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    Wednesday, August 5, 2020

    TUTORIAL: Discovering additive animations in Unity (link in comments)

    TUTORIAL: Discovering additive animations in Unity (link in comments)


    TUTORIAL: Discovering additive animations in Unity (link in comments)

    Posted: 05 Aug 2020 09:34 AM PDT

    I am burned-out from working full time on trash casual mobile games and its starting to make me depressed

    Posted: 04 Aug 2020 07:07 PM PDT

    Hi,

    I've been doing the same shit for almost 7 years now, my main "weakness" toward it is that i live in Tunisia so i can't just knock on the door of some cool indie studio or an established AAA company to get a job, but at the same time, the money i make is relatively good compared to what everyone else is making here considering that all my clients/employers are westerners.

     

    In the other hand, these lame as fuck hyper casual games are starting to seriously depress me, i didn't enjoy a project am making for almost 2 years now, my game design skills are seriously being handicapped to the point that even when i decide to make some artwork in Blender it end up in Portrait-mode, whenever i open Twitter or Instagram i get bombarded with super cool creations from solo-devs, meanwhile am working 8 hours a day on a fucken game that has a pointers that spins and player need to "tap" when it matches the right whatever-the-fuck-is-right, i can't even stand the word "tap" anymore, i get literally "ughhh >_< " whenever i get a message notification from my current boss whom i used to really enjoy talking to, he's a good man for sure who helped me many times and i consider him a friend but at the moment all i can think of is the shitty games he wants to produce.

    Add to all this the fact that i work from home, the same room i work in is the same room i play games, watch movies, practice piano/guitar, etc..., my procrastination level is higher than ever before, i used to be able to develop games, draw, 3d model, play guitar and even find some free time to make my own game prototypes, now i can barely do the tasks am supposed to do and every time i open unity its that same terrible "ughhh" feeling.

     

    I am really super "split" right now, at one hand i feel guilty just to bitch about this, few years ago i could barely afford to eat outside, now am considered "the rich guy" among my friends (am really not lol but you know what i mean), but on the other hand i feel like am wasting my time on this, i keep telling myself that its gonna work and maybe we'll make one hit game that will allow us to work on a proper game, but what if it doesn't, what if i ended up wasting all this years for nothing ? my portfolio has been practically "static" since i joined this job, if you take a look at my blog and scroll down to the older years, you'll just see how active i was compared to the last ~4 years.

    My mind was set on being a "Game creator" since i was 5 years old, and just the idea of thinking that "i hate making games" or "changing industry" terrifies the shit out of me.

     

    Anyways,

    I was going to post this in some other subreddits (e.g out of my chest ) but i don't think anyone can properly relate there, if you have any advice or similar experience please feel free to share, otherwise, am just happy to have been able to express this with like-minded people.

    have a nice day!

     

    Edit

    Holy shit! i didn't expect this 4am rant post to explode, thank you all for your comments/advice, i really appreciate it!!

    submitted by /u/alaslipknot
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    Game Physics in 4D

    Posted: 05 Aug 2020 05:50 AM PDT

    Hi everyone, today I made my Event Based Pool Management System public. This asset will prove to be useful in many projects and I am looking for feedback. Its currently free while its in the development stage! Please check it out!

    Posted: 05 Aug 2020 08:25 AM PDT

    My first steam game went into steam early access today, what can I expect?

    Posted: 05 Aug 2020 06:22 AM PDT

    As soon as I hit the button it was rank 4 on the all new releases page now rank 5. I guess it will fall off pretty quick :)

    submitted by /u/unitedcommandrtsgame
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    For people who are struggling with handpainting: Recently released a tutorial on creating handpainted weapons for games. Its got a ton of workflow tips and tricks, and a BEAUTIFUL end result, all for completely free.

    Posted: 05 Aug 2020 06:40 AM PDT

    Blitzmotion - A Gravity-Changing Multiplayer FPS | Devlog #2

    Posted: 05 Aug 2020 10:18 AM PDT

    Hey everyone!

    We're two 16-year-olds that have been working on a multiplayer FPS called Blitzmotion for about 9 months now. Blitzmotion has an interesting twist, players can determine their own gravity.

    We've just published our first narrated devlog! https://www.youtube.com/watch?v=v8KWMW3LZ30.
    In the Devlog, we talk about how we approached networking, multiplayer and server authority.

    We'd really appreciate any kind of feedback regarding both the gameplay and the video! Hope you enjoy and can learn something from it!

    Feel free to join the Blitzmotion discord server https://discord.gg/ZmRw9ba to stay up to date with our progress or ask any questions you might have!

    submitted by /u/Boby4458
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    Is it difficult rendering a triangle or cube to a virtual reality headset only using OpenGL, C++ and GLFW?

    Posted: 05 Aug 2020 09:58 AM PDT

    I know how to create a scene with multiple objects, lights, cameras, etc using modern OpenGL, C++ and GLFW. Using this knowledge, would it be difficult rendering to a virtual reality headset? Specifically an Oculus Rift.

    I like using Unity for production level work, but I'd love to learn how to at least render a cube and look around it with my own little engine. I'm wondering if anybody has experience with this.

    I'm not sure where to start from. I've only found this GLFW documentation so far.

    Thanks!

    submitted by /u/slimyostrich
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    GameDev.tv Podcast Episode 81 with Justin Scott Bieshaar

    Posted: 05 Aug 2020 08:15 AM PDT

    "Discover as much as you can." – Justin Scott Bieshaar

    What separates the ones who make to the ones who give up? Why do others seem to be able to make strides while others are left behind? Justin joins us today to share his story. He is the type of guy who gets back up even when hope is lost. When all the students are going home he is staying after class to continue to push his skills and ask the professors questions. All GameDev.tv students will find tons of value listening to this episode. This episode will help you move towards the right track into becoming a programmer. 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-351690218/81-staying-after-class-with-justin-scott-bieshaar/s-ZHKi1csC4vl

    https://open.spotify.com/episode/2XcJXiS0SGgG4XqWQpe1S6

    https://youtu.be/u-I3gMawrvE

    Stay tuned for our next episode!

    submitted by /u/TheK-B1000
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    Re-creating a retro game in isometric - Worth doing it in 3D, or is 2D sufficient? (My feelings are that Asset availability: 2D<3D, Resources and memory needed to run game: 2D<3D, but online consensus seems to tip strongly toward 3D?)

    Posted: 05 Aug 2020 03:18 AM PDT

    Re-creating a retro game in isometric - Worth doing it in 3D, or is 2D sufficient? (My feelings are that Asset availability: 2D<3D, Resources and memory needed to run game: 2D<3D, but online consensus seems to tip strongly toward 3D?)

    Hi,

    I'm trying to re-create a retro game that looks like the image below using Unity. It's an island survival and resource management game, in isometric view (more or less). I'm reading on web forums where many people strongly suggest using 3D environment, and not 2D, to create isometric games. What I'm mostly reading is that the 2D environment leads to some very severe limitations and issues in the long run, and sometimes they even decided to redo the world in 3D environment because this issue is too serious. But as a beginner, I'm not yet able to fully follow their explanations on the issue.

    As a beginner I'm running into the problem of not being able to find so many style-consistent existing asset. I'm able to cope easier with 2D images, and would even consider commisionning them. With 3D models I couldn't find a pack yet that has almost all the resources I need, meaning that I have to use multiple packs, but they are very rarely consistent in artstyle. If I commision the full set, 3D asset cost >> 2D asset cost. Also, I felt that 3D models would take up much more space in storage and operational resources, while half of its model detail will be forever hidden due to the fixed camera angle.

    I'm hoping to hear why people would still vouch for the 3D environment despite the points raised above. I'd be more than happy to be proven wrong in my perceptions so far while scraping for assets here and there. Thanks!

    https://preview.redd.it/akgxwkjur5f51.png?width=953&format=png&auto=webp&s=88a8f5c02389f5770b888533de50a4a54b4afa28

    submitted by /u/thirdjean
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    Does having shaders with lesser detail mean I can have more shaders per model?

    Posted: 05 Aug 2020 09:26 AM PDT

    I have about 4 shaders per model, and the only map they have is the normal map which is 216x216px each. Other fields are plain variables. Is this more optimized than the primary methods?

    Also, can someone please link some begaineers level articles about what does on on the hardware level when a shader or script is processed?

    Please let me know.

    submitted by /u/ItsAPmyBros
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    What is your development tool / engine of choice?

    Posted: 04 Aug 2020 11:25 PM PDT

    I was wondering what are the most popular tools / engines around here. I figure the top are Unity, your own custom made tools and engines, Unreal Engine, and GameMaker?

    submitted by /u/gojirra
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    howdy can i get some help with pixleart?

    Posted: 05 Aug 2020 12:15 PM PDT

    hi guys i want to make a 2d sandbox game with pixle art but i cant afford any good sofware like aseprite is there any good sofwares i can use?

    submitted by /u/chicken_noodles_
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    Going about making my own in-game computer OS for players to interact with

    Posted: 05 Aug 2020 08:05 AM PDT

    I'm currently working on a game idea right now to help me improve my skills as a developer. One of the things I wanted to do for this game is to make my own computer that when players interact with it, they can interact with it like a regular computer. I know the idea has been done before in games like Welcome to the Game, Grey Hack and other such games; however for going about it for my own game, I'm at a loss of where to start for things like the interaction with the UI, moving things around, and making the programs. So does anyone have any advice on where to start or how to go about it?

    (Game is looking to be made in either unreal or unity. Haven't decided yet)

    submitted by /u/NilofarGX
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    How hard would it be to make a quake style game engine realistically

    Posted: 05 Aug 2020 11:30 AM PDT

    so i love half life 1 and the quake 2 style of old games and I enjoy modding half life and making my own mods for it. however I have always been interested in creating my own basic 3d game engine like goldsrc and maybe one day use it alongside the hammer/jack editor so I can create my own game. i was thinking about creating it in c++. Not going for anything too special here, I assume you guys know about half life, barely if not any physics, simple lighting and simple enemy ai

    submitted by /u/cheesyboy101
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    NEW UE4 GAME TUTORIAL: Adding hearing perception to AI Guard

    Posted: 05 Aug 2020 06:55 AM PDT

    Hey game devs, I just released a FREE music pack! Includes 13 cinematic tracks which are free to use in your commercial and non-commercial projects! (Link to the assets in the comments)

    Posted: 04 Aug 2020 04:04 PM PDT

    Must have VR expansion plugin for UE4 VR developers

    Posted: 05 Aug 2020 09:43 AM PDT

    Looking for help from dev community

    Posted: 05 Aug 2020 09:25 AM PDT

    Hi All,

    I am working on game development for mobile. Game concept is similar to monopoly. My initial target is to build mobile app but later web based as well. I am not very familiar is this space. Please suggest what tech stack I should learn from designing game UI to writing game logic. Also I hope same game can be downloaded from App Store and Google play store as well.

    submitted by /u/codetime2020
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    Game demo tips and advice

    Posted: 05 Aug 2020 09:12 AM PDT

    Hey all

    I started working on the demo for my game ( Imagine Sekiro boss rush for PC ) and was wondering what I could've overlooked when planning it.

    It'd be great if could you share your own experiences making demos, specifically things you originally didn't even think should be there.

    No matter how obvious it may seem, if you got something say it.

    Thanks!

    submitted by /u/GopnikKid
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    What is that planning/objective software all gamedev youtubers use??

    Posted: 05 Aug 2020 08:55 AM PDT

    You write your objectives down and you can drag and drop them.

    submitted by /u/Help_A_Newbie
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    Audience for smaller to medium size games with old style limited color pallet?

    Posted: 05 Aug 2020 08:30 AM PDT

    Pretty much title but I heard a rumor that shorter games were trending up recently and had an idea for simple but in-depth game with a tiny color pallet but modern design. Waste of my time? / Opinions?

    submitted by /u/Balerion24
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