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    Saturday, August 8, 2020

    Screenshot Saturday #497 - Visual Appeal

    Screenshot Saturday #497 - Visual Appeal


    Screenshot Saturday #497 - Visual Appeal

    Posted: 07 Aug 2020 08:38 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: Do you normally follow top tier builds when you are customizing your character?

    submitted by /u/Sexual_Lettuce
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    Worms-like Destructible Terrain for Unity

    Posted: 08 Aug 2020 06:36 AM PDT

    ASCII Shader made in Unity! (Github Repository in the description)

    Posted: 07 Aug 2020 03:33 PM PDT

    I did a video about how to make a reload sound effect

    Posted: 08 Aug 2020 02:19 AM PDT

    Not sure whether to continue with Unity or switch to Unreal

    Posted: 08 Aug 2020 05:05 AM PDT

    Hi, i started learning unity just a year ago. However most of that time I wasn't learning it because I was busy. So after few months I stopped the game dev. Now I can go back to dedicate time on Unity. My issue is though now I hesitate whether I should stick with unity. I mean some people switched to unreal from unity and that makes me question whether it is superior engine. I don't have time to learn both and if I learn both decently one after an other I feel like i would be really demotivated because I wouldn't be able to even use my skills since i would start learning new engine straight away and had to use one in the end because I want to focus on one. So I have to pick one. I made some readings and i found advantages and disadvantages for both

    Unity

    Advantages:

    Easier to learn. Mobile friendly. Better for 2D games. You need to code the game so it is good programming practice. More tutorials and bigger commumity

    Disadvantages:

    Graphics is not as good unreal even with HDRP. Not proper multiplayer system. Most features need renovation.

    Unreal

    Advantages:

    Engine is open source so you can learn engine Dev and optimisation. Better graphics. Better for 3D games. Games made in it so more refined futures. Features are released when they are done at decent level More future rich.

    Disadvantages:

    Unreal BP system favours scripting over coding which I don't like as coder. Not as good as unity on mobile? Looks like changing though with Fortnite and pubg. Heavier engine. Less tutorials.

    So what is your guys opinion in 2020? Can I fully code in c++ in unreal? Can everything done in blueprints done in code as well? Which engine is better? Which one should I switch as my go to engine. Thanks.

    submitted by /u/thepower456
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    I made this pic to showcase some of the models in my game but I wanted the colors to be more vibrant, pop out a bit more. Can anyone help me give it more life?

    Posted: 08 Aug 2020 08:35 AM PDT

    I have made this game in Godot in one week. We have participated on the Brackeys game jam. I leave a link to the source code in the comments.

    Posted: 08 Aug 2020 10:24 AM PDT

    Prototype Kit - How to Create Level Design Kit Tutorial + I made it possible for people to download it and use for creating graybox design for they game. I hope you will find it useful.

    Posted: 08 Aug 2020 06:00 AM PDT

    Large scale multiplayer on Unity

    Posted: 08 Aug 2020 12:05 PM PDT

    Hey guys!
    I've been wondering is it possible to make a large scale multiplayer game in Unity like EVE Online for example?

    submitted by /u/Serenqa
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    Voxel editor for creating assets for Unity?

    Posted: 08 Aug 2020 08:12 AM PDT

    Hey!

    I read somewhere that MagicaVoxel is not that good for exporting to Unity. That it only supports .OBJ models that aren't very optimized for games.

    I started looking around and found, surprisingly, several other voxel editors. Voxelise, Qubicle, VoxeEdit, Goxel, VoxelMax, etc.

    What whould you recommend, having in mind that I want to create 3D game assets for Unity.

    submitted by /u/holobyte
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    Recommendations on designing an AI/State system?

    Posted: 08 Aug 2020 11:33 AM PDT

    I have a very basic set of what I think are called "states" on my player which is just one single if/else tree. The ayer is controlled more like a creep in a MOBA or tower defense game:

    *If close to enemy - Attacking

    *If heading to enemy - Running

    *If no enemy exists - Idle

    These intertwine with the animator system in Unity where I duplicate these states for the animator controller and weave in the triggers from the animations to actually "Attack", for instance.

    I hate this. It forces me to use the animation system to control my player... but my player controls the animations in the first place.

    There must be a better way to:

    1. Code my player's state in a way that is scaleable and easier to hook into from various other systems or enemies than a simple if/else pattern.
    2. Control animations and the functions like "Attack" from within the same method. NOT... "if state is attacking -> trigger attack animation -> attack animation is halfway through -> attack animation triggers Attack() for player"

    My problem is that I don't fully understand what I need to go and research jt. Do I need a state machine to help make my player's actions more scaleable? I've also heard that there is a unity addon to control animations through code.

    submitted by /u/hamburglin
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    Could you please give me some feedback about visual environment and lighting of my new project? Trying to use Unity HDRP

    Posted: 08 Aug 2020 11:23 AM PDT

    Flappy bird clone with source code

    Posted: 08 Aug 2020 10:51 AM PDT

    I created a Flappybird clone with cocos2dx.
    It might be useful for other to poke and read. Here is the source: FlappyBird. Its not fully commented but I tried to put comment wherever I thought it may be useful.

    submitted by /u/shivmsit
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    Is 21 a good age to start learning code from scratch ?

    Posted: 08 Aug 2020 10:44 AM PDT

    If so, where would I start ? I wanna head in gaming but there are so many C / C++ / unity tutorials

    submitted by /u/didyouseethewayheloo
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    I released a pack of 20 songs I made under CC-BY licence !

    Posted: 08 Aug 2020 10:37 AM PDT

    Hi everyone, as I noticed that unused songs I made started to stack up, I ended up making a full pack of 20 of them available for free for any developer and for any use including commercial use ! they are licensed under CC-BY licence and can be downloaded here https://opengameart.org/content/soundtrack-of-20-songs-for-any-kind-of-game

    Hope it will be useful to some of you !

    submitted by /u/Seledreams
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    I want to make a game with my friends. What platform to use? Useful resources to have a look at before beginning? (Lots of coding experience, 0 game dev experience)

    Posted: 08 Aug 2020 10:36 AM PDT

    Hello!

    My friends and I (total 4) are planning to make a game just for fun. It will probably be a story-driven, 2D, game with hack and slash type combat and maybe a bit of platforming (I find something like this is likely to be the most manageable for us?).

    I have a lot of experience coding (Java, little C++, and all the web dev goodies) but no experience with game dev. I did a bit of research on some game creation platforms I've heard of (like Unity) but it seems like a lot of them are focused on being code free or something. I feel like unless it is very easy to learn, something code free is not ideal. What are your thoughts on the best platform to use? (also, it is important that it allows for collaboration since we won't be meeting up much).

    In addition, are there any useful resources to have a look at (good practices, game dev principles, architecture etc.) before we get started?

    submitted by /u/YEEZUSPEEZUS
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    UE4 Help with datatable

    Posted: 08 Aug 2020 09:59 AM PDT

    Hi guys, I wonder if somebody can help as Im bit stuck and dont know how to go throught this step.

    I have system where i have items loaded from datatable. Lets say item earn some currency when active, earning amount goes up each time you level this item.

    On picture Ive made another datatable with bonuses for each item. These bonuses are unlocked when item reaches certain level. So if i level up item to lvl 50 for example it would load bonuses specific for this level and this item and multiply earnings and these will be active until next stage is reached eg lvl 100 with different bonuses. Could somebody help with this part or point me right direction. I did try to make an array from individual columns but I havent had much luck. Thank you very much in advance

    submitted by /u/kryokil
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    Questions regarding: Animation in Unity, Colour in Unity on objects

    Posted: 08 Aug 2020 09:55 AM PDT

    I just wanted to know, is it possible to give a object half a colour e.g (half colour red and half blue) or do I need to join two objects together?

    And in animation is it easier to animate in Unity or Blender?

    submitted by /u/McguffinsBuht
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    Advice on balancing difficulty (endless runner)

    Posted: 08 Aug 2020 09:40 AM PDT

    Hey guys, I created an endless runner game based on TV show "The Office". This is my first attempt into game dev and the controls are really simple; you tap/click to jump and you have to avoid colliding with enemies otherwise you lose HP.

    So far the feedback I received was mostly positive. But some people mentioned they found it too hard, while others have grasped the mechanics rather quickly and are obtaining high scores.

    I figured the best way to address this was to balance difficulty dynamically, but I'm not sure how to implement this into my game. What I have considered so far:

    • Make enemies slower/faster according to player's hitpoints: not a good idea, it wouldn't really be dynamic balancing, and it would make it much easier for experienced players
    • Make enemies slower/faster according to player's current high score: better than above, but still not quite good. New players would get it very easy and then it would suddenly become hard
    • Adjust damage: instead of making enemies slower, keep them coming but reduce damage taken by the player. I think this is better because the player would still be challenged to avoid the enemies. But I'm not sure what I should take in consideration for adjusting damage (score of last run? current HP? current score? anything else?)

    I'd appreciate your feedback and suggestions (I didn't post a link because I'm not sure if this would be against the rules of the sub, but if you think it would be helpful, let me know)

    submitted by /u/tc555555
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    Just made my first ever tileset, let me know what you think. Free download

    Posted: 07 Aug 2020 09:34 PM PDT

    How bad is the Canadian Video game industry?

    Posted: 08 Aug 2020 08:02 AM PDT

    I live close to Toronto and I'm currently about to graduate with a degree/diploma in Media Business. I'm trying to figure out what I should focus on afterwards but I feel so lost.

    I've wanted to try game development and coding but a lot of them make it out to be slave work.

    ( I have no experience with coding (but open to learn) but more with story telling and design)

    submitted by /u/didyouseethewayheloo
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    Having trouble coming up with UI scheme for mech game with unusual control scheme

    Posted: 08 Aug 2020 02:36 AM PDT

    So, we're looking at a game where you pilot a mech that the player doesn't control directly, but rather controls by interacting with widgets that increase/decrease the throttle, turn the legs, rotate the body, etc. All of these can also be manipulated by keyboard/gamepad inputs, but you can entirely control the mech by using the mouse to interact with these objects on-screen. In case I'm not describing this concept well, here is a video of a crude prototype: https://www.youtube.com/watch?v=zdbde-hhdGM (note that much of the time the keyboard and gamepad controls are getting tested here, but you can also see mouse controls and the mouse combined with one of the other two)

    As you can see in the prototype, I also had no idea what to do with the UI, and just crammed the controls down in the corner, but I need to figure it out -- and also figure out where the missing weapon controls and various meters go. I'm pivoting from 2D to 3D (using Unity) for the sake of having 3D collision for all the bullets and missiles and whatnot, and I need to start designing these assets and some kind of layout for them, but I'm stumped on what the layout should be.

    Unfortunately, I don't want to just do a cockpit view. Even though that would make this issue very easy, I want the external view (though I'm not using a directly top-down bird's-eye like in the video) as the default camera in order to have the proper tactical awareness (the game's challenge will focus on tactical concerns). I'd like the control widgets to be larger and more readable, but they also can't take up too much of the screen, since we need that to see the battlefield. Putting them just across the bottom or up-and-down one of the sides seems weird, since the physical nature of the objects (a steering yoke, pedals, etc) implies a spatial relationship to each other that doesn't play nice with being in a row or column. But maybe that isn't important? It seems important, but who knows. There's also additional things that need to be added in, like the weapon controls, radar/minimap, and various meters.

    Any thoughts? If you were making this, how would you lay it out? If you were playing it, how would you expect it?

    (inb4 "does the game need to control this way?" Yes, it does, that's the game I want, that's not up for discussion, thanks.)

    submitted by /u/JSConrad45
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