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    Tuesday, September 1, 2020

    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!


    Little 2D grass shader I made with Godot! Tutorial and (MIT licensed) project files in comments!

    Posted: 01 Sep 2020 08:35 AM PDT

    Shadows vs none-shadows in a minimalist styled mobile game

    Posted: 31 Aug 2020 04:28 PM PDT

    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!

    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!

    submitted by /u/GravitySoundOfficial
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    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.

    Posted: 01 Sep 2020 11:29 AM PDT

    Developers Can Now Formally Challenge Apple's App Store Rejections

    Posted: 31 Aug 2020 10:45 PM PDT

    Event-driven FOSS game engine GDevelop adds dynamic 2D lights, more features

    Posted: 01 Sep 2020 05:33 AM PDT

    DirectStorage Coming to PC!

    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/

    submitted by /u/DirectX_12
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    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"

    Posted: 01 Sep 2020 11:23 AM PDT

    MIT Game Developer from 8-bit to MMORPGs

    Posted: 01 Sep 2020 11:16 AM PDT

    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:

    1. How would you define a bug?

    2. Software development runs through many stages and every client has their own preference for when to engage QA (ie, design, Alpha, Beta, or a quick check at the end). When do you think a tester should start checking for bugs?

    3. When would you say a game is finished in development and ready to be purchased by the customer?

    4. How would you test a PC game versus a console game versus a mobile game?

    5. It's your first day. You are presented with two options for a keyboard and mouse. One set is completely wireless and the other is USB. Which one do you pick and why?

    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.

    1. A bug or glitch is one or more sequences of code interacting with each other in an unintended way that sometimes produces undesirable results.

    2. I believe (think) that bug checking should start at the end stages of design before entering an Alpha stage, this is to reconcile any issues that may force entire parts of the game to be coded differently to meet the desired results from unforeseen serious bugs occurring.

    3. It depends on the publisher's desires I think and the game's level of depth itself. For a large procedurally generated game for instance an Alpha state may be profitable to be released in, for other more story driven games, certain genres of games like Puzzle, or Racing, or Action games, or sandbox games, they would probably do better going through a beta stage and being properly polished and tested before being released to reduce chances of a bad public response to them.

    4. PC games usually come with a console command script/prompt to help test it, I'd probably rely on that to help monitor interactions and decipher problems on top of utilizing documentation to discern buggy interactions. Console games are less accessible in my experience and may require more intensive documentation such as charting paths taken or interactions made, I'll definitely be relying on graphing out interactions I'd think. I don't have much experience with mobile games (I could use some help understanding ways to efficiently test them beyond just playing them intentionally looking for bugs.)

    5. (This question boggles me deeply, please help me understand if there's a premise or reason behind this question being asked). I'd probably pick wireless, I prefer having the freedom of movement, but I'm curious if wired accessories are somehow preferred?

    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?

    submitted by /u/Vanpocalypse
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    How much I should expect?

    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.

    submitted by /u/sanketvaria29
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    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.

    submitted by /u/supersulu
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    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.

    submitted by /u/mcmmaster
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    Game jam

    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 :)

    submitted by /u/Content-Grapefruit-2
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    A Timelapse of an arena to test out our AI behavior in a complete environment

    Posted: 01 Sep 2020 05:58 AM PDT

    Best Schools for Game Design?

    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!

    submitted by /u/sanecoin64902
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    Mouse detection problem

    Posted: 01 Sep 2020 07:04 AM PDT

    Mouse detection problem

    I want to make a game where you move the player around by clicking on the self made "grid". So my plan to make that is to let a script detect if there is a grid block collided with the mouse, and than give the option to click and the player will move tho the grid position. Here is a picture to give you a little idea on how i have this in mind:

    you click on the boxes to move to the selected grid, this is important to implement because the game will be turn based

    I was trying to implement this by trying to detect if the mouse collide with something. But this didnt worked very well.

    public class CamDetection : MonoBehaviour { private Vector3 mouseDetection; // Start is called before the first frame update void Start() { } // Update is called once per frame void Update() { mouseDetection = transform.GetComponent<Camera>().ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y,oprotte.transform.position.z)); } void OnMouseEnter() { Debug.Log("I am over something"); } } 

    This script is on my player now, but every time i run the game i get this error:

    MissingComponentException: There is no 'Camera' attached to the "PLAYER" game object, but a script is trying to access it.

    You probably need to add a Camera to the game object "PLAYER". Or your script needs to check if the component is attached before using it.

    UnityEngine.Camera.ScreenToWorldPoint (UnityEngine.Vector3 position, UnityEngine.Camera+MonoOrStereoscopicEye eye) (at <d1422b3fc93746018c92eda852993b93>:0)

    UnityEngine.Camera.ScreenToWorldPoint (UnityEngine.Vector3 position) (at <d1422b3fc93746018c92eda852993b93>:0)

    CamDetection.Update () (at Assets/scripts/CamDetection.cs:20)

    I also tried to attach this script to my main camera, but it didnt worked as well.

    This is probably just a dumb mistake, but im still a beginner and didnt touched c# for a while.

    submitted by /u/WanHeda_YT
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    Free dumbells!

    Posted: 01 Sep 2020 05:28 AM PDT

    Free dumbells!

    Modelled in blender, textured in substance painter.

    Generally high poly, with real bevels and stuff.

    I don't care what you do with it. But my substance painter license is a students license, so i can't sell assets made with it.

    I'll add a DL link later on if someone actually wants it. Don't want to package it up for no one to get it

    https://preview.redd.it/go387uux4jk51.png?width=2293&format=png&auto=webp&s=04c4e97755084f536fc59f5857a176c038f6fb46

    submitted by /u/Dummerchen1933
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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!

    submitted by /u/ehendfer-
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    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??

    Posted: 01 Sep 2020 12:19 PM PDT

    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!

    submitted by /u/StainlessReality
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    Need help with template for Tileset

    Posted: 01 Sep 2020 12:00 PM PDT

    Need help with template for Tileset

    Hi! I've been making this topdown shooter game for a while, and I'm having some trouble drawing the tileset.

    https://preview.redd.it/pb6knl9b3lk51.png?width=1920&format=png&auto=webp&s=c47c4e5b2a8b5472d31d3d619689b25891e3793b

    My idea was to do it in the style of the old Zelda games, but I keep getting this weird optical effect where, instead of being inside the room, the player is in top of a piramid, like if the walls were born in the ground and went down from there. (If it makes any sense)

    How do you guys see it? Is there anything wrong in how I'm trying to make this perspective work?

    submitted by /u/TintoConCasera
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    Comparing the process of shipping games using three different engines

    Posted: 31 Aug 2020 05:47 PM PDT

    Comparing the process of shipping games using three different engines

    Hello everyone!

    Rogue Summoner - my third game on Steam - will be released in just three days!I thought I would take the opportunity to talk a bit about the development process of Rogue Summoner (which is my first commercial game using Unity), and how it compares to my other Steam games - one created with the Unreal Engine and the other with no engines at all.

    Rogue Summoner is a turn-based roguelike about placing monsters in the board and letting them fight for you.

    Unity was the first engine I learned back in the late 2000s (because that was pretty much the only accessible engine at that time). I never actually finished any project, and had a hard time dealing with the code complexity as the projects grew.

    However when Unreal Engine 4 was launching (back in early 2014), they started releasing a series of tutorials on Youtube showing how awesome and simple the blueprint system was. And I was like: "Really? Can I really make games with that?"So I subscribed to Unreal Engine 4 (back then it was 19 dollars per month) and started learning it.

    Needless to say, I fell in love with the ability to make games without having to type code and decided to create my first commercial project.Three and a half years passed, and I released Eliosi's Hunt into the world on Steam and Playstation 4. Along the way I had help from a lot of talented people who were trying to finish their first big projects just like me.It was really cool to see the engine "growing" with the game. I started on Unreal 4.0 and shipped on 4.16, in 2017. Lots of amazing tools were added along the way (UMG and Sequencer were the main ones I had to learn in the middle of development).Evidently, by the end of the development, I was forced to do some C++ magic in the game, mainly to ship the game on Playstation and to integrate with newer versions of the FMOD audio middleware. As you can imagine, it was complete nonsense to me - but thankfully I managed to solve all the problems I had and shipped the game.My lack of programming experience was one of the major problems in the development, especially at the end, when the bugs started to pile up.

    Eliosi's Hunt

    After releasing Eliosi's Hunt, I decided to take a step back and study programming... for real.Thankfully, I came across Handmade Hero, an educational project to teach developers how to make an entire game... absolutely from scratch.And I absolutely loved it.

    There is something really special about understanding everything that is going on with your game, and being able to step instruction by instruction and see what is going on and why.Not only it was a very fun (but challenging) endeavor, I can actually say that I learned how to program after that.To consolidate all that knowledge - and help people learn how to program games, just like Handmade Hero taught me - I decided to create a game from scratch and stream the entire process. It would be a smaller game than Handmade Hero and serve as an introduction to it (because the series starts in full force!)That is how I developed my second Steam game: Break Arcade Games Out.I ended up releasing it for free on Steam, along with the entire source code.It took something like 80 hours to program the entire game (and engine) from scratch.

    https://preview.redd.it/v6bayh6xnfk51.jpg?width=460&format=pjpg&auto=webp&s=74367e320ed45ab5caebfacf783a19afc635d7a4

    You can watch (and learn) the entire development of the game here.

    After some time (and some non-game-related projects), I went back to creating video games with my brother.When we sat down to think about the project (and how we would make it) we had to decide what game engine to use.I already had experience with Unreal Engine, and was very passionate about making games with no engine, but.... we decided to try Unity for this project.(More on that later)

    That is when Rogue Summoner was born.I had to learn the engine while creating the game, and it was a bit weird in the beginning to go back to watching Youtube tutorials after all those years and all those projects.

    https://preview.redd.it/9yjh0ofznfk51.png?width=1757&format=png&auto=webp&s=5a590c21cad2a783bd483f8c618f50c2a1ce2f18

    But something was different.Because I knew exactly what would take to make the game (because I had already shipped a complex 3D game in another engine) AND I was extremely comfortable with programming in general, it was a breeze to program Rogue Summoner and to learn the new tools - especially considering that in Unity most of the game architecture is created by you, and not enforced by the engine or the tools.

    In Rogue Summoner, it was very important for the gameplay to be completely predictable, so the player can learn what each monster will do (no matter how complex) and plan accordingly. Because there is a lot of action/reaction-type of behaviors and they are dependent on some animations, I had to create a robust queue system so that monsters could interrupt the play, counter attack, attack on death and use several other mechanics.But in order to create this system (and all other systems), I just wrote regular code, interfacing as little as possible with the engine systems. Because of that, I was able to quickly program the gameplay systems (almost as if I was creating it with no engine) while making use of all the regular goodies games engine provide.

    https://preview.redd.it/xp0ea4o1ofk51.png?width=1920&format=png&auto=webp&s=fd85841247f51b784850908b9cfb9c752e29c7b3

    So how did these experiences compare?

    Unreal is clearly the most powerful one. Not only in terms of graphics but also in terms of tools. And that is a big deal. Unreal has tons of tools to help in pretty much everything you could want in your game. In contrast, if you are making the game in your own engine you would have to create all those tools yourself (or integrate an existing tool with your engine, which can be just as difficult). Unity has most basic tools, but they are not as fleshed out as Unreal's. A lot of people create tools and sell them in the Asset Store, but using those has its pros and cons.The biggest con of using Unreal is that since it was created for big teams to create big games, it comes with a certain complexity you will have to deal with. This complexity can easily turn into friction for smaller teams. For my brother and I, since we wouldn't even be able to leverage all the features Unreal has at our disposal for Rogue Summoner, and the friction could add up and make the development take longer and require more profiling and understanding the "best way to use the engine", we decided to try a different engine. Unreal would be better fit for a larger game with more resources, even larger than our 3.5-year project.

    Making games by hand is certainly a passion of mine (and apparently, of many other people as well). But there is a pretty big con (and a obvious one): making games is a lot of work. When you are tight on the budget and can't afford to spend months creating tech for the game, it's probably not going to be a good idea to roll out your own engine.Even though I can make game jams with no engine pretty effectively, to create a polished, commercial-quality game is another thing. The quality bar for indies keeps rising and to support all these things that make the game shine is really not trivial. HOWEVER, (and that's a pretty big HOWEVER) making games with no engines will improve your programming skills in an unbelievable way. You will be able to organize large amounts of code as if it's nothing. You will be able to know when you should spend time optimizing the code and when it's just a waste of time. You will know when you can create a quick hack to fix a problem and when it will bite you down the line.These skills will come extremely in handy when creating games, no matter if you use another engine.I would not have been able to create Rogue Summoner (while learning a new engine) as robustly and as quickly as I did had I not had the experience creating entire games from scratch, and that, especially in the long run, is worth a lot.

    Unity was a perfect fit for Rogue Summoner.Even though it doesn't have systems as robust as Unreal, the fact that it doesn't enforce a certain architecture on the gameplay code (unlike Unreal) was a pretty positive point, because I could more freely program the game and not worry too much with "how the engine wants me to do it". Of course, using it in the long term would make spending some time to build better tools for it more viable (like the developers of Ori did). Knowing the common ways that your code could be slow also helps you avoid the pitfalls that is very common in Unity games, in regards to smoothness of the game feel. That is something the developers of Inside (Playdead) struggled with a lot to create their (immensely polished) game, and gave a great talk about it; and most of it came naturally to me because of my experience making games with no engine. Rogue Summoner is not an action game, though, and that might have been more problematic in that case.Another pro of Unity (at least for us here in Brazil) is that almost all devs around here use Unity, and being able to learn from them is really valuable as well.

    https://preview.redd.it/9n5b6lg2ofk51.png?width=1920&format=png&auto=webp&s=85df40bce6f16a1b7fb193f1562698f885f0ece6

    Well, I hope you enjoyed this discussion on my experience shipping games with different engines.If you have some time, I would really appreciate if you could check out Rogue Summoner! :)

    I'd love to know: what engines have you created games with? What did you think of each process?I would love to hear your thoughts in the comments below.

    I hope we can continually improve the game development process and, in turn, the games we create.

    Cheers!

    Dan Zaidan

    submitted by /u/DanielZaidan
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