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    Thursday, July 9, 2020

    Want to get your game published? I created a list of Publishers that accept Indie Submissions

    Want to get your game published? I created a list of Publishers that accept Indie Submissions


    Want to get your game published? I created a list of Publishers that accept Indie Submissions

    Posted: 09 Jul 2020 01:17 AM PDT

    Hey everybody,I created something that might be useful for some of the devs here.

    I know a lot of you are finishing games and are looking for publishers that will take a look at your game.

    To try and help with that, I created a list with 50+ Mobile Game Publishers that accept submissions by indie devs.

    Publishers HQ

    The list contains:

    • The publisher's website
    • The contacts for you to submit your game
    • Location of the publisher (US, EU, China, Middle East)
    • Platforms the publishers accept's(Android & Ios, PC, Console)

    Here is just the list so you don't need to go via the website -> List (airtable)

    Hope you all find it useful and helps you find a deal for your upcoming game.

    Some feedback on the site design would also be appreciated - I'm kinda newbie when it comes to webdev/design.

    Let me know what you think. If you have more publishers that you think should be on the list, post them here, and I will add them in.

    **Edit 1:**I posted some links below, that I gathered over the years about game publishing and people asked me to paste them in the original post.I didn't write these, just consider them research and found them useful. They might give you some perspective on the matter.

    Here they are: Publishing 101 - Should you Partner with a Game Publisher?

    Publishing 102 - How to find the best game publisher for you?

    Publishing 103 - What publishers look for in games

    5 Steps to get your game published

    How to get a mobile game publisher?

    Tips from Publishers and how to pitch them

    TinyBuild - How to Pitch Your Indie Game

    Edit 2:This kinda blew up.Thank you so much for all your appreciation, contributions, and support. It means a lot to me, that you enjoy and find value on my little website. Thank you for the awards and the gold!

    Your contributions mean we already have 70+ publishers on the list, I will add the rest of the ones suggested tonight.

    Edit 3:

    Some people asked me what I'm gaining from this.

    Absolutely nothing, I didn't even know this was something that might interest so many people. It just warms my heart to see so many people liking it and getting good value from it!

    Want to support it? Keep sending me new publishers to add to the list, so we can grow it and help more devs get published. Send me a DM here, send me a DM on Twitter or use the form on the site (this sends it directly to my inbox).

    Or share it with your dev friends on to try and reach more people.

    Thank you all!

    submitted by /u/duartetb
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    Why vanilla ECS is not enough

    Posted: 08 Jul 2020 10:43 PM PDT

    UI Design of the game "Caves of Qud" (Finished Project)

    Posted: 09 Jul 2020 03:59 AM PDT

    How to set up a basic vehicle in UE4. (link in comments)

    Posted: 09 Jul 2020 06:18 AM PDT

    What happens when a group of friends get together over pizza and randomly decide to create a game? You get Otters in space with jetpacks! After 3 years of hard work, our indie game, The Otterman Empire finally launches on Nintendo Switch, Xbox One and Steam.

    Posted: 09 Jul 2020 12:29 PM PDT

    Deep dive into OpenGL over DirectX layering

    Posted: 09 Jul 2020 12:13 PM PDT

    "Earlier this year, we announced a new project with Microsoft: the implementation of OpenCL & OpenGL to DirectX translation layers. Here's the latest on this work, including the steps taken to improve the performance of the OpenGL-On-D3D12 driver."

    https://www.collabora.com/news-and-blog/blog/2020/07/09/deep-dive-into-opengl-over-directx-layering/

    submitted by /u/mfilion
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    How do 3D fighting games usually handle mirroring their animations?

    Posted: 09 Jul 2020 07:07 AM PDT

    In 3D fighting games, the character's stance is always open towards the screen. Meaning if they stand on the left side and punch with their right hand in an animation, when they move to the right side of the screen the animation shows them punching with their left hand.

    Anybody know how they usually achieve this? There's a few methods of course:

    • Have a duplicate animation for every move that they use - possible but potentially overly time consuming to manage?
    • Using -1 scale to mirror the whole object - I highly doubt they use such a hacky way of mirroring characters
    • Mirror the animations in engine - E.g. in Unity you can mirror any animation that's based on a Humanoid bone structure. However this method wouldn't work for characters that aren't humanoid so I doubt it's this method too.

    Anyone care to enlighten me?

    submitted by /u/spvn
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    Our Indie Game Accounting Process

    Posted: 09 Jul 2020 12:35 PM PDT

    Hey guys, if you interested I made a quick tutorial on how to add customizable glow to any sprite in minites

    Posted: 09 Jul 2020 12:33 PM PDT

    Coding for kids?

    Posted: 09 Jul 2020 12:03 PM PDT

    Heya all,

    My son (7yo) has been wanting to make a game like pokemon (2d topdown) for a couple weeks now.

    I've sat down with him and we did some "scratch" for an hour or so and i could see he was getting frustrated at not being able to make a nice 2d game, of course i know he would never be able to make one in an hour even with an adult to help, but i agreed slightly as it was basically a clipart image that you could put a 'move' box on.

    I'm trying to find a simple game engine that could make an rpg in the style of older Nintendo games like Zelda or pokemon, is this even a thing?

    Id be fine with paying for something but of course a free or cheap one would be best in case he gets bored after 10 minutes, can anybody help

    submitted by /u/Sad_Information7
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    FREE: 25GB+ High-Quality Sound Effects for Games, Films & Interactive Projects @ WeSoundEffects

    Posted: 08 Jul 2020 08:18 PM PDT

    Just wanted to share this cool transition effect between two arbitrary meshes

    Posted: 09 Jul 2020 09:15 AM PDT

    Just wanted to share this cool transition effect between two arbitrary meshes

    https://reddit.com/link/ho5ws6/video/2y4i64oe7v951/player

    Hello,

    I have something that maybe some people might find cool.

    In the game I'm working on the player can be in either "person" mode (humanoid robot thingy) or "ball" mode (sphere that rolls around). The player can change between these two forms whenever they want. However, I needed a way to visually transition between the two. I thought it might be cool to have this effect where the individual triangles of the current mesh could be moved to a corresponding triangle in the other mesh (kind of reminds me of a Transformers-esque transformation). I also needed the technique to allow for transition between arbitrary meshes (because the models are still in early stages - and also to support different models). So I settled on this technique that uses the GPU to do the transition.

    --- for those curious as to how it works ---

    (this is mostly a graphics programming issue more than anything)

    We have two meshes (the person mesh and the sphere mesh) and we need to interpolate between the two. Both use an index buffer to render however, one has joint weights, ids, etc...

    What I needed was to somehow be able to interpolate between two triangles (so I needed access to primitives) which is what made me go with the geometry shader. The geometry shader was going to need 2 triangles (and not one), so simply declaring in GLSL:

    layout(triangles) in;

    was not enough as that just gave me 3 vertices (one triangle). Upon doing some research, I came across the triangles with adjacency primitive which would in fact give us 6 vertices (although it is usually used for a COMPLETELY different purpose).

    layout(triangles_adjacency) in;

    This means that when we submit the triangles (in transition mode) we need to somehow submit one triangle of the first mesh and immediately after, a triangle of the next mesh. To do this, I settled with creating one big vertex buffer containing the vertices of the first mesh, and then the vertices of the second mesh. I also had to create an index buffer in which every 3 indices would alternate from a triangle from the first mesh, then a triangle from the second mesh (so for the indices of the second mesh, just add to the index values the amount of vertices from the first mesh).

    So then, when it comes to the geometry shader, we actually calculate the positions for the triangles of both meshes, and interpolate between the positions (for the player, this means calculating the final joint positions, etc...).

    This method might be dumb and I'm sure there's a better way - if you know of one, and this is in fact very dumb, you can yell at me :)

    (if video doesn't work: https://youtu.be/tZtPlT-8EMM)

    submitted by /u/llGyu
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    Free Game Asset - 3D lowpoly Spaceship Set

    Posted: 09 Jul 2020 06:24 AM PDT

    What are the best books on game development as of 2020?

    Posted: 09 Jul 2020 06:10 AM PDT

    Greetings, my name is Ivan.

    I am more of a "listen to talks or podcasts" guy, but recently I've decided to get back to reading books. To my delight, most of the ones I've read were very well-structured and allowed me to soak in insights from the best game developers in the industry.

    Do you read any books on the topic these days? Which is your favorite?

    On my part, I'd definitely recommend "Spelunky" by Derek Yu. He explains so many thoughts behind making this game, it's just unbelievable. The one that stuck with me most was the principle of "treating all objects alike". It never struck me before how "normally you can pick up items and hit enemies, but in Spelunky you can also pick up enemies and hit items". Delightful book, fantastic game.

    I have some more thoughts to share about gamedev books, but I guess it will be easier to listen to them in a "podcast mode" rather than reading. If you're interested, here's that podcast: https://www.youtube.com/watch?v=pVVE17N01L0

    Unfortunately, there are also a lot of worthless books available today, hence please share the ones you enjoyed the most in the comments.

    submitted by /u/khud0
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    Finally managed to integrate wwise sound into my unity game project [Cyber Flux]. Details will be provided in comments

    Posted: 09 Jul 2020 12:37 PM PDT

    Need help with verbiage for advertising a game without mentioning the titles that inspired it

    Posted: 09 Jul 2020 08:28 AM PDT

    Howdy all,

    I've been working on a game where you take care of animals and breed them.

    It's basically the creature management of an old school Tamagotchi, mixed with the breeding aspect of games like Monster Rancher. It's a super simple game.

    I feel like it's greatest appeal is that it's a love letter to those types of games, but I don't know how to say that. I'm ready to start advertising, and my question is this:

    How do I go about helping people understand the appeal of the game without directly mentioning other titles?

    Or is there a situation where it's okay to say the game is Tamagotchi x Monster Rancher but with the animals of Earth?

    submitted by /u/Endskaber
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    Insecure about what's possible

    Posted: 09 Jul 2020 12:05 PM PDT

    Hi there, im just another insecure aspiring indie game dev asking questions on what is possible.

    Not for how much time my game idea will take, rather on how i can improve on the skillset i have.

    I have nothing. My drawing is passable, but thats ok for small games. What worries me is music. I dont know how to make good music, and i know if i start now ill just end up with a load of failed music pieces. But it almost feels like what i am now is what i'll be in the future, that whatever i do it will not progress beyond "meh" and to be good in music you have to start at your early teens and grind everyday at it and only at that (doing music and nothing else).

    So Im wondering, can someone in their early 20's still become good at music, while also making games?

    submitted by /u/aboraborabalis
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    Finally release the third part of my Pixelated Effect tutorial series! Full implementation of it as a post-processing effect in SRP with some a guide on how to build your own custom Renderer Features for URP and HDRP!

    Posted: 09 Jul 2020 12:05 PM PDT

    Mobile marketing: how it differs from Steam games?

    Posted: 09 Jul 2020 11:55 AM PDT

    Hello,
    Is building a fan base and the launch day is as important to mobile games as it is to Steam games? Or, i could literally just pop up a free mobile game, invest all efforts and ads money after it is released, and eventually grow the userbase? Please, any references, links, guides, courses, videos, anything related send me so i can study and get better. :)

    submitted by /u/felipebsr
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    What should I start off with when making my first big game?

    Posted: 09 Jul 2020 11:52 AM PDT

    I'm about to start my first big game hopefully to go on steam and I'm not sure how I should go about development. Advice would greatly appreciated. For example should I start off getting the core gameplay loop in or something else?

    submitted by /u/CCSoftware
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    Learning game design via gaming.

    Posted: 09 Jul 2020 11:49 AM PDT

    Is it possible to learn how a game was developed by playing the game? For example could I learn how Minecraft was made by dividing the new world up into chunks using some kind of mod which gives a graphical overlay using lines. Would modding games help with game development?

    submitted by /u/xPaxion
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    Forced ads vs. reward ads - which performed better in your case in mobile games?

    Posted: 09 Jul 2020 11:44 AM PDT

    As the title reads, judging by your own experiece, would you say that forced ads (banner at the bottom of the screen, forced interstitials every X playthroughs) performed better monetary-wise in your mobile games or was that reward ads (watch video to use some premium feature or get in-game currency to unlock skins or other extras)? Or maybe you do some combination of both, like both having a banner at the bottom of the screen (which can be removed through IAPs) and the possibility to watch ads for currency rewards?

    I'm kinda on the fence as I'm currently finishing up the creation of my first mobile game and don't know if it's better to go the former or the latter route - or do some combination of both. Will be grateful for your input!

    submitted by /u/-Tigro-
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    Best engine for GUI based game

    Posted: 09 Jul 2020 11:36 AM PDT

    So I'd like to make game which is heavily GUI based - by this I mean lots of text boxes, tables showing stats etc. - think Football Manager style or similar. I'm happy with any language (as long as it's not too obscure).

    That said, I want to make it look nicer than just using Windows Forms - I'd like to be able to do some basic sprite/animation work and customise the look of everything.

    Whilst I'm not asking for a tutorial, it'd be useful if you could provide some extra information on why it's best and if there's any libraries/etc needed (so if you think python, what libraries would be useful for instance).

    submitted by /u/Retropunch
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    Any experience on new contract acquisition referral fees?

    Posted: 09 Jul 2020 11:20 AM PDT

    I'm looking for information about how to calculate a referral fee when getting new projects.

    Summing up, I'm a developer in a studio and got a new client which I will bring on board. The client is asking for a project that will take between 2 to 3 years and will cost around 40-50 million depending on how many features it demands. After release, my studio will get a revenue share from all income that exceeds development costs.

    I do not own the studio nor I am someone who does this regularly. I am a simple developer who stumbled upon this chance.

    How much is often ok to ask for a referral fee and how is it done? Is there any information about this out there?

    submitted by /u/gordorodo
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