Custom Multiplayer for Unity |
- Custom Multiplayer for Unity
- The Amnesia series is now open source! This includes The Dark Descent, A Machine for Pigs, and all editor code.
- Amnesia: The Dark Descent and Amnesia: A Machine For Pigs source code released under GPL-3.0 license
- How is this parallax/eye relief effect made? It even increases with the zoom (like real life) (Modern Warfare 2019)
- From dream to nightmare to free steam release, thoughts about making my first game, and why it cost me 1175 usd in total.
- Also we finally are ready to show you the craft! With its help Raccoon can create unique items that will help him achieve his goals, open new locations and ways, or simply make the Raccoon more stylish
- 3 years of gamedev in one gif - my game completes an year on Apple Arcade today!
- How to do Facebook Ads for Kickstarter
- How I Built a Pseudo-3D Racing Game in only 13kb of file size for the js13k game jam
- How is it even possible to hack games that reside on a server?
- Free 60+ simple pixelated buttons game.
- Voidspeed Outlaw steam page posted 2 weeks ago. Minimal effort/time marketing. Here are wishlists, post etc stats so far
- What is your motivation?
- After quick math, is it worth ($$$) making indie games for a living?
- How should I be correctly prioritising my workload as a solo dev?
- Designing a protagonist for a game I’m working on. Which one of them stands out most? And is there anything I could add to improve them?
- I made a free Low Poly Modular Medieval Dungeon Asset Pack. Link in comment
- Working on a new intro animation for Kick Bot, what do you think?
- Pixelated number buttons for level selection menu.
- "Super Smash Box" (concept fan-montage by me)
- Looking for a parralax mapper (Several commission jobs on long-term basis)
- First Combat Prototype. First AI. And finally, First Win! Could this be turned into something fun?
- How Would I Go About Setting Up NDAs?
Posted: 23 Sep 2020 02:14 AM PDT
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Posted: 23 Sep 2020 07:05 AM PDT
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Amnesia: The Dark Descent and Amnesia: A Machine For Pigs source code released under GPL-3.0 license Posted: 23 Sep 2020 07:04 AM PDT | ||
Posted: 22 Sep 2020 05:03 PM PDT
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Posted: 23 Sep 2020 04:27 AM PDT 8 months ago I didn't know unity and had no knowledge of how to code in Csharp, and now I have released my first game on steam. The plan was to make it a lot bigger, and to charge 10-15 usd for it, but the project became too much for me, and I finally took the decision to wrap it up with the gameplay it had, and release it for free. My main issue was that the coding was getting too complex, having to deal with online multiplayer, and that I was mainly making progress by paying another programmer to help me. The project became a bit of a nightmare, and was affecting my mood negatively. Link to the game by the way, Calturin and Clone available for free: https://store.steampowered.com/app/1359110/Calturin_and_Clone/ People say you shouldn't make an online mmo, especially as your first game, but I think you shouldn't make any sort of multiplayer game as your first games. That was definitely a big mistake of mine on this project, and I think I wouldn't have made it if people advising new game devs on reddit and youtube had stressed this more. So unless you are extremely confident in your programming abilities, do not make a multiplayer game, it is a whole new world of difficulty and frustrations. Second I probably shouldn't have jumped out into a big project before making more small test projects, and this people do advise generally, but I didn't listen. I think however that if you really want to make something, and it is not multiplayer, just starting on it, or atleast making small parts of it, like learning how to make dialogue and then later implementing it in your game could be good. And I think you have to be extremely careful of relying on other people, since once you do that, I think you stop learning so much yourself, and also you can start feeling dependent on other people to be able to finish your project. My main goal when starting this project was to finish it, and I have done that now, even though it is a lot less ambitious than when I started out. What I want to do now going forward is to make small projects to get better at unity and programming. So I want to make a small platformer game, with just 1 level and a monster, and then maybe a tetris clone and so on, a lot of small projects before I start with a bigger project, which will definitely be singleplayer. Another thing I have learned is that the art is just so insanely important when promoting your game, good art pretty much sells itself. So for my next small games I will try to make the art myself, to hopefully become better at it, and it to be able to at some point make an artstyle that is decent. Expenses: Total: Cost for main programmer that helped me with networking and other difficult stuff: 720 usd Cost for trying out other programmers to help me: 100 usd Expanding mage sprites: 60 USD Cost for the main menu art: 100 usd Cost for shield animation: 25 usd Cost for various boss sprites art, many unused: 70 usd Cost to have it on steam: 100 usd. Total cost: 1175 usd If you have any questions about the process, or any feedback about the game, I would very much appreciate to hear it. Thanks for reading. [link] [comments] | ||
Posted: 23 Sep 2020 08:54 AM PDT
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3 years of gamedev in one gif - my game completes an year on Apple Arcade today! Posted: 23 Sep 2020 08:35 AM PDT
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How to do Facebook Ads for Kickstarter Posted: 23 Sep 2020 09:49 AM PDT
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How I Built a Pseudo-3D Racing Game in only 13kb of file size for the js13k game jam Posted: 23 Sep 2020 08:13 AM PDT
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How is it even possible to hack games that reside on a server? Posted: 23 Sep 2020 07:16 AM PDT To clarify, I'm not asking for a how to or tutorial or anything like that, just a top level overview out of curiosity. Some things make sense like aimbots and things that reside on the person's computer. I imagine that machine learning can help with things like "Ok, this person has a K/D ratio of .5 and they are sniping everyone on the first shot. Something is fishy." But for games like Fall Guys where you see people hover above ground or change their size, how does that work? I imagine this is an oversimplification but I would think it would be as simple as ensuring someone's sprite can't travel above a certain velocity or go above a certain altitude. However, it's obviously easier said than done so I was just wondering what I'm missing. [link] [comments] | ||
Free 60+ simple pixelated buttons game. Posted: 23 Sep 2020 04:24 AM PDT I created pixelated buttons. Those are free to use for commercial project also. If you need more icons, just comment and i will add others also. [link] [comments] | ||
Posted: 23 Sep 2020 08:59 AM PDT
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Posted: 23 Sep 2020 02:24 AM PDT If you make games, what is your motivation? Deeper than mere income or status, there is always a true intent. Considering the way things are as they are today, everyone is seeking something higher, perhaps even from themselves. It is many games today, which tumble under their owners' or publishers' desire for riches. So, do you? [link] [comments] | ||
After quick math, is it worth ($$$) making indie games for a living? Posted: 23 Sep 2020 09:35 AM PDT I am a developer working in the video game industry as an employee for almost 20 years. And I'm playing with the idea of indie game development for a while. So, I did a quick math with "realistic" estimations/expectations: I wrote a game design document for a small PC game to self-publish on steam and did the breakdown of the tasks and estimated a full-year work to do all the code/art assets/balancing/debugging/marketing materials and publishing. If I develop the game and release it on steam for 10USD, and some people like my game and I manage to sell 10K copies, it means 100K gross revenue! Then the part where I lose most of that money:
In the end I would earn around 23% net… or 23K USD, for a year work. Is there anything wrong with my math? Or am I too greedy and should be happy with the 23% net? [link] [comments] | ||
How should I be correctly prioritising my workload as a solo dev? Posted: 23 Sep 2020 04:37 AM PDT I think we've all been there; started a new project, loads of amazing ideas and everything planned out on paper, but you're at the bottom of the mountain looking up to the end goal and not sure what is the best route up that mountain? I'm in a position where I'm about half way up that mountain on a current project and keep getting distracted by relatively meaningless stuff - "it'd be cool if I added an effect there" or "the angle of that light isn't quite right"... Simply put, how can I, and other solo devs stay focused on meaningful work within a project, and what order should we be focusing on particular aspects of the game? [link] [comments] | ||
Posted: 23 Sep 2020 12:00 PM PDT
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I made a free Low Poly Modular Medieval Dungeon Asset Pack. Link in comment Posted: 23 Sep 2020 11:59 AM PDT
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Working on a new intro animation for Kick Bot, what do you think? Posted: 23 Sep 2020 11:58 AM PDT
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Pixelated number buttons for level selection menu. Posted: 23 Sep 2020 11:43 AM PDT After pixelated icons, this pack includes number buttons. Perfect for level selection menu. It includes 3 states: Disabled, Idle and pressed. Its free to use for commercial project with/without credit. [link] [comments] | ||
"Super Smash Box" (concept fan-montage by me) Posted: 23 Sep 2020 11:00 AM PDT
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Looking for a parralax mapper (Several commission jobs on long-term basis) Posted: 23 Sep 2020 10:37 AM PDT Hello everyone, My name is GrimarHorns, I'm developping an adult game on RPG Maker MV. I'm looking for a parralax mapper/pixel artist to make my game's maps. This is a long-term relationship that I want as friendly and professionnal as possible. I worked with a previous artist but he's too swamped on his day job to work with me again. I have very simple conditions : - I always pay 100% upfront (even for the first work) to show my trust to the artists I work with. - I always negotiate a bulk discount, I'm going to ask a lot of work from you so according to your prices I might ask for a discount that'll apply for every commission job (Won't apply for the first work tho', again I want a good collaboration). - I'm very friendly and try to be as sympathetic and detailed as possible in my demands. You and I will edit a contract for each commission job, I already have a template you and I will confirm or edit if you think it's necessary. - I don't think I'll impose any deadline whatsoever, and if I did I'd gladly pay extra for the trouble. ° You can expect a map every 40ish days in the future, at first, I'm in need for 4-5 maps, so we might have the first 2 months of our collaboration already filled. ° I'm looking for someone asap. ° The only thing I may be asking is reactivity on your socials. I just need to have answers to my messages, it sucks to be ghosted for weeks. ° I really am genuinely nice, I love to chat about anything with the artists I work with. (I currently work with 3, one for CGs, one for spritesheets, one for musics) The artists I commission are with me for over 2 years for most of them and we always had very cool professional vibe. I'm really looking for cool talented people. If you're interested, PM me on Discord so we can chat about the details : GrimarHorns#4003 There, send me pictures of your previous works on RPG Maker and what is your hourly rate. Thanks a lot for reading me, I hope to see you guys soon.
[link] [comments] | ||
First Combat Prototype. First AI. And finally, First Win! Could this be turned into something fun? Posted: 23 Sep 2020 10:34 AM PDT
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How Would I Go About Setting Up NDAs? Posted: 23 Sep 2020 06:16 AM PDT I'm looking to start up a game development studio and I'd like to get people to play test games before launch. How would I go about writing an NDA(Non-Disclose Agreement) for play testers? Thanks [link] [comments] |
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