• Breaking News

    Monday, October 12, 2020

    Almost 10 Reasons to Build Your Own Custom Engine! (part 2 in comments)

    Almost 10 Reasons to Build Your Own Custom Engine! (part 2 in comments)


    Almost 10 Reasons to Build Your Own Custom Engine! (part 2 in comments)

    Posted: 12 Oct 2020 05:31 AM PDT

    Examples of real pitch decks that got signed by publishers

    Posted: 12 Oct 2020 10:07 AM PDT

    How long have you typically supported your project after a final release? (Bug fixes, compatibility updates, and the like.) How difficult is it?

    Posted: 12 Oct 2020 03:15 AM PDT

    Soon, I'll be releasing my first full indie game, a larger RPG title on Steam, but after it's released, I unfortunately don't have a lot of time to commit to fixing every bug that players may find (I'll be doing what I can, but I've got a full-time job so I'm worried I can't help players as much as I'd hope.)

    A funny and ironic issue is that the more the game sells, the more bugs that are likely to be found. So, deep down, I'm kind of hoping the game doesn't do so well - since this project was never about making a lot of money.

    Regardless, it will be sold for a small amount, so I feel obligated to fix any issues players have. They paid cash for it, so it's fair that I fix issues they may have.

    So, what is the support process like? How many hours a week do you put into fixing bugs after release? Have you worked on a larger game, and did that add a significant amount of time to the "support" phase after it released? How long have the support phases been on your projects? Months? Years?

    Thank you for any light you can shed on this.

    submitted by /u/MyRedditAccountBro
    [link] [comments]

    Do the number of people in a game’s credits sequence accurate reflect the amount of people that produced the game?

    Posted: 12 Oct 2020 07:12 AM PDT

    Hello all! Random question here:

    Does counting the people in a video games credit sequence give an accurate representation of the amount of people to work on a game?

    For instance, if I wanted to compare the production team of Far Cry 1 - 5, would counting the number of people found in the credit sequence, totaling them up in their respective games and then comparing give me an accurate idea of the size comparison of the development teams?

    I know it's a bit of an odd question, but crossed my mind. Thanks for any info you can provide!

    submitted by /u/isaaccosand
    [link] [comments]

    Old interview with the lead programmer of Secret of Evermore (Brian Fehdrau)

    Posted: 12 Oct 2020 05:58 AM PDT

    The weirdest Steam refund messages

    Posted: 12 Oct 2020 10:43 AM PDT

    I made a small tutorial on how to use 2D metaballs for cool effects. Link and Godot project files (MIT license) in comments.

    Posted: 12 Oct 2020 06:10 AM PDT

    help with animations

    Posted: 12 Oct 2020 11:57 AM PDT

    help with animations

    so i am trying to add walk animations to my game but when i start my game my animation just keeps switching from walk to idel and back to walk in a loop even without pressing W i followed a tutorial as im still learning but hears my code

    using System.Collections;

    using System.Collections.Generic;

    using UnityEngine;

    public class animation : MonoBehaviour

    {

    Animator mAim;

    void Start()

    {

    mAim = GameObject.FindWithTag("Player").GetComponent<Animator>();

    }

    // Update is called once per frame

    void Update()

    {

    if (Input.GetButtonDown("W"))

    {

    mAim.SetTrigger("Walk");

    mAim.SetTrigger("paladinIdle");

    }

    }

    }

    heres my animator tree

    https://preview.redd.it/romrk64dops51.png?width=778&format=png&auto=webp&s=b2d57c9d8f23ae765f13e54b848e3e6d70859f27

    submitted by /u/tyanthony16415
    [link] [comments]

    Let's Monitor Your Memory Usage — By Asset Type & Automatically

    Posted: 12 Oct 2020 11:43 AM PDT

    Let's Monitor Your Memory Usage — By Asset Type & Automatically

    If you would you like to...

    • Run automated memory performance tests.
    • Issue a warning when your memory usage exceeds a certain amount, e.g. 500 MB.
    • Display your memory usage trend over the development cycle (by asset type)

    Then this post will show you how to access your memory profiling data programatically — without attaching the profiler.

    https://preview.redd.it/pjmaj2mdlps51.jpg?width=1024&format=pjpg&auto=webp&s=759b7cb470bf2ba49814523623fc24c05a3a4a15

    submitted by /u/rubentorresbonet
    [link] [comments]

    Blender 2.9 Multires Sculpting & Substance Painter Texturing

    Posted: 12 Oct 2020 02:13 AM PDT

    Make a PLANET in Unreal Engine

    Posted: 12 Oct 2020 06:52 AM PDT

    I'm a musician who wants to make a simple HTML game to put on my website when I release my next song - where do I start?

    Posted: 12 Oct 2020 08:02 AM PDT

    Hey there,

    I'm looking to make a really simple game to put up on my website for when I release my next single. I've never made a game or programmed anything other than drum beats in Ableton so I'm a complete beginner. I would like people to play as an avatar of me (I've already made an avatar on some free pixel maker website), I want to put my song in the game and I want people to be able to see the highest scorer so they can try and beat it. The tune comes out on the 13th of November so I've got 1 month, is it possible? I guess my main question is - how would you go about this if you didn't know how to program at all?

    Thank you for your help!

    submitted by /u/Mountie1212
    [link] [comments]

    I made some Halloween Models, Free for everyone

    Posted: 11 Oct 2020 05:02 PM PDT

    Should I learn and use both Maya and 3dsmax?

    Posted: 12 Oct 2020 11:57 AM PDT

    I've just started out on Game development and haven't yet decided on a 3D software to use, so from what I can tell, 3dsmax is very good at modeling whereas Maya is basically the go-to for rigging and animation. Do you think it'd be worth it for a delusional beginner like me to learn both Maya and 3dsmax? or would it be better to just stick to one? They're both from Autodesk so I don't think the workflow will be all that different. I personally want to put my points into learning fluid animation but would still need a good toolset for game assets. You know, I could just say fuck it all and go to blender, that's a decent option too.

    submitted by /u/JonadGG
    [link] [comments]

    would you download this game?

    Posted: 12 Oct 2020 11:47 AM PDT

    Currently I am trying to study the reason why people would download games, and what goes through their head, thoughts, questions etc.

    This is an image I found from the game called "bulletage":

    - Would you download this on your smart phone if you saw it on the app store?

    - Does the design look great?

    - Would it catch your attention?

    https://www.pinterest.dk/pin/821555157019157875/?nic_v2=1a61lQo5a

    submitted by /u/nawab1234321
    [link] [comments]

    Day job + daily chores + game project = no gaming?

    Posted: 12 Oct 2020 11:24 AM PDT

    Hello, this question is for game developers who have seriously started a game project with the intention to commercially publish it and make game dev their main avenue of income.

    As the title suggests, if you have a game project running, and a day job and you live alone and have to take care of daily chores as well, do you have any time left for gaming?

    If you really want to devote yourself to your game project and finish it and have it published, how much time do you allocate in a weekly base to the game and to gaming.

    If you allocate time for gaming, do you focus on finishing games or just play randomly whatever you feel like. Do you have a backlog or not?

    If you don't play games, but allocate all your time on the game project, does that offer you the same level of satisfaction as playing other games?

    Apologies for the long post. I just want to see if game devs enjoy more developing their game or also playing other games or miss playing other games.

    submitted by /u/pavparx
    [link] [comments]

    Randomly occurring low CPU usage periods causing stutters in engine, why could this happen?

    Posted: 12 Oct 2020 11:04 AM PDT

    This post is following up on this older post: https://www.reddit.com/r/gamedev/comments/j4qc7x/why_would_you_get_random_20_fps_drops_that_last/

    ---

    On the basis of advice given by all the people on the above-linked post, I integrated the Tracy profiler in our engine. It showed me all the call times of all the functions, exact frame times down to a nanosecond level of precision. It gave me a lot of power over investigating this issue.

    But unfortunately, the problem remains unsolved.

    Our engine is going into a very bad stutter which stays for around 1-3 seconds, reducing the FPS to 10-20 FPS from a stable 100+, and occurs at random times, and also it only has been caught on my machine running the engine (out of a team of about 5-7 people). I can play other games fairly well without stutters (a mid-high-end gaming laptop- Predator helios 300).

    From my profiling, I have found out that the engine process's CPU usage suddenly reduces to an absurdly low number (around 10-15%) when the stutters kick in. At the same time, the overall system usage of the CPU reaches near 100%.

    I see this info from the profiler but the Task manager never shows near 100% usage, however, there is this process named 'System' which gets around 35% usage during the stutters sometimes but anyway the Task manager does not seem to show the overall 100% usage at all.

    As a result of the low CPU time that the process gets, the entire processing time of the frame increases a lot. Every function just takes longer. There is no singular function which makes me go "hey this is taking awfully longer than usual", instead it is just that everything that is happening in the frame is taking longer than usual.

    Sometimes the main process would get preempted from the CPU core which Tracy says is because "the process is waiting on an external resource" or "process is waiting for a processor to get free". However, I do see that during my `Present()` call the engine process is usually preempted during the stutter but it could also be because the GPU hasn't finished the frame.

    How could I even begin to debug this?

    submitted by /u/IronicallySerious
    [link] [comments]

    Google Play Internal Testing and App Rejection

    Posted: 12 Oct 2020 11:04 AM PDT

    Hi everyone! I decided to upload my app for internal testing on Play Console. I have recenty read a lot of posts about Google rejecting apps at publication stage. I was wondering if our app could get rejected at the alpha testing level? Does Google really check apps that are at their testing process?

    Thanks a bunch and stay safe!

    submitted by /u/kksal_selin
    [link] [comments]

    Giving the player meaningless but fun stats.

    Posted: 12 Oct 2020 10:54 AM PDT

    Is there a downside to giving the players a lot of fun statics about their playtime in a game?

    Stats like how many enemies you have killed, how many health potions you have drunk, or how many steps you have taken. I love it when games like Horizon Zero Dawn and XCOM 2 give you numbers like this. The big one I want to know is how many healing orbs I have picked up in Heroes of the Storm.

    If there is no downside then why don't more game devs put this in their games?

    submitted by /u/Chalandria
    [link] [comments]

    How do you tackle the obstacle that is art, when you are absolutely awful at it and paying for artists won't satisfy the vision that is in your mind?

    Posted: 12 Oct 2020 02:07 AM PDT

    Even the best artists out there can't read your mind and produce a result that turns out as you wanted, even more if they are not as passionate as you about the project.

    I did my best to develop my own skills in art but even after a whole year of dedicated studying and practicing I'm unable to produce anything close to even slightly coherent results. I'm that bad at it. According to my (very) extensive research, it would take me close to a decade to reach my desired skill level, if at all.

    So what do I do? Lie down on the floor and cry? Because it seems that is all there is to do at this point :(

    submitted by /u/Tpuser6
    [link] [comments]

    Ever considered talking to publishers about your game? You should, and here's why:

    Posted: 12 Oct 2020 10:46 AM PDT

    Question about savegames that work with and without steamworks.

    Posted: 12 Oct 2020 10:41 AM PDT

    I have a basic save system set up that reads/writes from files. I want to add steamworks support and cloud saves. But I also want to be able to launch the game in itch.io and be able to save.

    Is this possible? If so, is this possible in 5he same build or do I have to compile different builds with #ifdef conditions for each platform?

    Do keep in mind that I have not yet tried using steamworks so I don't know how saves there work. Can I just tell steam to upload a particular save folder to cloud?

    And I suppose this extends to other features that work differently for different platforms. like achievements. What is the best approach with things like this?

    submitted by /u/Reihado
    [link] [comments]

    In games where GI is done with latest RT techniques, are surfaces completely uniform before it's applied or do raster techniques already apply some shading no matter what?

    Posted: 12 Oct 2020 02:57 AM PDT

    I'm looking at this diffuse pass (or is it color pass?) of GTA V and it seems to my newbie eye that some rudimentary lighting behaviour is already applied to buildings in the background. Is that the case with RTGI games too? Wouldn't that be two techniques clashing leading to inaccuracies?

    submitted by /u/Randomoneh
    [link] [comments]

    2D Platformer collision detection

    Posted: 12 Oct 2020 10:14 AM PDT

    I want to write my own lightweight platformer collision detection engine that addresses the problems of consistent and reliable collision detection, slopes (the character colliding with slopes with as it was a diamond but colliding as usual with axis aligned obstacles), one-way platforms, moving platforms rotating platforms. But I don't know which approach I should take.
    I have three in mind:

    1) Discrete collision detection - not so reliable because of tunneling but easy to implement. Maybe I can do multiple steps per frame to prevent tunneling.

    2) Linear shape casts - seems good enough but doesn't address the problem of rotating platforms so it will have to be mixed with discrete collision detection unless there are some techniques I'm unaware of.

    3) CCD algorithms. For example, bilateral advancement that box2D uses. Addresses all the issues except the slope collision one (I have absolutely no idea on how to implement that with bilateral advancement). Also seems like it's quite expansive comparing to the others.

    Should I bother with implementing CCD or even shape casts? Are there any other approaches I should look into?

    submitted by /u/aElSi2
    [link] [comments]

    No comments:

    Post a Comment