Screenshot Saturday #503 - Perfect Lighting |
- Screenshot Saturday #503 - Perfect Lighting
- I tried to reproduce the Item Box from Mario Kart with Shader Graph. I leave the video in the comments :) (ES - EN)
- Efficient tile based (+overlap) deleting of grass when an object is placed on an infinite landscape
- I published my very first Asset Pack in Itch.io, called MinItems! (also, it's totally free)
- Creating a Wii Tanks inspired game ! (Devlog in comments)
- My very first game development tutorial: Cellular Automata & Procedural Map Generation. Interactive and open-source HTML5 demo included!
- Should I use an encounter table or try to do multiple rolls for bar drinks on a ticket?
- 32-bit Jam theme announced - Ancient Tech!
- Did I Make The Right Choice to Transfer From My First School's Game Art Program?
- 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?
- What's a good FOV for a side-scrolling game?
- Ideas For Stats For A Deckbuilder?
- need help in making an object pooler
- How/What should I start to get better over time?
- Looking for publishers information
- Collision detection between rectangles in Java
- Created 3D Stylized Water with Refraction and Foam Shader Graph in Unity engine - Tutorial link in comments
- How does Halo Infinite demo 500 million budget AAA look worse than some UE4 3D indie games I've seen?
- Is my game too hard? Should I make it easier?
- Feedback Stream
- Getting the angle of the slope on which the player resides
- Is using Lua as a scripting language enough for a game engine?
- Examples of short impactful games?
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. Bonus question: What is the longest you've waited in line for something? [link] [comments] | ||
Posted: 19 Sep 2020 09:09 AM PDT
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Efficient tile based (+overlap) deleting of grass when an object is placed on an infinite landscape Posted: 19 Sep 2020 05:31 AM PDT
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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
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Creating a Wii Tanks inspired game ! (Devlog in comments) Posted: 19 Sep 2020 02:38 AM PDT
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Posted: 19 Sep 2020 12:04 PM PDT
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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? [link] [comments] | ||
32-bit Jam theme announced - Ancient Tech! Posted: 19 Sep 2020 10:58 AM PDT
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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:
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? [link] [comments] | ||
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 [link] [comments] | ||
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! [link] [comments] | ||
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 [link] [comments] | ||
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 all help appreciated. [link] [comments] | ||
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. [link] [comments] | ||
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. [link] [comments] | ||
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. [link] [comments] | ||
Posted: 19 Sep 2020 10:38 AM PDT
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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. [link] [comments] | ||
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:
Should I wait more until I gather more data? Should I make the game easier? Thoughts? [link] [comments] | ||
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/ [link] [comments] | ||
Getting the angle of the slope on which the player resides Posted: 19 Sep 2020 09:54 AM PDT
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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? [link] [comments] | ||
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 [link] [comments] |
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