Your thoughts on my liquid shader? What's a fair price point? |
- Your thoughts on my liquid shader? What's a fair price point?
- Outlines [FREE UNITY ASSET] -> More info in the comments
- I made multi-dimensional gamejam mechanic no one understood
- Which style do you prefer for Lil Dead—pixel art or vectors? (image compares both)
- How Spherical Planets Bent the Rules in Super Mario Galaxy
- hi, we started developing a new platformer game, tell us what do u think about art style??
- writing in game development?
- just made this M16 feel free to use it in your game but please mention my name ZENUX in your game credits (download link in the comments)
- Rotate Object With Mouse Drag Relative To Scene Width | Unity 3D Tutorial
- I made this pixel art tutorial! If you are a beginner, have a look :)
- Free assets - Furniture
- Developing a procedural animation for our character
- I made a simple level generator to support my level creation workflow. This is a proof of concept and it has a quite simple approach to it, but for now I'm happy with the basic functionality. There are 6 platform variations that the generator chooses from. What other parameters would you add?
- How Celeste was made and how it reflects the director’s personal experience with anxiety and depression.
- How To Contribute To Unity Open Projects
- Steam Autumn Festival
- How do you guys come up with good game mechanics?
- How do mobile game developers develop low size or lightweight games for Android?
- How to structure a Kickstarter when your a programmer not an artist?
- Working on simulating a complete electrical system for my game couch co-op space game Nominal!
- Game dev for younger kids?
- our team started working on a new game, tell us your opinion about art style???
- My daily process
- Games made with kenney assets?
- Hi, I wanna learn Unreal Engine, I know nothing about making games.
Your thoughts on my liquid shader? What's a fair price point? Posted: 30 Sep 2020 04:33 AM PDT
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Outlines [FREE UNITY ASSET] -> More info in the comments Posted: 30 Sep 2020 09:28 AM PDT
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I made multi-dimensional gamejam mechanic no one understood Posted: 30 Sep 2020 09:29 AM PDT
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Which style do you prefer for Lil Dead—pixel art or vectors? (image compares both) Posted: 30 Sep 2020 10:49 AM PDT
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How Spherical Planets Bent the Rules in Super Mario Galaxy Posted: 30 Sep 2020 12:00 AM PDT
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hi, we started developing a new platformer game, tell us what do u think about art style?? Posted: 30 Sep 2020 11:53 AM PDT
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Posted: 30 Sep 2020 11:54 AM PDT hi there, i apologize if this kind of question is not allowed, please let me know if there's another subreddit where this question may be more relevant. i'm a writer who loves video games, and i'd love to combine these two passions. i'm looking into narrative design, creative design, writing dialogue/quests/hud for games, plot, story, background info, flavor text, etc., but i can't seem to find any information about how to specifically get into writing for video games. it seems like narrative design and game design are very closely related. i've even seen in some job postings that the game designers write as well as code, so sometimes there's not even a separate position. game devs, is this true in your experience? is writing for video games much like screenwriting? how is it formatted, or what do writers need to do or know about when they're getting into writing for video games? thanks in advance for any help you can give! [link] [comments] | ||
Posted: 30 Sep 2020 11:40 AM PDT
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Rotate Object With Mouse Drag Relative To Scene Width | Unity 3D Tutorial Posted: 30 Sep 2020 07:27 AM PDT
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I made this pixel art tutorial! If you are a beginner, have a look :) Posted: 30 Sep 2020 10:17 AM PDT
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Posted: 30 Sep 2020 12:24 PM PDT
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Developing a procedural animation for our character Posted: 30 Sep 2020 11:59 AM PDT Disclaimer: This post will most likely not be useful for professional animators because they are cooking up animations for breakfast lunch and dinner. This article will not be anything new for them. Also, this is not an educational post, and doesn't contain any maths. It simply shows the general direction of my work and the results which I got. So, I had to make an animation of the character in the game which I'm making at home with my friend. How did we do this, and how did we not do this? We looked at "ready-to-use" animations from https://www.mixamo.com BUT:
'Mocap' was also not a solution because:
I was trying to look for animations on the internet and did some experimenting with "Animator", but the experiment ended unsuccessfully. Then, I decided that to get a proper animation it's necessary to copy it from a human. After a whole week of wading through internet resources like a homeless guy through trash cans, the result I got was like a kind of Frankenstein. Because I had collected different animations from different places, he walked like an office worker, crept around like an elf, squatted like spiderman. I'm joking, it wasn't that bad. For the average person it's probably 'okay', but I wanted to make everything more consistent (although, blending and other procedural features did make things much better). Also, the legs didn't touch the ground as they should. It was very annoying for me when the animation didn't 100% correspond to the character's actions: his legs went through the ground, his arms through the walls… not really acceptable in the 21st century. For a 3D first-person puzzle game you need to ensure the character's movements feel authentic for the player by taking into account real physics. We also needed to develop the character animation system in such a way that the animation adapted relatively easily according to our needs. In short, we needed to use procedural animation! To realise such an animation system it was important for us to understand inverse kinematics and how to introduce it into our project. After a lot of googling and researching I employed IK in a very simple way, just connected a few bones. It worked! Then, I added a few constraints, to make the elbows not bend in the wrong directions and make the bones look like bones. Then it was machine learning time. I connected the artificial intelligence system to the legs to make them learn how to walk and the arms learn how to move. I saw an example of this somewhere on Github with some running people with different amounts of legs, and that became the basis of my artificial intelligence system. Apart from that I don't remember how I got to the end of this hellish hell... I worked on this for around two weeks for 12 hours each day, and what did I have to show for it? A few pairs of twitching limbs. I saved a few videos of them: Nice. Then, we connected everything to the body, added the IK and got something like this: Pay attention to the ankle. I always had problems with this. The thing is, our robot was designed by pure engineers and its joints must bend strictly along the axis and nothing else. (Spoiler: at the end we upgraded the ankle joints. The engineers put it on three hydraulic drives, which gave the required number of degrees of freedom) Next, we used our AI system for the leg. We weren't just amusing ourselves when we made our leg learn to walk by itself without a body XD We connected the AI to the legs and ordered them to dangle: Next we ordered the legs to walk. There is no connection between the legs and the floor here. The legs do not recognise the floor's collider. Otherwise, the robot would have to walk: Everything was looking quite good if you only looked at the separate parts of the robot. When I connected everything together, I realised that the position of the legs, arms, head (every part of the robot) should change the position of the whole body and influence the other limbs. Otherwise the robot would walk like Pinocchio. I guess real robots are supposed to walk like that because they don't have any personality! Having played around with inverse kinematics and the brains of all the body parts, I managed to make the animation more natural. Here are some experiments with how the robot interacts with a plate. The robot should adjust the position of his body correctly: Body animation : interacting with a plate Don't pay attention to the second pair of hands. I made them to compare the results of different algorithms. I would like to add that I was not able to completely avoid mocap animations. The problem is, a robot has its own characteristic style of movement, like a clown's movements are clumsy, and a swordsman's movements are quick and precise. That's why we had to partly use prescribed animations. To make the robot move according to the specific robot style, we gave him a sequence of animations which he can use to recalculate his final position (on the procedural animation stage). So, basically, the movements of the robot imitate the style from the animations. In the tests we are using a model, Fedor. We didn't have any drawings for it, so the model doesn't 100% correspond to the real robot. Links to some sketches and concepts from the game: [link] [comments] | ||
Posted: 30 Sep 2020 07:49 AM PDT
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Posted: 30 Sep 2020 08:21 AM PDT
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How To Contribute To Unity Open Projects Posted: 30 Sep 2020 07:37 AM PDT
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Posted: 30 Sep 2020 07:33 AM PDT So I'll be releasing a demo for the festival (first time releasing a game), and I am curious if any of you guys have participated in those kind of festivals from Steam before. What was your experience? What should I expect? [link] [comments] | ||
How do you guys come up with good game mechanics? Posted: 30 Sep 2020 09:37 AM PDT | ||
How do mobile game developers develop low size or lightweight games for Android? Posted: 30 Sep 2020 02:04 AM PDT I have been making games as a hobby for 3 months now with one game released on the store. But it was like 48 mb.. I wanted to know how devlopers make lightweight games. Do they use some other game engine? Or do you use Android studio along with java to make such games?. I know about tiny unity but it's still nascent and not full fledged. Please share your knowledge.Thanks. Edit: I have this question because I thought of recreating An old arcade game and I want to keep it as small as possible in terms of size. [link] [comments] | ||
How to structure a Kickstarter when your a programmer not an artist? Posted: 30 Sep 2020 12:27 PM PDT Hi there, I've been working on my own Indie game for about 2 years now. It's a tactical rpg meets dungeon crawler with inspirations from series like Persona, Fire Emblem and Disgaea. While I had been trying to do everything on my own from the art to music, I realized that at the end of the day I'm a programmer not an artist (though my music has come out well). With that in mind I've decided I want to try to make a Kickstarter for my game to raise funds for artist. I'm still working out the budget plan and the finer details but most successful Kickstarter campaign's I've seen draws people in with the art. As I am tryin to raise funds for an artist, does anyone have some suggestions on how to structure the kickstarter. I have a bunch of features in my game and I don't want to bog people down with details about code, so does anyone have any tips in mind to help? Also I should note I'm working on an official demo to have ready for people to play, that should be ready in 2-4 weeks with testing in mind. Thanks in advance. Link to music I've made for my game: https://soundcloud.com/tj-cargle/sets/transfer-of-essence Link to last video I've shown of my game: https://www.youtube.com/watch?v=VT6v2KzrXR8&t=43s [link] [comments] | ||
Working on simulating a complete electrical system for my game couch co-op space game Nominal! Posted: 30 Sep 2020 12:06 PM PDT
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Posted: 30 Sep 2020 03:14 AM PDT Does anyone have any advice on any way to use tools or apps for kids game development? My son (7) just loves the Lego games on the Xbox and wants to build his own Lego game and has already drawn out his stick figure plan on paper which is cute. Platform doesn't matter so much, can do iPad, PC or xbox which ever is easiest... Just keen for him to have a play and try to create something. Thanks in advance. [link] [comments] | ||
our team started working on a new game, tell us your opinion about art style??? Posted: 30 Sep 2020 11:51 AM PDT
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Posted: 30 Sep 2020 11:47 AM PDT This is my daily process as a game developer and student! [link] [comments] | ||
Games made with kenney assets? Posted: 29 Sep 2020 08:58 PM PDT Do you use kenney assets for your games? [link] [comments] | ||
Hi, I wanna learn Unreal Engine, I know nothing about making games. Posted: 30 Sep 2020 11:29 AM PDT Apparently you can make games without even knowing how to code? With something called blueprint i think? Can anyone recommend any videos to start learning how to make simple games with that? Just wanted to learn as a sort of side hobby. Thanks! [link] [comments] |
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