I make orchestral/ electronic music that I'm giving away free with a Creative Commons license. Feel free to use it in your work! |
- I make orchestral/ electronic music that I'm giving away free with a Creative Commons license. Feel free to use it in your work!
- How to Make an Actually Good Tutorial
- We made an internal tool to create animated art as well as to export assets to our games. Bit - Animation Editor is the refined version of that tool. We use it to compose and design animated pixel art. It has a wide range of easy to use export options, and we also created an importer for Unity.
- Place items in the hands of 2D characters in a 3D
- An indie game we currently we working on. Coming to steam very soon. Give us some feedback what you think :)
- 30 second tutorial on how to change the color of the Unity editor while in Play mode - to avoid losing your Play mode changes
- Tabletop RPG, gridless but strategical combat?
- Where can I find professional quality niche game-ready audio samples other than the marketplace?
- (Unity) Making a puzzle game with reflection theme
- Multiplayer plaftormer - Remote player position interpolation causing floaty/spongy movement
- Need game mechanic ideas for a cat clicker game.
- Low poly speed art level design
- 8BitCADE XL - A DIY Educational Gaming Console. | Powered by Arduino/Arduboy
- How to approach an almost undocumented old game source code?
- Math and professional game programming as a career: You only need to know certain specific things?
- Going unheard
- Blender 2.91 Python API: How to keep addons compatible
- Thoughts / Critiques on my Game Development Portfolio?
- Weapons Master any ideas to improve our game, We really appreciate your feedback.
- Hello game developers! I create sounds for games and am running a poll where I will create and give away a sound asset pack to the voting community. Choose between synth wave, light orchestral, forest ambience and xylophone music. Get the previous give away as well!
- Cannot find numbers on popular genres by region...
- Animation data in numbers for compression purposes
- during my second week of indie-game design i talk about spotting objects with raycasts, optimizing code and saving time on art.
- Literature on playtesting?
Posted: 09 Aug 2020 04:54 AM PDT Hi, I make music that I'm giving away for free under a Creative Commons attribution license. Feel free to use them however you like! All of the bandcamp and mediafire links have downloadable wav files, and everything I listed is available royalty free. I arranged these sort of by tone/style to make it easier to look through: Energetic:
Emotional/ Cathartic:
Aggressive (Electronic/ Bass Heavy):
Epic/ Powerful (Orchestral):
Other:
Here are the license details if anyone is interested:
[link] [comments] | ||
How to Make an Actually Good Tutorial Posted: 09 Aug 2020 10:07 AM PDT
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Posted: 09 Aug 2020 01:08 AM PDT
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Place items in the hands of 2D characters in a 3D Posted: 09 Aug 2020 06:38 AM PDT
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Posted: 09 Aug 2020 11:08 AM PDT
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Posted: 09 Aug 2020 07:08 AM PDT
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Tabletop RPG, gridless but strategical combat? Posted: 09 Aug 2020 06:51 AM PDT I'm making my own rpg and I'm trying to make combat tactical without relying too much on a grid. Personally I like grids but I feel it creates too much need for aids and slows down play, so the intention was to make it faster. My initial idea is to use abstract ranges like close, medium, and far. But a problem arises when I have multiple players and enemies in combat and can't track their relative positions. Player 1 just moved 2 units to get close to an enemy that was previously far, but how close is he now from the other enemies, and from his own allies? When a lot of people are moving around this gets hectic fast! I considered drawing maps, and surely that might help, but I was wondering what other ideas you guys might have. I thought of ditching the system but I don't want the RPG to become narrative based like PbTA. I love that for what it does, but I want combat to be a big factor on this game. [link] [comments] | ||
Where can I find professional quality niche game-ready audio samples other than the marketplace? Posted: 09 Aug 2020 11:31 AM PDT Specifically I'm looking for flag sounds for a moving flag prop. Moving cloth sounds could work too. [link] [comments] | ||
(Unity) Making a puzzle game with reflection theme Posted: 09 Aug 2020 06:28 AM PDT
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Multiplayer plaftormer - Remote player position interpolation causing floaty/spongy movement Posted: 09 Aug 2020 08:30 AM PDT Hi, I'm working on a 2D multiplayer (peer-to-peer) platformer in Godot and have just implemented some basic extrapolation and interpolation to remote player movement, to reduce jitter and lighten the bandwidth load. I'm sending an update containing position and velocity to other peers every 30ms - once the game receives this update, it uses the velocity and position of the player to work out the position that they'll be within the next 30ms, and smoothly interpolate them to that position instead of just setting them there. This code is run when receiving an update from another player: Then in the process function (run every frame): This does wonders to improve jitter, but remote player movements are now over-smoothed to a very noticeable degree. It's especially noticeable on the vertical axis (e.g. when the player jumps - if they bunny hop, they don't even touch the ground). Remote players will float down from a jump instead of hitting the floor as intended. I'll attach some footage here. https://reddit.com/link/i6l7rc/video/2nlsc5i4wzf51/player Does anybody have experience with or advice for this? The nature of the game means that other player's movements should be snappy and easily readable, so I'm quite concerned with this issue. I realise why this is happening (I think), but I can't figure out how to make it snappier without re-introducing jitter. Thanks in advance! [link] [comments] | ||
Need game mechanic ideas for a cat clicker game. Posted: 09 Aug 2020 05:12 AM PDT Hey so I'm a big cat lover, I have 2 fluff balls running around at home and I have been keeping myself busy over quaratine by trying to make a Cat clicker game to gain some more experience in Unity. I have made the core game loop already with gaining score, multipliers and upgrades etc. I know that clicker games are a very over used style of game and very flooded on the market but I'm not sure If im ever going to release this most likely something just for my CV to have mobile development experience. I was wondering what would you like to see as a gameplay feature in a Cat clicker game ? Any idea would be amazing as I have been enjoying making this and would love to make it more fun as a game. [link] [comments] | ||
Low poly speed art level design Posted: 09 Aug 2020 08:48 AM PDT
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8BitCADE XL - A DIY Educational Gaming Console. | Powered by Arduino/Arduboy Posted: 09 Aug 2020 06:32 AM PDT
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How to approach an almost undocumented old game source code? Posted: 09 Aug 2020 11:55 AM PDT I'm talking about 100k+ lines of code written in a programming language I'm confident with. Still, every time I approach it I get very confused after a couple of hours of reading. I'd like to understand the high level game design and start working on the graphics backend. Are there good techniques to read a code which has almost zero comments and quite obscure class/funcs names? [link] [comments] | ||
Math and professional game programming as a career: You only need to know certain specific things? Posted: 08 Aug 2020 05:16 PM PDT I have seen some courses and books about math and game development, and noticed the following: They all focus on very specific topics.
And...that's pretty much it. Is that seriously all (or most) math i need to be a professional game programmer? The field of math is very big and full of theorems, theorem corollaries, postulates, principles and etc. Are those truly not needed? I would like to know how much do professional game programmers need to remember and apply geometrical theorems and other more "formal" knowledge of math in their everyday work life. I am to be a professional game programmer and am studying in depth all the topics of geometry (theorems, postulates and PROVING said theorems), trigonometry and linear algebra, but i see only very small sections are actually used to do pretty much everything in games. [link] [comments] | ||
Posted: 09 Aug 2020 11:35 AM PDT I do some concept art and writer for a small game dev team, and we're in the late stages of our first game. That being said, I still see a lot of issues, in models and layouts of maps and all of that. There's another member (they're more of a jackofalltrades type) who has gone to the extent of fully modelling some improved models and layouts, and I've done my best to pitch some design tips and suggestions and sketched up some improved concept designs. Problem is neither of us two are being listened to at all, or we get shut down before we even start, which is a major problem when it's a team of just six. Since this is our first project none of us are payed until the project is done and I feel like both of our talents are going to waste, ESPECIALLY the other person who are genuinely just amazing at the rate they get things done. Should we just cut our loses and let them keep the things we've made for them, or should we stick around until after the projects done? [link] [comments] | ||
Blender 2.91 Python API: How to keep addons compatible Posted: 09 Aug 2020 11:28 AM PDT
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Thoughts / Critiques on my Game Development Portfolio? Posted: 09 Aug 2020 11:27 AM PDT Hey all, I'm not sure if this is the right place for this (if not, please let me know where I should post this). However, I'm about to begin looking for my first real job in game development, and I was wondering if you could take a look at my portfolio and let me know what you think? Any comments or critiques are very welcome. Thanks in advance! Portfolio site: https://calebcomptonportfolio.wordpress.com/ [link] [comments] | ||
Weapons Master any ideas to improve our game, We really appreciate your feedback. Posted: 09 Aug 2020 11:08 AM PDT
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Posted: 09 Aug 2020 10:51 AM PDT
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Cannot find numbers on popular genres by region... Posted: 09 Aug 2020 10:41 AM PDT Posted this on r/gamedesign too, so copypasta... Hello there! I'm doing a little paper on which game genre has how much market share in which region (North America, Europe, Middle East/MENA, Latin America) for PC and mobile... but for the life of me I cannot find a source that tells me something like: Europe>> PC: %25 rpg, %19 sports, %9 strategy %3 bla bla Mobile: %X %Y %Z North Am>> PC : %.... MENA>> I've been looking for so long but it's either behind a pay wall, coming from 2015 or doesn't have percentages... Can anyone help a brother out here? [link] [comments] | ||
Animation data in numbers for compression purposes Posted: 09 Aug 2020 06:50 AM PDT | ||
Posted: 09 Aug 2020 10:31 AM PDT
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Posted: 09 Aug 2020 06:34 AM PDT Dear fellow devs, do you know any literature playtesting? I'm looking for something akin to "Game design workshop: Designing, prototyping, & playtesting games" by Tracy Fullerton, but preferably with even more focus on game testing. I'll embrace any books, articles, blog posts, or any other texts you know on this subject! [link] [comments] |
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