My water shader is now on github under the MIT license (link to the repository in the comments) |
- My water shader is now on github under the MIT license (link to the repository in the comments)
- A quick how-to for creating a VR accordion
- Finally learned how to control character animations with 2D blend trees and you can too! (Tutorial in Comments)
- Package of over 150 low-poly space themed 3D models, public domain!
- Voxel Plugin 1.1 is out!
- 20 weeks of gamedev challenge
- I tried 3 different marketing methods, here's how they worked!
- This is a Level Design by me. Based on one-page designs by Stone Librande. If you are interested in doing something like this I would recommend looking him up on youtube and checking out Edward Tufte for how to communicate through visuals effectively. PDF vector version: https://bit.ly/32pPxEp
- Lucia - an open source audio game engine written in python
- Blender 2.91 Sculpting Features : Boundary Brush
- I've been structuring my projects "by type" for years, and i wanna try the "by feature" approach, can you share yours or link some articles/repo ?
- Any good fonts that pair well with pixel graphics? (Besides a pixel font)
- Fundraising with Free Assets?
- HTML5 on consoles
- Hello dear friends, the objects I created now with download !!!
- Decorations for tile sets
- Doug Teaches Unreal Engine Lesson 3 - Blender Static Mesh Destructible M...
- Free Daggers that you can use anywhere you want
- Does anyone have a good website for free or paid mask textures?
- Enrolled in a game design program at uni. I have a question related to order of priority when developing a game. What is the feasible order when designing a game? Coding first? Asset creation first? How do you tackle developing a title?
- I want to make something out of only hexagons, is there any good software for this?
- New game
- Suggestion for 2D Top-Down Assets
- What free / inexpensive tools save you time during development?
My water shader is now on github under the MIT license (link to the repository in the comments) Posted: 27 Aug 2020 07:47 AM PDT
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A quick how-to for creating a VR accordion Posted: 27 Aug 2020 08:23 AM PDT
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Posted: 26 Aug 2020 03:17 PM PDT
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Package of over 150 low-poly space themed 3D models, public domain! Posted: 27 Aug 2020 10:51 AM PDT Hey everyone! I haven't submitted anything here for a while because honestly I don't like promoting my own stuff and might feel people don't like seeing it either - hah. I've created a package of over 150 models for space themed games, it includes terrain, modular space station components, spaceships, characters, a monorail (heck yeah) and more. Included in 5 popular 3D file formats plus 2D renders in both isometric and side views. License: CC0 (public domain), completely free to use in personal, educational and commercial projects (no permission/credit required). Download includes license file. [link] [comments] | ||
Posted: 27 Aug 2020 10:12 AM PDT
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Posted: 27 Aug 2020 05:44 AM PDT I decided to start working on a 20 weeks of gamedev challenge(starting this Sunday) and i welcome everyone to join me, whether you want to learn a new engine, get started in gamedev or just for fun to test your limits! It will go as follows: The main idea: I will be starting the challenge this Sunday(30/08/2020), and will be tweeting/posting here each week with the game type(or you can follow the list's order). Feel free to ask me any questions if you want, I will answer gladly and would love to see other people's creations! [link] [comments] | ||
I tried 3 different marketing methods, here's how they worked! Posted: 26 Aug 2020 07:30 PM PDT
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Posted: 26 Aug 2020 02:24 PM PDT
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Lucia - an open source audio game engine written in python Posted: 27 Aug 2020 08:06 AM PDT Hello. According to statistics, about 2% of the total population have vision problems. According to the World Health Organization, there are 285 million visually impaired people in the world. 39 million blind and 246 million having low vision. These people can play video games with 3D audio. For example, in shooters, they can hear the enemy and use the enemy's 3D sounds as a guide for aiming. But there are developers who develop audio games for the blind and visually impaired. If you don't know how blind and visually impaired people use computers, then you can read this: https://www.freecodecamp.org/news/a-vision-of-coding/ https://www.vincit.fi/en/software-development-450-words-per-minute/ Blind developers developed an audio game engine with Python. I invite you to familiarize yourself with the capabilities of this engine, and if you are a Python developer, help us with improving the code and new features. Link to Github: https://github.com/LuciaSoftware/lucia Link to discussion on Audiogames forum: https://forum.audiogames.net/topic/31079/lucia-opensource-audiogame-engine-written-in-python/ If you want to try audio games, visit the website: Thank you! [link] [comments] | ||
Blender 2.91 Sculpting Features : Boundary Brush Posted: 27 Aug 2020 10:19 AM PDT
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Posted: 27 Aug 2020 08:25 AM PDT Hi, For years, this has been my go-to structure for any game i made, considering 90% of my work is making small mobile games, this was kinda ideal, but lately it gave me so much issues when i started working on a slightly bigger game, but the other problem too, is that i found myself re-creating the same thing over and over again for almost every project, many times i just open an old class, copy the code and refactor it to fit the new class, but that is also considered extra works (right ?), ideally, i shouldn't have to re-create a new character movement class ever, unless i am adding a brand new feature, and even with that, the new features should extend the old class, and not directly modify it, which is also another mistakes that i've been doing.
So in the past few days i've been doing lots of research and stumbled upon the SOLID principles, which seems good enough, its also crazy that i've been using them all the time but without correlation with each other, nor a "set of rules" that i'll try to follow no matter what, which will always result in a bad-structured projects.
Anyways, so for programming wise, i think i can figure it out and start following better convention, but atm, am kinda "scared" to change my 7 years old project folder structure, and i hope i can see some examples/advice from you.
but before that, here is an overall idea of what i thought it can be a good structure for my next game: Keep everything I create inside a folder sitting on top, in my older example this would be the "0_TheGame" folder. Now instead of creating a folder for every major type, i will create two main folders:
The Universal folder will supposedly contain general helpers and reusable "stuff", that can be drag & dropped into any game, a bad example that i used to always have in my older projects is the re-creation of some of the math stuff, for instance, there were a time where i needed my a player effect to have a lineRenderer that does a BezierCurve, for that i created a PlayerEffect class that finds the LineRenderer and then have a Method that calculate the Bezier Curve. The better approach would be to have a Universal/Math/Curves.cs which has nothing to do with MonoBehavior btw, and just call its static instance to correctly calculate the curve for the line.
Now i think this is a good starting point the Universal folder, my fear is with the Specific folder, i know every game is different (hence its specific), but is there some general rule of thumbs for me to follow ?? For example should i put all the Managers together ? or instead split those even more, so for example should i have a folder called Manager that has GameManager, LevelManager, UiManager, DataManager, etc... Or i should have folders that matches these so it would be /Levels, /UI, /Data, etc.. But let's take the UI for example, a game has plenty of that, there is the "Overall UI", like the main screen, the settings, etc.. And there are the more specific UI, like Enemies health bar, Player new ability, level-specific HUD, etc... Should these be put in the /UI folder with their respective sub-folders ? Or should i have for example an /Enemies folder, and inside it put another /UI folder ?
Also, it is common to have the same folder names repeated many times but under different parent ? An enemy will have "graphics & scripts & prefabs", but the same goes for the player or the NPC, so is it okay to have N number of "graphics, scripts, prefabs" as sub-folders ? and by "okay", i mean, is it common ??
Thanks ! [link] [comments] | ||
Any good fonts that pair well with pixel graphics? (Besides a pixel font) Posted: 27 Aug 2020 11:06 AM PDT Hi everyone, I'm trying to find a cleaner, more readable font that pairs well with pixel graphics. I don't really like pixel text because sometimes it isn't very readable, or gives off too much of a unprofessional vibe. The contrast between pixel graphics and clean, sleek UI and font might be too large but I think it could work. Any suggestions? Thanks! [link] [comments] | ||
Posted: 27 Aug 2020 09:30 AM PDT In a few months' time, I plan on releasing a promo trailer for my fighting game. The trailer's main purpose is to finally be able to have something presentable enough for fundraising. With that money, we can make more assets to replace our free placeholders and have the budget for the rest of the game. Herein lies the question: is it acceptable to use these free placeholders in my trailer? (while giving credit, of course) The things that come from me and my team are the programming, the character models, the music, and the UI elements. But I'm using some free textures to complete the feel of the game. If I can show off the game while still using these textures, I should be on track to get the trailer out. But if not, I'll need to adjust my plan. Any thoughts would be appreciated! [link] [comments] | ||
Posted: 27 Aug 2020 03:06 AM PDT I developed my last game with NWjs/html/webgl/javascript and my biggest issue with the tech is that I could not port my game to consoles. I was wondering if this might be more feasible with the new consoles coming out. Maybe someone here has access to devkits and knows more about the systems. [link] [comments] | ||
Hello dear friends, the objects I created now with download !!! Posted: 27 Aug 2020 12:33 PM PDT
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Posted: 27 Aug 2020 12:29 PM PDT I've been trying to decorate my very plain ground tiles with some foliage, but they keep replacing the ground tiles. Is there a way around this? Because I've been trying for the past hour. [link] [comments] | ||
Doug Teaches Unreal Engine Lesson 3 - Blender Static Mesh Destructible M... Posted: 27 Aug 2020 11:52 AM PDT
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Free Daggers that you can use anywhere you want Posted: 27 Aug 2020 11:52 AM PDT
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Does anyone have a good website for free or paid mask textures? Posted: 27 Aug 2020 11:30 AM PDT I was wondering if anyone has a good website for free or paid mask textures? What I mean with mask textures: Anything from neutral colors (Black to White), with random shapes, gradients, grids, shapes, etc. [link] [comments] | ||
Posted: 27 Aug 2020 11:25 AM PDT I tried to be specific as possible. I am learning all sorts of new skill sets from these classes, things I never done before, but I have been gradually building confidence in them as I go along. Right now, I am taking a lot of art design stuff, so while it's fresh and while I get more and more familiar with illustrator, it seems to me that creation of my own assets would be the more reasonable choice given where I am at in the program at the moment. So for me, it looks something like: -Have the concept -Have a rough draft of the main story beats -World building ( I am including maps in this) -Have an art style in mind -Asset creation (item pictures, character models, terrain, etc) -sound design -coding -etc Is this a reasonable order of things to tackle? Is it a bit too early to work on assets when I don't have a skeleton of a code? I haven't got far enough to understand what comes first, the code or the art, and how to intermingle the too (applying code to your actual graphics.) Thanks for any help you can provide. You guys are really legit and I like browsing the stuff here. [link] [comments] | ||
I want to make something out of only hexagons, is there any good software for this? Posted: 27 Aug 2020 11:00 AM PDT I just want to drag and snap some 3D hexagons to form some shapes. Is there any good software for this? Should I just use blender? Should I just make my stuff in Unity? [link] [comments] | ||
Posted: 27 Aug 2020 10:51 AM PDT Hi, I've started on a new game about strange mythical creatures and had a question, what kind of creatures would you want to be able to walk around and/or live around with? What engine should I use for the best aesthetically pleasing environment? [link] [comments] | ||
Suggestion for 2D Top-Down Assets Posted: 27 Aug 2020 10:34 AM PDT Hello, Can someone suggest website or asset bundle where I can download or buy some. [link] [comments] | ||
What free / inexpensive tools save you time during development? Posted: 27 Aug 2020 06:37 AM PDT I know there's a lot of tools out there and they can vary depending on what you're doing, but I'm looking for anything you have had experience with that makes your process more efficient, saves time, etc. Links to the resource/tool appreciated! Thanks. [link] [comments] |
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