The method I am using for adding juicier movement to my grid based movement game |
- The method I am using for adding juicier movement to my grid based movement game
- Fixing Time.deltaTime in Unity: What Did It Take?
- N64brew Jam #1 - A Nintendo 64 Game Jam (C & Assembly)
- Aimless Inspired Newbie. Hesitant but mesmerized at the prospect of game-development. Would love some guidance!
- A deep look at Titanfall 2's Effect and Cause level and why it is one of the best FPS levels ever made.
- For startup duo game devs, how do we get our games onto Steam?
- Josh Sawyer - Proper Attribute Tuning (GDC)
- Pricing For Music
- Free bathroom furniture! - Link in comments
- just an estimation
- How should a window resize be handled in a 2D game ?
- Things I Learned From Ludum Dare 47
- A Few Questions For a School Project
- Getting out of early access
- Game Development with .NET
- Looking for constructive criticism on the graphics, please.
- Gamedev Expenses?
- How can I determine how much texture memory I am using?
- Advice and tips needed
- Publishers: any advice for indie devs pitching first game
- Games where you haunt people
- Unity vs Unreal Engine for complete beginners
- Babylon.js Weekly Video: Custom Particle Shaders with the Node Material Editor
The method I am using for adding juicier movement to my grid based movement game Posted: 05 Oct 2020 08:05 PM PDT
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Fixing Time.deltaTime in Unity: What Did It Take? Posted: 06 Oct 2020 08:53 AM PDT
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N64brew Jam #1 - A Nintendo 64 Game Jam (C & Assembly) Posted: 06 Oct 2020 11:32 AM PDT
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Posted: 06 Oct 2020 01:34 PM PDT Heya guys! I'm a high-school teen that just popped my head into this strange new world you guys inhabit. I've been playing games for my whole life and in a fit of crazed inspiration after playing Undertale and Deltarune, I finally want to inch into this field. But as the starry-eyed spring chicken that I am, I have no prior experience in game development or any of its subsidiaries. No programming or coding skills (consisting of rudimentary HTML knowledge that I've entirely forgot and no option to take classes for the rest of they year where things stand now), and as much as I love music and art, I can't compose music or play an instrument and I have no digital experience (with my traditional skills being what I'd call shoddy). Writing is great, but I can't seem to come up with any ideas that stand out. I have a few random strewn-out concepts, but I feel like they're too closely linked with DR/UT or just aren't really very good freestanding concepts. Basically, I'm inspired without ideas or experience. I would ask some friends but I'm not really sure how good managing a team would be at my level with the pool I'd have to choose from. I'm saving up right now but I probably won't have any sort of budget until January for anything, and that's if I put all I have into it, since I'm pretty much flat-broke where everything stands now. I just hope that I can commit myself to whatever I start (if I do end up starting anything) since keeping commitment and staying determined was always the final twist of the knife that's killed all of my projects in the past. Sorry if I'm pouring my life out here, I don't normally post much, but any advice would be helpful! Really just trying to comb through without getting overwhelmed and crushing the fragile egg that is this new interest. Thanks! [link] [comments] | ||
Posted: 06 Oct 2020 03:01 PM PDT
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For startup duo game devs, how do we get our games onto Steam? Posted: 06 Oct 2020 10:20 AM PDT Alright. So to start off, a friend and I are learning to make 2d games, and down the road when we release a game, obviously Steam is the best place to do that, along with Itch.io. However, I keep hearing how it is very hard for new game devs to get their games onto Steam, and I'm just wondering why. Any answers would be greatly appreciated! [link] [comments] | ||
Josh Sawyer - Proper Attribute Tuning (GDC) Posted: 06 Oct 2020 12:16 PM PDT
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Posted: 06 Oct 2020 03:22 PM PDT Hi all, Really hope this counts as a specific question/not a show off post. Please lmk if not. I'm an actor who's trying to capitalise on some of my other skills given the chances of getting an acting job in the current situation. I've casually written music for a long time but this is my first stab at selling it to people who aren't just my mates. Basically, I have someone who'd like to commission a 3 minute adventure-ish orchestral track, but with the rate I went with when i dabbled before doing stuff for friends' podcasts, that'd come to £120. I know in my heart of hearts that that feels pretty fair for the amount of work it'll be, but I'm totally Squashed with anxiety every time I even think of telling them that lmao. Any composers have any advice/wisdom to impart vis a vis starting out? And devs, how much would you hope/expect to pay for such a track/your tracks in general? My soundcloud for reference, please ignore the absolute ADHDness of it: https://m.soundcloud.com/gabi_king [link] [comments] | ||
Free bathroom furniture! - Link in comments Posted: 06 Oct 2020 11:23 AM PDT
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Posted: 06 Oct 2020 03:09 PM PDT to be clear im not looking to hire or be hired at the moment so this shouldnt violate the rules. im just thinking about potential costs for a male voice actor. if i were to have them do, say 50-200 lines for a horror game. what would be an estimated price to charge for it. theyll likely just be one character [link] [comments] | ||
How should a window resize be handled in a 2D game ? Posted: 06 Oct 2020 11:16 AM PDT Hello, I'm currently working on a small C++ 2D Game Engine based off of SDL I want to implement a window resizing feature but I don't really know how it should be handled, simply changing the size of the window would be a bit weird because if the window gets bigger we'd see more of the game than if it were smaller. I was thinking maybe increasing or decreasing every object's size in such a way that we would see the same screen no matter what as long as the aspect ratio remains the same, then play with different aspect ratios to match different screen formats. Changing aspect ratio would actually affect how you perceive if an element is offscreen or not. The thing is that I'm not really sure if this is the best way to handle it so I would like some opinions [link] [comments] | ||
Things I Learned From Ludum Dare 47 Posted: 06 Oct 2020 03:01 PM PDT | ||
A Few Questions For a School Project Posted: 06 Oct 2020 10:56 AM PDT Hi, I'm doing a project for school about possible job choices. I've concluded that I might want to go into game development. So I'd like to ask you game devs a couple of questions regarding the job. 1.Why do you like your job? 2. What surprises do the job offer? 3.What type of person is best suited for this job? 4. Can you secure your basic human needs with the pay you get? All this is roughly translated from Afrikaans so if some questions are unclear, I will try my best to translate them a bit better. Thank you for your time. [link] [comments] | ||
Posted: 06 Oct 2020 10:49 AM PDT So, we had our marketing screwed up and burned to a crisp - and we also went without publisher. We had some steady sales which are somewhat enough to sustain ourselves for the time being, but only just - no new car purchases and even a new computer breaks a hole in the budget. We've been in it since May. So, can you share how things went for you when you launched after EA? We're probably looking at staying in EA for maybe half a year or even more but hopefully not more than a full year - our game is mostly quite done, even though we're not happy with balance and all that. [link] [comments] | ||
Posted: 06 Oct 2020 02:29 PM PDT
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Looking for constructive criticism on the graphics, please. Posted: 06 Oct 2020 02:27 PM PDT Especially the hills in the background--They seem to clash with the rest of the scene, though I do not know what exactly is wrong. Here's a screen recording of the game P.S. I'm sorry I cant provide a better screen recording, bad laptop :/ [link] [comments] | ||
Posted: 06 Oct 2020 02:24 PM PDT So I would like to get this question that I have had for a bit answered. Why is game development so expensive? As you can tell, I'm a beginner and cant seem to figure out why game development always seems to cost so much money. I know you have to pay for things like marketing and maybe licensed music, but other than that I'm clueless as to what makes the process so expensive. [link] [comments] | ||
How can I determine how much texture memory I am using? Posted: 06 Oct 2020 02:22 PM PDT Hi, apologies if this has been asked (I didn't see any historical threads quite like it - the closest was this one ), but is there a straightforward, vendor-neutral**, cross-platform call I can make to determine how much texture memory my process is currently using? I am working in Allegro 5.2 with the OpenGL 3.x backend.
* Apologies if this wasn't the appropriate place to ask. ** I see where nVidia and AMD have both published extensions in the past for this , but they're vendor-specific, which I want to avoid, and I suspect there's a more modern way of doing this than what's found in that link. edits: repeatedly fought Markdown and lost. [link] [comments] | ||
Posted: 06 Oct 2020 01:41 PM PDT Hi guys, I thought I would make a rouge-like game (something similar to "wizard of legends") with unity for my final project at university. However, I haven't done anything similar. Therefore I was hoping if I could borrow some of your experience. I am just starting out my research so apologies in advance if these questions sound straight-out dump. 1. Do you think in the end the project will be complex enough code-wise? (I know that this depends on the complexity of the project I am just worried that the development might turn out to be mostly drag and drop experience) 2. Are there any useful libraries? (like for map generation and stuff) 3. Which is your preferred program for graphics? 4. Are there any tutorials that you found useful when you first started out? 5. Please feel free to share any other advice and tips that you may have 😁. Thank you for your time. Again I apologize if some of the questions sound uneducated and stupid, I just assumed that this subreddit was the perfect place to start. [link] [comments] | ||
Publishers: any advice for indie devs pitching first game Posted: 06 Oct 2020 01:41 PM PDT I've been developing a game for the last 2 years or so, and i'm looking to pitch it to a few different indie publishers. Can anyone who's familiar with this process share some tips for what is most/least successful in a pitch, playable demo, trailer, etc ? For instance, what sorts of mistakes do developers commonly make when putting together a demo? Is there too much content, not enough content? Is it better to have a highly functioning vertical slice (i.e a single level or game mode) or a more expansive demo that's closer to the full game? Any thoughts are appreciated. [link] [comments] | ||
Posted: 06 Oct 2020 01:29 PM PDT Consider this market research. I'm interested in making a game where players essentially haunt the hell out of some woods. Think Spore, but only creature stage and you're creating your own cryptid. Of course there may be a wide variety of environments (caves, lighthouses, deserts, etc.) but the core gameplay is making monsters and scaring people. I'm looking for other games that use this idea. Player hunts/follows/scares either NPCs or other players. Dead by Daylight is one I can think of, and a lovely old flash game called Haunt the House. But that's all I got. I'd like to see how and if other people have done it. Your thoughts? [link] [comments] | ||
Unity vs Unreal Engine for complete beginners Posted: 06 Oct 2020 01:26 PM PDT I'm a first year undergrad and currently learning Java. Just wondering which game engine would suit me better as a person with no background with either C++ or C#. I'm looking to do small side projects as I found that it looks better in a resume/portfolio if I do include these things for future applications/interviews. Also, are there any other game engines that support Java? I had a course that had us use Processing where we created a game of Pong, Breakout and Battleship. Thanks in advanced! [link] [comments] | ||
Babylon.js Weekly Video: Custom Particle Shaders with the Node Material Editor Posted: 06 Oct 2020 09:36 AM PDT
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