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    Saturday, August 1, 2020

    Screenshot Saturday #496 - Fine Sheen

    Screenshot Saturday #496 - Fine Sheen


    Screenshot Saturday #496 - Fine Sheen

    Posted: 31 Jul 2020 08:09 PM PDT

    Share your progress since last time in a form of screenshots, animations and videos. Tell us all about your project and make us interested!

    The hashtag for Twitter is of course #screenshotsaturday.

    Note: Using url shorteners is discouraged as it may get you caught by Reddit's spam filter.


    Previous Screenshot Saturdays


    Bonus question: Have you ever bought a console the day it was released?

    submitted by /u/Sexual_Lettuce
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    I'm a solo indie dev. My new game just make $3k in the first 24h on Steam. Ask me anything!

    Posted: 01 Aug 2020 12:48 AM PDT

    I'm a solo indie dev. My new game just make $3k in the first 24h on Steam. Ask me anything!

    https://i.redd.it/tq50324cgce51.gif

    Hey fellow gamedevs!

    I've released Core Defense on Steam 24 hours ago and so far, the game has grossed over $3k. Of the sales, 30% were organic conversions, 70% were wishlist activations.

    Especially given the rather underwhelming graphics of the game, these numbers definitely surpassed my expectations – but I have a few ideas what I might have done right with this one.

    Ask me anything!

    submitted by /u/ehmprah
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    Smooth Voxel Mapping: a Technical Deep Dive on Real-time Surface Nets and Texturing

    Posted: 31 Jul 2020 07:40 PM PDT

    FREE UE4 Radial Menu plugin - for all UE4 users that are struggling to create radial looking menus, I shared my idea in the hope to help you out.

    Posted: 01 Aug 2020 10:05 AM PDT

    FREE UE4 Radial Menu plugin - for all UE4 users that are struggling to create radial looking menus, I shared my idea in the hope to help you out.

    >> UE4 Marketplace Download <<

    https://preview.redd.it/vnzszotn8fe51.jpg?width=1920&format=pjpg&auto=webp&s=e615179d3335276c6e2ddeb4315a6ba3da1ba678

    The radial menu plugin gives complete freedom in widget design for pie chart looking widgets. Few simple changes to UserWidget class allowed us to create radial looking menu but not to deviate from UMG workflow. This is only core functionality, but a good foundation for further extensions.

    The plugin allows you to create any kind of design for buttons because they are not automatically generated. Each button is a separate widget so you can add any information or imagery they like and make the menu unique. The plugin provides core functionality for events such as clicks and hovers to be called from any class. The goal of this plugin is to enhance UMG with few functions that allow you to create a radial menu.

    Video tutorial for setup.

    Good luck! :) If you have any suggestions or requests please let me know!

    submitted by /u/drDzX
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    1/1/2020 Started My GameDev Journey ... 8/1/12020 Now Glad It's Over

    Posted: 01 Aug 2020 11:27 AM PDT

    • 12/31/2019: Screw Valve. Uninstalls Dota2
    • 01/01/2020: Starts GameDev Journey

    The Beginning

    Back in January of 2020, I decided to start my gamedev journey. I'm a structural engineer (civil engineering degree) and a self-taught programmer. I originally tried to switch careers to become a software engineer (web development), but I wasn't able to get pass the interviews. I went back to my engineering day job but still wanted to try something on the side in my free time. After much research, I decided to release a game on mobile using Godot.

    The Failure

    January - March 1st Attempt

    I wanted to create a game like Puzzles and Dragons. I spent about 3 months coding and was able to lay out the basics like puzzle board, match and attack, life/mana bars. However, it started to get too challenging and code started breaking. Things became complicated the more stuff I added. I also began thinking about all the art, music, polishing, etc. ahead of me. This was too much, I dumped the project.

    Redemption

    March - May - 2nd Attempt

    I found a game called JumpKing and decided to try to make something similar. There's basically only one mechanic - Jumping. Things were way simpler and all I really needed to learn and work on was character states such as jumping, idling, charging, etc.

    May - August - Art/Music/Polishing/PhoneTesting/Publishing

    I spent the last few months mainly drawing. I used Krita to draw pixel art. For music, I went on Reddit and Google to find free music to use. At this stage, I began testing the game on the phone and learning about publishing to Android and iOS. Unfortunately, iOS development license ($99/year) is pretty expensive vs Android ($25/lifetime). I decided to just release for only Android. It was finally approved and released today to the Google Play Store (Hooray)!.

    How I learned:

    • Tutorials/articles on Youtube/Google, Godot Documentation
    • Trial and error (a lot)

    Last Thoughts:

    • Godot documentation is garbage (not being rude or anything). I've programmed in Ruby on Rails, NodeJS, ReactJS, and have dealt with many types of documentation... Godot is just bad. I hope this will be improved in the future.
    • Godot does not have a lot of tutorials/articles out there (which makes sense, just an FYI). Throughout my time, I noticed that there is a prolific amount of material for Unity. It seems you can just find about anything for Unity.
    • GameDev is freaking tough. I honestly didn't think I would make it to the end. I wanted to quit everyday. I remembered that a lot of the posts to beginners were always something like "most people never complete a game" or "just make sure you finish", dude this is so freaking true. I was dead and burned out towards the end.
    • Passion, interest, enthusiasm is great, but it won't last IMO and it can't. It's not that I started hating it, it's just that it becomes work and honestly, I had to look at it that way or else the game would never be done. I had to force myself from X time to X time - work on game.

    TLDR:

    • Noob tries gamedev.
    • He actually makes it and releases a game... Hooray!

    08/01/2020 - Screw Valve. Installs Dota2

    submitted by /u/NguLuc
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    An unprecedented Nintendo leak turns into a moral dilemma for archivists

    Posted: 01 Aug 2020 07:39 AM PDT

    Taking the plunge to change careers

    Posted: 01 Aug 2020 07:06 AM PDT

    I have officially established a roadmap for weaning myself away from my career as a nurse and pursuing the completion of my first video game. I will be reducing my work hours down to part time and committing at least 15 hours a week to the endeavor initially.

    However, I've got a steep learning curve. I've been a hobby writer for years, but I have rudimentary graphic design skills (I can draw a bit) and I've yet to have one of those "Eureka!" moments when it comes to the initial learning hump of programming (I've dabbled in C#).

    I'm here to cobble together essentially a curriculum for myself to learn the skills that I will need to do the leg work for my video games.

    What I would like to know from established game developers or other hobbyists is what are the specific skills or experiences that have helped you build the knowledge you have today? Was there a specific Udemy course that helped you cement your programming fundamentals? Did you find a particular skill helpful in building the rest of your artistic knowledge?

    Whatever you are willing to share, I would love to hear it! And I wish you all a good weekend!

    submitted by /u/ender_wiggin1988
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    Advice on how I'm handling my enemy AI.

    Posted: 01 Aug 2020 08:19 AM PDT

    Hey, I'm pretty inexperienced with making 3d games and have just started implementing my enemy AI. I'd like some critiques on my system so I can know if it could be done better. Basically I have a base class called EnemyBehavior that checks to see if certain conditions are met e.g if player in range, if player in attack range, if dead etc. If any of these conditions are met I have separate classes that are run.

    So if player is in range then chase player is set to true on a separate class. If player is in attack range then chase player is set to false, and attack player is set to true etc you get the point. I was wondering if this is a bad way to go about implementing AI and if there are any better ways e.g behavior trees. Thanks!

    submitted by /u/IfTheG1oveDontFit
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    Xbox One Kinect for Animations?

    Posted: 01 Aug 2020 06:17 AM PDT

    Hello there! I am moving into a new house and while packing my Xbox one up, I noticed my unplugged and unused Kinect.

    I remember on 360 people had really crisp animation for source filmmaker that used the Kinect. Could I do something similar for game development?

    I never had space to use the Kinect before and I know it has no support, but I'm wondering if I should toss it or see if I can finally make some use from it.

    Thanks for the help

    submitted by /u/Adjaar7
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    Hello! If you are in need of dark ambient background sounds for your game development, I am giving away my newest premium sound pack via discount code "AMBIENT100". Includes 10 tracks, each roughly 2 minutes in length. Hope this helps, Cheers!

    Posted: 01 Aug 2020 09:58 AM PDT

    Wishlists VS Sales

    Posted: 01 Aug 2020 09:48 AM PDT

    Hey gamedev subreddit,

    I recently released my first game to steam. The game has a nice number of wishlists but almost no sales. My question is, do you think those wishlists are postential sales? Are they waiting for a specific price? And if so, how could I get an idea about what that price is?

    submitted by /u/eyalhazor
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    Intel Game Dev Boost program gives you free marketing through Intel's channels, and it's free

    Posted: 01 Aug 2020 06:51 AM PDT

    Is a written devlog worth it for marketing purposes? What are your experiences?

    Posted: 01 Aug 2020 04:04 AM PDT

    I wrote several devlogs for small games but never had the feeling that it is really worth it. Do you think written devlogs are still a good way for marketing your game (maybe just a very long term one) or do you think it would be better to switch to other formats, like videos?

    submitted by /u/Moaning_Clock
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    Need help in making games

    Posted: 01 Aug 2020 11:43 AM PDT

    For some reason I'm never able to just have a small scope, I always think big and am unable to make small games. Anyone run into this? I'd make these somewhat big scale games with a story and mechanics but I would end up dragging it on, thus why I want to make smaller games but just can't. Any help?

    submitted by /u/LeytonMate
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    The command pattern from the game design patterns book is one of my favorite.

    Posted: 01 Aug 2020 03:47 AM PDT

    I made an update video on the progress of my endless runner game in Unity. It's the 2nd part where I add particle effects. I also explain step by step what I and the different settings do. So it's not a pure devlog but also some sort of a guide / tutorial. Cheers :) #screenshotsaturday

    Posted: 01 Aug 2020 11:09 AM PDT

    Can some one please help me fix this code?

    Posted: 01 Aug 2020 10:47 AM PDT

    What resolution should I work on for a pc game

    Posted: 01 Aug 2020 12:06 AM PDT

    Nowadays screen resolution gets bigger and bigger 2k,4K,8k etc. What resolution should I aim for a 2d game? Will 1080p be not enough in the future? Thanks.

    submitted by /u/FuryOctopus
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    Unity ads not showing on build

    Posted: 01 Aug 2020 10:34 AM PDT

    Gamedev Patterns and Algorithms in Action with TypeScript. Game Loop 2/2

    Posted: 01 Aug 2020 10:19 AM PDT

    Does showing your scripts on youtube make your game easier to reverse engineer?

    Posted: 01 Aug 2020 09:58 AM PDT

    Hey all,

    I am making some devlogs of my game for youtube and am wondering if showing scripts could make it potentially easier to reverse engineer my game down the road after release. I am fairly experienced programmer but have no experience with security,hacking, decompilation etc so this may be a silly question.

    Thanks

    submitted by /u/LoneGameDever
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    I have serious question .How to be start to final product of game

    Posted: 01 Aug 2020 09:45 AM PDT

    The first thing i would like to say I'm not game programmer and 2d artist.

    I search about information like programming but i dont have no idea.

    how to manage structure or game buliding process guide.

    So i wonder someone who work on own game with these question

    1. It is necessary to go collage or buying some online course to bulid games
    2. What is process of buliding game and what is game structure which should i have
    3. I decide to bulid game by unity. and my game is 2d platform. but i watch some tutorial and no idea why they code like that. I try to scrath 2D Gamekit from official website. but it is so hopeless i still confuse why they are coding like that. and this is my question How i suppose to learn first to know all game process and can understand code they made it
    4. Do you have any free resource about how to be Game developer ,game pattern .how to read and understanding code .
    5. The last one. I'm beginner. Could you help me to advice great book i must read or you ever read in college

    Sorry about my english.but i try my best to explain about my question

    pls help

    submitted by /u/sparkwill
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    Realized my character design is asymetrical AFTER doing the sprites

    Posted: 01 Aug 2020 02:54 AM PDT

    Sooo I feel kinda dumb. I just finished a bunch of spritesheets for my character and put them in the game for testing, but when turning the character left something was off. Turns out there's a number written on my character which is part of its design, and it gets mirrored when the sprite is flipped. Like if the L on Luigi's hat was flipped when looking left. Right now the solutions I can see seems to be:

    • shrug it off (easiest solution but the game would look weird)
    • duplicate every sprite to make left facing versions and flip the detail in these (not efficient since the player sprites would take twice as much space for just a detail change but not that hard to do)
    • change the design for it to be symmetrical (would probably be the best solution in terms of efforts but I really think the asymetrical detail is good)
    • store the detail as a separate sprite and store it's location on every player sprite so I can draw it on top and flip it accordingly (would be a lot of work but comes with the bonus of being able to change the details with other sprites as unlockables for instance)

    I just wanted to vent and share my struggle with you guys. I'm probably going to go with the last option but it'll take a lot of time. If you have any thoughts or other workaround ideas please let me know. Next time I will probably make sure my character is symmetrical when I first design it.

    submitted by /u/Rouliboudin
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    Online 2D Game Engine

    Posted: 01 Aug 2020 08:49 AM PDT

    I've been using Unity, but lately I haven't been developing much. Every now and then I get the urge to make something and I don't really want to mantain the whole Unity stuff just for the few occasions.

    I'm using TIC-80 (although it has too many restrictions for some kinds of games) and Processing (for quick prototypes), but I've been craving something completely on the cloud, so that I can even work on it from different computers.

    I'm only really interested in 2D games, if that's any worth. I don't really care what it exports to, to be honest. Does anybody know any good options?

    submitted by /u/Leodip
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    Jumping with Advanced Animation (Start, Loop, Land) - Creating A 3D Platformer In Unreal Engine

    Posted: 01 Aug 2020 01:03 AM PDT

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