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    Wednesday, August 12, 2020

    I feel the need...the need for speed - Godot 3.2.2 - Tutorial in comments

    I feel the need...the need for speed - Godot 3.2.2 - Tutorial in comments


    I feel the need...the need for speed - Godot 3.2.2 - Tutorial in comments

    Posted: 12 Aug 2020 10:06 AM PDT

    When do you stop updating your game?

    Posted: 12 Aug 2020 12:48 AM PDT

    I published my first game 2 months ago. The game wasn't a success I got like 170 downloads.

    Since then I learned many new things and i realize now what I did wrong in my first project.

    So I am wondering now if I should spend a couple more weeks updating my old failed project or should I start a new project.

    Also an added question. When dose one stop marketing his game? I feel like by this point I should give up marketing.

    submitted by /u/Kingoftifity
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    How to Make 3D Low Poly Models with Handpainted Textures

    Posted: 12 Aug 2020 06:08 AM PDT

    I quit my job several months as programmer because I hate it there and also so I can focus on game development. Now I feel lost and overwhelmed by lack of motivation to do anything

    Posted: 12 Aug 2020 11:40 AM PDT

    I don't know if this is linked to depression or something but im no expert.

    Long story short, I quit my job because by the time I come home, i'd be super exhausted and I spend all day playing video games when I come home. Now that I quit my job, I thought that i'd have all the time I need to focus on game development. But that's not the case.

    These days I spend most of the time browsing Youtube and Reddit. Sometimes I would download games on steam but I would delete them 1 minute after.

    The reason why I feel so shitty is because I have this brutal relentless urge and feeling in the back of my mind that I should be and NEED to be productive. But im not the kind who can force and whip myself into productivity. That kind of behavior exhausts me and shoves me into a quick-sand of procrastination and de-motivation to do anything productive.

    I had made very few things here and there in Godot but only after exposing myself into enormous amount of pressure and discipline to do so.

    I'm the kind of person who acts based on impulses and inspiration. But for some reason every time I open Godot or anything related to game development, I feel this sense of fear. I'm not sure if it's fear of failure or success (Yes such thing exists but it's deeply rooted to childhood trauma)

    I'm pretty much desperate here. Otherwise, I wouldn't have posted it here to a bunch of strangers online.

    Anyone else struggled with such thing? How did you deal with it?

    submitted by /u/Snoo-28514
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    I want to start a game dev career, but I feel super lost right now. Can someone with more experience help me?

    Posted: 12 Aug 2020 08:46 AM PDT

    My current situation

    I'm a 23yo, living in Brazil, and I've been in college for 5 years now, with at least 2 more left, on an Electrical Engineering program. After much consideration (and I mean, MUCH) I've realized I don't want to work with EE, and want to get a job on game programming.

    I love programming, it's basically the only part of my program that interested me. And I love gaming, it's basically the only other thing I've ever been truly obsessed with besides coding.

    My plan

    Logically, I thought, the next step was to make a rough personal roadmap. I'm considering:

    1. Dropping out of college temporarily;
    2. Keep working on my internship (more of a entry level solar modules sales job) and on my personal game projects until the end of the year;
    3. Next year, solicit a program transfer to Computer Science (I can't do this before next year);
    4. Graduate probably on 2023 or 2024;
    5. Get a remote job in a game studio (any one, just to get my feet on the door).

    The game programmer job isn't my ultimate goal. My ultimate goal is to make cool games that bring joy to people. However, I believe that this way is the best one to achieve that dream while working on things I enjoy.

    Another way to achieve that would be to get a job on non-game related programming, since I enjoy coding in general, and just go full indie dev on the side. That would be a bit more viable since at least there are some big/medium companies I could work on here in Brazil, the same of which cannot be said about game studios.

    Problems

    The thing is, from what I've read online, the part of getting an entry-level remote job seems kinda impossible. I don't even know if it's been done before, someone from an entirely different country getting hired like that.

    And it's ******* killing me not knowing where to go, what to do. I haven't been able to sleep before 4am for like, a week now from sheer anxiety. And I have to work at 8:30am.

    I would love to be able to relocate (love Brazil, hate our current situation), but it would add even another challenge: my girlfriend, whom I plan to marry somewhere along the route, is studying Architecture and due to the dynamics of her field, it's really hard to get a job somewhere no one knows you, or at least that's what she believes.

    Conclusion

    If you have any tips, any success story of someone who did something like what I want to do, anything really, please share. I just need some directions? Sorry for the wall of text.

    TL;DR: want to get a remote game programming job while living in Brazil, please halp.

    submitted by /u/BowlingSashimi
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    An easy Unity tutorial that shows how to make cutscenes/cinematics!

    Posted: 12 Aug 2020 05:04 AM PDT

    What's best practice when managing scenes in 2D side/top-down games?

    Posted: 12 Aug 2020 06:04 AM PDT

    Hi!

    Like many of you here I'm making a 2D (top down) game-project in Unity. My project has an open-world area where you can move.

    Lately I've been very contemplative on what the best approach is to scene-management in 2D-games (side, 2.5D and top-down). I've googled variations on "best practice scenes 2D games" but have come out blank.

    My thoughts are as follows. I've read that for example Unity already helps developers by not rendering things that are not in front of the screen. From what I've understood Unity does this to help performance. So then, should I create my 2D open-world in one big scene and simply trust that Unity is managing performance? Trust Unity doesn't render unnecessary sprites/areas/scripts? Or should I manually cut up my 2D-open-world into sections that load when the player comes close to them?

    Making smaller scenes would require more work, but it may be a worthy investment. Maybe it's safer and better practice? Or perhaps in the case of 2D-games it's unnecessary because they're less performance heavy?

    I've had a very hard time finding answers to these questions. I'm sure there are more that are wondering about this, so I thought I'd come here and see if you have any thoughts/resources on this.

    What are your thoughts? What's best practice? And how are you doing in your projects?

    submitted by /u/Gnodima
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    How do you decide to price your indie game on Steam and the other currencies that the store supports? Should I been looking at the minimum wage for the country or is their a more important metric to consider?

    Posted: 12 Aug 2020 10:52 AM PDT

    I'm releasing my game next month and haven't even decided on a price for my local currency. As per the title, how should I go about this and also consider other currencies?

    A straight currency conversion, which may be a reasonable price, from my local currency is going to make it over priced for certain other currencies.

    submitted by /u/centaurianmudpig
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    How on earth did old (and newer games) do save games??

    Posted: 12 Aug 2020 04:35 AM PDT

    [SOLVED]

    So, lately I've been working on a save-game system in which my game basically creates a temp folder in the game's directory, where it saves all the global data, and only reads from the files in that folder WHEN it needs to read or write to (or from) it.

    And, I was just wondering, is this the right way to go with it?

    Basically the idea I have planned is that, when you want to save to a file, it copies the temp folder into the save slot you're saving to (either the one you selected from the file screen, or from one you pick from).

    But this worries me a bit because

    1. It's using disk space as a means of storing immediate global data, and this makes me think it's a bit volatile
    2. Even tho it works and is only pulling info from the files when /needed/, I'm worried about if I did something like auto-saving, and the player changing the temp folder /halfway/ through it copying to another save folder slot.

    So, if anyone has any advice they'd like to share on this, I'd love to hear it.

    EDIT: Ok I guess I didn't make this clear at first. By "directory", I meant saving in the "User > AppData > Roaming" folder

    EDIT 2: Ok, looks like I'll be changing how I handle the save system in my games. Thanks for all the advice, everybody!

    submitted by /u/throwashia
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    I made this android game in 24 hour (quick Devlog in the description)

    Posted: 12 Aug 2020 11:55 AM PDT

    Check out /r/GameDevVids for the latest tutorial videos for game dev, pixel art, and Blender

    Posted: 12 Aug 2020 09:06 AM PDT

    I created a subreddit called /r/GameDevVids where a bot auto-post new videos from a number of Youtube channels that post free tutorials for different game engines (Godot, Unity, Unreal, GameMaker, and more) as well for as CGI (mainly Blender) and pixel art (Aseprite and others).

    The tutorials are flaired by engine, so it's easy to find just what you're interested in. New videos are added multiple times a day.

    submitted by /u/DaemoniaSaves
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    Guidance on finding game designers to build games with?

    Posted: 12 Aug 2020 11:38 AM PDT

    Hi all-

    Really hoping for your guidance on a question my startup team is struggling with. My question is how you think I should go about finding game designers to build games with (primarily mobile/browser right now vs. hardcore big budget AAA PC/console stuff). We have many great capabilities (e.g., production, Unity dev, art, sound, UI, monetization, UA) but could use someone specifically who can come up with great game concepts (and presumably lacks some of the capabilities we have).

    I don't care about pedigree and a ton of experience, but in addition to having a knack for good game design, they must satisfy the following:

    • Genuinely passion driven vs. trying to make a quick buck
    • Wants to build games with significant commercial potential vs. solely as an art form
    • Mature enough to know how to work with a team vs. viewing themselves as gods
    • Typical stuff about work ethic & discipline that anyone in the startup world needs to have

    Any thoughts on where to find such a person? How would you "vet" them to ensure that they're really a good fit, given that the skill set feels so intangible / hard to judge?

    Thank you so much for your time.

    submitted by /u/friendofgorillas
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    Anyone else love world building with environment design? Billboards are such an untapped resource

    Posted: 12 Aug 2020 12:17 PM PDT

    How did Fall guys blow up with 2 million sales in their first week as an indie studio?

    Posted: 12 Aug 2020 11:52 AM PDT

    I think everyone was hoping the game would be well received, but it's performed way higher than any of us possibly expected. When you are planning for the launch of a game, you usually plan for a few different scenarios. You typically have a low case, medium case, high case, and then a breakout success case. It's safe to say that Fall Guys has already massively surpassed our definition of breakout success. None of us were expecting things to skyrocket quite as intensely as they did.


    This is only their 2nd game on steam, made in 2 years of game development. In interviews the developer talked about being inspired by takeshi's castle. Interestingly one of the concept artists worked on theme parks before this, adding to the game show feel.

    Why did this game become so popular when the battle royale genre was thought to be over saturated?

    submitted by /u/throwawaysuitalor
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    Make many games but never manage for finish any one, is game dev or for me?

    Posted: 12 Aug 2020 02:14 AM PDT

    I got great idea, do it for couple day/week, find out not that interesting/ too difficult to continue. Abandoned it and repeat the cycle...

    Is game dev not for me?

    submitted by /u/FuryOctopus
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    C Graphics by simply writing to a pixel buffer.

    Posted: 12 Aug 2020 04:59 AM PDT

    I have tried googling with very little success. If I wanted to draw graphics in C by simply filling an rgb buffer, is there an easy way to do that? I dont want any drawLine, fillRect, etc. functions. For example, something like screen[0] = 0; would set the top left pixel to black.

    Edit: lots of really great answers on here. I really appreciate all the feedback!

    submitted by /u/psychocrow05
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    Asset Flipping and Synthy studios

    Posted: 12 Aug 2020 10:32 AM PDT

    1. I've heard of devs being accused of so called asset flipping. How much of an issue is this really for studios that use a lot of 3d models from the unity asset store or the unreal store? Are there any famous stories?

    2. Are there successful games that have used for example a lot of assets from the well known asset creator synthy studios? Even better, a list of games with the assets they used?

    3. I feel like that the majority of the assets bought from synthy studios or other big 3d model creators are never going to be used in a published game or in other words: they are mostly used in private projects and are bought by people that hope to someday make their own big game but will never finish it. Am I wrong in thinking that?

    submitted by /u/Codarza
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    What other toy franchises do you know that are like transformers/bakugan?

    Posted: 12 Aug 2020 01:14 PM PDT

    I don't know if that's the right community... But I am searching for transformer-like toys, like bakugan and transformers. Do you know other franchises, or toys like these?

    submitted by /u/Allucasfa
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    When level 14 of roguelike tactics and 1.5 hours of hardcore challenge passed.

    Posted: 12 Aug 2020 12:58 PM PDT

    AdMob account disabled during testing & just 300 impressions!! :(

    Posted: 12 Aug 2020 12:37 PM PDT

    Hello everyone,

    My AdMob account was disabled due to Invalid Traffic.
    I didn't receive any warning email before this.
    I was using AdMob through IronSource Ad Mediation.
    I was testing the Ad Integration in my gaming app which has multiple games in it.
    To be honest with you, I forgot to add the Advertising ID (GAID) of my device in my IronSource Dashboard's Testing section.
    I just had around 300 impressions worth around $0.34 before my account got disabled.
    Also, this happened before I started the Google App Campaigns for my game.

    Can someone please advise how to resolve this situation.
    What are the chances that my appeal request will get approved?
    Do you know of such cases happening to any other publishers?
    How many days/weeks could it take?

    submitted by /u/ecoapps
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    How the Jump Button Works

    Posted: 12 Aug 2020 12:37 PM PDT

    Musician and V/O artist looking to contribute

    Posted: 12 Aug 2020 12:13 PM PDT

    Hey all! I'm a musician/composer/audio engineer (typically hard rock/grunge/metal styles), and a voice actor (typically narration, though I've also got lots of character ideas). I'd like to contribute to some interesting projects if I can offer anything of value to anyone.

    I'm sure you get a lot of this stuff here, and I'm happy to share my albums and demo reels, but I won't link to my stuff so it's not seen as shameless self promotion (which I assume is uncool).

    Anyway, I'm not looking for work in the traditional sense - I own a small a digital marketing company and that keeps me fairly busy, I just thought it would be fun to contribute to this stuff in the same way that my music career, to date, has been a labour of love.

    I read the FAQ and I think this type of post is allowed. I haven't spent much time on this sub before, so I hope I'm not massively off-side with this. :) Cheers.

    submitted by /u/armadadrive
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    Do game devs working for companies work at home, in addition to the work hours in the studios?

    Posted: 12 Aug 2020 08:10 AM PDT

    I'm just curious about this.

    submitted by /u/weamphn2
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