This subreddit is utter bs |
- This subreddit is utter bs
- I'm so excited to announce one of the most HEAVILY requested tutorials EVER. Almost everything beginners need to know about creating stylized game environments, all packed into a 40 minute tutorial. All for completely, 100% FREE.
- A game I released yesterday topped the itch.io charts in a certain category because I SEVERELY misunderstood what they meant when they asked if my game had “content inappropriate for children”
- MY HIGH SCHOOL TEACHES GAME DESIGN
- How can you effectively manage a hobby game project
- Can I put 3D emojis in my VR game? Are they under any copyright?
- Does making video games takes the fun out of playing them?
- This landing page shows you how to write unignorable web copy. Might come in handy for your next project
- Automated Testing Discussion
- From indie hit to lasting product (feat. PC Building Simulator)
- Vivox imlpementation in UE4, logged in and connected but no voice
- How to advertise a game properly?
- Thinking of switching my studio to Modo from 3DS Max
- Networking a dodge mechanic in a multiplayer game
- Where Can I Rig My Model For Free?
- Learning resources for animation
- I hear u would love to see game assets in this sub. U re welcome =}
- Where to start
- Trivia Game Mobile App. Question about Multiplayer interaction.
- Your opinion about the game from Russian developers, in the style of cyberpunk 2077?
- I've composed 204 songs and sound effects and released them under the CC BY 4.0 license which you can use in any personal and commercial project and they're all free!
- A PC for gaming/game development
- Any game that intentionally use screen tearing to enhance the visual style?
- What is a good order to do things in a game
Posted: 01 Sep 2020 11:21 PM PDT Why are posts like this one https://www.reddit.com/r/gamedev/comments/ikhv9n/sales_info_1_week_after_ruinarchs_steam_early/ that are full of insightful information, numbers, etc. banned by the mod team while countless packs of 5 free low poly models or 2 hours of public toilet sfx keep getting thousands of points cluttering the main page? Is it what this subreddit is supposed to be? Is there any place where actual gamedev stuff can be talked about on reddit? [link] [comments] | ||
Posted: 02 Sep 2020 05:57 AM PDT
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Posted: 02 Sep 2020 09:21 AM PDT
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MY HIGH SCHOOL TEACHES GAME DESIGN Posted: 02 Sep 2020 11:03 AM PDT My AP Computer Science teacher told us that if we want to learn a language other than scratch for the class, to email him. Since I know Scratch isnt the most popular language and isnt good for game design, I told him how I wanted to go into game design when I got older, and asked him what language I should consider learning. He told me that I should learn Scratch to understand the basics, BUT. I could learn Javascript too, in a diffrent class he taught online, on a website called CodeHS. A video game design class. My counselor told me that our high school doesnt teach game design, which is technically true. But CodeHS looks like a reputable enough website to count twords high school credit, and I get to learn game design! Sorry for the rant I'm just do excited and I'm literally almost crying, this is the best thing to happen all year [link] [comments] | ||
How can you effectively manage a hobby game project Posted: 02 Sep 2020 03:09 AM PDT
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Can I put 3D emojis in my VR game? Are they under any copyright? Posted: 02 Sep 2020 02:12 AM PDT
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Does making video games takes the fun out of playing them? Posted: 02 Sep 2020 05:59 AM PDT I'm currently learning c#, fl studio made some progress with my pixelart skill however I'm quite concerned where I'm taking myself by doing this.... I love playing games and it is something I want keep doing for my whole life keep playing more games. I'm learning all these skills cause I have so many ideas in my head that I feel like if I don't get them out to the world I will slowly become crazy 😅 recently, when I look at a game I start to think about how it was made, what type of methods were used, and stuff like that. which kinda making me afraid cause I feel like I'm losing the magic of what it's like to play games. this is weird.... [link] [comments] | ||
Posted: 02 Sep 2020 11:41 AM PDT
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Posted: 02 Sep 2020 08:39 AM PDT Are you using automated testing in your projects? If not, why not? If so, to what depth/breadth? [link] [comments] | ||
From indie hit to lasting product (feat. PC Building Simulator) Posted: 02 Sep 2020 07:56 AM PDT
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Vivox imlpementation in UE4, logged in and connected but no voice Posted: 02 Sep 2020 06:17 AM PDT Hello, I've also already posted to their community forums, but so far it seems like most post has no replies. I see that I get connected, and that I'm logged in, I'm not muted and my devices seem to be the correct ones. Yet I am not hearing any sounds. What should I first look into to debug the issue? This is so far the only thing I've found strange, the audio and channelState being disconnected but I'm not sure why or how to "fix" it if that's the issue. If there is a guide or someone has some random tidbits of info I'd be very grateful to hear! [link] [comments] | ||
How to advertise a game properly? Posted: 02 Sep 2020 12:09 PM PDT Hey... the title is pretty much it, but I am more interested in how people like Toby Fox and Eric Barone, etc. advertised their games. Thanks! [link] [comments] | ||
Thinking of switching my studio to Modo from 3DS Max Posted: 02 Sep 2020 12:09 PM PDT My studio has been using 3DS Max for quite a while and I'm very comfortable using it. But I'm starting to think that's not enough of a reason to keep using it, especially with the costs associated. We're a small studio and I may soon have an opportunity to switch us to something that could suit us better. Pros: I've seen a lot of great things about Modo as a game art tool, and a lot of the modeling tools look way better, faster and more modern than Max, which as struggled to keep up with new game art tech in recent years. The materials are setup to integrate directly with Unity/Unreal so what you create in Modo, looks how it should while making it. Unlike Max, whose materials I always have to rebuild and never look the same. It's also a LOT cheaper. I can get a perpetual license for less than the price of a year's worth of Max. Cons: I have heard that there is less support out there in terms of the community, because it's a younger platform. Less tutorial videos. Less scripts. Less discussion in general. I also will have a lot of Max files from all our old projects with the company, so ditching Max entirely in the short term at least might not be possible. I know it's not used at a lot of big studios, partly because they've built themselves around Max and Maya. But I've also talked to some AAA artists who prefer to use it whenever they can, even at studios that primarily use Maya. Anyone here have any thoughts or insights on Modo? Is it worth the switch? Should I stick with Max? [link] [comments] | ||
Networking a dodge mechanic in a multiplayer game Posted: 02 Sep 2020 11:54 AM PDT Hey guys I currently have a server authoritative rpg game going on and have implemented the usual reconcilation, client side prediction, etc. etc. and everything works fine. Now I want to implement a dodge mechanic but I don't really know what approach i should take. The players will be dodging NPC attacks but I don't want to open up a possibility for players to cheat since I will implement PVP aswell. That being said I thought up of two ways I could do this:
Now I think these two implementations aren't particularly bad but I want to hear your opinions on what I should do. Thank you for taking the time to read this and potentially helping me :) [link] [comments] | ||
Where Can I Rig My Model For Free? Posted: 02 Sep 2020 11:51 AM PDT I Tryed Mixamo but it dosent have the animations i need, is there anywhere else that i could use? Thanks [link] [comments] | ||
Learning resources for animation Posted: 02 Sep 2020 11:39 AM PDT I've been learning Blender and Unreal engine for about a week now, but I can't seem to find a good learning resource for animations. I've got modeling down and just need practice, but I can't find satisfactory resources on animations. The ones I do find are for older Blender versions or really drawn out. I need books, articles or videos that deal with the principles of animations, and how to make 3d animations fluid and believable. Any help is appreciated. [link] [comments] | ||
I hear u would love to see game assets in this sub. U re welcome =} Posted: 02 Sep 2020 11:35 AM PDT
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Posted: 02 Sep 2020 11:30 AM PDT Hi! I'm not a game dev, nor am I well versed (or even slightly experienced) in game development. I fancy myself a writer, and I've been working on a game idea I've had for a long time, I have most of the world, characters, history, and narrative as a whole figured out (for the most part, there's still editing n stuff I need to do) and I was wondering if anyone knew where I would be able to find help making it a reality. I've never really known anything to do with coding or the background of game design, so if i were to make it myself I would have to start everything from scratch and learn each and every aspect from the basics. Is there anywhere I could post an ad or maybe a site that indi devs might post help wantes ads for things like narrative? I know a most devs have an idea in mind that they want to see through, but I've had this burning for a while and I'm just hoping some other people want to see it through like I do. [link] [comments] | ||
Trivia Game Mobile App. Question about Multiplayer interaction. Posted: 02 Sep 2020 11:26 AM PDT Hello. I have an idea for a new app that will work like a standard trivia app. Users will log in to the App and join a "Party". Scores are calculated each "Round" for each user, etc, etc. As the app doesn't require real-time interaction, would it be safe to say that simply writing and storing the data for each game on a remote database would be the easist approach? Or... should I consider using a full 3rd party Multiplayer Remote Server plugin to handle interactions. Any suggestions would be appreciated. [link] [comments] | ||
Your opinion about the game from Russian developers, in the style of cyberpunk 2077? Posted: 02 Sep 2020 11:24 AM PDT
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Posted: 02 Sep 2020 04:55 AM PDT How to download the songs? You can download all of them in one RAR & ZIP file by following this Bandcamp link. Is this album updated regularly? Yes! Whenever I add a new song or sound effect to the library, I announce it on my Twitter. I also have a YouTube channel where I upload the songs to. I would suggest checking the tweets/videos or the album page regularly if you're in need of new music frequently. What's the total size of the library and in which format do they come in? Total file size varies in format. You can download the songs in MP3, FLAC, AAC, OGG, ALAC, WAV and AIFF formats. How can I support this project? I'm planning to expand this library's content as much as possible, and doing so takes a great amount of time, and calls for new virtual instruments and tools to create songs in rich and different sound. My current goal is to keep adding more songs in different genres into this library as well as creating environmental sound effects in high quality. Also Bandcamp limits the quantity of free downloads so I need to buy more "free download credits" to make the album even more accessible. More information about the subject can be found here. Due to these reasons, I created a Patreon page if you'd like to support this project. I'm using the donations I'm getting through Patreon to buy new virtual instruments at the moment. By becoming a Patron, you'll get access to the loop files, bonus and alternative songs and sound effects that are not included in the public library hosted on Bandcamp. Can I listen to these songs on Spotify? Yes! Uploading the songs to Spotify takes longer than uploading them to Bandcamp so not all of the songs are available on Spotify yet, but you can listen to some of them by following this Spotify link. [link] [comments] | ||
A PC for gaming/game development Posted: 02 Sep 2020 10:52 AM PDT Hey guys, this is all new for me. I don't game much on PC (I'm a console player) and my productivity consists of the Adobe CC Suite. My passion is to make a video game and deliver quality streams. The link is to my pc build I have so far, is this build good? Will it get the job done correctly? Thank you for the help! [link] [comments] | ||
Any game that intentionally use screen tearing to enhance the visual style? Posted: 02 Sep 2020 04:35 AM PDT I'm trying to make a voxel-based game. Real voxels with raytracing, not cuboids like most current examples such as Minecraft. Atomontage engine is still so far away and its animation demo doesn't seem good enough for me so I decided to just write my own with a software renderer to test the water, to see whether my unique solution can solve the cursed difficulty of animating voxels. In my engine, I try to use base 2 integers as much as possible for performance and code simplicity since the voxels are in a 3d grid in any case. That's why I decided to aim for 64 fps. That's the issue. Since quite a lot of people still use 60hz monitors, an odd framerate like 64 is bound to cause screen tears and I don't want the performance hit of v-sync. It made me wonder whether there is any game that uses screen tearing as an intentional visual effect. My planned game has an 80s vaporwave aesthetic without much sudden camera movement so that might just work. I made this thread because google failed to help and I want to learn as much as possible about this possibility. It's a shame that because I have to focus on my own game, I can't afford to check out many innovative indie games the way I did years ago... [link] [comments] | ||
What is a good order to do things in a game Posted: 02 Sep 2020 10:25 AM PDT Im making a 2d (not top down) turn based rpg and dont really know what order to code in we have movement already so thats out of the question also i didnt mention all of the things in the game but i dont really need the extra stuff for the base game [link] [comments] |
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