Unity Tip: Bake objects into a single skinned mesh to allow for tons of animated guns (or other stuff I suppose) with a low performance cost! |
- Unity Tip: Bake objects into a single skinned mesh to allow for tons of animated guns (or other stuff I suppose) with a low performance cost!
- What should you do when your game is trashed by streamers? Well, I made a drinking game and turned the hate into useful criticism.
- How to Shoot Magic Orbs in First-Person (Unity)
- I'm going to teach you how to make simple stylized 3D models with Blender, ZBrush & Substance Painter
- Do you like Time Inversion? I made the latest Christopher Nolan's movie TENET into a game!
- Frustrated and Lost
- How I decided to make a game inspired by HoMM and lost money (part 1)
- Background Art Tutorial
- Porting Detroit: Become Human from PlayStation® 4 to PC - Part 1 - GPUOpen
- Why do some developers make slightly different 3d models when making a mobile version of their PC game?
- Spending too much time on game development?
- Epic invests $15M in Manticore Games, the creator of the Core game creation platform
- Anyone with experience developing a game for a non-game company. I would like to ask some questions
- is the humble unity bundle worth it?
- DEVLOG 1- No Home For Icarus, a 2D Bullet Hell Resource Manager.
- Help about 2.5d map and chara.
- Where can I find/buy well made 8-direction sprite sheets for a game character?
- Software for making fluid 2D Animations on vector characters
- Idle animation for my new game
- They said i couldn't but i did
- Anybody used Nakama before?
- We started an erotic short fantasy fiction (Twine) - how much story should there in between for you and why?
- Phases of game development for solo developers
- Software Suggestions for Note-taking
Posted: 22 Sep 2020 01:26 AM PDT
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Posted: 21 Sep 2020 09:30 PM PDT
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How to Shoot Magic Orbs in First-Person (Unity) Posted: 22 Sep 2020 10:40 AM PDT
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Posted: 22 Sep 2020 06:22 AM PDT
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Do you like Time Inversion? I made the latest Christopher Nolan's movie TENET into a game! Posted: 22 Sep 2020 10:49 AM PDT
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Posted: 22 Sep 2020 10:59 AM PDT I work almost 50 hours a week at a job that has nothing to do with my actual degrees in music and game design. I've been trying to make a demo for the past year and a half but I've only got the main character modeled so far. I simply don't have the time to do everything from scratch within a meaningfully time frame. I'm talking modeling, texturing, rigging, animation, coding, sound effects, music, videography, etc. I have the skills to do all of it and I assume most people here do too and I applaud them. There are things I'll have to learn along the way, like making hair cards and cloth, but I just can't find that kind of time when I work that much, plus have people and a house to take care of. Not to mention the exhaustion after work. Maybe I'm just not that skilled or talented? I think like this a lot too, that everyone else, at least on here, has already done everything and I'm just no good at it. I've thought of finding someone to work with me but I simply do not trust that idea. I'm too old to switch to a job in games that probably pays less and requires me to move, so I'm stuck where I'm at. I make decent money, I was in poverty for a long time and got lucky finding a decent job. I have many other things I want to do with my skills as well, like make tutorials and create an album, I play multiple instruments. It's so exhausting for someone that simply won't give up, yet doesn't have time or talent as others do I feel like I'm in a prison with walls made of concrete and I'm trying to use a spoon to dig my way out. I feel really lost, stuck in limbo, and I'm trying to get over myself and stop reaching so high. I've thought, lately, to put the big game on the back burner and start creating simple tutorials. It would let me use different skills at once, give me good practice, and let me create and put something out there. I'm just worried that it means my game I want to create will be lost, and I'll always regret not finishing it and stay bitter towards our terrible country for it's war against the poor. Maybe, after writing all this, I've answered it myself. I guess the question i should ask myself is: What will make me happy, allow me to use my skills, won't take years to complete, and give me a sense of accomplishment with something to show for it? I can think of two things. 1. create tutorials 2. create an album [link] [comments] | ||
How I decided to make a game inspired by HoMM and lost money (part 1) Posted: 22 Sep 2020 11:34 AM PDT
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Posted: 22 Sep 2020 06:44 AM PDT
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Porting Detroit: Become Human from PlayStation® 4 to PC - Part 1 - GPUOpen Posted: 22 Sep 2020 07:08 AM PDT
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Posted: 22 Sep 2020 12:03 PM PDT For example I notice League of Legends making their champion models in a bit lower quality as they develop their mobile version of the game (Wild Rift), why is this? Their PC game is not even that demanding as far as hardware is concerned. Is mobile hardware really that bad at handling graphics? I'm asking this because I'm buying a high quality model suited for PC game, but I don't know if there's something I need to consider if I want to use it for a mobile game as well. Are there some kind of specifications for a 3d model to run smoothly on a mobile? [link] [comments] | ||
Spending too much time on game development? Posted: 21 Sep 2020 07:00 PM PDT Sometimes I spend an entire evening, or sometimes 2 days working minuscule bugs or on one thing. Anyone else get this? It's a bad feeling when you haven't got much to show for 2 days of work [link] [comments] | ||
Epic invests $15M in Manticore Games, the creator of the Core game creation platform Posted: 22 Sep 2020 11:31 AM PDT | ||
Anyone with experience developing a game for a non-game company. I would like to ask some questions Posted: 22 Sep 2020 11:00 AM PDT | ||
is the humble unity bundle worth it? Posted: 22 Sep 2020 10:57 AM PDT | ||
DEVLOG 1- No Home For Icarus, a 2D Bullet Hell Resource Manager. Posted: 22 Sep 2020 12:34 PM PDT
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Help about 2.5d map and chara. Posted: 22 Sep 2020 12:34 PM PDT Hello, I did some test with gamemaker to create an isometric map and its working. Still have some issues like view... but the main issue for me may be this question : Can you use a 2d character in a 2.5d (isometric) world ? Does it look cool ? If you have exemple it will be great ! Need to know because you can get ISO assets easily, even for free but it looks à lot more complicated with character x) + i am good with 2d management but 2.5d look harder ! [link] [comments] | ||
Where can I find/buy well made 8-direction sprite sheets for a game character? Posted: 22 Sep 2020 08:17 AM PDT This is for my 2D top-down game. What I need is:
If there are any markets, websites, or even individuals whom you can recommend, that would be just great! [link] [comments] | ||
Software for making fluid 2D Animations on vector characters Posted: 22 Sep 2020 06:03 AM PDT I'm starting to need actual animations for my game and wanted to try creating fluid animations for non-pixel characters like those in Night in the Woods or Hollow Knight. I'm considering using Synfig Studio (I like vector graphics a lot) or Godot Engine's built-in 2D rigging and animation system. Before doing a deep dive on either one of these, I'd like to know if anyone has any alternatives. What do you use for these styles of animations? [link] [comments] | ||
Idle animation for my new game Posted: 22 Sep 2020 11:58 AM PDT | ||
They said i couldn't but i did Posted: 22 Sep 2020 07:58 AM PDT
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Posted: 21 Sep 2020 07:37 PM PDT Has anybody here considered self-hosting multiplayer infrastructure, like Nakama? What was your experience with it? Anything to know before using it? [link] [comments] | ||
Posted: 22 Sep 2020 11:25 AM PDT
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Phases of game development for solo developers Posted: 22 Sep 2020 03:50 AM PDT Hello r/gamedev Small background (you can skip if you want to): I have been a programmer for 3 years now, only recently started with game dev (Unity). I think I got a good hang of things, watching some good tutorials etc. But 3D modeling is something that I have no experience before, although I am making some good progress towards learning it. I am working (alone) on a game of mine. It's a 3D adventure game. The 3D models are going to be fairly simple with main focus on game mechanics and story. I find that programming the game mechanics/features is somewhat completely separated from 3D modeling (as it should be?). The thing I am looking for your input is to how to phase the development? I find it a bit tedious to go from programming to 3D modelling and back. It messes up the flow of things in a way. I rather focus on one aspect at a time. But I am worried that will this approach bite me in the ass in future? I have the core mechanics somewhat completed, but many features still missing. Should I finish basically everything in that department before going to 3D modelling? [link] [comments] | ||
Software Suggestions for Note-taking Posted: 22 Sep 2020 05:07 AM PDT Hi there. Currently, I'm writing my notes for my game in a plain text editor and in draw.io. My goal with draw.io is to outline every step of the game (it's a metroidvania) in one big flowchart, but then I would like to link some steps to specific parts of game loops throughout the game. For example, if there was a step that said to kill a boss named "Bob," and I wanted to link that to "kill a boss," then I'd have to manually type in "kill a boss" in that box. Is there any pre-existing software that can do this? EDIT: I should note that I'm a very organized person when it comes to games, so I like to either have the proper tools to fulfill my needs, or I make them myself. [link] [comments] |
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