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    Monday, August 31, 2020

    How to make a hand-drawn animation effect for 3D game

    How to make a hand-drawn animation effect for 3D game


    How to make a hand-drawn animation effect for 3D game

    Posted: 31 Aug 2020 03:35 AM PDT

    Blender Game Engine Won't Die - Sort of?

    Posted: 31 Aug 2020 08:43 AM PDT

    Make Sci-fi machine gun SFX for your game in 80 seconds. (more tuts in comments)

    Posted: 30 Aug 2020 12:57 PM PDT

    Some stylized hand painted game assets you can use for whatever you want. I uploaded a few assets that I were made for a project that no longer requires them. Trees, Bushes, and Grass/Dirt Textures. (UNITY)

    Posted: 31 Aug 2020 11:23 AM PDT

    Welp, I learned a lesson about choosing a game name today.

    Posted: 31 Aug 2020 07:34 AM PDT

    So hey, I learned something that I wanted to share because this stung a lot.

    When I chose a name for my game I wanted something blunt, straight forward, and easy to remember, so I chose

    "The Run".

    Made my steam store, graphics, logo, trailer, press releases, joined keymailer and woovit, and off we go.

    Then YOU GUYS pointed out that it's impossible to find on the steam store. Search for it and you get 100 other games. I contacted steam about this and they said:

    "It's working fine, look it's right here on page 5 of the search results!"

    Ugh!!! Nobody's gonna find it if they watch a YouTuber play it someday. Search engines disregard "the" and that leaves me with a super non-unique verb. Any game where "that was a good run!" Or "can you make the run from town to town" etc, popped up before mine. If they used the word Run, they won. Boom: poetry right there.

    2 days from launch , and I've bit the bullet and changed the name to "Bragger's Run". It's now the top and only search result when you look for it. Better now than post release I guess. Let's be honest, I don't have that many wishlists anyhow.

    Then I stayed up til 3am scrubbing "the run" from everything and redoing my media art. Gross.

    submitted by /u/GWRFGameDev
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    I made a tool for generating procedural textures in your browser

    Posted: 31 Aug 2020 08:35 AM PDT

    I am currently working on a tool to generate procedural textures. I call it Project Texgen

    Project Texgen is a free tool for generating procedural textures. It distinguishes itself from other procedural texture tools by running in the browser (but native versions will be available).

    Watch the YouTube video here

    If you want more information you can read my article here

    If you want to try it out: click here

    (Warning ! uncharted lands. Be prepared to encounter dragons and A LOT of bugs)

    submitted by /u/xhighway999
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    If you are having trouble keeping your plot or story organized take a look at Coggle. A free flow chart (2 paid options but idk about those) visually appealing and with save states to recover older versions.

    Posted: 31 Aug 2020 01:05 PM PDT

    2d Portraits medieval

    Posted: 31 Aug 2020 07:16 AM PDT

    Looking to Interview Game Designers

    Posted: 31 Aug 2020 02:05 PM PDT

    First off I know how important karma and notoriety on reddit/social media is, but I just made this account so forgive my amateur appearance.

    I have a very small YouTube channel and podcast that I hope to slowly grow and eventually have it as a platform to have cool conversations with interesting people. What I am really into right now and find fascinating is game development, I don't do it personally but I think the process of making games is so interesting. So, I thought I'd reach out and see if any game developers of any kind would want to have a conversation about what you do and just games in general, or whatever! Again, my channel and social media appearance isn't that big, but I do believe I am decent at putting together worthwhile questions and topics and just think it would be fun to talk to people about this kind of stuff.

    If you are interested at all message me and let's have a cool conversation!

    submitted by /u/the-great-dreamer
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    I'm going to be pressing this button tomorrow for the first time. Is there anything behind it that I need to have already prepared to make the release go smoothly? I don't want unexpected surprises to deal with on this button press, i.e. like more details to fill in or additional settings, etc, etc.

    Posted: 31 Aug 2020 12:36 AM PDT

    As above. This will be the first time I have released a game on Steam and the first time I'm going to press that 'Release App' button. Just wondering if it goes live as soon as I press it or there are any additional settings, etc that need to be entered, to prepare for.

    submitted by /u/centaurianmudpig
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    Around 50-60 of my original music compositions and songs in the metal genre with elements of retro electronic music and chiptune over the past 7 years. All of them are available for free under Creative Commons, and free to use for any purpose, including commercial. Enjoy listening.

    Posted: 31 Aug 2020 07:48 AM PDT

    EnTT v3.5.0 is out: Gaming meets Modern C++

    Posted: 31 Aug 2020 03:09 PM PDT

    What's EnTT

    EnTT is a header-only library written in modern C++.

    It's mainly known for its entity-component-system (ECS) model. However, it offers also many other things useful during development, from flexible tools for managing signals to an integrated reflection system and so on.

    EnTT is also a production-ready, fully documented and battle-tested library with a 100% coverage. Among others, It's currently used in Minecraft by Mojang and the ArcGIS Runtime SDK by Esri.

    What's new in v3.5

    Against my expectations, this is another small major update before a (hopefully) big change on which I've worked during the last weeks. You can find the changelog here.

    Long story short: the goal is to get rid of the group class and take a step beyond the limits of the groups.
    That is, I want to allow conflicting groups and make their optimizations automatically available to all views. I'd also like the API of EnTT to be as simple as possible and the old, good view-only interface was... well, so good! On the other hand, I want to stay a thousand miles away from what I don't like about/find problematic with archetypes and groups (see my blog posts for further details).
    Therefore, I've tried to come up with a new model that looks promising but I still don't know if it will work as expected. It could be a failure or maybe something new as were the groups. Who knows... certainly worth a try!

    About this release, the most important changes are in my opinion the built-in support to containers and pointer-like types in the reflection system and the extended iterators for views and groups:

    for(auto [entity, pos, vel]: registry.view<position, velocity>().proxy()) { // ... } 

    I won't go into the details of all other additions. Please, refer to the changelog for further details.

    What's next?

    The next iteration will be mostly about this new model.
    I can't promise it will be part of the next release though, mainly because it will be primarily an experiment and it may fail. However, if it works it will give us a new model to play with and experiment.

    Of course, I'm not going to work on just that. I'll try to fill in all the gaps that gradually came out and add other features where possible.
    I'm also pretty sure something new will pop up sooner or later before the next release, so stay tuned!

    In the meantime, enjoy this new version!

    What else

    If you are using EnTT and want to tell me hello or which of your products relies on it, do not hesitate to contact me!
    For everyone else interested in the library, the wiki contains more than what I've said here and the gitter and Discord channels are a great place to come and ask your first question!

    I'm looking forward to hearing from you. :)

    submitted by /u/skypjack
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    Game programming vs Game scripting?

    Posted: 31 Aug 2020 12:14 PM PDT

    Is there a difference between these two? This came up because for a while now, I was coding stuff in Unity and Unreal. I always thought this was "programming", but recently I talked with an engineer and he told me I am just learning how to become a scripter rather than a programmer. He continued to tell me if I wanted to become a programmer, I should be able to make my own game engine. Is this true? Am I not considered a "gameplay programmer" if I continue to code using Unity and Unreal?

    submitted by /u/SadisticKamikaze
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    How to Make a Dungeon Crawler for Blind People

    Posted: 31 Aug 2020 02:20 PM PDT

    Visionaire experience

    Posted: 31 Aug 2020 11:56 AM PDT

    hi, my wife and i want to make a point & click fantasy adventure game, in the spirit of the good old Sierra Online games like KQ and QFG.

    she's doing the animating. i've been working on the script and storyboard, and i have the map drawn out.

    we have a few questions before proceeding, though.

    1) she's never programmed anything, but she feels sure she can handle Visionaire within a few weeks (she watched all the youtube tutorials). she taught herself AfterEffects in a few weeks this way, so we feel good about it. the question is, can Visionaire handle any type of graphic images?

    we'd like to create Dragon's Lair type graphics for the character dialogue portraits that pop up when characters speak. can Visionaire run these graphics in a point and click format? we aren't soliciting artists in this post, just curious if this app can actually handle that type of art in a P&C game. we plan on making it 2D images to keep it simpler.

    we'd like to use art similar to Night of the Rabbit--the cartoony fantasy type of thing, but a little simpler. we're trying to keep it kind of easy for the first game, not going overboard with a lot of bells and whistles. just the pretty basic object interactions, dialogue, a cat's tail wagging every 10 seconds, a slightly moving river, stuff like that.

    2) their forums said webp is superior to png, something to do with file size and loading times? it wasn't really clear. can someone please explain this in simple terms? i asked the OP but got no response.

    3) are any highly specialized animation skills required to create a finished game in Visionaire? right now it seems like you upload all the background scenery for each screen, then upload all the frames and enter the right the command prompts (i.e., to make the character walk in the area you define within the engine), but some people are talking about Spine, rigging, vectors, particles, etc? now, before we run out and hire a specialized animator for $150/hour, do we even need to worry about any of this stuff?

    4) Visionaire's licensing is a little goofy--it seems to be different depending on where you read it. are we correct in thinking the Indie License allows you to share the app among your team's PCs, as well as distribute it digital-only? we're curious because we plan on pitching this game to Steam, and we want to be legal and not get sued.

    anything else you fine folks would like to share is very welcome. thank you :)

    submitted by /u/puffaluppagus
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    Pinterest as a gamedev tool?

    Posted: 31 Aug 2020 11:40 AM PDT

    Pixi3D: The 3D rendering library which makes it simple to composite both 3D and 2D content on the web

    Posted: 31 Aug 2020 07:44 AM PDT

    I have been working on a 3D rendering library built on top of PixiJS, and just want to find out if anyone would be interested to try it and give feedback.

    Demo

    Pixi3D is a JavaScript library which makes it easy to render 3D graphics on the web. It works for both desktop and mobile web browsers and includes several components which makes it easy to create nice looking 3D scenes out-of-the-box:

    • Load models from file or create procedural generated meshes
    • Supports physically-based rendering (PBR) and image-based lighting (IBL)
    • Transformation, morphing and skeletal animations
    • Customized materials and shaders
    • Built on top of the widely used PixiJS library which makes it simple to combine 2D and 3D

    You can go to https://pixi3d.org/demo/drone/ to view a real-time demo or visit https://github.com/jnsmalm/pixi3d to download and read more about it.

    submitted by /u/jnsmalm
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    RPG UIs

    Posted: 31 Aug 2020 10:00 AM PDT

    So I'm trying to come up with a UI for a turn based RPG, but I'm drawing a blank on what exactly it should look like. Does anyone have any good examples of such UIs? I want to try and make my own setup instead of just taking a familiar one, like FF7's, and giving it a fresh coat of paint.

    submitted by /u/ExplainItAgainSlowly
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    Planit Rabbit - Version 0.9 - Release Trailer

    Posted: 31 Aug 2020 03:19 PM PDT

    Tomorrow is the premiere of our release trailer for Planit Rabbit - Version 0.9!

    Would you like to join us at 1pm CST?

    There we will select one winner. The prize is naming one of our new UFO and creating a customized rabbit to appear in-game.

    This is the link to our YouTube Premiere: https://youtu.be/xTKWcAo_OPo

    Please set reminder 🔔

    Thanks for your support guys. See you tomorrow!

    submitted by /u/DNXGcontent
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    How to Be a Successful (Game) Developer (with Richard Leinfellner)

    Posted: 31 Aug 2020 06:26 AM PDT

    Best time to load sprites? At initialization or as needed?

    Posted: 31 Aug 2020 02:54 PM PDT

    When using SDL2 for sprite texture loading, is it better to load all textures on initialization or only when they're needed? Does it even matter?

    I'm working on a 2D C++ game that is similar to a Mystery Dungeon game at first glance. It will have tiles which are pngs loaded into an unordered map of tile type to texture pointer.

    I'm considering two options for loading the tile sprite textures:

    1. Load them all when the setting up the SDL2 system
    2. Load them one by one at the time they're first needed.

    (2B) For efficiency, maybe even create a software-based cache where space is limited and underused textures are unloaded?

    My background is in computer architecture so I'm not even sure if these concerns are relevant for something like a PC game; please let me know what you think.

    submitted by /u/Kurafujin
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    How do i apply grass from blender into unity 3d better

    Posted: 31 Aug 2020 02:53 PM PDT

    How do i apply grass from blender into unity 3d better

    For my new game im trying to apply grass but the only way I know how to do it is by applying each individual slot of grass. Any tips, or a better way to do this. (I already posted this but forgot to add the picture)

    https://preview.redd.it/nrcc0n5usek51.png?width=767&format=png&auto=webp&s=d54e8e18760da09316059e9051923ea79ffd5891

    https://preview.redd.it/bhbg8to7tek51.png?width=1790&format=png&auto=webp&s=f4b3d494636736b47229620e7469c1f177542424

    submitted by /u/Jayhue007
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    Unity Facebook SDK on client-side, then post information to server-side PHP script to store in a MySQL database

    Posted: 31 Aug 2020 02:45 PM PDT

    I was just wondering because I heard that it's recommended to not call MySQL directly from Unity, but to use an intermediate PHP file. But I was wondering at the same time, for Facebook authentication, that isn't done through PHP, but you make those Facebook API calls from directly from the game client in Unity using the Unity Facebook SDK, which then gives you the information to relay over to PHP to check/update your own users table in MySQL, right?

    Because in traditional web examples, you also use PHP for the Facebook portion, but that's because it's part of the website design I think. In Unity, you already typically have the Facebook SDK imported so you can just use that to get the information, and only use PHP for your own table in MySQL.

    I was just wondering if this is the right way to go. If so, I'm assuming, I can do a similar thing with Google sign-ins. Import an SDK and make Google API calls, then resubmit the information to my PHP script to create an account in my database associated with that Google sign-in.

    submitted by /u/DataScienceAndMemes
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