Screenshot Saturday #505 - Impressive Display |
- Screenshot Saturday #505 - Impressive Display
- Implemented an Undertale-Like dialogue system for my game (and fancy camera transitions).
- (J) Hello guys! Here is our latest tutorial "Creating a waterfall using Shader Graph" (ES-EN). Thoughts on the waterfall?, also, we will be uploading the second part very soon, so check out our channel if you are interested :). (Link in the comments)
- How can I make these planes blend into themselves more? (Mesh on the right)
- Custom Menus - Visual Novel Maker Tutorial 04
- Handling Co-Op Multiplayer in Unity in 2020: confused
- Is this a good book to learn about game design?
- What did I do wrong?
- Are there best practices when it comes to dynamic obstacle avoidance and pathfinding? Making lots of characters go smoothly through narrow corridors seems impossible.
- Mortal Shell embodies how a small studio can punch above its weight class
- Single big scene vs Multiple small scenes, which one is better in Unity?
- The beginnings of a 2d level editor
- Hode The Line - New iOS strategy game coming out soon. Let us know what you think
- Making Games vs. Implementing Features - what's better (for a programmer)?
- Beginner AI resources?
- Architecture : Border between dynamic Lua/Sol and C++ code
- fix camera angle
- Intergalactic Reign
- How hard is it to make an online game?
- Free Assets - Electronics
- Getting Super Burnt Out Developing My Game.
- Is my game bad?
- Where to begin?
- Retrowave racing game that generates level based on the chosen music track
- Someone is impersonating us and scamming youtubers/influencers. Not sure what to do about it.
- How and where should I go about learning SharpDX?
Screenshot Saturday #505 - Impressive Display Posted: 02 Oct 2020 08:07 PM PDT Share your progress since last time in a form of screenshots, animations and videos. Tell us all about your project and make us interested! The hashtag for Twitter is of course #screenshotsaturday. Note: Using url shorteners is discouraged as it may get you caught by Reddit's spam filter. Bonus question: What has been the most disappointing sequel to a game you like? [link] [comments] | ||
Implemented an Undertale-Like dialogue system for my game (and fancy camera transitions). Posted: 03 Oct 2020 10:22 AM PDT
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Posted: 03 Oct 2020 01:25 AM PDT
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How can I make these planes blend into themselves more? (Mesh on the right) Posted: 02 Oct 2020 04:23 PM PDT
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Custom Menus - Visual Novel Maker Tutorial 04 Posted: 03 Oct 2020 08:20 AM PDT
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Handling Co-Op Multiplayer in Unity in 2020: confused Posted: 03 Oct 2020 09:43 AM PDT Hello guys and gals, I have a question. I have been "away" from Unity for a couple of years, and I am a bit lost right now trying to figure out what is the best way to achieve what I am planning to do. I am basically working on what one would define a co-op "walking simulator". Before committing to begin development and pick a specific engine, I decided to do a small test scene in Unreal and in Unity, to see which engine is more fitting to my requirements. Imagine something like Dear Esther, but with co-op. The test scene consists in a simple location, simple character models, and in the ability for two players to go around, see each other, and exchange messages. I decided to start with Unreal, and I had this basic example going in a couple of weeks of work (I spent maybe 2-3 hours per day on it, after work), following some official tutorials. I decided now to start the test with Unity. There are some things I prefer in Unity over Unreal - first, I had more experience with it in the past; second, it runs basically on everything, even on older hardware, which is an important requirement for this co-op game I am making; third, C# is more friendly to work with than C++ and blueprints (for me). Anyhow, I am currently at a loss figuring out what is the proper way to go at it. The documentation I could find on Unity about multiplayer refers to two year old examples on github (https://github.com/Unity-Technologies/FPSSample); similarly, a big announcement at the top of the official documentation points to the fact the main multiplayer library is being deprecated in favor of new ones currently in beta. A two year old blog post is the main source of information about these "new" multiplayer solutions. I must say that this issue extends also to other parts of Unity, as it seems the entire engine is currently being redesigned and restructured and so a lot of old stuff is becoming deprecated. But for this question I am focusing only on multiplayer. Is there any pointer you could give me? Books, articles, tutorials that helped you with this? How did you implement multiplayer in your co-op games? Did you just write everything from scratch on your own? Thanks! [link] [comments] | ||
Is this a good book to learn about game design? Posted: 03 Oct 2020 07:31 AM PDT Heya beatiful people, first time posting here so hope you're all doing great. I want to understand more about game design, was hoping I could get the opinions from you guys if you think this is a good book for my needs? It's quite expensive even in ebook format so i'm a little hesitant. Your help is appreciated! [link] [comments] | ||
Posted: 03 Oct 2020 11:08 AM PDT Hi, So I released my first game for free on itch.io about 2 weeks ago. The game is a small simulation game like lemonade stand where the player runs a bakery in a medieval town and has to create his recipe, buy ingredients etc... Right after releasing my game I tried to promote it a little, I contacted about 40 youtubeurs (3 of them made videos about the game), did a small facebook campaign (10$) with this trailer: And posted in different sub reddits, on itch.io and other forums to try to get the word out. After 2 weeks I got about 40 downloads... I understand the game is nothing ground breaking and I was not expecting to get 10's of thousands of downloads but I was hoping for a little more This is not a "nobody loves me and my game, life is unfair" type of post. I know there is a tone of games released every day and what happened to my game is what happens to most of them. What I would like to know is what I did wrong so I can improve and my next game stands a better chance. How do you get people to know and play your game? [link] [comments] | ||
Posted: 02 Oct 2020 01:13 PM PDT
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Mortal Shell embodies how a small studio can punch above its weight class Posted: 02 Oct 2020 02:13 PM PDT
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Single big scene vs Multiple small scenes, which one is better in Unity? Posted: 03 Oct 2020 12:16 PM PDT Hello there! I just started a project for school, it's a platformer with some basic melee combat and some exploration. I plan to create big levels, so my first idea was to put everything in a single Scene, but then I came across Unity's 2D Game Kit (https://assetstore.unity.com/packages/essentials/tutorial-projects/2d-game-kit-107098 this one in case you are not familiar with it) and noticed that they divide their level into zones, each zone on a different scene, so it made wonder... if putting everything in a single big scene seems much easier and simpler, why would anybody go with this option? what would they gain by adding the complexity of having to pass data between scenes? In other words, what is the advantage of having multiple scenes for a level? I don't know, maybe I'm missing the big picture here, although I'm not new to unity, I haven't worked on a big project yet, so maybe if someone has more experience maybe could enlighten me a bit. I hope I made myself clear, and thank you! [link] [comments] | ||
The beginnings of a 2d level editor Posted: 03 Oct 2020 12:15 PM PDT
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Hode The Line - New iOS strategy game coming out soon. Let us know what you think Posted: 03 Oct 2020 12:14 PM PDT
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Making Games vs. Implementing Features - what's better (for a programmer)? Posted: 03 Oct 2020 12:07 PM PDT As title says, what is a better way to get into professional gamedev? I've done some completed games in a jam, but never learnt much programming from them. However, all my games outside jams were never near being finished, because I had to spent a lot of things that were not connected to my main "job" (programming), that grinding them didn't made process fun. Doing music and pixel art was cool and fun, but it wasn't good enough to be put in a game that I am going to spent 1k hours in developing just to get nothing in return. Also I wasn't learning that much. Then I went up with an idea just to develop some key features that would be cool in a game, without developing a whole game around it (at least, not right now). This was much, much faster way for me to learn programming techniques, design patterns and other funky stuff. Spent whole summer doing them and I've learnt A LOT. I would never start developing a game without knowing how to make those key features I've mention. Creating a Minecraft clone without knowing how to optimize meshes and chunks would be a disaster. I know that if someone goes full indie or solodev doing full games would be much better, but for a programmer? I don't know if I am right and I just don't want to wake up one day with a thought that implementing features was a bad idea and I could just make simple games and release them with maybe ten or twent people ever starting up my game, because that would look better for a recruiter. [link] [comments] | ||
Posted: 03 Oct 2020 11:49 AM PDT Are there any good tutorials, documents, or other resources on programming enemy AI aimed at beginners? I'm wanting to start learning but every time I start feels like I'm diving into the deep end. [link] [comments] | ||
Architecture : Border between dynamic Lua/Sol and C++ code Posted: 03 Oct 2020 02:52 AM PDT Hello everyone, But I'm really hitting my head against the wall on how to do the architecture of my game. In the end, I decided to go for a Component-based architecture, to which Lua and the Sol framework seem to fit perfectly. For example, if I have a script that loads the GUI, how should I update in real time the score ? By binding a C++ variable to a script and updating/re-reading the script each loop ? Or doing the logic in the script ? I'm really at a loss for now, so thank you very much in advance ! [link] [comments] | ||
Posted: 03 Oct 2020 11:31 AM PDT
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Posted: 03 Oct 2020 11:22 AM PDT Intergalactic Reign is a multiplayer Death Match - Battle Royal game made by unity The game loop: There will be X teams with every player spawning randomly in the map. Each team will have some locations to spawn its players randomly, in order to avoid interactions with the opponents while spawning. The players will start with a simple gun so that they will be ready for combat if they haven't found a gun yet. The players will be able to loot from chests, enemies when they die (when a player dies, its equipment - except some items like the pistol - won't be dropped to the ground) and random drops found throughout the map. The game will finish when a team will reach a specific amount of kills and if the time limit expires, the team with the highest kill count will be declared the victor. Except Team Deathmatch, there will also be free for all, with respawn but in this mode only some items from the player will be dropped. The players will be able to team up before the game starts with friends and there will be an option to join a game with them in the same team Game Map: https://youtu.be/DTeDzrkR8rA [link] [comments] | ||
How hard is it to make an online game? Posted: 03 Oct 2020 11:18 AM PDT I have already made two offline games. And although I think I am not yet ready to do an online game. I am very curious about the subject. ( I want to do an online game asap ) Could someone oversimplify to me the differences between making an online game VS an offline story driven game. [link] [comments] | ||
Posted: 03 Oct 2020 10:56 AM PDT
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Getting Super Burnt Out Developing My Game. Posted: 03 Oct 2020 10:46 AM PDT My Game Is Making Me Super Burnt Out, I was enjoying it so much and then I suddenly started getting tired of it and burnt out. Any Advice From People Who Have Experienced This Before? [link] [comments] | ||
Posted: 03 Oct 2020 10:41 AM PDT
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Posted: 03 Oct 2020 10:35 AM PDT I'm going to preface with this: this is my first game, I have minimal experience in Unity, and none in Blender or other 3d model programs, I plan to attempt a 3d game that I can only really call a Soulslike. Yes, I know it will be difficult. Yes, I know it will take years solo. Yes, I know I'm an idiot biting off more than I can chew. But I also got some good advice that I should start working on my dream game as soon as possible, so that I don't eventually get sidetracked with other things. I cannot be swayed in this. With that out of the way, where should I begin in creating a game? I have various assorted ideas as far as characters, weapons, story, etc. go, but nothing complete. I know I want a more flow-y combat system, but I need to figure out a multitude of things before that. I guess I mainly want to know do I begin on paper, or on the coding and models i.e. do I design my characters and weapons before creating models and code, or create a basic model and code behaviors/ abilities I want first? [link] [comments] | ||
Retrowave racing game that generates level based on the chosen music track Posted: 03 Oct 2020 10:31 AM PDT
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Someone is impersonating us and scamming youtubers/influencers. Not sure what to do about it. Posted: 03 Oct 2020 10:08 AM PDT So.. we're in a weird situation. Someone is impersonating us, claiming they're our marketing manager. We've been contacted at least 50 times by people who were targeted by this. We've also made announcements on our socials, but there's nothing you can really do (and people don't read those). Today they've started creating job postings. What do they get out of this? Well they offer a paid advertisements for our game. Then they send out a link to a Google Drive .exe with malware in it. It's been really frustrating and there's not a lot we can really do, besides reporting e-mails, websites, job postings over and over. Did this happen to anyone else? How would you handle this? So far it doesn't look like it worked. At least we didn't get any angry mails yet. [link] [comments] | ||
How and where should I go about learning SharpDX? Posted: 03 Oct 2020 10:00 AM PDT Hi, I really hope I am posting this in the right place. I'd like to learn SharpDX, but I have been looking for tutorials and I can't seem to find much of anything. Would someone be able to point me in the right direction about where I should be looking? Also, I am aware that SharpDX is no longer being updated, so if there is a better alternative for doing DirectX in C# then I am happy to look into that as well. Thanks! [link] [comments] |
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