reach out. I'll answer on Reddit but discord is preferred (deadfox4#4625). I don't have a ton of free time, but I'd be happy to glace through portfolios, give tips, or answer any questions anyone might have whenever I can. It feels kinda stuck up to offer advice like this. I'm nowhere close to the best/most experienced environment artist around, but I'm decent, employeed, and have been successful in my career so far. I know I would have loved the opportunity to talk to someone where I am now back when I was working on my portfolio and trying to get a job, so maybe there's some peeps out there who are in the same spot. Qualifications: [link] [comments] | ||
The Making of Pong using Mun Hot Reloading Posted: 11 Jun 2020 01:22 AM PDT
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looking for UE4 blueprint tutorial Posted: 11 Jun 2020 08:07 AM PDT Hi, I have no experience with UE 4 and looking for tutorial for blueprint, I would prefer written tutorials as learning from videos is hard for me, any recommendations? books are fine too. thanks. [link] [comments] | ||
I Want To Learn About Complex 3D Shape Collision Detection. Posted: 11 Jun 2020 04:11 AM PDT Everyone in the gaming world knows about hitboxes, they are everywhere. It's been common knowledge for very long that for performance and time-saving hit detection in 3D games is simplified down to primitive geometric 3D shapes such as boxes, spheres, cylinders, capsules, cones, and lines. Now that we have the computing power to simulate the physics of complex shapes, one question bothered my mind, why are we still using boxes and capsules? Now that question needs a bit more context, I understand that there are many reasons to not have perfectly accurate hitboxes in a game, for example in a fast-paced arena shooter, it's not really reasonable to expect players to have super precise aim so it's more fair to make the hit detection forgiving capsules. There are many design reasons to not have hitboxes that are a complex shape. I just don't fully understand why in modern precision based games, complex shapes are still not being used. For example, tactical shooter games still seem to use capsules or spheres for heads. Why don't those games have a simplified head-shape hitbox that they can reuse? There's probably a good reason other than "it's a small difference so it doesn't matter", but I'm not sure what that good reason is and I'd like to learn. One thing is that it's really hard for me to find detailed information for hitboxes of modern games that aren't 2D fighting games, competitive games are being very protective of technical details like that. So maybe I'm completely wrong and many games are using simplified versions of complex shapes to calculate hit collisions in games. If I could find wireframe images of the hitboxes from all the generations of gaming I could much better see the evolution. For the sake of discussion I'd like to focus on single-player games or local play where latency and other connection variables aren't an issue. If the reason is that every combination of every shape collision needs to be accounted for, is it possible for games to make a compromise by having some complex shapes for very common and important objects like human body parts? Like a simplified foot shape, simplified head shape, simplified calf shape, ect. And to clarify I'm not quite talking about games with purely physics based collisions, I'm thinking about something in between physics-based and primitive-shape-based. Where for example a sword attack would have a hitbox shape the same as the sword, but it wouldn't be physics enabled and bounce off the target. Since I'm very unsure about the basis of this topic, it's a mix of a bunch of questions. I want to know how precision based games have started using more complex shapes with the constantly increasing computing capabilities of computers, if they are still using capsules and boxes why? If some games are using simplified versions of complex shapes for hit detection, which games? I'd really appreciate any info because I can't find much through my own searches. [link] [comments] | ||
How to secure against apk modding Posted: 11 Jun 2020 11:38 AM PDT We a small team of 3 people using unity and have been able to secure most variables against hex modifications. But not able to figure how to secure against collision conditions. So what we have is something like: If (collision(player,bomb)==true) {}. Mod apks have cropped up which basically nullify this condition. The game is gaining traction, and its a multiplayer game. So other players are getting affected. Any ideas how we could protect against this? [link] [comments] | ||
Play ludo on your tv, notebook, pc! Posted: 11 Jun 2020 11:34 AM PDT
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Did Roblox start off as a platform for devs or did they make their own games? Posted: 11 Jun 2020 11:30 AM PDT Of course now Roblox is a platform with games created by developers but how did they get people to create on their platform without any users? [link] [comments] | ||
Will Unreal 5 Make Apple a Complete Gaming System? Posted: 11 Jun 2020 11:22 AM PDT
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My Level Design tutorials: Ion Fury - Basic Level - Part 1. By DavoX Posted: 11 Jun 2020 11:19 AM PDT
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Posted: 11 Jun 2020 11:10 AM PDT Good afternoon. I'm starting my journey into game development soon. I've ordered some literature on Unity (I'm going to use this engine) so I'll be diving into it as soon as my text books arrive. However, I'm looking to get a tablet for art and asset creation (2D, Isometric, 16-32bit aesthetic). I've got a good gaming desktop where I'll do the bulk of my work and a recent Macbook Pro that I record music with. I don't have anything for art and asset creation though. Plain and simple: In your experiences, have you had better luck working with Ipad or Surface? Apple - with procreate seems to bring the most ease of use and a simple work flow, but the Surface Pro series seems to provide a similar artistic palate while offering the possibility to be able to take my projects on the road and use that tablet as a mobile work station. Please forgive me if this post isn't appropriate. I'm just starting out and would like opinions from more experienced developers. [link] [comments] |
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