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    Saturday, September 19, 2020

    Screenshot Saturday #503 - Perfect Lighting

    Screenshot Saturday #503 - Perfect Lighting


    Screenshot Saturday #503 - Perfect Lighting

    Posted: 18 Sep 2020 08:21 PM PDT

    Share your progress since last time in a form of screenshots, animations and videos. Tell us all about your project and make us interested!

    The hashtag for Twitter is of course #screenshotsaturday.

    Note: Using url shorteners is discouraged as it may get you caught by Reddit's spam filter.


    Previous Screenshot Saturdays


    Bonus question: What is the longest you've waited in line for something?

    submitted by /u/Sexual_Lettuce
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    I tried to reproduce the Item Box from Mario Kart with Shader Graph. I leave the video in the comments :) (ES - EN)

    Posted: 19 Sep 2020 09:09 AM PDT

    Efficient tile based (+overlap) deleting of grass when an object is placed on an infinite landscape

    Posted: 19 Sep 2020 05:31 AM PDT

    I published my very first Asset Pack in Itch.io, called MinItems! (also, it's totally free)

    Posted: 19 Sep 2020 11:37 AM PDT

    Creating a Wii Tanks inspired game ! (Devlog in comments)

    Posted: 19 Sep 2020 02:38 AM PDT

    My very first game development tutorial: Cellular Automata & Procedural Map Generation. Interactive and open-source HTML5 demo included!

    Posted: 19 Sep 2020 12:04 PM PDT

    Should I use an encounter table or try to do multiple rolls for bar drinks on a ticket?

    Posted: 19 Sep 2020 11:32 AM PDT

    Hi all,

    upfront tl;dr: Working on a bartending learning game for my master of education. Can't figure out on paper the best way to generate random beverage items on an order without about 400 individual lines of possible items and then code to populate requirements based on selection.

    I'm working on a serious game right now using Articulate Storyline 360–it has the build-in tools that I need for my learner-player data collection for the research this project is based on. If you're not familiar, it's like interactive powerpoint on steroids and a natural successor to flash—chances are you've taken e-learning made in this program if you work in corporate.

    The game is a bartending game. I finally got the UI polished enough that I can think workflows, and I have already made a chance on each tick that an order will be generated. The learner receives an order, selects a glass, selects ingredients in a specific order (sour, sweet, juice, liquor, ice, soda), sends the order, and receives a tip. Tips are affected by speed (ticks), correct ingredient selection, and correct order (multiplier)

    Each order: -may have one, two, or three drinks -will tier to a higher chance of showing more drinks if player_tips is higher

    Each drink: -may be one of 9 specialty cocktails, OR -may contain one spirit (0-18) and UP/ROCKS/NEAT/SHOT —some of these spirits require special glassware to be selected -if a spirit, may have a flat (6) or fizzy (9) mixer, and may have TALL -may be a wine (3), one of which requires a champagne glass. -may be a flat or fizzy mixer only -may be blackberry brandy (spirit) and sparkling wine (1)

    Ideally, when a drink is populated, it will increment some variable (needed_bourbon), so if 3 bourbon drinks are selected, the player needs to click bourbon three times. But I don't want to do that line-by-line—it's inefficient. Can I do that procedurally?

    submitted by /u/dgeimz
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    32-bit Jam theme announced - Ancient Tech!

    Posted: 19 Sep 2020 10:58 AM PDT

    Did I Make The Right Choice to Transfer From My First School's Game Art Program?

    Posted: 19 Sep 2020 10:55 AM PDT

    Good evening r/gamedev, I need some advice since I feel like I can't make a decision.

    I started my first two years as a Game Art student at a small university called Shawnee State University. My parents said that it was a great school with a great game design/game art program, but later after doing some more research I found that while it is ranked highly in the Princeton Review and according to other sites was around 20-30 in the nation for game art/game programming, overall, it was not a good school.

    I decided after my sophomore year to transfer because:

    1. There's only one professor who teaches the majority of the Maya/modeling classes. He received mixed reviews in teaching, and the one class I took with him went awfully for me (I got a D+) despite me pulling many all-nighters and going to the open tutoring sessions. After this, I was very unsure if I could do well academically in his classes, and on top of that, I also was required to take some advanced math classes like linear algebra and calculus.

    2. I thought a more general art/animation degree from a better school would be a better investment since I mostly heard bad things about gaming-related degrees. Even though Shawnee was affordable like I stated earlier it overall isn't a good school. I heard stories about people who went to bad or below average schools and it negatively impacting their ability to get a job.

    3. During my sophomore year, I had moments where I felt very unhappy there.

    The school I transferred to was the Ohio State University. The school is very well respected in Ohio and cheaper since I could live with my parents and commute there to save money. The only thing is that it doesn't exactly have an animation degree, it has an Art degree with an emphasis in Art and Technology. However, the Art and Tech program has been mentioned on Animation Career Review and other sites as being a good option if you want to get into animation. Here's the link to the degree program: https://u.osu.edu/artandtech/

    So far I only attended one semester here and my father paid for the tuition.

    The school I really wanted to transfer to was this other state university called Kent State University had a program called "Engineering Technology with an emphasis in Computer Design, Animation, and Game Creation" which seemed perfect since it wouldn't be too broad or too narrow. They are in the process of elevating it to a new bachelors degree and in order to gain accreditation from an association of art schools (I believe it was National Association of Schools of Art and Design) they may change the curriculum significantly.

    Here's the link to the current program:

    http://catalog.kent.edu/colleges/ap/engineering-technology-bs/

    Another school I was looking at was this school called Bowling Green University. They have a Digital Arts program with an emphasis in Computer Animation. I also read good things about it.

    Here's a link to that program:

    https://www.bgsu.edu/arts-and-sciences/school-of-art/undergraduate-programs/digital-arts.html

    I've been worrying that I made the wrong decision by transferring to this school with a broader art program and I've honestly kind of been missing my old school. Do you guys believe I made the right decision to transfer from my school's program? Should I transfer back if it's economically practical? Should I transfer to one of the other schools I wanted to transfer to?

    submitted by /u/Saul104
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    How to hire Artists / Programmers ? Is it better to order freelance, or start a team? How to decide what to pay everybody n not turn the team against you?

    Posted: 18 Sep 2020 11:50 PM PDT

    Hey, I was thinking of the workload of making my game idea myself and it seems really hard.

    I know the kind of systems I want and how to code a little, but im not great at it.

    My question is:I want to make a specific game with an artstyle and specific systems...Should I be trying to find a "team?" I.E. get some of my friends, we all create a discord and hang out... figure out how to do things together, but then...How do I decide what to pay them? If the game goes commercial and makes like 50,000$ on downloads, and they helped make it, and arn't satisfied with whatever we agreed on won't it turn into an awkward thing and ruin friendships? lolLike, say I got 5 friends, said if they help me make a game I'll give em each 5%

    game makes 1 million dollars, they each get 50,000$, won't they be a bit bitter and like "Dude, we create this game together, why are you getting all the money..."

    or I pay them based on daily work, and same thing....

    if I go with freelance artists, they arn't attached to the "team" but are just hired to create things for the game, there's a set price they charge, seems more easy to go this way, but also more lonely =[

    Anybody with previous experience running a team / independent development team and hiring freelance and stuff? How do you decide who gets all the money if game becomes successful and stuff? Should there be contracts and stuff involved?

    I'm new to all this, I don't know how teams work together lol

    submitted by /u/knkkskknk
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    What's a good FOV for a side-scrolling game?

    Posted: 19 Sep 2020 12:27 PM PDT

    I've been experimenting with different FOV's for my game and I notice some of them make me feel a bit nauseous even though I don't usually have that problem with games. Is there any good principle for what FOV to use for a side-scrolling game? Thanks!

    submitted by /u/InuBumble
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    Ideas For Stats For A Deckbuilder?

    Posted: 19 Sep 2020 12:15 PM PDT

    Hi, I'm currently designing a little deckbuilder based around internet and pop culture and i haven't got that many ideas for stats for the cards. I know about the cliched ones like mana and attack and stuff, but I'd like something a bit more unique and interesting.

    So, each build would have 7 cards (Max) and there would be about 5 different types of cards (tanks, assassins etc) that would have similar characteristics to one another. The types would also be similar to the ones found in League Of Legends.

    After each match, the player would gain coins that they could use to buy items that would influence different stats, allowing for even more customisation on the builds the player uses.

    Basically, I'm looking for ideas on the stats for each card, whilst not being the cliched ones like mana. If you have other ideas for stuff like mechanics and card designs/ideas then please let me know, it'd be greatly appreciated!

    Thanks

    Josh

    submitted by /u/SquallySubset43
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    need help in making an object pooler

    Posted: 19 Sep 2020 08:19 AM PDT

    im making an unity2d game and need an object pooler to generate the ground. however in this version, instead of generating the ground sprites individually, i need to generate a group of them which is arranged in a specefic way. The pooler i have only generates them individually

    using JetBrains.Annotations; using System.Collections; using System.Collections.Generic; using UnityEngine; public class ObjectPooler : MonoBehaviour { public GameObject pooledObject; public int pooledamnt; List<GameObject> pooledObjects; // Start is called before the first frame update void Start() { pooledObjects = new List<GameObject>(); for (int i = 0; i < pooledamnt; i++) { GameObject obj = (GameObject)Instantiate(pooledObject); obj.SetActive(false); pooledObjects.Add(obj); } } public GameObject GetPooledObject() { for (int i = 0; i < pooledObjects.Count; i++) { if (pooledObjects[i].activeInHierarchy) { return pooledObjects[i]; } } GameObject obj = (GameObject)Instantiate(pooledObject); obj.SetActive(false); pooledObjects.Add(obj); return obj; } // Update is called once per frame void Update() { } } 

    all help appreciated.

    submitted by /u/blu_duc
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    How/What should I start to get better over time?

    Posted: 19 Sep 2020 12:00 PM PDT

    Hi,

    well I started to get some basic knowledge in programming and picked C# as my main language and Unity as my first engine. I also learned some basics about 3D modeling and drawning/animating Pixelarts.

    I just need a startpoint now to get into gamedeveloping. The thing is I have a bunch of ideas but I realy don't know what would be the best to start with as a total beginner. I wanted to make a textbased adventure, until I realised that it isn't realy the best project to beginn with in terms of difficutly and missing tutorials.

    I just wanne start as small as possible, so I don't get frustrated and throw everything too fast. I thought about making 2D Jump'n'Runs to get a grip on it, since the tutorials market for it is realy big. But I don't know if this is realy the best way to start with even when it sounds obvious.

    Any ideas from you guys? I literaly open for any kind of game as long as I can grow with it. I don't wanne make Finaly Fantasy in one week, I'm already smart enough to realise that a single beginning person can be happy with what ever he creates.

    submitted by /u/Guy_from_school
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    Looking for publishers information

    Posted: 19 Sep 2020 11:16 AM PDT

    Hello everyone, I'm developing a game (for PC/Consoles) and I want to start looking for a publisher to ask for funding, marketing, etc. I already have the big ones listed (Raw fury, devolver, team 17, etc). I know is very hard to get attention from this big publishers so I want to know what do you think of the smaller publishers I've been looking at. Do you have experience with these?

    META Publishing, SkyStone Games, Versus Evil, Another Indie, SteakSteak, Whippering.

    If you know any other publisher for PC/Consoles (not mobile) please let me know. I don't have any experience when dealing with publishers so any help is deeply appreciated.

    submitted by /u/SuperGlamBamBoom
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    Collision detection between rectangles in Java

    Posted: 19 Sep 2020 10:59 AM PDT

    Hi /r/gamedev,

    I'm currently working on a simple 2D game in Java, and I'm about to implement collision detection between entities (or rather, rectangles) and I am having some trouble with it.

    Basically, what I am trying to attempt is to know wether a rectangle is intersecting another from the left, right, top or bottom, and according to where it is intersecting, "push" it back such that the rectangles do not actually go into the other visually.

    I'm using the standard Java rectangle class, I calculate 4 points (each corner) for both of the entities, and it works, sort of. The problem is if a rectangle, for example, intersects on the top side, it treats it as a left collision so it moves the rectangle to the left, etc. I've tried a lot of things and just can't get it to work well.

    If anyone has any ideas, I would greatly appreciate if you would share them. Thank you!

    P.S: Here is my current code. Improvements are welcome.

    public void fixCollision(AbstractEntity entity) { Point ttlPos = (Point) pos.clone(); // this, top left pos Point ttrPos = new Point(pos.x + dim.width, pos.y); // this, top right pos etc Point tblPos = new Point(pos.x, pos.y + dim.height); Point tbrPos = new Point(pos.x + dim.width, pos.y + dim.height); Point etlPos = (Point) entity.pos.clone(); // entity top left pos, etc.. Point etrPos = new Point(entity.pos.x + entity.dim.width, entity.pos.y); Point eblPos = new Point(entity.pos.x, entity.pos.y + entity.dim.height); Point ebrPos = new Point(entity.pos.x + entity.dim.width, entity.pos.y + entity.dim.height); if (ttlPos.x < etlPos.x && tblPos.x < eblPos.x) { // this is left of entity int deltaX = Math.abs((ttlPos.x + dim.width) - etlPos.x); pos.x -= deltaX; } else if (ttrPos.x > etrPos.x && tbrPos.x > ebrPos.x) { // this is right of entity int deltaX = Math.abs((etlPos.x + entity.dim.width) - ttlPos.x); pos.x += deltaX; } else if (pos.y < entity.pos.y) { // this is top of entity int deltaY = Math.abs((pos.y + dim.height) - entity.pos.y); pos.y -= deltaY; } else if (pos.y > entity.pos.y) { // this is bottom of entity int deltaY = Math.abs((entity.pos.y + entity.dim.height) - pos.y); pos.y += deltaY; } } 
    submitted by /u/_iyyel
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    Created 3D Stylized Water with Refraction and Foam Shader Graph in Unity engine - Tutorial link in comments

    Posted: 19 Sep 2020 10:38 AM PDT

    How does Halo Infinite demo 500 million budget AAA look worse than some UE4 3D indie games I've seen?

    Posted: 19 Sep 2020 01:46 AM PDT

    What went wrong? They had the biggest video game budget and they screwed it up like this.

    submitted by /u/AgemoIramF2P-MC17
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    Is my game too hard? Should I make it easier?

    Posted: 19 Sep 2020 04:10 AM PDT

    Hi,

    48h ago I released a demo of my first game. It's a tactical action adventure, and I wanted to make it a little bit difficult. Not a souls-like, but something that it's actually challenging and doesn't feel like you are just watching a movie.

    I have the following data:

    • 24 users played the demo.
    • 13 users passed the first level, a very simple implicit tutorial for the basic actions.
    • 13 users continued playing until the first action level.
    • 9 users passed the first action level.
    • 1 user completed 90% of the demo.
    • 0 users completed the demo.

    Should I wait more until I gather more data? Should I make the game easier?

    Thoughts?

    submitted by /u/16_story_bits
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    Feedback Stream

    Posted: 19 Sep 2020 09:59 AM PDT

    Hi,

    I want to start doing some game feedback streams. I made a form for game submissions: https://docs.google.com/forms/d/e/1FAIpQLScglnPe7p1PHlQNDx7loKx7FxoAy8WSqG5kvY2Vj0YAAgfZtQ/viewform

    Not sure about the date of that stream yet. Will have to see how often I get submissions.

    My twitch channel: https://www.twitch.tv/wormius51/

    submitted by /u/eyalhazor
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    Getting the angle of the slope on which the player resides

    Posted: 19 Sep 2020 09:54 AM PDT

    Getting the angle of the slope on which the player resides

    0 (xAngle), 0 (zAngle) at the top of the sphere

    https://preview.redd.it/neyfnjnjw4o51.png?width=862&format=png&auto=webp&s=4446eee165768a3b72bff30414a1378fee190225

    getting 45 degrees

    Math is scary and I don't have much control over this code, but at the end of the day I made it.

    Note to self, remember degrees and radians are different and will ruin your life if you can see which is which

    For C# in Unity

    void OnCollisionStay(Collision c)
    {
    //final angles to use in calculations, set as default to maximum return of the equation
    float fx = -90, fz = -90;
    foreach (ContactPoint point in c)
    {
    //vector to take angles from
    Vector3 n = point.normal;
    //dont even bother if the underneath is being hit
    if (n.y >= -0.1f)
    {
    //get the two orientations to be concerned about when calculating if terrainAngleLimit is exceeded
    float xAngle, zAngle;
    //xAngle is derived from the y and z coordinates and converted to degrees
    xAngle = Mathf.Atan(n.y / n.z) * 180 / Mathf.PI;
    zAngle = Mathf.Atan(n.y / n.x) * 180 / Mathf.PI;
    //make angles symmetrical
    xAngle *= ((xAngle > 0) ? -1 : 1);
    zAngle *= ((zAngle > 0) ? -1 : 1);
    //lock such that 0 = world up
    xAngle = -90 - xAngle;
    zAngle = -90 - zAngle;
    //get the smallest angle to be nice
    //use greater than since angles are negative
    //shift finals to positive realm
    if (xAngle > fx)
    fx = -xAngle;
    if (zAngle > fz)
    fz = -zAngle;
    }
    }
    print(fx.ToString() + ", " + fz.ToString());
    if (fx > terrainAngleLimit || fz > terrainAngleLimit)
    {
    //set actualSpeed to 0 if terrain is too steep
    actualSpeed = 0;
    }
    else
    //if angles are within terrainAngleLimit, refresh jumps
    jumpsRemaining = jumps;
    }

    submitted by /u/Roboticy4
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    Is using Lua as a scripting language enough for a game engine?

    Posted: 19 Sep 2020 08:56 AM PDT

    I'll be using C++ for my engine and thought adding some scripting language for creating a behavior like in Unity (you add functionality to gameObjects) , I've learnt Lua but I'm not sure if it's the best choice around especially it being made for C , maybe that would be a bit frustrating, What do you think?

    submitted by /u/---Red
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    Examples of short impactful games?

    Posted: 19 Sep 2020 02:53 AM PDT

    Im thinking of making a game before the end of the year and so i want to keep the game short both because i want to finish it by the end of the year but also because if its too long im afraid i might lose focus/motivation and abandon it.

    What are some examples of short (as in a few minutes to 1 or 2 hours but no more than 3 hours) but impactful/emotionally powerful games?

    And i want this so i can basically just explore what other people have done and get inspired, etc

    submitted by /u/Loves_U
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