Free Lightning Lines Pixel Art Effect! (Link in comment) |
- Free Lightning Lines Pixel Art Effect! (Link in comment)
- Hey guys, a ton of people have been asking me how to sculpt stylized hair, so I've reached out to a fantastic artist who was kind enough to do an in-depth breakdown for everyone, for totally free. Enjoy guys.
- I've made a free shop system for Unity devs, enjoy! :)
- Black Game Developers Throughout History
- hey there I am a 16yo indie game dev, in the last 4 months I have been working on my survival crafting game, Survival evolution which is about showing how humans started inventing stuff like in dr.stone , would the fans of survival gaming be interested in that idea or you would like zombies?
- Use of free assets.
- Getting started on a game / Effective workflow
- Lessons from my first Game Jam (GMTK2020)
- Dynamic context-aware tileset system
- How do you prevent yourself from getting burnt out on your game?
- Question: are there any better tools for developing Pixelated UI / UI in a Pixel Game?
- Holograms in Unity Shader Graph and URP
- Lost Motivation
- Could (in theory) games be made to run without an os/bare metal?
- Collisiion detection in breakout.
- Low Poly Portal Scene | Model Link In The Video Description
- I made an... interesting Mr Blue Sky parody... about Unity's sky boxes.
- BrokenPin | https://avabucks.itch.io/brokenpin
- Why games push podcast
- Laptop vs desktop for animation /vfx and game dev (advice)
- Phaser WebGL game snake
- What is the most appealing and unappealing aspect of your favourite game. Asking this for research.
- VR Playground - Episode 06 - Finale
Free Lightning Lines Pixel Art Effect! (Link in comment) Posted: 13 Jul 2020 02:25 AM PDT
| ||
Posted: 13 Jul 2020 06:16 AM PDT
| ||
I've made a free shop system for Unity devs, enjoy! :) Posted: 13 Jul 2020 06:05 AM PDT
| ||
Black Game Developers Throughout History Posted: 13 Jul 2020 10:38 AM PDT
| ||
Posted: 13 Jul 2020 11:40 AM PDT
| ||
Posted: 13 Jul 2020 12:04 PM PDT Hi, I've started to work on a programmer portfolio with the goal of entering the game industry. Right now I'm using some free assets from the unity store and I'm starting to put a lot of hours into that project. I would like to eventually publish this game completely for free on some online platform like itch.io or even Steam if the game ends up being fun. Could this cause me any kind of trouble considering the game will be 100% free? Can someone ELI5 what "Extension Asset" unity store license means? Thanks in advanced! [link] [comments] | ||
Getting started on a game / Effective workflow Posted: 13 Jul 2020 11:53 AM PDT I have been programming for years and mostly know my way around Unity and using other software for making assets. Right now, I just have an idea for a game but I wonder what I should do first. I have heard of people writing up documents before writing any code about how the game should work. What things are important for such a document to contain? And what kind of development "landmarks" should I plot out afterwards? [link] [comments] | ||
Lessons from my first Game Jam (GMTK2020) Posted: 13 Jul 2020 02:23 AM PDT Greetings reddit ! Last night my friend and I finished our first participation to a game jam. It was a rush, it was intense and the last hour was a fucking mess but in the end we managed to produce a (mostly) working puzzle game with a couple levels in the 48h given ! It was a wonderful experience. It was only my second developped game and, having written 99% of the code for this one (my friend mostly focused on art and sfx which I cannot do for the life of me), I figured it would be interesting to do a short writeup about what were the biggest lessons this experience taught me. We spent the whole first night (from 21pm to 3am) just thinking about concept and gamedesign. This year's theme was Out Of Control. We settled for the idea of a puzzle game where you play a martian rover swarm AI that suddenly "wake up" to self-control and has to wrestle the human operator to reach a place (originally the farside of the planet) where satellite can't reach it and thus set him free. Originally this would unlock new self control (first the directions, then a pickup object action etc). Progression as such was scrapped due to time and we ended up with just directional controls. Game updates in ticks (to simulate the latency due to long distance) and the rover(the player) can only input between ticks which override the operator inputs. We thought the concept was really interesting, fitted the theme perfectly and could develop a nice narration
It shall be noted that I don't particularly like designing and coding UI and am more comfortable developping systems. Therefore I focused first one that and totally ignored UI and Menus (which included the TitleScreen and the loading of different levels). This obviously blew up in our face when, 2hours before deadline we had no UI, no way to start and end the game and no level loader for progression. We implemented that as quick as we could, along other things needed still to be incorporated (sfx) and debugging. 40mn before deadline it exploded and nothing did work as we wanted, but we settle for a dirty "each level win panel can load the next level" instead of a singleton gamecontroller that kept track of where the player was.
For anyone interested here are a few screenshots of the game development progress : https://imgur.com/a/Uc1QUQ8 In the end this was a tremendous experience. I didn't learn a lot of technical stuff but I learned a lot about how to project managed and how to design. I am tired and excited but can't wait to do another jam (maybe not next week though :D). However, I am a little disappointed that we couldn't do our vision justice but also excited to maybe continue developping this game into something closer to our first vision. The link to the game if anyone is interested in playing it : https://itch.io/jam/gmtk-2020/rate/699929 [link] [comments] | ||
Dynamic context-aware tileset system Posted: 13 Jul 2020 10:26 AM PDT I'll cut right to the chase: you know how games like Terraria or Mario Maker dynamically change the looks of a certain tile based on the other surrounding tiles? I'm trying to implement that (raw pseudocode concept for the time being). The only approach that I can think of is calculating a unique numeral state for each tile based on it's 8 neighboring ones (1 or 0 for tile or lack thereof ) and assign a corresponding tile to use from the tileset. Problem is, that's a wooping 256 different combinations, which seems excessive and makes me think this approach/solution is extremely brute and non-elegant. Thoughts? [link] [comments] | ||
How do you prevent yourself from getting burnt out on your game? Posted: 12 Jul 2020 11:08 PM PDT All I want to do is work on my game but it seems like I can't do it for more than a few hours at a time before I feel burned out. Especially when I spend days getting a system to work properly and I'm able to lean back and be proud of myself, I still want to take time off from making it. [link] [comments] | ||
Question: are there any better tools for developing Pixelated UI / UI in a Pixel Game? Posted: 13 Jul 2020 07:52 AM PDT The artist in question thinks that creating pixel art in photoshop is ok, but she keeps thinking there's a better way to do it. Anyone out there feel the same way? Any tools to help with Pixel Art UI production? [link] [comments] | ||
Holograms in Unity Shader Graph and URP Posted: 13 Jul 2020 10:02 AM PDT
| ||
Posted: 13 Jul 2020 07:36 AM PDT So sorry if this gets a little heavy, but I'm not sure how else to present my issue. To begin with, one of my life goals is to finish a project. Just anything, really. Just want to finish something before I'm dead. However, I just can't seem to find the motivation or time to work on anything. Between work, college, and balancing relationships, it seems like I can only get small snippets of work done (I work second-shift, and that's difficult enough on its own). After a few days of being away from a project, I can feel my enthusiasm just draining away. Normal life takes so much energy I don't have a lot left, especially not to be creative and try to make the best quality product I possibly can. I've started so many projects I don't even know whether to go back to them or just start fresh with something new. Plus, I've tried to collaborate with several people and they always just wind up fizzling out and stop providing me with assets (graphics, music, etc.). Anymore it just seems like a waste of time. I enjoy it, don't get me wrong... but sacrificing relationships and good grades just to get one aspect functioning or to produce just a few minutes of gameplay? I dunno guys. Should I just stop until I have more free time? Or is this just a normal part of the process? I find myself increasingly jealous of people who are fortunate enough to be in a position to just dump hours and hours into development. The whole thing is very disheartening and I've honestly just stopped working on things because I get depressed when I have a project that I can't work on as opposed to just having NO creative goals and coasting through life and normal responsibilities. I.e., "don't have dreams or goals and you'll never be disappointed." Cynical, I know. Anyway, rant over. Sorry for the long post. [link] [comments] | ||
Could (in theory) games be made to run without an os/bare metal? Posted: 13 Jul 2020 09:13 AM PDT I have been thinking about the fact that there doesn't seem to be any games doing that, even tho in theory it could give better performance (as there wouldn't be any background processes). Is this possible and if it is, what would be the advantages/disadvantages and why is nobody doing it? [link] [comments] | ||
Collisiion detection in breakout. Posted: 13 Jul 2020 12:32 PM PDT Hi devs. I trying implement breakout clone without any libraries. So, I use AABB algotithm for detecting collision ball-brick. Now I should determinate from which side collision occured. I think I should use dot product. There is some advises how todo that? [link] [comments] | ||
Low Poly Portal Scene | Model Link In The Video Description Posted: 13 Jul 2020 08:42 AM PDT
| ||
I made an... interesting Mr Blue Sky parody... about Unity's sky boxes. Posted: 13 Jul 2020 12:18 PM PDT
| ||
BrokenPin | https://avabucks.itch.io/brokenpin Posted: 13 Jul 2020 12:05 PM PDT
| ||
Posted: 13 Jul 2020 11:54 AM PDT Hi, I'm creating a short podcast series (2-4 episodes) on why games push and I'm looking for developers and producers that have worked on AAA games to share their insights (and hopefully some good stories) on the topic. I've created a short survey (link below) to gather some general information on the topic, so if you're open to it, click the link and take the survey. Please be assured that all information will remain anonymous. Thanks in advance for your help and please feel free to share the survey with anyone in game development that you may know. https://forms.gle/9Dppx4Ybnjo3r1TJ6 Cheers! [link] [comments] | ||
Laptop vs desktop for animation /vfx and game dev (advice) Posted: 13 Jul 2020 11:35 AM PDT So I really wanted to buy a desktop for game Dev and animation ( as I m doing ba in animation and multimedia) so my elder brother told me to buy a laptop but I really wanted to buy PC and I stuck in this loop .so any one give me advice on the topic Please tell me some pros of PC so that I can outrun my bro ..😅 just kidding tell me the best advice and reasons please. [link] [comments] | ||
Posted: 13 Jul 2020 10:35 AM PDT
| ||
What is the most appealing and unappealing aspect of your favourite game. Asking this for research. Posted: 13 Jul 2020 01:18 AM PDT I am still kind of new to this and also 14 so pleas refrain from using complicated words. [link] [comments] | ||
VR Playground - Episode 06 - Finale Posted: 13 Jul 2020 09:46 AM PDT
|
You are subscribed to email updates from gamedev - game development, programming, design, writing, math, art, jams, postmortems, marketing. To stop receiving these emails, you may unsubscribe now. | Email delivery powered by Google |
Google, 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States |
No comments:
Post a Comment