SHADERed running in the browser, also supports HLSL shaders: |
- SHADERed running in the browser, also supports HLSL shaders:
- I made a tutorial series on on building multiplayer (.io) web games
- ECS back and forth: Sparse sets and EnTT
- I made a Tutorial about how I make 3D Models for my little Game projects, fast and efficient!
- 3D Game Tutorial in C++ from scratch: Part 22 - Creating 3D Engine - Multi-Layered Animated Earth - SourceCode on GitHub
- I made a tutorial how to get a Real Location and make it to a Massive Open World Map in Unreal Engine 4.
- How to handle taxes in Germany? Full time job + earning on your own game
- Will I even understand coding
- I tested promoting my Android game on AppBrain, Applovin and Chartboost spending 200$ on each. Here are the results
- Anyone need some cool, no cost music for their games?
- What I Learned About Failing from My 5 Year Indie Game Dev Project
- An inexperienced dweeb and an ambitious idea
- Unreal Engine 4 NVidia DLSS 2.0 support?
- Does anyone have any experience with the Phaser framework?
- How do I think of my own ideas?
- Is violence in video games more of chaos and explosions or blood and gore?
- For anyone familiar with Atari Battlezone
- Pickup object is floating in the air, how do I fix it?
- Every Godot 3D game could be affected by this
- Tips/ tutorials for creating jrpg style character dialogue?
- ButtonManMayor(Devlog 3)
- Passing from Paper to Engine - What Engine?
- "Nauticrawl": AKA The Game That Made Jonathan Blow Furious ● An Interview With The Developer
- Looking for a top-down engine
SHADERed running in the browser, also supports HLSL shaders: Posted: 02 Aug 2020 07:33 AM PDT
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I made a tutorial series on on building multiplayer (.io) web games Posted: 01 Aug 2020 06:20 PM PDT It's been getting a lot more attention recently with people wanting to experiment with these types of games during quarantine, so I wanted to share here in case it's useful for anyone: [link] [comments] | ||
ECS back and forth: Sparse sets and EnTT Posted: 02 Aug 2020 03:57 AM PDT
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I made a Tutorial about how I make 3D Models for my little Game projects, fast and efficient! Posted: 02 Aug 2020 08:39 AM PDT
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Posted: 02 Aug 2020 03:48 AM PDT
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Posted: 02 Aug 2020 09:20 AM PDT
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How to handle taxes in Germany? Full time job + earning on your own game Posted: 02 Aug 2020 09:31 AM PDT Hey guys, did anyone of you earning money on own games while having full time job in Germany? I'm a bit scared to try, because I don't want to be moved to 6th tax class, it would destroy my budget. [link] [comments] | ||
Posted: 02 Aug 2020 09:03 AM PDT Ok so I'm a newbie at game development and all that. I've been learning the Unity engine and I can say that everythings going well ( I know how to navigate the engine and how it works) well almost everything. Coding is the one thing that stops me. Everytime I try to learn it I get confused and just give up. When I ask for advice online people just say to practice and give up if I can't learn. It's not helpful at all. When I watch c# tutorials on YouTube I get confused. How am I supposed to use that knowledge with Unity? If anyone can please give me advice I'd appreciate it. Thanks [link] [comments] | ||
Posted: 01 Aug 2020 01:31 PM PDT
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Anyone need some cool, no cost music for their games? Posted: 02 Aug 2020 06:25 AM PDT Anyone need some cool, no cost music for their games? At https://www.clipdad.com there are hundreds of free of cost music downloads organized by genre. This music is free to use with no worries of copyright strikes or take downs. Able to be used on Youtube, Instagram, Twitch, games, etc, or anything other projects you may have! This music is licensed under the Creative Commons 4.0 License. Thanks for checking it out and I hope you find something cool! [link] [comments] | ||
What I Learned About Failing from My 5 Year Indie Game Dev Project Posted: 02 Aug 2020 11:31 AM PDT
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An inexperienced dweeb and an ambitious idea Posted: 02 Aug 2020 10:51 AM PDT Ill soon begin my first steps in the gamedevelopment field and I really want to get this idea off my chest. Remember beyblade or bakugan or whatever kind of toy you grew up with, playing with other kids you don't even know in school. I want people to bond over these kind of things again. I want to create a free mobile fighting game with a completely customizable charactersystem. A game that messages you about another player nearby while waiting on the bus. A game with combat relying on physics, elemental and chemical propertys forcing players to change their strategy with every new enemy they face! Fight together in teams, spectate others fights nearby, trade equipment... create new bonds! I am really passionate about this and I really hope this will workout (I got at least enough time until corona is over). But maybe this is just me, for this to work I need a large amount of players, that is my biggest worry. What do you guys think? [link] [comments] | ||
Unreal Engine 4 NVidia DLSS 2.0 support? Posted: 02 Aug 2020 10:27 AM PDT Hello! Recently started playing Death Stranding (got it for free with my new PC workstation) and I was heavily impressed with the DLSS 2.0 (Deep Learning Super Sampling from NVidia) and I knew beforehand this was a huge improvement for the PC version of the game. I was doing some research if UE4 could make use of this to some degree and apparently NVidia had some UE4 branches that did support this but are no longer available? ( https://news.developer.nvidia.com/getting-started-with-real-time-ray-tracing-and-dlss-in-unreal-engine-4/ , if you try to go to the GitHub pages they're gone) What happened? Is there a way to activate it in the engine's main branch or something? Greetings! [link] [comments] | ||
Does anyone have any experience with the Phaser framework? Posted: 02 Aug 2020 10:21 AM PDT I really enjoy web design and development, and I also find video games really fun. At some point I wondered if it is possible to combind the two. I was unsure how of I going to be able to do this, but I was sure there was some way. Recently, I found out about this framework called Phaser. Apperently, it is suppose to make game development on the web easier. I have tried to understand it, but I am kind a bit unsure of how it works. Also, I am not sure how widespread and popular it is. My question then is if anyone of you have had any experience with it. Did you like it? Do you still use it? Do you recommend it? What are your thoughts on it in general? [link] [comments] | ||
How do I think of my own ideas? Posted: 02 Aug 2020 09:55 AM PDT I have started to work on an arena shooter game in unity but I realised that every idea I had has been done before several times. Is there any good way of thinking of my own ideas for once? [link] [comments] | ||
Is violence in video games more of chaos and explosions or blood and gore? Posted: 02 Aug 2020 09:44 AM PDT What do you immediately think of when you hear the word violence? I was just wondering what violence actually means. For example, Just Cause 3, a game known for chaos and destruction is classified as violence and Doom 2016, a game known for its blood and gore is also classified as violence. Does violence mean both or something else? [link] [comments] | ||
For anyone familiar with Atari Battlezone Posted: 02 Aug 2020 09:31 AM PDT Anyone know how the enemy spawning works in Atari Battlezone? As far as I can tell, there can only be 3 enemies on the screen at once (UFO, Missle, Bradley). But i'm not sure it's based off timing since last enemy slain or not. I've been trying to look it up on the wiki but not finding any information. And It seems like the spawning doesn't only have to be in radar distance, so I'm wondering what the max distance would be as well. If i'm going to remake it in unity i'm assuming you'd do something similar to an infinite runner but in all directions which i'm trying to figure out how to implement. As for AI, the enemy seems to prioritize rotating towards the player over moving, I also have no clue how it decides to move closer instead of fire [link] [comments] | ||
Pickup object is floating in the air, how do I fix it? Posted: 02 Aug 2020 09:13 AM PDT I have a pickup object script that works when kinematic and gravity are both checked on the object that the player should pick up and carry around in front of them. The problem is that the object is just floating in the air, I can pick it up when I get close to it, but when I let go it just stays floating in the air. I followed a YouTube tutorial on this, and did what they told me. Here is my script for it... what do I need to change in the script or inspector window? using System.Collections; using System.Collections.Generic; using UnityEngine; public class PickUpAble : MonoBehaviour { GameObject mainCamera; GameObject carriedObject; bool carrying; public float distance; public float smooth; public float rayDistance; float startYRotation; float deltaRotation; float yRotation; float previousUp; Quaternion offset; void Start() { mainCamera = GameObject.FindWithTag("MainCamera"); } void Update() { if (carrying) { carry(carriedObject); checkDrop(); } else { pickup(); } } void carry(GameObject o) { o.transform.position = Vector3.Lerp(o.transform.position, mainCamera.transform.position + mainCamera.transform.forward * distance, Time.deltaTime * smooth); deltaRotation = previousUp - mainCamera.transform.eulerAngles.y; yRotation = startYRotation - deltaRotation; Quaternion target = Quaternion.Euler(0, yRotation, 0); o.transform.rotation = Quaternion.Slerp(o.transform.rotation, target, Time.deltaTime * 3); } void pickup() { if (Input.GetKeyDown(KeyCode.E)) { int x = Screen.width / 2; int y = Screen.height / 2; Ray ray = mainCamera.GetComponent<Camera>().ScreenPointToRay(new Vector3(x, y)); RaycastHit hit; if (Physics.Raycast(ray, out hit, rayDistance)) { PickUpAble p = hit.collider.GetComponent<PickUpAble>(); if (p != null) { if (Input.GetKeyDown(KeyCode.E)) { carrying = true; carriedObject = p.gameObject; p.GetComponent<Rigidbody>().useGravity = false; previousUp = mainCamera.transform.eulerAngles.y; startYRotation = carriedObject.transform.eulerAngles.y; } } } } } void checkDrop() { if (Input.GetKeyDown(KeyCode.E)) { carrying = false; GetComponent<Rigidbody>().useGravity = true; dropObject(); } } void dropObject() { carrying = false; carriedObject.GetComponent<Rigidbody>().useGravity = true; carriedObject = null; } } [link] [comments] | ||
Every Godot 3D game could be affected by this Posted: 02 Aug 2020 08:52 AM PDT
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Tips/ tutorials for creating jrpg style character dialogue? Posted: 02 Aug 2020 08:46 AM PDT So I've been having lots of ideas about making a mostly story driven game, but would be too complex for an engine like ren'py to handle. I'm mostly thinking along the lines of movement along the lines of top down, with potentially side scrolling areas. Again, these are mostly ideas at this point. Ideally, the dialogue between characters would be accompanied with near full body/screen sprites of the talking characters, as it does in most visual novels, but would be a layer over the main game area. How difficult would this be to implement in a game engine like unity or godot? I can see a way it could be done, but have no idea if it could be implemented in a game engine, or if I'd have do design a game around it using a framework such as libgdx or monogame. It would potentially work as a layer system, with the game happening in the main layer, and any dialogue on a layer above the main game, that would appear and disappear as needed. How possible/difficult do people think it would be to implement, considering I'm not a beginner when it comes to coding (currently doing a Computer Science degree)? If anyone has any tips or pointers it would be appreciated. [link] [comments] | ||
Posted: 02 Aug 2020 08:03 AM PDT
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Passing from Paper to Engine - What Engine? Posted: 02 Aug 2020 08:00 AM PDT So where's a "short" story (TL;DR at the end) I always wanted to be part of the gaming industry. Videogames and writing are two areas that I always dreamed to be part of but I got into Aviation and Security and while I was happy with my life, Covid-19 happen and it flip my world upside-down. Nonetheless I remember when I was unhappy with my job and started looking working in the industry and behold I found a great job opportunity that required 0 past experience, so I went all over my head and applied to a position within this AAA company. I could only fill it with a presentation letter, my cv and a Quest Design Document, and while I don't think my idea was bad and my writing is awful (is not perfect as you can assume from here), it was not even worth a interview... It really put me in my place let me tell you! Yet the same opportunity open up at the same day I was laydown from my job, I don't believe in Destiny but I believe I can and I should give another job, this time learning new skills and taking my time to push what I already have to a new standard. So what can I do? I want to pass the QDD to a engine, using already available assets and try to show up the quest, dialogue and structure to action (with no gameplay involved, think that is way to much for me). The job description, this time, is kind enough to point me out what can and should deliver and I'm as of right now deciding what engine to use from one of the following engines: RED kit, Skyrim Creation Kit, Aurora or Shadowrun. Out of those what is the most beginner friendly, has good assets to use and a community that is ready from a curious newbie? Don't get me wrong there's a big chance I won't get even a interview but I'm a fighter and I want to learn, to try and fight. Thank you for your time and sorry for my English. TL;DR
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"Nauticrawl": AKA The Game That Made Jonathan Blow Furious ● An Interview With The Developer Posted: 02 Aug 2020 07:54 AM PDT
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Posted: 02 Aug 2020 07:31 AM PDT So I recently drafted a few plans for a top-down game to go along with a mod me and some friends made. I've been looking for some top-down engines for a bit but haven't had any luck. I'm on Chrome OS, so I can't use something like Unity as my OS doesn't support it, so I'm looking for something on the web. Anyone got any ideas? [link] [comments] |
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