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    Friday, August 21, 2020

    An easy way to make your game's audio AAA-quality. (More tuts in comments)

    An easy way to make your game's audio AAA-quality. (More tuts in comments)


    An easy way to make your game's audio AAA-quality. (More tuts in comments)

    Posted: 20 Aug 2020 05:16 PM PDT

    "how do I come up with game ideas" just copy someone else's like everyone else does

    Posted: 21 Aug 2020 11:34 AM PDT

    NeoAxis Game Engine 2020.5 Released - .NET Core, Visual Studio Code, Rider support, improved built-in GUI system

    Posted: 21 Aug 2020 06:55 AM PDT

    Should you use a free / cheap resource pack in your game? Ad / affiliate-free article, hopefully it helps any solo devs!

    Posted: 21 Aug 2020 07:05 AM PDT

    When writing an narrative-heavy game, how many 'voices' would you write for the players?

    Posted: 21 Aug 2020 09:10 AM PDT

    'Voice' in this context refers to sets of dialog options that follow a general theme.

    Illustrative examples:

    • Shepard in Mass Effect only really has Paragon and Asshole choices, all other dialog options come from a position of neutrality. I use this example because Mass Effect developer John Ebenger famously revealed 92% of players chose Paragon rendering all the effort put into Renegade content mostly wasted.
    • Fallout 4 leaned towards having a basically Yes, No, Tell Me More, and Sarcastic, with sometimes the fourth button being used to exit dialog, but rarely ever felt like the player had any actual choice as the game would play out the same regardless of what was chosen.
    • In Planescape Torment, a game arguably almost entirely about dialog, the player would have far more options in dialog when their character's inteligence, wisdom, and charisma were high, and while choices tended to fall in line somewhere with the Good/Evil Law/Chaos alignment axis (as alignment and the planes were a heavy focus of the game) but were rarely shackled to those concepts, its more that they wrote good dialog and then assigned alignment after the fact. It was especially interesting that you'd often see the same dialog line, word for word, but suffixed with either [Truth] or [Lie], so that you could have The Nameless One bluff people, or tell people he'd save them, but not have him mean it, without the game mistaking your true intent.
    • Divinity Original Sin 1 (haven't played 2 yet) had fantastic dialog that was very witty and funny, but despite playing it through I don't remember much about the actual options and choices the player had, it was well written but I mostly only recall that my choices ultimately mattered little and it generally always went the same direction, barring the moments when you had to play Rock, Paper, Scissors, against your co-opt partner or NPC, an interesting concept but usually the choices you had to pick between were 'Be a dick' or 'Dont be a dick.'
    • I've heard Disco Elysium has outstanding dialog but I haven't played it myself yet and have been meaning to. No Spoilers.
    • Tyranny the same as Disco, I haven't played it yet but its high on my list of 'did dialog well.'

    Those are some good examples. When setting out to write a narrative game, it seems like developers put in effort to give players many 'asshole' options, but as Mass Effect showed, the average person wants to do good, maybe not because they are good but because the games themselves incentivize being good more than being bad.

    Almost always in dialog-choice games, some choices inherently give better rewards, and it almost always comes down to not 'roleplaying a character' but instead 'playing a game' where the optimal path forward, the optimal 'sollution' is to always choose the humble choice, because it results in the highest reward at the end, skewing the statistic. In Fallout 4, mechanically there is almost never a reason not to push every quest giver to the limit of what they'll reward you, because there is no penalty or repercussion for doing so outside of offending some companions.


    If 'reward' is taken out of the equation, how many 'voice' would you write for players to pick between? Keeping in mind that every 'voice' you add means multiplying the work effort across the entire game, and that if you choose the 'wrong' voices, it might amount of months of wasted effort on content that no one will ever play, even if they vocally say they want to see X, but never intend to ever pick X.

    And are there any games you'd say did dialog particularly well? I've heard Dragon Age Inquisition is another good example but I have not played it myself.

    submitted by /u/madmuffin
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    A Game Project to build Portfolio around targeting employment in a AAA studio

    Posted: 21 Aug 2020 07:58 AM PDT

    Hey guys I'm not sure if this is the right place to ask this question but I was wondering if anyone had any insight on what type of a game or a specific design patterns/Solutions to incorporate into said project to guarantee employability as a programmer in a major studio.

    Obviously from the naivete of my question it's clear that I'm just starting out my game Dev journey but a target to achieve and an idea of what skills I might need to execute said idea would help me work more efficiently. I'm guessing as working professionals or enthusiasts who've been in the game far longer than I have might have a better insight than anything I can come up with on my own atleast for the time being.

    Any advice would be much appreciated.

    submitted by /u/Sh4nks0
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    Making a pixelart editor called EDGITOR that has a cube viewer!

    Posted: 21 Aug 2020 11:23 AM PDT

    Will be talking about world-building from a narrative perspective this Sunday on Facebook Live. Join if you're interested in some quick tips to developing characters and settings that serve your story.

    Posted: 21 Aug 2020 07:32 AM PDT

    Looking for language recommendation

    Posted: 21 Aug 2020 10:34 AM PDT

    I'm looking to build a pokemon SMT style game. This will take me several years to build so I need a long term language. I've read stories about language regret. The only language I'm familiar with is powershell. Any recommendations can help. Thank you.

    submitted by /u/BeardedJho
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    Getting started

    Posted: 21 Aug 2020 10:28 AM PDT

    I don't know if I can ask this here,but I've been really searching for help.Im sixteen and want to take some steps to prepare for game development before college. This is a career path I know I won't regret going down. I have Unity and some C# knowledge.Here are the main questions I have: -What math should I focus on? -What should I major? -What should I minor? -Can I get a mentor at my age? -Are there mentors here?

    Any feedback is appreciated,Thanks guys!

    submitted by /u/fatty_toast
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    What percentage are companies like Fangamer, iam8bit, and the Yetee taking from brands that they partner with?

    Posted: 21 Aug 2020 02:53 AM PDT

    Websites like Fangamer, iam8bit, Limited Run Games, and The Yetee all partner with certain game companies to create and sell various merch. What is the industry standard in terms of revenue split here (if there is one)?

    submitted by /u/-Sploosh-
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    Linux Terminal Tetris with Rust

    Posted: 21 Aug 2020 03:16 AM PDT

    Linux Terminal Tetris with Rust

    https://preview.redd.it/mlqct8yhzbi51.png?width=973&format=png&auto=webp&s=a4e8a7e3408194ce2677f6e782f1b9c0561e3597

    Actually I'm about to learn some Rust and i wanted to discover how to build a terminal based GUI. First I just used plain Rust without any special crates. It worked good enough to code some list displays, a kind of directory view. Then i tried out Termion which is really easy to use and I ended up making a Tetris game. It took me two programming sessions to complete this actual state, like 4 hours or a bit more in addition. This Tetris is playable with all basic features but that's it. I don't want to add more features like a Score or "next Tetromino Display" or something like that, because it was just a little side project to discover some Terminal GUI programming with Rust. But feel free to check out my Code on Github and add your desired feature if you want. And don't forget to leave me your thoughts I would appreciate that ;D

    submitted by /u/iDrTosh
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    Is the game development industry over-saturated with great looking games?

    Posted: 21 Aug 2020 06:42 AM PDT

    I remember a few years ago when games that had great graphics were in the minority. Now, everyday when I scroll through Reddit I see dozens of games that have a fantastic looking art style. On Steam there are a growing number of indie titles that look stunning. As an aspiring gamedev that isn't artistically minded, all of these new games are pretty overwhelming. What do you guys think would be the best way to stand out among the crowd of beautiful games?

    submitted by /u/Penguin_Studios
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    Why is it so hard to stop certain types of cheating in FPS games??

    Posted: 21 Aug 2020 08:47 AM PDT

    I've been wondering why it's so difficult to stop certain types of cheating in shooters, specifically cheats that reduce or eliminate recoil. Shouldn't such cheats be super easy to detect, even server-side?

    I am a web developer by trade so from a basic programming standpoint the math seems pretty simple and efficient, but it's been a while since I've played around with game development in Unreal, so I may be rusty in my understanding.

    Isn't it something like this:

    Player has a point showing position and a vector showing direction of aim.

    When firing a gun, vectors for bullet path are randomly generated within a range, say 0.00 - 1.00 degrees, to simulate recoil.

    If the vector for the bullet path intersects a point on another player's hitbox, it's a hit.

    Wouldn't it be very easy to calculate whether the vectors of each shot were not deviating at all from the vector of player aim, or only deviating slightly, if they had recoil cheats?

    If someone were spraying 30 bullets and all vectors were exactly the same as point of aim, or only deviated by a max of .20 degrees instead of 1.0, wouldn't it be obvious that player was cheating?

    In the same sense, couldn't it also be determined if someone was aimbotting if say their point of aim changed so quickly and drastically that it could not be physically possible based on their sensitivity/dpi/etc.

    Speed hacks especially should be instantly detectable if a player's position changes from point A to point B faster than possible with the predetermined ingame traversal rates.

    Aren't all of these calculations done, or at least confirmed, server-side?

    submitted by /u/muskogeee
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    How I program Match-3 mechanics

    Posted: 21 Aug 2020 12:04 PM PDT

    I've made quite a few arcade-style puzzle games lately, many of which have followed the match-3 sort of formula. They end up fairly different from one another in terms of tone and pace, but I keep getting new ideas on how to make new ones, so I end up making new ones. That said, most of them have the same idea of matching three or more things in a row. As such, I've gotten a pretty good system for how to program the checking if there are three or more in a row. I figured that I would share how I do it to help anyone else trying to get started.

    I use Game Maker Studio 2. However, the basic concepts for how things work apply to any programming language. Your game can have any sort of mechanics for placing or moving the blocks, but this is how I check for lines.

    The objective of this method is to take a grid of objects, blocks, or even just an array of variables, and find if there is a line of three or more in a row.

    First of all, I use individual objects for the individual tiles or blocks. We need to check if there are lines of three (or more, or less, depending on your game's mechanics) in a row. This check can be performed every frame, or if it's too much for your game because you have too many blocks on screen, you can check every other frame. Ideally, run this check only when there's a change in the board state, like after the player has placed a block, or one has been moved. Just make sure that you check all the blocks simultaneously or you may run into some unpredictable situations. The first step in the check is to have each block check the block to its left. If that block is the same as itself in color (which can be stored as a variable, or I usually use an object type in GMS) then we do nothing else. Stop the rest of the check right now. That block that we just saw, to the block's left, will handle the rest of the check. Then check the block to each block's right, as well as the block two blocks to the right. If you're trying to match more than three in a row, check as many as you need to for your game. If those two (or three, etc.) blocks are the same color then we have a match. Your code should mark all three blocks, as well as any to the right of those that also match deletion ON THE NEXT FRAME. Don't destroy those blocks just yet. There's several ways that you can check for how long the line is, I use a do until loop that checks each block from the original block until it runs into one that doesn't match.

    Repeat this process by checking above each block instead of to the left, then goes down from there for vertical matches. If you use diagonal lines, you'll have to repeat twice, once for up-right and once for down-right (or whatever orientation you choose to use.)

    Mark the block for deletion on the next frame rather than deleting them immediately because otherwise you'll run into problems where one line is matched and deleted which then interferes with another match that would happen, leading to unpredictable results for your player.

    To summarize, check in one direction for a matching block and stop if you see one. Then check for the requisite number of matching blocks in the other direction. If they are there, mark for deletion with a variable. Then repeat for any other directions you'd like to detect. After that, delete all the blocks you've marked.

    I hope this helps someone out there who's trying to figure out how to do such a game.

    submitted by /u/Jazz_Hands3000
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    Feedback for game idea: "Server"

    Posted: 21 Aug 2020 11:58 AM PDT

    I am starting to develop a game I have been thinking about making for quite a while.

    The game is set in the future at a server farm in the far north. These servers pretty much run the whole worlds internet and are extremely far from any civilization to keep them protected. The servers are run by robots that are built to maintain and repair the servers. The player would be playing as one of these robots.

    I do not have the whole plot figured out yet but the basic plot would be about the robot slowly becoming conscious and learning about emotions and the world that the robot is 'serving'.

    The robot is completely alone but throughout the game would meet other robots or have interactions with animals or near the end of the game maybe even humans.

    This is an extremely rough concept of a game but is very interesting to me and I wanted to see what people thought about it. Any criticism or thought are welcome

    submitted by /u/Zafferz04
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    2D Assets recommended size?

    Posted: 21 Aug 2020 11:52 AM PDT

    My assets always end up being huge compared to the scene after I import them. I draw in procreate and then save the files as PNGs (Usually some sort of sprite sheet). Do you guys recommend a particular canvas size or system to keep everything in a good ratio and consistent? Any tips are appreciated ):

    submitted by /u/grecianav
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    What makes a horror game a good horror game?

    Posted: 21 Aug 2020 11:48 AM PDT

    Hey, i already finished my scenerio but would like to hear different opinions.

    submitted by /u/nervoso1122
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    Hi I really want to make a neogeo pocket color game but I have no idea where to start and I've never made a game before can you guys give me any guides or something like that thanks

    Posted: 21 Aug 2020 11:47 AM PDT

    Hello people! we present the title of our game, we would love to hear your opinion about it. :D Our game will continue with 4 spirits who will share energies among themselves to overcome challenges to save our earthly world. ��

    Posted: 21 Aug 2020 11:42 AM PDT

    Need to compose an email to deliver game keys to your curated list of press/influencers/beta tester signups? There is a nice free alternative using Google Spreadsheets and scripting which will save you hours of manually editing and setting out emails

    Posted: 20 Aug 2020 09:45 PM PDT

    I wish I had come across this when I was emailing out Steam keys for a closed beta I ran earlier in the year. This tutorial basically covers what you need.

    https://developers.google.com/apps-script/articles/sending_emails

    Below is an example of the code modified to send a personalized email, and includes a BCC to yourself for reference. Use \n to add new lines. There is also a limit to how many emails you can send per day, but this can still save you from RSI and many hours of boring, yet essential, work.

    If you get some error trying to access your Scripts within Google Sheets and using multiple accounts, sign out of all accounts and back into the account you will be sending emails from and try again.

    // This constant is written in column C for rows for which an email // has been sent successfully. var EMAIL_SENT = 'EMAIL_SENT'; /** * Sends non-duplicate emails with data from the current spreadsheet. */ function sendEmails2() { var sheet = SpreadsheetApp.getActiveSheet(); var startRow = 2; // First row of data to process var numRows = 2; // Number of rows to process // Fetch the range of cells A2:B3 var dataRange = sheet.getRange(startRow, 1, numRows, 3); // Fetch values for each row in the Range. var data = dataRange.getValues(); for (var i = 0; i < data.length; ++i) { var row = data[i]; var emailAddress = row[0]; // First column var message = "Hello, " + row[1] + "," // Name column + "\nI hope you are well?" + "\n\nHere is your SteamKey: " + row[2]; //Game Key var emailSent = row[2]; // Third column if (emailSent !== EMAIL_SENT) { // Prevents sending duplicates var subject = 'Sending emails from a Spreadsheet'; MailApp.sendEmail(emailAddress, subject, message, {bcc: "your@email.addr"); sheet.getRange(startRow + i, 3).setValue(EMAIL_SENT); // Make sure the cell is updated right away in case the script is interrupted SpreadsheetApp.flush(); } } } 

    Example Output:

    Hello Redditor,

    I hope you are well?

    Here is your SteamKey: AAAA-BBBB-CCCC

    submitted by /u/centaurianmudpig
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    $4.20 in my Steam Wallet (Recommend me a game)

    Posted: 21 Aug 2020 11:39 AM PDT

    Anything good for that price on steam , also I'm playing on a old think pad i5 4300M with intel HD 4600.

    submitted by /u/WinRaRtrailInfinity
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    When indie dev's take part in #followfriday on twitter (also #ff), I've noticed a trend of adding as many twitter profiles they can list based on the character limit. I'm going to hypothesize, while your tweet gets lots of likes and retweets, the majority of profiles are not going to get followers.

    Posted: 21 Aug 2020 10:57 AM PDT

    Any ideas to implement turn-based fighting to a 2D side-scroller RPG?

    Posted: 21 Aug 2020 10:45 AM PDT

    I am making an RPG game in Unity2D and I have the fighting system in mind. However, I don't know how exactly should I implement into the side-scroller game mechanics.

    Side-scroller RPGs often don't have turn-based fighting systems, and so, I don't really know how should I connect fighting with other gameplay elements.

    In overall: how should the gameplay look like?

    submitted by /u/definitelynotkristof
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