Would you be interested in a series of tutorials about sound and composition? |
- Would you be interested in a series of tutorials about sound and composition?
- New FREE tutorial! I CANNOT wait to see what you guys think about this one. This MASSIVE four and a half hour long tutorial will take you through how to create any handpainted character from start to finish. Once again totally free, I hope you enjoy :)
- Would love to hear your take on this BG from our game. Elderand. <3
- 5D Chess - Releasing a Successful Game with 0 Followers
- How To Make A Massive Open World Map In Unreal Engine 4
- How to Make a LOCAL MULTIPLAYER Game Using Unity's NEW INPUT SYSTEM (Multiple Controllers)
- I'm like 70% through my game and I'm just...bored of it
- Is there an existing resource that gives pseudo code examples to explain game logic?
- Please Guide Me To the right Way !
- Choosing engine for a small web-based 3d building blocks simulator/game/app
- I'm developing an app for game developers
- Bloons Tower Defence 3D on Unreal Engine 4 (Mostly a prototype)
- Godot developers are having a Live Q&A for the month of July 2020
- Question about SpeedTree
- How do I crowd fund my game?
- UE4 Vehicle rotation issues - Does anybody know what might be causing the vehicle wheels to distort like this and if so what would be the best approach into fixing this issue within UE4? Thanks
- Free Assets Round 2! 34 Lowpoly Medieval Weapons (+41 separable Parts) to use wherever you want!
- We had a bit of fun while recreating Control's Telekinesis!
- Should you focus on getting working phyics before the rest of the game, in a game that relys hevialy on it.
- i want to make games but i don't have possible ideas.
- Publish a First Game?
- I need advice for sprite size.
- Game programming
Would you be interested in a series of tutorials about sound and composition? Posted: 27 Jul 2020 05:00 AM PDT Hi everyone! Well, as a new game developer, I've decided that a YouTube channel could be a really good tool for my new career. Not only because it can be "free" marketing and a good way to stay focus and not quit, but because it can be a small but cool source of income in the future. Right now, as I'm prototyping my combat system, I'm looking for what videos to make at the very beggining. I'm a composition student and I've been a musician for more than 10 years, so I want to know if you would be interested in a serie of videos helping you guys with the audio in your games. Would you prefere a serie about "how to make music without music theory for indi game"? Or something like "basics of music theory and composition for indi devs"? Or maybe "how to create sounds for your indi game"? Or do you prefere "how to compose retro music for indi devs"? [link] [comments] | ||
Posted: 27 Jul 2020 05:30 AM PDT
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Would love to hear your take on this BG from our game. Elderand. <3 Posted: 27 Jul 2020 12:37 PM PDT
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5D Chess - Releasing a Successful Game with 0 Followers Posted: 26 Jul 2020 01:27 PM PDT 5D Chess With Multiverse Time Travel is a game that came out 4 days ago. It appeared on my timeline through a friend's tweet, and at the time I checked it out, the game's twitter page had zero followers, the developer had no social following I could find, and a google search gave zero results aside from the store page. The Discord server had just been opened to the public with no one in it aside from devs and two beta testers. It seemed like the only way it started getting attention was simply just being on the 'What's New On Steam' and @microtrailers automated twitter accounts, where the title and trailer of the game were so ridiculous that it gained traction quickly. Within hours those tweets racked up hundreds of retweets. In the first day the game had around 50 reviews, on it's second 100, and on its 3rd day it had 200 reviews on a $12 game. For people who are non-Steam savvy, that would usually translate to anywhere from 1k-10k copies or $10k-$100k in revenue within 3 days. You Really Don't Need a Publisher There's a famous GDC talk by a famous publisher called 'You Don't Need a Publisher'. Obviously the title is meant as a funny hook 'haha the publisher is telling us not to work with them', but I think that's a bit of a distraction from the fact that the talk itself is a little misleading. It tells you, here's what we publishers do, and gives you a list of things that seem intimidating for a new developer to do. And they say 'developers come to us because these things are a lot of work, and they don't want to do these things themselves'. But there's already a false choice being presented to you: either you do all of this stuff or the publisher does it. And all of this stuff is so important - of course marketing is absolutely vital! Getting the attention of streamers, fancy trailers with live-action production, introducing you to the right people! These things will help your game so much, that the returns from them will be more than that 30% cut you give to the publisher! But in reality, as a factor of how likely a game will go viral, almost everything pales in comparison to how cool the game itself is. What if, with a good enough game, the amount of PR work you need to do to get the ball rolling is totally manageable by 1 or 2 people? Of course, with '5D Chess', just because there was no outward marketing push, that doesnt mean there wasn't a game plan to maximise their chance of success, through decisions in the game itself, trailer, description and title. The game's title makes for a strong opening, making you think "is this some kind of meme game?", checking the trailer, being more mindblown, checking gameplay and reviews, realising "oh this is the real deal". A really effective sales funnel that barely needed a marketing budget. '5D Chess' really caught my eye because it's rare to see a game go from totally zero public awareness to this much success so quickly, but also a testament to how a trajectory like this really is possible - as an extreme case of how a game can totally succeed in marketing itself. 3 days after release it already has community tournaments organised, people uncovering new strategies, making lots of guides for new players, all with minimal input from the developer - 60 short messages in the discord server, mostly about bugfixes. The energy and excitement that a great game provides can fuel a community on its own. Unlike in 5D Chess and its multiverse time travel, we can't explore multiple timelines where the game released both with and without a significant external PR push. My theory is that it tends to be significantly better to spend effort on a game's marketability than on marketing the game, because the latter happens automatically when the former is good enough but not vice versa. I guess we won't know for sure, but trusting in the marketability of your game is a gambit that you may checkmate stalemate chess reference thanks for reading my thoughts!! [link] [comments] | ||
How To Make A Massive Open World Map In Unreal Engine 4 Posted: 27 Jul 2020 03:21 AM PDT
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How to Make a LOCAL MULTIPLAYER Game Using Unity's NEW INPUT SYSTEM (Multiple Controllers) Posted: 27 Jul 2020 04:02 AM PDT
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I'm like 70% through my game and I'm just...bored of it Posted: 27 Jul 2020 09:03 AM PDT There are parts of this game I've laughed my ass off, or been super into while making it. But I'm just at a point now where it's boring and kind of repetitive. I've sort of had this feeling that if I'm bored making it, the player will be bored playing it. Do you ever just need to power through, or is it worth rethinking this part of my game ? I played through it twice up to the point I'm at, expecting to get the juices flowing but, nothing really transcends... [link] [comments] | ||
Is there an existing resource that gives pseudo code examples to explain game logic? Posted: 27 Jul 2020 11:33 AM PDT And if not, should there be? I've found that the hardest thing moving forward with my transition from systems programming to game development was conceptualizing game logic. While it's quite easy to break everything down into the necessary steps, it's harder to figure out the best way of doing something you've never done. I find pseudo code exceptionally helpful in these instances, because it points me in the right direction but still gives me the challenge of writing my own working code. I feel like that coupled with in-depth explanations of the "why?" behind it would be incredibly helpful for people who learn by doing. If it doesn't exist, I'll probably start a blog about it and try to tackle fundamental concepts first. Haven't been able to find anything similar, but I would be delighted if it already exists. [link] [comments] | ||
Please Guide Me To the right Way ! Posted: 27 Jul 2020 01:19 PM PDT Hello ,i Hope you are doing well i just started learning about unity and scripts and everything related to making games i have prior experiance with the c#/c++/c/java/python programming and i am familiar with all programming concepts such as Polymorphism and OOP , but Since i am very intrested in making my own game ido not know where should i start from Please guide me throught the way and tell me what mistakes should i avoid doing and recommandations to do and Thank You for Your Help [link] [comments] | ||
Choosing engine for a small web-based 3d building blocks simulator/game/app Posted: 27 Jul 2020 01:08 PM PDT TLDR: relative noob looking for suggestions on engine choice to prototype a lightweight 3d building blocks simulator for web Hi, a friend and I are looking to build a simple building blocks (think LEGO-style) simulator for web. I've done some dev - have shipped C++ and am comfortable in JavaScript, Python, etc., but am not an experienced dev by any means. Right now, we're looking for a quick way to prototype the idea. Ideally in a system that will allow us to iterate and refine as we learn. The project is pretty simple: 1: World will be constrained to a building platform sized by the player. 2: Players will have an infinite supply of predefined blocks. 3: Player will drag blocks to grid positions, with some minor compatibility constraints. 4: Blocks used will be recorded in the player's inventory. 5: Players will be able to export their inventory and platform size as a csv, to build from real world blocks. 6: Players can manipulate camera to explore their build. If we can get the core simulator game working, and are still feeling ambitious, we hope to extend it by allowing larger platforms, models to nest in other models, among other features. My first thought was to build in an available JavaScript webgl library (probably babylonjs). But as I got deeper, I realized that I'd struggle to rebuild a bunch of game engine functionality. I've explored Godot, Unity, and Unreal, but all of them feel radically more powerful than what I need right now. My uneducated instinct is to work in Godot, since it seems most accessible (python-like). Would appreciate any insight or advice. Thanks! [link] [comments] | ||
I'm developing an app for game developers Posted: 27 Jul 2020 06:57 AM PDT My app is simple, it's a combination of dating app style and social media for game developers looking for their other half - designers looking for long term programmers for collaborations and vice versa would you use such an app to find a long lasting partnership? if you will, what would you like to see in such a app? [link] [comments] | ||
Bloons Tower Defence 3D on Unreal Engine 4 (Mostly a prototype) Posted: 27 Jul 2020 12:55 PM PDT
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Godot developers are having a Live Q&A for the month of July 2020 Posted: 27 Jul 2020 07:30 AM PDT
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Posted: 27 Jul 2020 10:44 AM PDT Hello. My question is as follows: I wanted to create a trunk that was more "fat". A fanciful tree where the base is thin, 'gets fat', and then becomes thin again. I recently learned about curves and this is probably the way to do it but i just cant figure it out wich one does what i want. My version of the software is: SpeedTree Indie 8.4.0 [link] [comments] | ||
Posted: 27 Jul 2020 10:37 AM PDT I thought it would be easy but I went deeper into this and now I am overwhelmed. I'm making my first PC commercial game. I have made sure that the project is not overly big like newbies do, I have experience in making games so I know this game will be good and can be made. Now I'm doing this from scratch because Its the first game. I learned that Kickstarter will require me to build a community, this is going to be hard because I have no idea on how to do that. All I know is to use google ads but then I don't want to use that to tell people to join the discord group and other social media group. Kind of defeats the purpose because will require money. I'm just new to this and I don't know where to start except that I am supposed to make a demo of my game first and a trailer which I am already working on. What to do after that? [link] [comments] | ||
Posted: 27 Jul 2020 09:46 AM PDT
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Free Assets Round 2! 34 Lowpoly Medieval Weapons (+41 separable Parts) to use wherever you want! Posted: 27 Jul 2020 01:17 PM PDT
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We had a bit of fun while recreating Control's Telekinesis! Posted: 27 Jul 2020 01:07 PM PDT
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Posted: 27 Jul 2020 09:11 AM PDT so, don't steal my idea. I and a friend are beginning work on a game inside a O'Neill Cylinder. both me and him have next to zero knolage on physics, and are honestly terrified at the scripting nightmare that would be this project. we dont even know how we are going to go about implementing the physics, let alone programming it. we are at a loss, and my brain is telling me to just start the art, what I am good at, and physics later. but, this seems like it could work myself into a corner. thoughts? [link] [comments] | ||
i want to make games but i don't have possible ideas. Posted: 27 Jul 2020 12:25 PM PDT I'm a programmer, and i want to start to make games, not for a living obvs but just to do what i wanted from when i was a kid and to share my work with someone and maybe make a name in the community (not a big name). But i have a problem, every idea i get is possible only with years of development and game design. How do you guys work with that? i thought of using jams to get an input but i still can't get ideas for simple games that are not games that you will get in a middleschool class to teach them programming (if u know what i mean). [link] [comments] | ||
Posted: 27 Jul 2020 12:01 PM PDT Hi! I have recently started learning to code and create games through the unity engine. I am currently working on my first game and it is admittedly very simple. I was wondering if there was any point to not upload it on a site where it is free to publish games (itch.io etc). Even if I didn't do marketing and put it up for only $0.99, is there any reason to not put it up in hopes to maybe make a tiny bit of money? Any responses help a lot! [link] [comments] | ||
I need advice for sprite size. Posted: 27 Jul 2020 11:32 AM PDT I'm making sprites for a game. The player has 8 directional movements and attacks. Is 64 by 64 a good sprite size? Also how big should the game tiles be? I'm not programming the game so I have no idea. The software we're using to code is GameMaker Studio 2. [link] [comments] | ||
Posted: 27 Jul 2020 11:13 AM PDT How to start my journey as game programmer from a undergrad computer science engineering student? [link] [comments] |
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