• Breaking News

    Thursday, July 30, 2020

    Hey guys! I get a ton of questions about making stylized VFX in Unity, so I reached out to a very talented artist to give everyone some tips, all totally for free. Enjoy!

    Hey guys! I get a ton of questions about making stylized VFX in Unity, so I reached out to a very talented artist to give everyone some tips, all totally for free. Enjoy!


    Hey guys! I get a ton of questions about making stylized VFX in Unity, so I reached out to a very talented artist to give everyone some tips, all totally for free. Enjoy!

    Posted: 30 Jul 2020 05:46 AM PDT

    I completed my first game jam (72 hours) and made the code available

    Posted: 30 Jul 2020 08:46 AM PDT

    Epic Games has given $42 million to 600 developers as part of its MegaGrants scheme

    Posted: 30 Jul 2020 09:44 AM PDT

    Procedurally generated pixel art in animations? Is it possible to know this power?

    Posted: 30 Jul 2020 08:00 AM PDT

    PLZ HELP US ---> How do you make procedurally generated assets while still using original pixel art animations in Unity?

    For context: we love our procedurally generated eggs! Our programmer Ryan made a blank texture, selected colors randomly from each separate color pool, changing all the pixels for the base, outline, highlight, and shadow. Next he set 1-3 random spots to change those pixels selecting from the spot color pool, and finally added random flecks from the fleck color pool. The result is completely unique procedurally generated eggs!

    https://i.imgur.com/dbk0RGS.gif

    But what about the goats?

    We are using the same approach to procedurally generate fur patterns to create completely unique goats. We will eventually give each unique goat a blockchain and players will own their goats. Goats will have different chances to have different physical features based on things like it's heritage and rarity.

    The tough part is how we will give goats unique fur patterns and other characteristics while still using the original pixel art animations. We want to avoid rigging up skeletons so we can preserve the pixel art aesthetic.

    Our current approach gets the job done, but it feels like there might be a more elegant solution.

    We have the original animation:

    https://i.imgur.com/zYLAG4J.gif

    Then use a sprite mask to mask out just the body section doing the same animation (in blue):

    https://i.imgur.com/gOM0tMu.gif

    And then add the fur pattern layer roughly animated to follow goat movement, within the mask:

    https://i.imgur.com/OCpsmxi.gif

    Hope that makes sense!

    This technique works pretty well for the unique fur patterns, but when we start bringing in stuff like horn, tail, and beard variations it probably won't be sustainable. Thinking there might be a custom texture solution or something out there and wanted to see if you had any ideas!

    Thank you!

    submitted by /u/Hahattack
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    I'm working on my first project that involves a large amount of UI design, and it's difficult to get right. Any suggestions or resources I could look at to help me design nicer looking and feeling menus?

    Posted: 29 Jul 2020 01:44 PM PDT

    Godot Engine - GSoC 2020 - Progress report #1

    Posted: 30 Jul 2020 05:56 AM PDT

    Zero Cost References with Regions in Vale

    Posted: 30 Jul 2020 09:58 AM PDT

    Unexpected Jam starts next month! Create an unpredictable and unexpected game, win prizes, and get feedback 30+ from YouTubers/streamers ��

    Posted: 30 Jul 2020 01:25 AM PDT

    How to make openable doors and animated steering wheel for a vehicle in UE4. (link in comments)

    Posted: 30 Jul 2020 09:29 AM PDT

    Post Gamemaker

    Posted: 30 Jul 2020 11:22 AM PDT

    Hello!

    This is my first post in this group and I hope I make it clear enough.

    I want to finally start slowly going in the path of gamedev. Starting off by using gamemaker because it is relatively simple and I have had very limited experience with it from years ago when I tried making games as a kid.

    Gamemaker is a rather simple tool that can churn out some quality games as well from what I can tell. However what bothers me is that they use their own programming language, and I'm afraid that once I might want to go further and change engines I wont have any transferable practical skills in terms of programming. This also worries me because I have very very limited knowledge of programming with virtually no practical experience other than a tutorial here and there.

    So the question would be to anyone who has started out with gamemaker and switched - how is it to switch after years of working and mastering the software, and are there transferable skills?

    Thank you!

    submitted by /u/ReinZal
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    Advice on a demo’s length?

    Posted: 30 Jul 2020 08:37 AM PDT

    So our demo is currently under development and I am contemplating adding another chapter to it.

    The problem is that I'm afraid it would be too long. Through playtesting, I've found that most readers can clear it in thirty minutes.

    If I add Chapter two, I'll add three different endings to the visual novel; each ending not alternating the true ending aside from the one dead ending you can get.

    Thoughts?

    submitted by /u/Ultragamershiko
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    How to create a proper Asset Manager? (C++)

    Posted: 30 Jul 2020 10:24 AM PDT

    I've been working on my engine/game, and I ran into the problem of managing my resources properly. I need to manage vertex buffers, shaders, textures, and in the future, sounds.

    So far I've came up with this:

    I store every asset in an unordered_map, which maps 'size_t's to assets, so basically you give the manager a key, and get a resource back. But this system is tedious to use, and it sometimes can create a problem where I unload a resource, but some holders of the key are still around, so you basically have like a dangling reference.

    How could I improve from this? Am I going in a completely wrong direction?

    submitted by /u/Andrispowq
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    Blender 2.90 Animation Tutorial

    Posted: 30 Jul 2020 12:38 AM PDT

    Prototyping - Chicken or the Egg

    Posted: 30 Jul 2020 08:24 AM PDT

    TL;DR - how do you accurately and sufficiently prototype concepts without investing in assets?

    Prototyping is paramount in game dev, and for good reason. You need to test your ideas early and often to make sure what you're working on is fun for players, easy to understand, cohesive, etc. However, what if your game relies on audio and visual assets to fully create the experience?

    Imagine you're designing Cuphead - a 2d action platformer boss rush game. The entire 'X' of your game is around boss battles and you want to prototype the boss battle you're envisioning. Without any assets, how would you prototype a game like that? I like the example of Cuphead here because while its gameplay is fun, the differentiator of the game are the visual and audible components.

    Imagine you're designing one of the boss fights in Salt and Sanctuary. You want to design a boss with a big sword that swings it around, jumps at you, and cast spells at you.

    How do you prototype a Cuphead, or Salt and Sanctuary, or an enemy in any other game, without investing in the assets? For example, if an enemy swings their sword, to accurately prototype your concept, you'd need to somehow render a sword so you could handle collisions during attacking.

    Art (both visual and audible) takes a lot of time. It seems like a "chicken or the egg" problem to me. You want to prototype and playtest early and often, but you may need assets (even rudimentary ones) to accurately create something worthy of prototyping or playtesting.

    How do professionals do it?

    Better yet, how do indie developers do it who don't have a team at their disposal?

    Better yet, how can a solo design/programming niched developer prototype without any assets?

    This is really stumping me. Do devs just go all in without prototyping initially in good faith that their idea is worth creating?

    submitted by /u/metalcheezburger
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    I need advice about the mana system of Dreamshard

    Posted: 30 Jul 2020 08:14 AM PDT

    Live2d vs Spine question

    Posted: 30 Jul 2020 11:51 AM PDT

    Hi,

    I'm debating between Live 2d and Spine. I'm an anime artist and want to make some simple animations with my art. Maybe make some more complex animation once I get a hang of the software. I really don't like subscription based software. I understand that Live2d is used more for Japanese visual novel/games. Can Spine achieve the same results in Live2D? Has anyone used both and could give some review on which one is "better" ?

    Thanks!

    submitted by /u/HoshiKumoH
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    My first ever game, Impossible Pong

    Posted: 30 Jul 2020 11:51 AM PDT

    If you clicked this post expecting something juicy then I'm sorry to disappoint. Impossible pong is a simple pong game but you can never score a point because it's impossible to (duh!)

    https://simmer.io/@JakeBunn96/impossible-pong

    Posting here to help getting things out to the world and to see if everything works correctly/

    submitted by /u/jakebunn96
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    What makes turn-based combat interesting/skill-based?

    Posted: 30 Jul 2020 11:47 AM PDT

    Currently intending to develop a Roguelite centered around turn-based combat. My major worry though is that a turn-based battle system won't provide enough depth or chances for skill expression when compared to more real time reactionary games like Enter the Gungeon, Dead Cells and Hades.

    I'm looking to create something more akin to Darkest Dungeon/Slay The Spire, as opposed to combat systems that focus on a grid-based dungeon. What do you think adds much needed depth and skill to turn-based battle systems?

    submitted by /u/Igotlazy
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    Looking for game dev opportunities for 13-24 year olds.

    Posted: 30 Jul 2020 05:26 AM PDT

    Hello guys. I'm researching to compile a list of opportunities to try and help young people to get into the games industry. Looking for game jams/hacks/contests/events around game development, preferably free. Lots of events seem to have already passed or have been understandably cancelled due to COVID. Does anybody know of any good ones coming up or even a good place to help me in my search? Thank you so much in advance!

    submitted by /u/Zealousideal_Ad5009
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    For the aspiring dev: Orthogonal or isometric?

    Posted: 30 Jul 2020 11:06 AM PDT

    Hello guys! Aspiring dev, as hundred of others that come and go here.

    As a one-man-army, I know I must keep my scope quite small (Pac-Man small) if I am to at least release something. This applies to the art, too (I'm trying to keep it inside 24 x 24 pixels at most, 16 x 16 ideal, per tile) to avoid the exponentiation of worked pixels.

    But one thing I search through the internet and couldn't find: ORTHOGONAL or ISOMETRIC?

    Both possess pros and cons, and I would like to hear you about both approaches, from programming and/or art perspective. I'm leaning towards orthogonal because at first glance it feels easier to make, but at the same time isometric feels easier to prettify.

    submitted by /u/PineTowers
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    How To Use Bolt State Machines In Unity - Visual Scripting

    Posted: 30 Jul 2020 11:05 AM PDT

    Hello everyone! I created this image using the data I collected for my research on Game Development Q&A communities. I hope you like it!

    Posted: 30 Jul 2020 10:30 AM PDT

    How to Implement Destructible Tiles in Godot!

    Posted: 30 Jul 2020 10:15 AM PDT

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