Target audience matters A LOT. A short anecdote on general vs targeted ads. |
- Target audience matters A LOT. A short anecdote on general vs targeted ads.
- With solo-dev indie budget, I made this limited presspack/collector edition for my game at home.
- Learned Motion Matching - SIGGRAPH 2020, Ubisoft La Forge
- This may be the wrong question to be asking, but are there any game devs who are willing to take me under their wing and let me do some work for them? I don’t want money, I just want the experience.
- Simplify Your Life With Mesh Simplifier in Unity
- Does anyone else fantasize about making their game fulltime?
- TUTORIAL - How To Create Special Abilities with Cooldown.
- For Unity developers: a simple character selection system :)
- Anyone need a composer?
- Very interesting and in-depth post by the devs from Satisfactory about Network Optimization!
- How did Shadow of Mordor do the Warlord introduction music?
- Small games
- Unity FPS tutorial #2: Finishing Up Animations for Our Gun!
- Are pixel art indie games outdated?
- Do you want OSTs for your game?
- Hey guys i have a question about unity and c#.
- Survey For A Potentially NSFW Game I'm Developing
- Hey guys! For all the Fall Guys lovers, here is a tutorial where we recreate the background using Shader Graph. Hope you like it! :)
- 2D side scroller, level depth design
- Can you recommend some level design articles or perhaps some free tutorial?
- TUTORIAL - How To Create Special Abilities with Cooldown- UE4 - Link in the first Comment
- Help with new Input System. Having trouble reproducing Input.GetButtonDown or similar, to check that button is being held.
- Low Poly Bows Free NOW!
Target audience matters A LOT. A short anecdote on general vs targeted ads. Posted: 15 Sep 2020 06:40 AM PDT I try to keep it short, might be interesting for some who (as myself) did not take this serious enough: A while ago a payed for reddit ads and got around 50 new users with quite bad user retention. The subreddits I chose have been roughly the target audience, but also generic ones like mobilegames. Then I collaborated with a youtuber with exactly my target audience (non-casuals) which also resulted in around 50 new users but the retention and engagement are on a completely different level. So in terms of new users, that means that an advertisement can easily have double the effect just by choosing very wisely which one it will reach. That could already be the difference of actually generating income from an advertisement instead of loosing money. [link] [comments] | ||
With solo-dev indie budget, I made this limited presspack/collector edition for my game at home. Posted: 15 Sep 2020 07:04 AM PDT
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Learned Motion Matching - SIGGRAPH 2020, Ubisoft La Forge Posted: 15 Sep 2020 02:17 AM PDT
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Posted: 15 Sep 2020 05:29 AM PDT I'm really wanting to get into game development and I don't have any experience in it. It's been a lifelong dream of mine, so I figured I need to start at the bottom. I don't want anything in return besides the opportunity to be able to help someone develop a game they're working on. Not sure if this is the right sub to ask this, but I figured I'd give it a shot! [link] [comments] | ||
Simplify Your Life With Mesh Simplifier in Unity Posted: 15 Sep 2020 07:18 AM PDT
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Does anyone else fantasize about making their game fulltime? Posted: 15 Sep 2020 12:41 PM PDT I've been making games obsessively since university three years ago, and now almost a year into my first Web development job I can't stop thinking about it. I've been working 4 hours every evening and more on the weekends on a game for the last half a year. I make mini goals, like if I work for 4 hours every evening for another 3 months I'll take a year off to work on the game. If I release a trailer or dev vlog that gets over 20,000 views I'll take a year off. If I get the game to the point where it could be finished in a year I'll take a year off. I've scrimped and saved over 10kGBP for this fantasy. I look at rental prices in cheaper countries in Europe and Asia to work out how long I'd be able to survive. I've joined digital nomad groups for tips on living for cheap. I look at street-view around Airbnbs in Thailand, Vietnam, Bucharest to basically imagine my potential life. But at the same time its so risky and stupid. I already work hard on the game every evening, so quitting my job would at most only double my output. Why would I be willing to give up a decent salary, all my savings and pause my career just for my game to release twice as fast. I debate whether I just don't like my job, or if this is an existential itch I need to scratch. I constantly flip between "it would be a waste of time and money" and "I can always find a job afterwards, in the grand scheme of things its not a big deal". Does anyone else think about this stuff? [link] [comments] | ||
TUTORIAL - How To Create Special Abilities with Cooldown. Posted: 15 Sep 2020 11:33 AM PDT
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For Unity developers: a simple character selection system :) Posted: 15 Sep 2020 08:53 AM PDT
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Posted: 15 Sep 2020 12:10 PM PDT Hi, I'm looking for work as a composer but would also be down to collaborate with hobbyists just for fun also!! I'll post my soundcloud below if you are interested : [link] [comments] | ||
Very interesting and in-depth post by the devs from Satisfactory about Network Optimization! Posted: 15 Sep 2020 06:37 AM PDT
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How did Shadow of Mordor do the Warlord introduction music? Posted: 15 Sep 2020 05:50 AM PDT Hey everyone, Something I always thought was pretty badass about Shadow of Mordor was the chant of the Warlords name that happens when you encounter one in game. Here's a demonstration about what I'm talking about. I checked and according to this wiki page these are all the possible Warlord names. There's a lot there, how did they get a theme for each one? Did they just get their sound people to record 141 different tracks? [link] [comments] | ||
Posted: 15 Sep 2020 12:54 PM PDT While I'm working on a project for making a bigger game, I want to have a side project as well. For this I shall let you decide. Comment what kind of game you would like to see me make, and I'll do the best suggestions. Go all crazy on it. The genre, the gameplay, anything you wish. Multiplayer is off the list tho. It should be just a small fun game that I can create in my free time. [link] [comments] | ||
Unity FPS tutorial #2: Finishing Up Animations for Our Gun! Posted: 15 Sep 2020 12:54 PM PDT
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Are pixel art indie games outdated? Posted: 15 Sep 2020 12:35 PM PDT Excuse my ignorance since I haven't done a large amount of market research. To me it seems like the days of really popular pixel art games are kind of coming to an end. You have really good games like Terraria, Enter the Gungeon, and Stardew Valley that released 2016 and before, and to me it seems like these types of games aren't really becoming hits anymore compared to 3D indie games like Risk of Rain 2. If I were to get into indie game dev, it's hard to decide between 3D and 2D because while 2D is much less work for assets and can look pretty nice, it just seems like 2D pixel art indie games are just a cliche now. Am I just plain wrong? [link] [comments] | ||
Do you want OSTs for your game? Posted: 15 Sep 2020 12:26 PM PDT Greetings from Turkey (unfortunately). Expert multi-genre composer over here. I have worked on other music industries since 2016 but recently I joined the video game music industry and I ABSOLUTELY loved it as a gamer. I trust my skills and quality, so you will be happy with my portfolio. Turkey's economy is collapsing and dollar is so expensive that 100 USD is literally enough to live for 2 weeks. This is why I work for ridiculous prices, and I make it even cheaper if I like the game! (because I want to add to my portfolio). Email me and let's create something: yuketo.music@gmail.com [link] [comments] | ||
Hey guys i have a question about unity and c#. Posted: 15 Sep 2020 12:26 PM PDT I want to learn to create my games in unity. I have learned c++ just by watching a 10 hour guide(im not saying im a pro at it or something but i would like to think i know it), of course it took longer because i had to do some practice. The same guy i watched has a 6 hour guide on c# as in the whole language. So im asking should i learn and watch other guides that are specifically for making games or i should learn the language in general ? Sorry for bad English. [link] [comments] | ||
Survey For A Potentially NSFW Game I'm Developing Posted: 15 Sep 2020 12:18 PM PDT | ||
Posted: 15 Sep 2020 12:15 PM PDT
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2D side scroller, level depth design Posted: 15 Sep 2020 08:10 AM PDT Hello all my fellow devs/aspiring, I've been trying to tackle an issue of depth in my side scrolling action rpg, and hoping you may help shed some insight. I'm aiming for a "vertical" setup, interconnected organically and many branching paths/exploring spots for loot and secrets. I've already made a few versions of the same level, they implore a castlevania stair system, paths behind what you see and in front of. Hiding and showing layers to keep the player visible, while hopefully adding a feeling of depth and exploration. But I also am toying with having vertical doors to exit/enter areas along with the typical horizontal frame to frame movement. I cant seem to decide what would work the best, or be less cluttered. I see alot of 2d games having a set frame size for a room, then it goes to a different frame for the next. Some are larger, some are a few screens wide/tall for scrolling. Currently im using a constant follow style, not even a hiccup from room to room. I even have the outside and inside of buildings, not just a hollowed black background. Then I even had a prototype trying to throw in some beat-em-up vertical movement for the various pathes, that seems to be the most difficult to implement.. The coding for the combat alone on 2-3 axis plains would be a chore and a half.. Which method would work the best, or less of a cluttered mess for the player? Am I just way over thinking all of this? It is the project ive spent years writing and world building, so I may just be second guessing myself.. [link] [comments] | ||
Can you recommend some level design articles or perhaps some free tutorial? Posted: 15 Sep 2020 11:46 AM PDT | ||
TUTORIAL - How To Create Special Abilities with Cooldown- UE4 - Link in the first Comment Posted: 15 Sep 2020 11:30 AM PDT
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Posted: 15 Sep 2020 11:28 AM PDT Hi guys. Very new to Unity and C#. Apologies if I use any improper terminology. I've been messing around with a basic car movement script to move my object forward with a single button and a rigidbody. It worked great when using the old input system with an Input.GetButtonDown, in Update. I'm having trouble reproducing it with the new Input System, because I cant figure out how to detect that I'm holding down the assigned button. It seems to register once, and doesn't recheck to see if the buttton is held. I've tried a few things, including changing the button interaction to "Hold". I put a Debug.Log text check to see if its registering the key, it is. I also have the rigid body assigned. CarControls (class?) refers to the script/class I generated when creating my Inputs. Sorry if I'm not explaining it great. Any ideas? Here is my (probably awful) script. Thanks! (also, is there a better way to post script then just copy/pasting?) public class CarMovement : MonoBehaviour { CarControls controls; public float maxSpeed = 6f; public float timeZerotoMax = 2.5f; float accelRatePerSec; float forwardVelocity; public Rigidbody theRb; private void Awake() { controls = new CarControls(); } private void Start() { accelRatePerSec = maxSpeed / timeZerotoMax; forwardVelocity = 0f; } private void OnEnable() { controls.Movement.Accelerate.performed += DriveForward; controls.Movement.Accelerate.Enable(); } private void OnDisable() { controls.Movement.Accelerate.performed += DriveForward; controls.Movement.Accelerate.Disable(); } private void DriveForward(InputAction.CallbackContext context ) { if (context.performed) { forwardVelocity += accelRatePerSec * Time.deltaTime; forwardVelocity = Mathf.Min(forwardVelocity, maxSpeed); theRb.AddForce(transform.forward * forwardVelocity); Debug.Log("Drive"); } } } [link] [comments] | ||
Posted: 15 Sep 2020 11:01 AM PDT
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