I made an open source project for testing & learning healing mechanics like energy drinks, bandages, and flash heals, plus some different health UI's in Godot! Link Below! |
- I made an open source project for testing & learning healing mechanics like energy drinks, bandages, and flash heals, plus some different health UI's in Godot! Link Below!
- It took some time, but I managed to build a graphical editor / generator for my shaders in order to handle OpenGL, OpenGL ES and Vulkan renderer backend with a single representation.
- Regarding posts which are just a link to an external blog
- Bolt visual scripting is now included in all Unity plans
- Abstract Dark Matter Animation Effect in Blender 2.83 (Tutorial)
- I Made Wii Tennis in 24 Hours
- I made a climbing game in 48 hours!
- A fast pixel art technique
- What do programmers do in UE4 engine if using blueprints?
- Itch.io looks sad
- I came up with 25 Game Ideas in 25 Minutes, free to use
- Went from a gameobject/physics approach for my Data Routing minigame to a data driven code solution and it works!
- Using C++ with Godot (GDNative Tutorial) "Ten Thousand Subs"
- Timelapse of animation creation for the game Almost My Floor
- Get BOLT for FREE - and Make your Games in Unity
- Publisher contacted me about my casual mobile game. I need advice.
- Saving game data: What are the common gotchas?
- How can I make my gameplay less visually confusing?
- How do you "tune" your game's difficulty?
- How to implement a jitter buffer?
- How weapons are handled by the client vs authoritative server?
- As a project before my big game, I'm going to work on a platformer
- Hologram Distortion in Unity Shader Graph and URP (tutorial in comments)
- When is bit shifting useful in game dev?
Posted: 22 Jul 2020 01:20 AM PDT
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Posted: 22 Jul 2020 04:46 AM PDT
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Regarding posts which are just a link to an external blog Posted: 22 Jul 2020 08:53 AM PDT Not to call anyone out on this, but recently I've been seeing more and most posts which are just a link to the poster's blog on another website. It is honestly quite frustrating to see these, as it feels like the poster is more interested in advertising their blog/website rather than actually fostering discussion on Reddit by having both the content and comments all in one place. Apologies for the rant, but having to click through to another site to read something which is most likely stealth advertising is frustrating, and the fact that a lot of these posts get basically 0 comments probably means that at least some of you feel the same as me! Is this really the intended use of this subreddit? Maybe I'm being overly cynical here. [link] [comments] | ||
Bolt visual scripting is now included in all Unity plans Posted: 22 Jul 2020 10:58 AM PDT
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Abstract Dark Matter Animation Effect in Blender 2.83 (Tutorial) Posted: 21 Jul 2020 11:51 PM PDT
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Posted: 22 Jul 2020 08:37 AM PDT
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I made a climbing game in 48 hours! Posted: 22 Jul 2020 12:59 PM PDT
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Posted: 22 Jul 2020 12:32 PM PDT
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What do programmers do in UE4 engine if using blueprints? Posted: 22 Jul 2020 09:25 AM PDT My game team is moving to UE4 after previously working in our own custom engine. In our custom engine, we did everything in C++ and had a pretty basic editor for designers, but they would have to ask us to implement anything gameplay-wise. However, since Unreal uses blueprints(yes there is the C++ option but we want designers to have control) the whole tech team and I are wondering what we are going to do, since designers have an easy interface to work with and can "code" all they need. I was wondering how other game dev teams approached this and what roles their programmers did on their project. Thanks! [link] [comments] | ||
Posted: 22 Jul 2020 07:56 AM PDT It's an amazing platform for sharing games and participating in jams but I see so many good games but the comments section look soo dead. Maybe there are just too many games on the website and not enough people to play them. So, are there any alternative websites that have more people playing games? [link] [comments] | ||
I came up with 25 Game Ideas in 25 Minutes, free to use Posted: 22 Jul 2020 11:38 AM PDT I did a fun challenge to come up with one game idea per minute for essentially as long as I could. I even created a simple game for the challenge to add some flair. I made it 25 minutes before the game mysteriously crashed. The full list is available in this GitHub Repository and I look forward to adding more in the future. Some of the ideas... Tetris Building Optimization An idea I really like, the idea is that each block of a tetrimino (made up of 4 blocks) is a room with some kind of purpose. Maybe a room is either residential, commercial, or industrial, similar to city builder games. As you play tetris, the placement and proximity of the individual blocks affect the overall score or funds. Essentially two games in one where you're playing Tetris and optimizing the buildings placement. Co-op Challenge Game Each player will take turns moving through a simple platform level. The first player is essentially the "RUNNER" and the other player is the "GUNNER", or something along those lines. As the first player moves through the level, it's up to the second player to remember the path and especially the timing of the first, because when they go through, they will lay traps and attacks that will activate at specific times. Once both players have gone, their movements will play out together and see if the first player survived. The order could be reversed as well and let the "GUNNER" lay down traps first and see if the other player can remember and properly traverse the level. Top Down 2D Fencing Hallway Imagining a short, fast paced, high adrenaline frenzy. You're just running forward cutting through swarms of enemies. The idea is to make the player feel almost unstoppable as they progress, because sometimes that's just fun. Puzzle Platformer Document Some kind of paper or set of instructions that define the behavior of a small platformer. Only some of the instructions can be moved and edited, so maybe the solution to a level may not be as intuitive as they seem. Two Isometric Planes Colony Simply two isometric maps, one above the other, where the top plane is focused on agriculture while the bottom is focused on mining. Each level would need to share specific resources with the other (Food from the top into the mines and ore from the mines to the surface for tools?) You're welcome to check out the full list and if you think the project is interesting, consider watching how all these ideas came to be in this video. Thank you! [link] [comments] | ||
Posted: 22 Jul 2020 11:03 AM PDT
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Using C++ with Godot (GDNative Tutorial) "Ten Thousand Subs" Posted: 22 Jul 2020 10:12 AM PDT
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Timelapse of animation creation for the game Almost My Floor Posted: 22 Jul 2020 01:05 PM PDT
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Get BOLT for FREE - and Make your Games in Unity Posted: 22 Jul 2020 12:34 PM PDT
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Publisher contacted me about my casual mobile game. I need advice. Posted: 22 Jul 2020 12:14 PM PDT Just launched my first casual mobile game, and a UK-based dev/publisher has contacted me about publishing my app. I've done my research, and this interest is legit. Correct email, confirmed employee on LinkedIn, etc. Here's an overview:
Here are my questions for you good people:
Thanks everyone! [link] [comments] | ||
Saving game data: What are the common gotchas? Posted: 22 Jul 2020 12:07 AM PDT I finally decided to add a save system to my game. The general idea is simple: organise data somewhere,save it in a text file and load it. Read/writing data in JSON/binary is simple and there are plenty of tutorials. However I'm concerned about the following issues:
What are your thoughts? [link] [comments] | ||
How can I make my gameplay less visually confusing? Posted: 22 Jul 2020 11:49 AM PDT Hello everyone! The last few years I have been working on a project of mine, which is currently in the polishing phase. It is a realtime action grid-fighting game, with a strong focus on customization. Here is a collection of gifs showing various gameplay moments! I think that despite not a lot happening (only a few attacks are getting used), the moment-to-moment gameplay feels very overloaded and like there is a lot going on. This can cause especially new players to become confused quite quickly. As such, I wanted to ask you for ideas on how I can make the battles more visually clear and less-cluttered? Do you have any other criticism regarding the art or gameplay visuals that you believe might be distracting from the battle or hard to read? ...Is it even confusing or am I just going crazy from staring at the game for too long up-close? Any and all input is appreciated, thank you in advance for your help. :) [link] [comments] | ||
How do you "tune" your game's difficulty? Posted: 22 Jul 2020 11:38 AM PDT
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How to implement a jitter buffer? Posted: 22 Jul 2020 11:23 AM PDT Hello, I'm trying to implement multiplayer the right way in my indie game, I struggled so much but finally got prediction and reconciliation right, but I'm not immune to jitter. I've seen I have to implement a jitter buffer, but I have no idea how to do that. I mean, a jitter buffer role is to buffer packets according to their tick before sending them to the application, right? Okay, but how is it supposed to do that? The answer can't just be "duh, when you get a tick packet, wait until tick + 2 to deliver it", let's say I receive this: tick 4 => tick 5 => <nothing> => tick 6 and tick 7 together => nothing => nothing => tick 8 => tick 9 and 10 together, how am I supposed to compute when the tick should be run on the client? To explain a bit how my application works, I have a fixed tickrate shared by the server and the client. Each tick is numbered using a 16bits integer (for which overflowing is fine and is taken into account), so when the server starts it simulate tick 0, tick 1, etc. When a client joins the server, it retrieves the tickrate and begins to simulate from tick 0 too (so I have a server tick index along with a client one). When I receive a packet from the server, it is numbered with its server tick index (which isn't used for now) along with the last processed input index (which is used for prediction / reconciliation). So yeah, my question is, how am I supposed to know, client-side, that the tick 44 I just received from the server should be executed in two ticks and the tick 45 I received at the same time should be executed in three? I'm sorry if I'm not being clear, feel free to ask for more info. [link] [comments] | ||
How weapons are handled by the client vs authoritative server? Posted: 22 Jul 2020 11:09 AM PDT Hello! I am currently creating a multiplayer first person shooter games as a means of learning netcode. Over the past few weeks i've been going back and forth on how to implement the best weapon system for my game. I've been trying to design it in the context of an authoritative server enviornment, but i'm unsure of what aspects should be handled by the client and what should be handled by the server. Does anyone know of any resources on how other games did this? For example, should weapon data (like max-damage, max-ammo, fire-rate, etc) be stored on the server and sent to the client when needed? How/Where should this information be stored? How often should the client ask the server to do things like reload, switch weapons, even keep track of the current ammo? Obviously there are plenty of different ways different games achieve this, I've just been searching for resources on how to learn more about it with no luck. So if anyone knows any good papers, GDC talks, books, articles, etc. please let me know! [link] [comments] | ||
As a project before my big game, I'm going to work on a platformer Posted: 22 Jul 2020 11:05 AM PDT I've heard 'don't make your big project first' so I've decided to follow that. I'm going to make a platform er, and hopefully turn it into a series. I'll probably follow this up later. [link] [comments] | ||
Hologram Distortion in Unity Shader Graph and URP (tutorial in comments) Posted: 21 Jul 2020 12:57 PM PDT
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When is bit shifting useful in game dev? Posted: 22 Jul 2020 10:14 AM PDT Every once in a while I am looking through some source code in C or C++ (like stb_image.h) and I see that the developer chose to use some bit shifting techniques and I always wonder why that is. I have also seen it here in this voxel optimization video and also on an old video where Notch using bit shifting to change colours and I really want to understand the rationale as to why you would want to do that? I most often see the shift left operator (<<) being used most - why? [link] [comments] |
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