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    Saturday, July 4, 2020

    Screenshot Saturday #492 - Fresh Visuals

    Screenshot Saturday #492 - Fresh Visuals


    Screenshot Saturday #492 - Fresh Visuals

    Posted: 03 Jul 2020 09:04 PM PDT

    Share your progress since last time in a form of screenshots, animations and videos. Tell us all about your project and make us interested!

    The hashtag for Twitter is of course #screenshotsaturday.

    Note: Using url shorteners is discouraged as it may get you caught by Reddit's spam filter.


    Previous Screenshot Saturdays


    Bonus question: Do you enjoy playing games as much as you did 10 years ago?

    submitted by /u/Sexual_Lettuce
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    After a year of learning and developing games, this is what I got. What would yours be?

    Posted: 04 Jul 2020 10:45 AM PDT

    Sharing a solution to a problem in Unity

    Posted: 04 Jul 2020 01:46 AM PDT

    Sharing a solution to a problem in Unity

    For months I've had this annoying issue when programming our game that I've only just now solved. As I'm sure I'm not the only one with this issue, I'm sharing it in the hopes that someone else may benefit from it.

    Let me first explain what that issue was with an example:

    In our game, the player character jumps when pressing the "A" button on an Xbox controller. I wrote the pseudo-code below to give a better idea:

    private void Update() { if (Input.GetButtonDown("AButton")) { Jump(); } } 

    The "A" button also happens to be the "Submit" button, as defined by the default EventSystem Input Axis - this is used mainly by Unity's UI as the default "accept" button, such that pressing it triggers the "onClick" event of a button, for example.

    Lastly for the backstory, I've implemented a basic pause menu that brings up a UI panel with buttons, one of them being "Resume." This simply hides the pause menu and resumes play.

    So what ends up happening is that when I press "A" to trigger the "onClick" event of the "Resume" button, the pause menu gets hidden and the player character jumps - these events happen with the same press of the "A" button.

    See below gif for visualization - I'm demonstrating this issue with the red pirate character:

    When pressing \"Resume,\" the game resumes with the red pirate immediately jumping!

    This is because the "A" button still counts as being "down," since the Input.GetButtonDown(...) function returns true so long as that button is down by the end of the frame. It's as if the input press "leaks through" and executes code that it shouldn't.

    I tried different combinations of booleans and flags in order to prevent the jump code from executing by triggering the "Resume" button; none of that worked since the flags would be set to allow the jump code to execute well before the end of the frame, so Input.GetButtonDown("AButton") still returned true.

    Just now I finally found the solution to this: using Input.ResetInputAxes()

    According to the documentation:

    Resets all input. After ResetInputAxes all axes return to 0 and all buttons return to 0 for one frame.

    So by calling it when pressing the "Resume" button, it forces Input.GetButtonDown("AButton") to return false, so only the "Resume" button's "onClick" gets executed and nothing else.

    This yields the intended result:

    Pressing \"Resume\" resumes without anything else!

    I hope this helps someone out there who also had to deal with this annoying problem!

    EDIT: thank you to everyone who commented and offered their advice and suggestions! Through reading your comments, one frequently suggested solution is to have the pause menu buttons consume the input events such that the game itself doesn't need to so so in the first place. This was actually what I first tried to do; unfortunately, I haven't found a way in Unity to access the event information within a UI Button's "onClick" handler, which led me to the solution I described above. However, I've gotten ideas from your comments implementing a better solution that works somewhat along these lines that I will try out.

    EDIT 2: one thing I should mention was that the solution - or rather, the workaround - proposed in this post came about as a 4 AM revelation when I finally made some progress in eliminating this issue. I realized after reading all your comments and suggestions that this is not recommended to be a long-term solution and that ideally the input should not be tightly coupled to the game code. So for those who read this post, keep this in mind if you plan to implement it in your games.

    submitted by /u/safeena_games
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    Pixilart - A free pixel art drawing app. I just found this really cool app. It seems to have most functionalities you need for pixel art, including animation, and it's free. I know Asperite is the go-to but what's the difference?

    Posted: 03 Jul 2020 04:08 PM PDT

    If you like to create your own sound design for your games, try some of these tricks

    Posted: 04 Jul 2020 10:02 AM PDT

    Hi ��

    Posted: 04 Jul 2020 01:26 PM PDT

    Automatic atlas-based UV mapping (part of DreamUV, new addon created by Bram Eulaers)

    Posted: 04 Jul 2020 06:47 AM PDT

    Part 3 Of my Multi-player series is up! This time - Movement

    Posted: 04 Jul 2020 02:46 AM PDT

    Ecosystem implemented using an entity component system.

    Posted: 04 Jul 2020 01:31 PM PDT

    After 10 years of development and 3 months of unannounced Steam store presence, my game finally has a proper trailer. Any advice or suggestions will be appreciated.

    Posted: 04 Jul 2020 06:09 AM PDT

    Hello everyone! I just wanted to share with you what might be one of the most important milestones I reached during game development. I've finally made a trailer for my simple puzzle game that I've been working on since 2010. After 13 years of being a game developer, both professional and hobbyist, I'm finally reaching the point of releasing my first own indie game, and it is quite overwhelming. I wanted to ask you guys for any advice or suggestions regarding the trailer, as well as how to correctly approach the announcement and release of a niche game like the one I'm making.

    The game was originally greenlit in early 2015 and was quietly sitting on Steam for over 3 months now without any trailer (just a couple of GIFs), with a wishlist conversion rate of 4.22%. I know that the number is not impressive, but I'm still quite satisfied, as I didn't mention the game all that much after 2013. I've also translated the store page into Czech which surprisingly had a pretty decent impact on both views and wishlists.

    The trailer itself took me more than a month to make, a whole month of not doing anything else, as ridiculous as it may sound. I had no prior experience with any video editing tools, nor did I have a vision on how to approach the trailer and how should it look like. I watched a lot of videos about making trailers, but it was still much harder than I expected, especially for this kind of game. Thankfully, a talented composer joined me at the end of the development cycle and helped me create some more immersive content. I've never thought that music is very important in a trailer, well how wrong I was. Given the lack of experience, I don't think I've nailed it just right, not even mentioning that all the footage was recorded with flushed out colors without me noticing it the whole time.

    Anyway, here is the link to the video:

    https://www.youtube.com/watch?v=RZnTb2qQ1CU

    Sorry for the long post. Feel free to leave any feedback, no matter how honest, everything will be appreciated.

    submitted by /u/czsevcikdaniel
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    Building audience and marketing as solo indie dev

    Posted: 04 Jul 2020 01:26 PM PDT

    What are the best practices for solo indie developers for building audience and marketing themselves and their games? It's probably important to start building a community as soon as possible

    submitted by /u/MaverickSketching
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    I created a 5-part tutorial series for creating a terminal/console in Unity after receiving many-a-questions about mine. Please enjoy!

    Posted: 04 Jul 2020 05:34 AM PDT

    Grass Simulation Experiment, Github repo in video description

    Posted: 04 Jul 2020 04:30 AM PDT

    I want to know your opinion about my thoughts

    Posted: 04 Jul 2020 12:08 PM PDT

    Hello everyone, I am a programmer with a short experience (5 months) and in the future I want to work in gamedev. I have basic knowledge of c ++.
    I started learning opengl.
    And I have questions, for example:
    "Where to start learning gamedev?"
    "What to choose opengl or directx?"
    "If opengl, what is better to use glut or glfw?"
    "How to find a project for practice?"
    "What books to read to better understand the gamedev structure?"
    Thank you in advance for your answers, I really stood up

    submitted by /u/Tynkute
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    Best tips for game development? Share your advice :)

    Posted: 04 Jul 2020 04:31 AM PDT

    Hi friends,

    As someone new to game development it has been really informative to learn from the experiences everyone has had, so I thought I'd start a thread where people post their top 3 tips for game development based on their experiences.

    My hope is that this thread will be useful for other newcomers, or even seasoned developers!

    I guess I'll start...

    • Game development is a marathon, not a sprint. Building healthy daily working habits has helped me make more progress.

    • You can learn how to do anything with a good google search.

    • Don't get caught up in 'best practises' all the time as a beginner, focus on finishing a small scopable project and learn as you go.

    submitted by /u/saulman515
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    What are the most in demand jobs in the video games industry?

    Posted: 03 Jul 2020 02:28 PM PDT

    Is it possible to interview a current game developer?

    Posted: 04 Jul 2020 11:28 AM PDT

    Hi Reddit,

    For one of my classes, I need to interview someone who currently has a job I have an interest in. Is there anyone here willing to let me interview them? I think our professor allows messages and doesn't even have to be voice.

    Thank you, everyone!

    submitted by /u/highkingko
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    Tips on Writing an Intriguing Story

    Posted: 03 Jul 2020 09:55 PM PDT

    Hello, fellow devs!

    I have been making games as a side project for over 5 years, however, I can never come up with a story. I'm a pretty good programmer so alls that I need is the story. Without it, my game just becomes a melting pot of random mechanics.

    Right now I am working on a space game I currently have it so that you can fly around, land, and walk around on planets. But I have ZERO story. I really like the project so far so can you lend a hand Redditors and tell me how to come up with a story so I can proceed with this game and not make it a mess.

    Thanks!

    submitted by /u/Millerdc360
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    What are some simple ways to back up your gamedev project if you aren’t a programmer?

    Posted: 04 Jul 2020 10:36 AM PDT

    I know there a lot of ways to back up your game project. I know some programming, but not a ton. I've hear of people using Git, but I have no clue how that is used or how to set it up. I've heard some people just try to back it up using an external hard drive...however as the project gets quite large this can take awhile to do backups this way.

    What are some ways you all recommended that are simple to implement...yet effective?

    submitted by /u/ko_games
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    Rate your favorite games

    Posted: 04 Jul 2020 01:29 PM PDT

    Hello there, i created a form regarding people's favorite games ~for research purposes~ and I would like you to fill it with your favorite games.

    It asks things such as how much the game focuses on gameplay or dialogue, or if the sound design is an essential part of it. Any help is deeply appreciated, thanks!

    Here's the link: https://forms.gle/vJqnzUT8o5jjMdMZ6

    I'm creating a game myself and would like to put this information to good use.

    submitted by /u/redfawkes23
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    Is it hard to sell 14k+ copies of your game on Steam?

    Posted: 04 Jul 2020 01:22 PM PDT

    I noticed that many decent indie games on Steam doesn't even cross the 10k copies mark and I don't know why. Is it marketing? or something else perhaps.

    Edit: If you are wondering why am asking about 14k it's because I live in Egypt and my game price will be 10$ and after steam cut and taxes, the profit will cross 1 million Egyptian Pounds and that's more than enough to attract investors to my game studio.

    submitted by /u/mtolimat
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    Building a modular/component ability system but ran into a snag once I got to animations...

    Posted: 04 Jul 2020 01:16 PM PDT

    I'm stuck and could use some design help. I'm using unity.

    I'm making an ability system similar to that of league of legends. I can hotswap abilities onto any player hero at any point before or during runtime. This is great and works, but I just realized that I'll need an ability animation for each hero.

    Now, this isn't a real issue because certain heroes will only ever used certain abilities. That means I know exactly which animations I need for each hero. It would just be nice to be able to hotswap during testing.

    First question: Is there a scalable way to reuse animations across heros/models? I have no animation creation experience and have been using premade models with animations already created.

    Second question: My animator suddenly becomes a mess. I'd need to place every possible ability inside my animator component and draw lines to each. I was already considering moving to animancer (https://assetstore.unity.com/packages/tools/animation/animancer-pro-116514) and I think this will be the final nail in the coffin. The fact that my attack animation actually triggers my player's attack() method was scary enough. Should I be aware of anything before moving to this code-based animation controlling route?

    submitted by /u/hamburglin
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    Why Unity Navmesh codes should be executed first?

    Posted: 04 Jul 2020 12:56 PM PDT

    I'm trying to calculate path using NavMesh.CalculatePath and use rigidbody alongside with it, how ever if character does not stick to navmesh baked area the calculatePath codes will not work.
    I also found that if my path finding codes does not run first the path finding will not work either.
    for example:

    void Update { //path finding in this script will work PathFinding(); GetDistance(); } void Update { //path finding in this script will NOT work GetDistance(); PathFinding(); } 

    any help regarding to solving the problem or understanding how Unity navmesh system works will appreciated.

    submitted by /u/Raminlich
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    Sound and Music Developers Rates

    Posted: 04 Jul 2020 12:36 PM PDT

    Hello,

    For the project I am working on I was hoping to get the help of freelancers for the sound effects and music of the games. What rates do others pay for freelancers in this field? What is a reasonable range?

    submitted by /u/Orothrim
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    Would you support a mobile game on kickstarter/indiegogo?

    Posted: 04 Jul 2020 12:34 PM PDT

    I'm freshly after colleague. I'm working as a mobile game dev in rather low income east-eu country. I want to make a mobile game. I have the idea, technical skills and money. But not enough money. I calculated cost of launching my game. Servers, ads, plugins, licenses, graphics, design. I have enough to make a not so good looking game with servers and advertisement but I started wondering if it would be possible to launch indiegogo/kickstarter campagin just to fund part of the graphics redesign to have good looking game instead of "meh" looking game. If you would saw a developed casual game with somewhat original idea, multiplayer/tournaments mode made by single indie developer who is looking only for money to fund reskin of his game, would you consider pledging or would it be out of the question? I know there is a stigma against funding games due to not finishing them by developers. I can only guess it is even worse for mobile games, but if game is "finished" and only awaiting graphical update?

    submitted by /u/serioushats
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