• Breaking News

    Friday, July 31, 2020

    I've composed 191 songs and sound effects and released them under the CC BY 4.0 license which you can use in any personal and commercial project and they're all free!

    I've composed 191 songs and sound effects and released them under the CC BY 4.0 license which you can use in any personal and commercial project and they're all free!


    I've composed 191 songs and sound effects and released them under the CC BY 4.0 license which you can use in any personal and commercial project and they're all free!

    Posted: 31 Jul 2020 04:19 AM PDT

    How to download the songs?

    You can download all of them in one RAR & ZIP file by following this Bandcamp link.

    What's the total size of the library and in which format do they come in?

    Total file size varies in format. You can download the songs in MP3, FLAC, AAC, OGG, ALAC, WAV and AIFF formats.

    What about the license? (CC BY 4.0)

    You can use any song in this library in anyway you want, be it as a sound effect in your game or as a background music in one of your Youtube & Twitch videos, even commercially. If you'd like to find more information about the license, please check this creativecommons.org link. Providing an appropriate credit (Either Composed by onemansymphony.bandcamp.com or patreon.com/onemansymphony) is required.

    What is the future of this library? How can I support it?

    I'm planning to expand this library's content as much as possible, and doing so takes a great amount of time, and calls for new virtual instruments and tools to create songs in rich and different sound. My current goal is to keep adding more songs in different genres into this library as well as creating environmental sound effects in high quality. Also Bandcamp limits the quantity of free downloads so I need to buy more "free download credits" to make the album even more accessible. More information about the subject can be found ​here. Due to these reasons, I created a Patreon page if you'd like to support this project. By becoming a Patron, you'll get access to the loop files, bonus and alternative songs and sound effects that are not included in the public library hosted on Bandcamp.

    Can I remix the songs in the library?

    As long as you provide an appropriate credit to the original album, you can do whatever you want to do with them.

    Are these songs loopable?

    Almost every single song in the album (with a few exceptions here and there) is loopable. While producing these songs, I always paid extra attention to make them as loopable as possible since some users would like to break a song into seperate pieces and just want to use that specific section of the song in their projects, and some people might like to extend a specific part of the song for adaptive sound design purposes. I am very well aware of that modern video games call for an application of adaptive sound design. A song which is made of different sections should be easily loopable & cuttable and any section of the song should be easily extandable. And whenever a transition occurs, it should sound as smooth as possible. These were the things that I kept in my mind while composing these pieces. If you'd like to create your own loop files out of these songs, you can use a free software such as Audacity to do so and refer to its manual to learn more about how looping is done. If you don't want to spend your time with the process of looping, you can subscribe to my $1 tier on Patreon where you can get access to the loop files of the songs in the library.

    Is this album updated regularly?

    Yes! Whenever I add a new song or sound effect to the library, I announce it on my Twitter. I would suggest checking the tweets or the album page regularly if you're in need of new music frequently.

    Can I listen to these songs on Spotify?

    Yes! Uploading the songs to Spotify takes longer than uploading them to Bandcamp so not all of the songs are available on Spotify yet, but you can listen to some of them by following this Spotify link.

    Feel free to ask if you guys have any questions.

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

    Free Texture Pack: Wood 02 (link in the comments)

    Posted: 30 Jul 2020 12:53 PM PDT

    Hey guys, I get a ton of questions about how I texture assets so quickly, so I decided to put together a FREE tutorial sharing how I quickly texture simple assets in under 10 minutes using Substance Painter's powerful PBR workflow. Enjoy!

    Posted: 31 Jul 2020 05:52 AM PDT

    Recreation of Control's Telekinesis in our tutorial for UE4! Link to the project in the video description.

    Posted: 31 Jul 2020 09:03 AM PDT

    As a beginner gamedev, is it wise for me to jump into a game jam?

    Posted: 31 Jul 2020 07:09 AM PDT

    I have learn how to use Unity's basic and fundamental functions, and I feel confident to make a game, so is it a good start to just jump straight through in any game jam?

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

    Size Changing + Physics + Destruction = I AM AN ANGRY GOD VR

    Posted: 31 Jul 2020 11:21 AM PDT

    10 Months Of Game Development!

    Posted: 31 Jul 2020 10:03 AM PDT

    Is there a name for the type of animation where static graphics are warped to imitate motion?

    Posted: 31 Jul 2020 09:19 AM PDT

    The beginning of this trailer is an example of what I'm talking about; the technique is very noticeable on the character's chest at 0:02. It's a very prevalent technique in free-to-play mobile games, and I'm just curious if there's an industry standard (or informal) name for it so I can discuss it without having to explain it every time. (I've had a hard time searching for it since the only technique I know that's similar is use of the puppet warp tool.)

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

    When do you use pointers in game development? C++

    Posted: 31 Jul 2020 10:45 AM PDT

    I was just wondering when you use pointer when making a game I've done some research on it but I don't fully get it one code on unreal engine is USpringArmComponent* CameraBoom so I started to look on the internet what it meant and so I ended up here also what does this

    class FIRSTSOMETHING_API AJoe : public ACharacter

    mean? I never seen it.

    submitted by /u/NutSunny69
    [link] [comments]

    How do you explain to an exec the value of implementing feedback loops to make a game more engaging, when *they* think the game is engaging, and think testing has proved it as well?

    Posted: 31 Jul 2020 08:24 AM PDT

    Hi all. Im a product designer (lets say UX lead for the intent of this post), at a company started by people who dont play or enjoy video games, intent on making "gaming software."

    I've prototyped several games and have tested them with a good deal of positive feedback and some good granular criticisms. Now, these tests have happened using a a short and controlled environment (essentially helping us nail down the second-to-second gameplay), and have not really delved into longer sessions to test and understand if it's enjoyable over the longer experience.

    Ive personally tested it in a longer experience, as has the CEO, and our mutual feedback has been that the experience is boring over time.

    I'm trying to advocate to the product manager that we should be prototyping and testing some engaging feedback loops (games within the game) in the experience to make it more compelling, but they are essentially taking our very limited testing data at face value and saying "we didnt hear that we needed that. I feel like you're personal preferences are getting in the way of your objectivity."

    This person is advocating that we jump right into design and then tack on features after the fact, when Im pretty sure that these things should be understood first. In my head im equating it to "Making and releasing Super Mario Bros, only without enemies, pits, or a time limit, and then determining whether we need to add such things afterwards."

    Does anyone have any experience with this kind of scenario? I'm trying to not be biased, but this person is also gatekeeping my ability to test anything with anyone, so I cant even get data to support my thinking.

    Thanks so much. Sorry for the long post!

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

    Every source and book on game development suggests to try out smaller, simpler versions of your game as "prototypes" to test how the core loop plays out. However, what if I'm making a "typical" point-and-click quest, not deviating from the genre's core loop, what would a "prototype" look like?

    Posted: 31 Jul 2020 09:55 AM PDT

    Hi! So I needed help in developing/identifying type of game/simulation (I know nothing about game dev)

    Posted: 31 Jul 2020 11:28 AM PDT

    For my college work I wanted to develop a pretty simple game where the player can select X (say 6) number of options from a pool of Y options. Once the player selects 6 or lesser number of options, info related to those options only is given. The player then uses this info to make a choice. It would be great if someone could let me know what are these kinds of games/simulations called. Any leads as to how to make them would be really appreciated!

    submitted by /u/shivani942
    [link] [comments]

    Feel defeated when look at those top games on steam

    Posted: 31 Jul 2020 04:07 AM PDT

    I am Working on my game. When compare it to those top game. I feel very depressed and want to give up on making games. Anyone feel the same?

    submitted by /u/sljason77
    [link] [comments]

    Best places to post updates

    Posted: 31 Jul 2020 08:41 AM PDT

    Hey all!I am working towards a first reveal of the game I am working on, and then I want to post updates so that people who are interested can follow along with the development.

    Where are the best places to post updates?Ideas that I have had:

    1. Dedicated subreddit
    2. This subreddit and other game dev subreddits (what are all the ones that people are on?)
    3. Twitter
    4. Instagram
    5. Discord
    6. Dedicated website (this one probably is low down on the list, because a new website from an unknown developer wont have much exposure)

    At this time I am not interested in paid advertising. This is a low-budget project, and that type of exposure isn't needed.

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

    What should I be doing 3 months before launching first commercial game?

    Posted: 31 Jul 2020 08:40 AM PDT

    Make PONG with AI in Unity 2D ~ Beginner Tutorial

    Posted: 31 Jul 2020 06:39 AM PDT

    Rope physics? Help

    Posted: 31 Jul 2020 08:21 AM PDT

    I'm working on a game where a rope acts as the players limitations. (Ex the rope can only go so far from a point or the player must unravel it if they want to go to an other place) I also want to make it so the player can pick it up or drop it at any point. I'm very new to game development and am very inexperienced with coding. I'm working with the unreal engine.

    submitted by /u/SteppingTitan81
    [link] [comments]

    Why many games use .dds for texture files ?

    Posted: 31 Jul 2020 06:05 AM PDT

    I have never seen any game with png or jpg textures. They either use .dds or their own format.

    I am not a gamedev and was just wondering why they use .dds

    submitted by /u/deep7raja
    [link] [comments]

    Developing a physics based projectile game with destructible buildings. Is Unreal Most suitable?

    Posted: 31 Jul 2020 02:12 AM PDT

    I've developed in Unreal for 2 years now and have had some experience with the destruction feature. Although I'm curious if there are any better engines out there for physics and object destruction. This will be a game in releasing publicly for the first time so need to weigh up my options.

    Thanks in advance

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

    Looking for a team of noobs

    Posted: 31 Jul 2020 11:49 AM PDT

    I'm new to the whole game dev thing, I've been messing around with it,I can understand some gdscript on godot but I'm trying to learn c# on unity too. I'm looking for a group of beginners that we can learn off of eachother and maybe make some stuff. Not necessarily an indie dev company, unless if we wanna do that when we get experience from eachother. I just want people to exchange info to eachother and that may help us on our journey, DM me on my discord Someonethatexists#6210 if you would like an invite to our server. Do not expect to see professionals when you join.

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

    Behavior tree in action and for a change it is not used for NPC but for weapon behavior, like late shell ejection, reload logic and more

    Posted: 31 Jul 2020 11:36 AM PDT

    Engine mechanics of 1st person adventure games (Myst, Starship Titanic, Journeyman Project)

    Posted: 31 Jul 2020 11:28 AM PDT

    Hi all!

    I'm looking at how 1st person adventure games are made and I have some questions.

    This is 1st person adventure but without free movement of the player/camera, so NOT like Gone Home, Firewatch, etc...

    I've been looking into it and it looks like for the most part these games are a series of still/animated images and every time the player clicks on a particular hotspot (like wherever the cursor shows a "left" arrow), the current image is simply swapped out for the corresponding image.

    The Making Of Myst was a bit helpful in that they showed that the environments were created as a whole (so as a whole room, and then individual snapshots of each direction were rendered as stills).

    I'm wondering a few things:

    1) games like starship titanic have animated characters in these stills - I'm guessing to recreate this instead of a still image you'd just have like a gif of some kind instead (or a gif overlaying a still background).

    Starship titanic had "swipes" as a turning animation, where as journeyman project 3 had little animated clips of the character moving from one place to another on occasion. How might this be achieved?

    2) how feasible is a game these days that is simply a series of thousands of pre-rendered images?

    Just like how Myst required a new technology for storage in order to hold that massive amount of data, with the resolution and size of images today, I'd be concerned that even a simple game like Myst would have enormous file sizes and require an absurd amount of storage space, possibly also processing power/

    Curious to know what you guys think. I don't know much about image compression or optimization, so if anyone has any info about that I'd love to know! I'm hopeful - years ago if you had asked me if we could store an 8 hour stream in just a few hundred megabytes without losing quality I'd have sputtered and balked, but new file formats and developments are happening all the time!

    Thank you in advance!

    S

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

    No comments:

    Post a Comment