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    Tuesday, July 7, 2020

    Making GUI elements in Game Maker can be difficult, but I finally got a few to work!

    Making GUI elements in Game Maker can be difficult, but I finally got a few to work!


    Making GUI elements in Game Maker can be difficult, but I finally got a few to work!

    Posted: 06 Jul 2020 07:58 PM PDT

    finished the character design for my game

    Posted: 07 Jul 2020 11:01 AM PDT

    Simple tip for making Unity compile faster

    Posted: 07 Jul 2020 11:09 AM PDT

    Turns out you can optimize your compile times using Assembly Definitions in Unity. Hope you enjoy.

    https://letsbuild.gg/eranelbaz/make-unity-editor-compile-faster-20ml

    submitted by /u/rcarlson8203
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    Guy makes a game engine that works in a very different way

    Posted: 06 Jul 2020 04:57 PM PDT

    Drinking from the Firehose: Learning Computer Graphics Techniques and Programming

    Posted: 07 Jul 2020 10:00 AM PDT

    Star Control Creators Paul Reiche & Fred Ford: Extended Interview | Ars Technica

    Posted: 07 Jul 2020 09:08 AM PDT

    Garage Inc, we released a closed Alpha!

    Posted: 07 Jul 2020 11:10 AM PDT

    The DarkSide Demo Series #3 Dynamic Lighting in Unreal Engine 4

    Posted: 07 Jul 2020 10:35 AM PDT

    Featured free Marketplace content - July 2020

    Posted: 07 Jul 2020 10:18 AM PDT

    Choosing the right color palette

    Posted: 07 Jul 2020 08:04 AM PDT

    Hi everyone,

    First thing first, this is my first post on reddit so if something goes wrong I apologize.

    I wanted some advice about choosing the right color palette. I am linking in this post (I hope I do it correctly) a screenshot of a prototype of the tactical mobile game I am currently working on. One of the first thing that I decided about my game was the color palette, but lately I started doubting my choice: I understand that colors have a huge impact on the mood of the game and for this reason, since the eerie and dark tones that the story has, I selected this palette, but I started asking myself if maybe choosing livelier colors would be better for product presentation. A lot of games use very bright colors and I believe that this choice comes from the idea that this can easily attract the eye of (potential) players. I am just a hobbyist but I still want to take marketability in consideration so I wanted to know what you think about it. How do you deal with the artistic choice of a color palette? Should I change it in my project? Any advice is very welcomed!

    Ps. The UI was very basic and right now is undergoing massive changes due to a new mechanic I am implementing, still any comments about readability are very appreciated

    screenshot

    submitted by /u/RoyalEyes
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    What exactly is a graphic/UI designer's role in game development?

    Posted: 07 Jul 2020 09:39 AM PDT

    Not sure if this is the place to ask this but..

    I'm a UI/UX designer with a lot of experience in fintech design, so I can do a lot of complex user flows and also layouts/typography/UI/etc... I've been curious about if it would be possible to transition to doing a similar role in game design, however not sure if I have the skillset for it. Are graphic/UI designers in game dev responsible for creating the art as well or mostly focused on typography/wireframes?

    I ask because I'm not an artist and my graphic/visual background is more in line with traditional print or modernist design and don't have any skill in 3d rendering or I guess what you would consider video game art. For example, I would be able to design icons, menu systems, dialogue boxes, anything related to typographic systems or layouts, but I would not be able to draw things like weapons, character art, or title animations.

    Any thoughts or resources appreciated. Thanks!

    submitted by /u/vivemelior
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    Low Poly Floating Island | Game Ready Models | Free To Use, Link In The Video Description

    Posted: 07 Jul 2020 08:58 AM PDT

    What was your "I can do this" moment?

    Posted: 07 Jul 2020 04:37 AM PDT

    For context, I have zero experience in most aspects of game development but have several ideas I believe would translate into fun/compelling gameplay and narratives.

    The last time I tried coding was a computer science class in college about 20 years ago that wanted to start us off with Fortran, which was obsolete at the time. I understand the reasoning, but it felt like a lot of time wasted with no tangible experience or results gained.

    I feel very drawn to the idea of game design, and I don't mind doing work myself, but I'm very hesitant to just dive in and go. I'm aware that my hesitation is born of insecurity (fear of subpar work, etc), which brings me full-circle to my opening question:

    What urges you on?

    submitted by /u/AngryPeewee
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    Combat design question

    Posted: 07 Jul 2020 11:43 AM PDT

    Alright, I've got a question. My game is a bit of a hybrid between turn based and action. The way it works is you have a typical turn based layout but when you choose your target it takes you into a short action sequence between the two characters. While in that sequence I've allowed for the player to equip a spell and an ability to use and they can swap those out between turns.

    What I want to know is whether or not I should open it up for the player to have more than just one skill and one spell equipped, thoughts?

    submitted by /u/Zerostin
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    The same tools we're using to capture development footage will be also be available to players in our Reply Suite. Save, Watch, and Create your own content!

    Posted: 07 Jul 2020 11:43 AM PDT

    Welcome a distant relative of the legendary Papers, Please - story-driven political sim For the people! Release date on Steam - July 30.

    Posted: 07 Jul 2020 11:24 AM PDT

    Wrote an Article analyzing the different ways you can fund your Game! Hope it helps some people.

    Posted: 07 Jul 2020 11:08 AM PDT

    where is a good place to market a game at low cost to me?

    Posted: 07 Jul 2020 10:54 AM PDT

    I have a game I've worked on as a hobby but it would be nice to make a little from it if I can. I don't want to spend £100 to put it on steam and I don't want to pay for an ad slot no one is gonna see. So if you know anywhere I can post my game that would be great. If you want to try the game PM me.

    submitted by /u/Thefakematthew
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    what level of polish/content one should aim for before posting a game out there ?

    Posted: 07 Jul 2020 07:07 AM PDT

    so basically, i have this game called Chroma Donuts i made for the 56th Mini Jam, it is my very first game and is basically a top down shooter ala Hotline Miami except the main characters are donuts

    i decided to keep working on it post-jam because i wanted to get the game somewhere (and also hated how shit/jank it was), but so far besides like 3 people from itch.io, the only ones that actually played this game were a couple friends who for some reason thought speedrunning it would be fun

    this is good and all, but i eventually want to start posting links to the game in game dev discords and other areas, if only to have people roast my shitty decisions to hell and back gather feedback/testers so i can get ideas or a list of things to address as i slowly work my way from "piece of trash made in 3 days for a game jam" to "thing that actually can be called a proper game and is worth interest"

    the thing is, i don't really know when to do that, cause rn i'm working on the second patch since the original version and there's still a bunch of things i want to add (especially more levels, as rn the game only has 4), should i wait till i get that patch out, should i just say fuck it and post it as it is rn, or should i wait till i have a decent amount of content and polish ?

    i'm asking this cause i'm worried of posting something completely trash and wasting everyone's time/having no-one even want to bother with it cause of how bad/small/jank it is

    submitted by /u/Mystic2000
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    Whe worst steam Wishlist conversion?- 0.9%

    Posted: 07 Jul 2020 04:32 AM PDT

    Whe worst steam Wishlist conversion?- 0.9%

    Hello. I've got a game's page on Steam. But since I'd published the page- conversion views to wishlists gets lower and lower, from 18% on start, today it have reached 0.9%. It was 1.1% until I'd published a new trailer. The game getting worse with each page update?

    I also see that average session duration (since I uploaded the trailer) is 3 seconds, but most of days it's <1 second.

    So, how to fix that? Or shall I remove the game and forget for ever about making games?

    Steam page: https://store.steampowered.com/app/1302190/Pirates_Mystery_of_Skeleton_Island/

    2 month

    submitted by /u/Astromanson
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    NimConf 2020 talk, introduction to making games in Nim programming language with the Nico (pico8-like) framework

    Posted: 06 Jul 2020 11:55 PM PDT

    stuck on the Unity asset store publish registration page. Need help.

    Posted: 07 Jul 2020 10:28 AM PDT

    I am trying to make a unity asset publisher. I filled all the required tabs but when I press "Save and preview ", nothing happens. Help?

    submitted by /u/ShinigamiOfPast
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    Does Input.acceleration use gyroscope?

    Posted: 07 Jul 2020 10:00 AM PDT

    Hello I already asked this question an hour earlier on answers.unity.com, but haven't got any reply yet. So I thought maybe someone here can help me. I will just paste my post here.

    " Sorry if the similar topic was already discussed, but any searches including keywords 'Input.acceleration' and 'Gyroscope' returns great amount of topics, but I couldn't find anything that is related to my question.

    Does 'Input.acceleration' use Gyroscope on mobile devices? Name of the field suggest that it uses only accelerator, but I heard from friend (who is experienced Unity developer, but for Nintendo Switch, and haven't worked on mobile platforms for years) that this is actually using gyroscope underneath. As far as I read on the internet I believe this is using only accelerometer on mobile devices. But on the other hand, when I'm reading about functionality of accelerometer and I compare this to data I get from Input.acceleration I feel like it's returning more info than accelerometer alone can provide, so I am confused.

    I would like also to ask is this good idea to publish game focused strictly on accelerometer control. I will implement alternative controls, but it can't be so intuitive and fun to play as those using accelerometer."

    Maybe someone of you fellow redditers have phone without gyroscope knows how Input.acceleration behaves on those devices. I would appreciate any help

    submitted by /u/Olfeath
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    I'm just wondering if adding this npc is enough to let the player know that they can climb walls. (This is where all of the test players got stuck, because they didn't know that you could do that)

    Posted: 06 Jul 2020 04:14 PM PDT

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