• Breaking News

    Wednesday, August 19, 2020

    Someone is Impersonating an Advertising Manager for My Game and Approaching Creators. What Can I Do?

    Someone is Impersonating an Advertising Manager for My Game and Approaching Creators. What Can I Do?


    Someone is Impersonating an Advertising Manager for My Game and Approaching Creators. What Can I Do?

    Posted: 19 Aug 2020 08:47 AM PDT

    Hi Everyone!
    I have a weird dilemma today. Yesterday I launched a standalone demo for my upcoming game Jelly Brawl on Steam and so I've received a big traffic boost on all platforms. However, not all of this has been positive. Last night I received multiple messages from content creators informing me they had been contacted via email by someone claiming to be an advertising manager working on my game and asking for them to make a video and if you respond to them they send you a sketchy download link. Here is some example IMAGES of the messages they received.
    Obviously it's a scam and I've made multiple public statements so hopefully no one is blindly accepting these things but I come to the great think tank of reddit to ask, is there anything I can really do? And has anyone else experienced this and what have you done?
    Thanks! And stay safe!

    submitted by /u/ColeTheHumanBeing
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    Hey guys, I run a FREE tutorial platform where professional artists can come and share their knowledge with the community. This week Thomas stops by and shows us how to make a Sci-Fi Environments using UE4! We put a ton of effort into it, so come check it out and let me know what you think!

    Posted: 19 Aug 2020 06:22 AM PDT

    What made Fall Guys so successful and what can devs learn from it?

    Posted: 19 Aug 2020 05:36 AM PDT

    What made Fall Guys so successful and what can devs learn from it?

    The success of Fall Guys was so sudden and so immense that I wanted to explore the factors behind this sudden rise.

    I've summarised this in 20 points in the article What made Fall Guys so successful?

    The article touches on everything from outstanding visuals to streamer- and, more importantly, viewer-friendliness.

    Did I miss anything? Have you played it? What's your opinion?

    The sudden rise of the Fall Guys - bean pirates that broke the social media feeds

    submitted by /u/VG_Insights
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    Ludonarrative Dissonance: What it is, and how you can use it to make better games!

    Posted: 19 Aug 2020 02:35 AM PDT

    A Tilemap that I made that I am also proud of. You can use it if you want. It's designed to be used against a black background from a top-down-ish perspective.

    Posted: 19 Aug 2020 04:04 AM PDT

    Fun as a rating category for gamejams is terrible and engagement should be used instead | I played many games from the GMTKJam that brought me to tears but were not "fun"

    Posted: 19 Aug 2020 12:00 PM PDT

    Use Git Versioning Control System for video games

    Posted: 19 Aug 2020 11:54 AM PDT

    Hello,

    I wanted to talk about Versioning Control System for Video Games. I heard that many use Perforce or SVN, at least for binaries. As a developer, I would like to use GIT that is more flexible and modern. But I see two problems : the space limit of 3Go and that the conflicts on unmergeable files.

    I managed to solve the first problem using GIT LFS and the cloud to store large files. More explanation or how to do it here : https://www.mineogames.com/2020/08/12/VERSIONING_GIT_LFS/

    What VCS are you using ? How do you manage conflict ?

    submitted by /u/Louspirit_MG
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    Using complex systems to discover true novelty - even in the realm of Games Development

    Posted: 19 Aug 2020 09:56 AM PDT

    Recreating Breath of the Wild Slow Motion Aiming

    Posted: 19 Aug 2020 07:06 AM PDT

    Id@xbox submission time?

    Posted: 19 Aug 2020 08:52 AM PDT

    How long does it usually take for Xbox to get back to you either declining or accepting your registration to id@xbox?

    submitted by /u/Fortnite301
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    Spawn New Objects Surrounding The Center Object In Unity | Tutorial Link In Comments

    Posted: 19 Aug 2020 06:14 AM PDT

    2D lighting

    Posted: 19 Aug 2020 12:09 PM PDT

    2D lighting

    I wrote a small post about 2D lighting, I hope that it will be useful for someone.

    Don't hesitate to give me some feedbacks, I don't write posts really often so any remark is welcome.

    https://scemino.github.io/2020/08/18/lighting.html

    https://i.redd.it/dglt6tksc0i51.gif

    submitted by /u/scemino
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    Royalty Free song for any commercial or non commercial use BloodLeaf - Knyoki

    Posted: 19 Aug 2020 11:56 AM PDT

    Ideas for how to select and use a large number of powers/weapons/tools in VR

    Posted: 19 Aug 2020 08:06 AM PDT

    The way most VR games do player tool selection right now is: you press a button to bring up a context menu on your hand, then you either move your hand in a certain direction to select options from a radial menu, or you point and click on options in a linear/grid menu. Neither of these translate well to large amounts of tools in my experience: either you're trying to precisely move your hand at a certain angle to select the tool you want radially, or you're searching for the tool you want to click on in a large grid/list. Both of these cases can be annoying and slow.

    Do you have any ideas for better ways to select from large numbers of tools in VR? Remember there is full three-dimensional motion of the head and both hands, and each hand has an analog trigger, a small touch pad (not viable for a simple radial menu), a grip button, and a few normal controller buttons.

    Right now the best I've come up with is an extension of the industry standard--press a button to select/cycle through subsets of tools, then select a tool from within that subset radially or in a list. I feel like there has to be a faster and more intuitive way to do this though, it just doesn't exist yet. I've thought about purely gesture-based controls, but that seems incredibly hard to implement--I'd still like you hear your ideas for how it could work if you have them though!

    Thanks!

    submitted by /u/zupernam
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    I've just released QDLB - a free and simple online leaderboard solution for Unity3D - hopefully it helps some folks!

    Posted: 19 Aug 2020 11:45 AM PDT

    What counts as experience?

    Posted: 19 Aug 2020 11:27 AM PDT

    I am currently learning UE4 C++ and looking at gameplay programmer as a job I wanna do. I also know a little bit of graphics programming but I will properly do it once I finish learning UE4. I searched many AAA studios and found many require atleast 1 year of "experience " as a gameplay programmer. What counts as experience though? Do my personal small projects count as experience?

    submitted by /u/aditya_c2512
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    Ever wondered how to make a Narrative Game? The creator of 7 Summer Days shares their Story.

    Posted: 19 Aug 2020 11:14 AM PDT

    I lost a Github link to an open source library GUI for gamedev in opengl

    Posted: 19 Aug 2020 11:06 AM PDT

    Hello,

    Few days ago I saw in a youtube video a github link to an open source GUI library for gamedev (and it was for opengl If I remember correctly).

    But after searching for hours (in youtube history) I can't find the github that was showed.

    So can you help me ?

    • It was Open source

    • On github

    • Gui was modern (interface for game) and clean

    • There was a background image of Battlefield (3 or 4 or maybe BFBC2), the cover, in the github page.

    • Was probably for OpenGl and C/C++

    That's what I remember. I really want to use this library.

    Thanks

    submitted by /u/themanwhowasnobody
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    Using copyrighted sprites as a base for a game

    Posted: 19 Aug 2020 11:03 AM PDT

    Hey, I've started working on a game (16-bit RPG reminiscent of SNES titles), and I recently began creating sprites of characters and such. I looked at several different SNES RPG character sprites as references, and created my own male and female base sprites to use for creating all of the characters.

    Now, they look similar to character sprites from Final Fantasy VI, but I didn't just frankensprite or change colours around. My sprites do have different proportions and poses for animations like walk cycles and whatnot. Other things like clothing and hairstyles are completely original as well. But, at the end of the day they still do look similar to FFVI, and I do like the look of them. I've seen other games get released with sprites that looked similar to old JRPGs. In recent memory, Cthulhu Saves Christmas character sprites look quite similar to the FFVI-style ones and use some very similar poses.

    Here's what my base sprites look like. I'm wondering if I should alter these further to be more distinct or just completely scrap this and try again if I plan on eventually selling this game. I'd imagine this is a common issue when making games like this, and I'd like to deal with it sooner rather than later.

    I know not everyone will have the extensive legal knowledge to fully answer this, but I'd still appreciate any thoughts you have. Thanks.

    submitted by /u/beefdust
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    Added tab-completion to my dev console asset! (GameMaker 2.3, free, open source)

    Posted: 19 Aug 2020 10:53 AM PDT

    Finding your niche (or how to break into the industry)

    Posted: 19 Aug 2020 10:50 AM PDT

    I listened to a game dev podcast where the interviewee talked about getting your first job in the industry. His advice was to find out what skill is in demand, learn that thing, then offer it to a company. The example he gave was Unity. He said very few people knew it awhile back, and there was demand for the skill.

    My question is: what's the Unity of 2020? What skill/skills are in high demand, and could possibly make an applicant stand out?

    submitted by /u/fuqme4asking
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    Where can I learn more about using texture atlas files?

    Posted: 19 Aug 2020 10:43 AM PDT

    I'm playing around with SFML in C++ at the beginner level, but so far it is going well. I can load up a texture of a sprite sheet, define rectangles for frames, and produce an animated sprite on the screen.

    I have numerous gamedev assets that I've collected over time (mostly from a humble bundle deal that was like $1), but I'm finding them in weird formats. I am accustomed to what I'd call the simpler types where sprites are divided into frames and shown in succession, but most of the assets I purchased are divided into components and are shown as a hierarchy that's all connected together. They also come with txt/json files describing how to connect them via parent/child relationships, length and rotation values, what are presumably anchor points, and even a color value.

    I haven't seen these types of sprite sheets before. The txt files have '.atlas.txt' on them, so I tried google how to use atlas sprite sheets, but all the results treat the term atlas as a verb, as if I wanted to atlas an existing sprite sheet.

    Can anyone recommend where I can learn how to use atlas sprite sheets such that I could work with an engine like SFML to draw these sprites on screen as they were meant to be seen? I can read in pixels and parse the json files, but I have no idea what to do with the rotation value of -15.4 for the bone3 element which connects to the bone2 element at x=190.82, y=-28.47. The values are meaningless to at this point. Thanks.

    submitted by /u/pbortler
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    GameDev.tv Community Podcast Episode 83 - Liz Albl

    Posted: 19 Aug 2020 10:33 AM PDT

    "Sometimes I feel like I'm writing when I'm just sitting around people and listening to them talk. You pick up on their phrases or how they said something. It speaks so much to who they are, their experience, and their character. Writing is thievery." – Liz Albl

    One of the greatest treats of 2020 has been Ghosts of Tsushima. For this special episode we thank Sucker Punch for allowing Liz Albl to join us on the podcast to share her story. She is the Senior Writer at Sucker Punch. She is responsible for some of the characters like Masako. She is a very passionate writer and has a lot of writing tips to help you grow as a writer. If you wanted to be a writer for games this is the episode for you. All Game Developers will find tons of value listening to this episode. We guarantee you won't regret listening to this episode.

    Follow the links below to listen to the podcast. Too busy! Listen on the way to work or while cooking.

    https://soundcloud.com/user-351690218/83-listen-and-take-it-in-with-liz-albl

    https://open.spotify.com/episode/21nTIGiSda8oaVDXmXzf1X

    https://youtu.be/dz5q18gKyRg

    Stay tuned for our next episode!

    submitted by /u/TheK-B1000
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