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    Thursday, August 20, 2020

    Free Low Poly City Vehicles Pack Update. Added 16 new vehicles!

    Free Low Poly City Vehicles Pack Update. Added 16 new vehicles!


    Free Low Poly City Vehicles Pack Update. Added 16 new vehicles!

    Posted: 20 Aug 2020 06:17 AM PDT

    Do any games have evolutionary, randomly-generated creatures?

    Posted: 20 Aug 2020 03:17 AM PDT

    What I mean by this is the following:

    Suppose you go to another planet. The code then assigns randomly, something like the following:

    "Start species A with assets 43, 72, 96..." Then, using those assets, utilizing game-theory, creates a species.

    The numbers could have been any within a finite set, meaning "43" could have been 12, 1011, A, 12b, etc. These numbers have several traits assigned to them, such that "43" might have "trusting," "warm-blooded," etc.

    Then, after having that species interact with several other species each with their own assets, game-theory takes over and eventually, we get a realistic, evolutionarily-accurate, unique creature.

    I can't imagine something as severe as this exists, but does any approximation exist?

    PS: If you need more information on what I mean, just ask. I'm ludicrously tired, can't sleep, and was fantasizing about cool game concepts.

    submitted by /u/elijahhoward
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    Game refunds & the hidden costs of 'getting to net' on Steam

    Posted: 20 Aug 2020 06:21 AM PDT

    Where can I find some good (potentially free) sounds for my game (list in post)

    Posted: 20 Aug 2020 06:29 AM PDT

    List of sounds needed:

    • Gun sounds (Shooting [multiple weapons], reloading [multiple weapons])
    • Opening/Closing Doors
    • Window Breaking
    • Picking Up A Gun/Equipment
    • Some kind of death sound
    • Menu clicking sound
    • Running, Jumping, Walking, Climbing on multiple surfaces

    Where can I find these?

    Thanks!

    submitted by /u/AmusedGrap
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    The 7 Most Obvious UI / UX mistakes on your project - a guide for beginners (from an old-timer)

    Posted: 20 Aug 2020 08:52 AM PDT

    Working really hard on Slimeland Evolution lately and I hope you like the 7th Devlog of the series. A sub would mean the world to me.

    Posted: 20 Aug 2020 11:53 AM PDT

    What's the best free animation software for making pixel art and animations specifically walk cycles (complete beginner)

    Posted: 20 Aug 2020 12:51 AM PDT

    I'm rubbish at making walk cycles and I'm also poor but i don't want to keep using assets for my game do you know any good free animation software?

    submitted by /u/robyamdam
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    Basic 16x16 Platformer Tileset, FREE

    Posted: 20 Aug 2020 06:02 AM PDT

    How do you feel about designing indie games that are "fun to watch"?

    Posted: 20 Aug 2020 10:51 AM PDT

    So I'm sure you guys are well aware that Fall Guys has been an enormous hit, outselling every other new release by large margins. There are several reasons for this, but I wanted to focus on one in particular -- that the game itself is fun to watch (I know that's subjective, but it's currently sitting at 300K+ viewers on Twitch at time of writing, and almost always in the top 5 at any given hour of the day).

    It's not just larger studios either -- recently, the indie multiplayer game Among Us has been hitting ~20K viewers daily for a couple of weeks now, and while I don't have exact metrics I have noticed that the number of reviews on Steam has really spiked during that time.

    Granted, both of these games are multiplayer (a pretty good way to encourage streamers to play your game). I'll go on record saying that your game definitely doesn't have to be fun to watch in order to be a good game. But overall, I think it's hard to deny that streamers/Youtubers are an incredibly important part of the modern game dev process, and I also think a game's potential for content creation is a key element to consider when making your own game.

    I'll kick it off to you guys: what types of games do you like to watch, if any? What is it about those games that make them enjoyable for you to watch? And what lessons can indies learn from these examples that can be applied to their own games?

    submitted by /u/Candlejake
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    My excessively edited 3 minute video on Radial UIs, Pathfinding, and a Ramming Mechanic. Enjoy if u like or dont idk i just wasted 20 hours

    Posted: 20 Aug 2020 08:35 AM PDT

    So how do I simulate elevation in a top down game?

    Posted: 20 Aug 2020 08:07 AM PDT

    How does a game like Hyper Light Drifter create their sense of elevation? I was doing some testing with an isometric style camera and It just never ended up looking right. Is the perspective in the art?

    submitted by /u/Penguin_Studios
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    NoCrunchGames: List of jobs at game studios that have spoken out against crunch

    Posted: 20 Aug 2020 10:09 AM PDT

    Question: Is Quixel/Megascans *actually free*? What's really going on here?

    Posted: 20 Aug 2020 09:56 AM PDT

    I'm a 3D hobby artist. I work right now using Substance Painter and Cinema 4D. I don't make money off my art. It's simply for fun. I'm eager to download UE and start learning to make 3D art/scenescapes with it. I know that Unreal is free until you start making real money off it.

    In the meantime, I keep reading that Quixel/Megascans is "free" for all UE account holders. However, every single asset on the Quixel site says it costs "# points", which to me means that everything will cost money.

    So... what's really true here?

    • Does it mean Quixel costs money, unless you create a completely free UE account, and then it becomes magically free?
    • What if you create an account and decide to use Quixel assets in Cinema4D, or some other 3D tool? Does it suddenly become... non-free again?
    • What's stopping the whole world from simply creating UE accounts and pilfering Quixel's asset library? How does any of this actually work?
    • What if I'm creating an art series, and one day I decide to switch back to Cinema4D and I use some of the Quixel assets there and finish my piece there. Technically it never "ends up" back in UE. Is that in violation? How does Quixel actually police whether your final "work" ends up in UE?

    It all just seems so vague and hazy to me.

    submitted by /u/NeedHealth
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    I made a YouTube tutorial about Azure Devops, pipelines, Unity3D, local build agent, Inno setup 6 installer and even how to setup and upload it to an Azure blob store.

    Posted: 20 Aug 2020 06:52 AM PDT

    Where can I find a GameJam that groups you with people with other skillsets?

    Posted: 20 Aug 2020 06:42 AM PDT

    I remember a while back I found a GameJam where you could form or join a team and it would tell you the skillsets of other people you were joining with. Like, one person had the skills for visuals, another for audio, another for programming.

    I wasn't ready to join a jam back then and I don't remember where I saw that one.

    Since then, all the jams I can find just seem to say submit your project with or without a team, but they don't necessarily have the resources to help you find/join a team.

    Can anyone point me in the right direction?

    submitted by /u/Byeka
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    Questions relating to the Build Engine

    Posted: 20 Aug 2020 12:36 AM PDT

    Hiya everyone! :D So for a while I've been refining a retro FPS idea I had and have been going to various forums, asking different questions and trying to get closer to possibly making my game a reality! One of things I've been struggling on though is the game engine to use, as after looking at all the amazing things you can do with the Build 2 Engine (which made the big three retro FPSs) I thought I would use that!

    However there doesn't seem to be an exact guide on how to use it or even where to begin with the whole thing, so I wanted to ask you guys if 1) You know where a guide exists for all this, 2) If there are any specific recommended guides for making retro FPS like Duke Nukem 3D in general, and 3) If there's a better engine I can use for my project!

    Sorry for the long post and questions but thank you so so much for reading!!!!

    submitted by /u/TimTamTomTims
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    Question : As someone who wants to pursue 3D-Environment artist as a career, what is the workflow I should adopt (or rather what is more acceptable in Industry?) Poly model and then Sculpt details for baking, or Sculpting then retopo and bake?

    Posted: 20 Aug 2020 08:44 AM PDT

    Hi,
    I am a 3D artist, I use blender, and I personally am pretty good at poly modelling, I only started learning sculpting a few weeks ago, and I am not confident to say I am good at it. Not yet at least.
    I want to pursue career in games industry as an Environment artist, and I am not sure what kind of Workflow they expect from rookies. I am more comfortable with Poly modelling first and then sculpting the details for baking. But I am not sure if thats the right way of doing things.Google doesnt seem to give me a direct answer as most of the result discuss pipeline of an entire environment team effort, rather than the actual process of an individual. (I understand games are a team effort, but when practicing and building portfolio, I am on my own). So as the question says, what is the workflow should I make a habit out of?

    Thanks for your time and I hope I was able to convey my question properly. I hope to see your insights and answers into the topic, and also wish if someone in future has similar dilemma, they will find help here.

    Regards.

    submitted by /u/Keysky007
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    Unity or Unreal for an FPS game?

    Posted: 20 Aug 2020 12:24 PM PDT

    So to start off i know Unreal is more feature packed out the gate than Unity is. Its also a newer engine in relation to the coding that makes up the engine. I also know out the gate Unreal has more tools for FPS games than unity does but C++ is much harder than C# and there are far less tutorials in c++ in unreal than for c# in unity.

    What features does unreal have that unity doesnt have that would allow me to make an FPS?

    This is not meant to bash Unreal or start a war between the 2 engines. I am truly interested in possibly learning unreal if it will help me get my goal faster.

    submitted by /u/remembadaname
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    Music for video games - Any subscription sites which are recommended? Opinions on Artlist? Good sites to buy music?

    Posted: 20 Aug 2020 08:22 AM PDT

    Some years ago I read that there is a risk that Youtube videos with game content will have their sound removed when using music from sites like Artlist. This happens if the artist decides to make copyright claims. Is this still true nowadays?

    I don't mind spending some money but I can't afford 100$ per song. Are there any new affordable websites to buy game music?

    I am looking for music for a platformer.

    submitted by /u/groundhogpete
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    How can you do this subtle wind animation on clothing in 3D?

    Posted: 20 Aug 2020 11:57 AM PDT

    I want to replicate what's going on in these clips (from Naruto Ultimate Ninja Storm):

    https://youtu.be/QJ-Sq5MidxY?t=102

    https://youtu.be/QJ-Sq5MidxY?t=439

    Specifically, I like that subtle movement in the clothing (slow and steady in the first one and rapid and full of energy in the second). I'm curious about how much of this is animated and how much would be dynamics/simulation.

    I'm a bit of a 3D novice, but my guess the hair at least probably all joints and hand animated. But I don't think all of the clothes (especially the rapid shaking in the second clip) are hand done. How do you get that kind of effect on a skinned mesh? The pants and such and shaped to the skeleton, but still seem to have some sort of physics going on.

    submitted by /u/DaiDiimon
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    What areas of physics should I study to be able to create a physics engine for my game engine?

    Posted: 20 Aug 2020 02:45 AM PDT

    My requirements are simple, what I have so far is simple gravity (I implemented a basic system where every object exerts a force of (m1*m2)/d2 * G on every other object). I have a very simple collision detection system but the current collision response doesn't take anything into account, just continous to wander with the same speed in another direction.

    I would like to learn about collisions, interactions with water, wave motion, maybe terrain and object deformation, and probably soft-body physics for things like clothes.

    I know this is an extremely huge task for one person, but could you suggest a few papers and areas for me to start with? Implementations are also welcome! Thanks in advance!

    submitted by /u/Andrispowq
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    First devlog for my game! Nervous and excited!

    Posted: 20 Aug 2020 11:25 AM PDT

    ➡ Simple FPS Controller is on the Asset Store ➡ FREE UNITY ASSET ➡ Link in comments!

    Posted: 20 Aug 2020 11:10 AM PDT

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