Little 2D grass shader I made with Godot! Tutorial and (MIT licensed) project files in comments! |
- Little 2D grass shader I made with Godot! Tutorial and (MIT licensed) project files in comments!
- Shadows vs none-shadows in a minimalist styled mobile game
- Giving away my paid sound asset pack via 100% off discount code. Contains 16 Spring Forest Ambience tracks, each loop able and 1 minute in length. Includes wind, tree creaks/cracks, birds, wolf howls, owl hoots, rain, rivers, crickets and thunder - all divided by day and night. Cheers!
- What do you guys think of the UI for my card game so far? I'm unsure if the size shift in UI based on whose turn it is will be too much or not.
- Developers Can Now Formally Challenge Apple's App Store Rejections
- Event-driven FOSS game engine GDevelop adds dynamic 2D lights, more features
- DirectStorage Coming to PC!
- Vlambeer on Twitter: "Today marks Vlambeer’s 10th anniversary, which is way longer than we could've ever imagined. We had a beautiful run, made incredible games, and worked with amazing people, but it is time for new things. So we're announcing the end of Vlambeer"
- MIT Game Developer from 8-bit to MMORPGs
- I have an interview to be a Game Tester and could use some help
- How much I should expect?
- Would it be possible to have colliders on individual blades of grass?
- Engine suggestions for a school game project?
- Game jam
- A Timelapse of an arena to test out our AI behavior in a complete environment
- Best Schools for Game Design?
- Mouse detection problem
- Free dumbells!
- I’m having some trouble with my first game
- Hey guys!!! Im trying to create an hability/evolution tree and I want to be only 1 way. That means you can only choose one option of the tree, no both. I came with this lock idea, any better ideas??
- Top mistakes in paid 3D asset packs / kits
- Need help with template for Tileset
- Comparing the process of shipping games using three different engines
Little 2D grass shader I made with Godot! Tutorial and (MIT licensed) project files in comments! Posted: 01 Sep 2020 08:35 AM PDT
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Shadows vs none-shadows in a minimalist styled mobile game Posted: 31 Aug 2020 04:28 PM PDT
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Posted: 01 Sep 2020 08:17 AM PDT Hello Game Developers, I am giving away one of my paid sound packs to the community via 100% off discount code. This asset pack contains 16 Spring Forest Ambience tracks, each 1 minute in length and loop able. Great background ambience for any forest setting or scene. Contains wind, tree creaks/cracks, birds, wolf howls, owl hoots, rain, rivers, crickets and thunder - divided into night and day. Find the pack HERE License Agreement HERE Use the code "FOREST100" to get 100% off - code expires on October 1. A bit about myself, I create sound assets for all sorts of projects including, video games, apps, films, animations and anything else that requires audio. I started my business under the name Gravity Sound and have been creating sound assets professionally for over 5 years. Some of the assets I create are soundtracks, sound effects, foley, weather sounds and background ambience. Hope this can help out small devs on a budget, Cheers! [link] [comments] | ||
Posted: 01 Sep 2020 11:29 AM PDT
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Developers Can Now Formally Challenge Apple's App Store Rejections Posted: 31 Aug 2020 10:45 PM PDT
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Event-driven FOSS game engine GDevelop adds dynamic 2D lights, more features Posted: 01 Sep 2020 05:33 AM PDT
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Posted: 01 Sep 2020 10:13 AM PDT DirectStorage, the latest addition to the DirectX family of APIs, is coming to PC! Dramatically reduced load times and bigger, more detailed game worlds? Bring it on! Full details here https://devblogs.microsoft.com/directx/directstorage-is-coming-to-pc/ [link] [comments] | ||
Posted: 01 Sep 2020 11:23 AM PDT
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MIT Game Developer from 8-bit to MMORPGs Posted: 01 Sep 2020 11:16 AM PDT
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I have an interview to be a Game Tester and could use some help Posted: 01 Sep 2020 10:25 AM PDT Not sure if this is the right sub for this (and if not could someone point me in the right direction?) but I'm going through an interview process tomorrow for a position as a Game Tester and wanted to ask for some advice, I was given some helpful information by the recruiter along with some example questions. I was hoping it'd be okay to ask some of you how you'd respond to these questions in an interview. I haven't done an interview in almost a year, but more than that I have pretty bad phone anxiety and since this will be a phone interview I'm trying to prepare for it extra hard to help alleviate me from freezing up or stuttering or anything like that. This is a dream job of mine and a potential foot in the door of a career path I've dreamed of so I'm also extremely nervous. Here's some of the questions that I'm curious if there's a certain way they should be answered:
I'll provide my answers and hopefully you guys can help me out, again if this post is allowed by the sub, I don't plan on using your answers, I don't want to be insincere or cheat my way through an interview, but I would like to educate myself more on this job position.
Any help and education would be greatly appreciated, and again if this isn't the right sub for this could someone point me in the right direction? [link] [comments] | ||
Posted: 01 Sep 2020 11:35 AM PDT I know one thing and that is not all games earn the same, some are more popular, some are less. Then there is marketing involved etc. So what I want to know is how much I should be expecting from my game in first month to track whether the game is successfull for not? Of course I do not expect to earn 1000 dollars on first month but I must know what is the average. I am talking about android games only both inapp purchase and reward ads included. [link] [comments] | ||
Would it be possible to have colliders on individual blades of grass? Posted: 01 Sep 2020 11:15 AM PDT So in games like BOTW you can cut grass with a sword and vegetation can be interacted with that makes it bend away from the player. I was trying to think of a way I could implement both of these systems in unity but kinda hit a wall. There are tutorials on making interactive vegetation but not really any on being able to cut grass at runtime. I was thinking of having a collider on each of my grass meshes that could detect if it was being cut and spawn a particle effect after decreasing it's height. I'm worried about the performance cost of this though and could use advice on a practical way to implement this type of effect. [link] [comments] | ||
Engine suggestions for a school game project? Posted: 01 Sep 2020 05:51 AM PDT I'm currently making a 2d side scrolling pixel platformer (basically a super mario clone) with my students during computer club at my school. We have almost finished all the assets creation and now need to pick an engine. I did study game design back at university but it's been so long I'm practically a beginner at all this again. I could do with some suggestions for an engine. An engine that has a fairly easy workflow system for dragging and dropping the assets in and creating the levels, not too difficult to figure out how to create a jumping attack for the player character to defeat enemies (similar to how super mario works), with super basic to none programming needed would be best because we only have about one month left to finish this project. I would like to create a few extra things for the game like a title screen, opening cutscene and some boss fights if we have the extra time, an engine that would be fairly easy for a simp like me to create this stuff would be perfect. If not its fine I'm sure the students will be satisfied as long as have a few levels finished by the end of the project. Just in case it's relevant all the stage/character assets we've made are sized at 32x32. I have been looking at Unity and Pixel Game Maker MV but can't really pick between the two, any advice, suggestions or tutorials would be appreciated. [link] [comments] | ||
Posted: 01 Sep 2020 06:35 AM PDT Hi guys! I'm a newbie so this question might sound really silly! I was wondering how do you take part to a game jam? (if that make sense) and where to find it. I'm still not really good at programming by myself without any guidance but I would like to try to challenge myself. Thanks in advance for your help :) [link] [comments] | ||
A Timelapse of an arena to test out our AI behavior in a complete environment Posted: 01 Sep 2020 05:58 AM PDT
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Posted: 01 Sep 2020 05:51 AM PDT I have googled this and consulted the FAQ. Google gets lots of shitty lists from schools that paid for placement in articles or fluff pieces from college admission websites trying to be relevant in a new area. But nothing from the real companies or communities that I could find. The FAQ has lots of info on how to learn programming, etc., but nothing on this. Kid wants to go to school for game design. Has been recommended to look at Santa Clara, Chapman, Drexel and Northeastern based on his GPA and test scores. Was told not to consider Champlain because they are in rough financial shape. Kid can program, but prefers level design and video/graphics work. Would anyone care to share anything they know about schools that are good for game design or that have strong alumni networks in this area? Thank in advance for your help! [link] [comments] | ||
Posted: 01 Sep 2020 07:04 AM PDT
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Posted: 01 Sep 2020 05:28 AM PDT
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I’m having some trouble with my first game Posted: 01 Sep 2020 12:25 PM PDT Hi guys, I'm sorry if this isn't normally the thing you see on here, but I've just started learning unity and C#, I only started learning C# a month ago, so I'm relatively inexperienced. I need to add portals to my first game, however I've been stuck for about a week, if you could leave some code or at least some helpful tips in the comments that would be great. The only thing is that the portals need to be able to teleport players and objects. Thanks! [link] [comments] | ||
Posted: 01 Sep 2020 12:19 PM PDT
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Top mistakes in paid 3D asset packs / kits Posted: 01 Sep 2020 12:16 PM PDT Hello game devs, whether in your bedroom or the board room. Please share any frustrating / painful / disappointing experiences you've had after you paid money for a 3D asset pack or kit. I have 8 years' experience in engineering, manufacturing and construction (in real life...) and want to apply this to help devs make cool environments, games and experiences faster using asset packs. From your experience, what should I absolutely not do? (or even better, what should I aim to do?) Thanks! [link] [comments] | ||
Need help with template for Tileset Posted: 01 Sep 2020 12:00 PM PDT
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Comparing the process of shipping games using three different engines Posted: 31 Aug 2020 05:47 PM PDT
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