Feedback Friday #421 - Grand Designs |
- Feedback Friday #421 - Grand Designs
- Hi, I wrote a short video essay on why Fall Guys gets so boring so quickly. You might like this..
- A prototype for a game where you fire balloons at people. Dorkishly proud as I'm new to gamedev. This sub has been a great help.
- What do people think of the latest version of the Godot manual? It's undergone a big revamp, still work in progress.
- Making Active Ragdolls in Unity
- Losing faith in ideas every time I start to work on them?
- hello everyone! I am new to gamedev. I am interested, how do I make pixel art like in this game? (undermine). Also, how do I make charachters (heroes) like this? is this 64x64 pixel or more? I will be thankful if you help me!
- 2D METROIDVANIA Godot Tutorial - 5 - Creating hidden area
- Never thougt that was this easy to import Mixamo animations
- MGS4 Octocamo Tutorial (Shader Graph, URP and C#)
- Working on key art and branding for indie games
- Hi! I made a game with very interesting mechanics 2 YEAR ! There's not much left! Come see :)
- Anyone here working in GameDev in Barcelona?
- FMOD Studio Now FREE For Indie Developers who make less than 200k $ yearly
- Mobile Games User Acquisition:the low-cost strategies every publisher should know
- is using unity now a days worth it
- Resources for starting with networking
- Looking for a game logo designer
- Unreal Engine 4.26 Environment Level Design Workout
- Music from Star Drift Evolution released (Racing Game / Synthwave)
- New vid every friday! Sub if you like
- Would a weighted moving average work for this?
- Fastest collision detection algorithm?
- Creating a 2d Cyberpunk 2077 parallax environment - IN LESS THAN 10 MINU...
- Case study: making Core Defense a solo dev success
Feedback Friday #421 - Grand Designs Posted: 03 Dec 2020 08:26 PM PST FEEDBACK FRIDAY #421 Well it's Friday here so lets play each others games, be nice and constructive and have fun! keep up with devs on twitter and get involved! Post your games/demos/builds and give each other feedback! Feedback Friday Rules: Suggestion: As a generally courtesy, you should try to check out a person's game if they have left feedback on your game. If you are leaving feedback on another person's game, it may be helpful to leave a link to your post (if you have posted your game for feedback) at the end of your comment so they can easily find your game. -Post a link to a playable version of your game or demo -Do NOT link to screenshots or videos! The emphasis of FF is on testing and feedback, not on graphics! Screenshot Saturday is the better choice for your awesome screenshots and videos! -Promote good feedback! Try to avoid posting one line responses like "I liked it!" because that is NOT feedback! -Upvote those who provide good feedback! -Comments using URL shorteners may get auto-removed by reddit, so we recommend not using them. Previous Weeks: All Testing services: Roast My Game (Web and Computer Games, feedback from developers and players) iBetaTest (iOS) Promotional services: Alpha Beta Gamer (All platforms) [link] [comments] | ||
Hi, I wrote a short video essay on why Fall Guys gets so boring so quickly. You might like this.. Posted: 04 Dec 2020 02:42 AM PST
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Posted: 04 Dec 2020 02:00 PM PST
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Posted: 04 Dec 2020 11:11 AM PST
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Making Active Ragdolls in Unity Posted: 04 Dec 2020 07:11 AM PST
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Losing faith in ideas every time I start to work on them? Posted: 04 Dec 2020 05:09 AM PST Usually when I envision an idea and think it's awesome and will be fun to play I set it as my next project. It feels like this is it. I prepare to start working on it - writing documentation and the actual dev. But the more I write or develop it, the more I start doubting it and thinking "okay, this is kinda lame, who would even want to play this?". Finally, I lose hope and abandon it until the cycle repeats again. Sometimes even after I start losing hope I look back at an old idea and think "damn, that was a pretty good idea, why did I abandon it?" Is this normal? If it is, how can overcome it or more importantly - be sure that the idea actually doesn't really suck? [link] [comments] | ||
Posted: 04 Dec 2020 01:36 AM PST
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2D METROIDVANIA Godot Tutorial - 5 - Creating hidden area Posted: 04 Dec 2020 08:05 AM PST
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Never thougt that was this easy to import Mixamo animations Posted: 04 Dec 2020 10:50 AM PST
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MGS4 Octocamo Tutorial (Shader Graph, URP and C#) Posted: 04 Dec 2020 10:59 AM PST
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Working on key art and branding for indie games Posted: 04 Dec 2020 04:13 AM PST I made the key art for this game recently and with being at a publisher for so long I thought I'd just share a couple tips I still see indies struggle with: Many people think of their branding artwork as the final product first, but this can be a big mistake! Something I learned on console porting is that a lot of companies expect 3 big assets: A hero character, a logo, and a background. Don't get stuck with a very pretty painting that you can't rearrange the assets on! When it comes to setting up your store (Epic, Steam, Apple, PlayStation, anything) you'll have to upload many, many images. If you create these 3 assets (Character, Logo, Background) you'll be able to jam out 30 different images in all different ratios and sizes in 10 minutes. Sometimes we use just the character for a sale promotion, or a bundle promo, or a t-shirt. If I can't separate them from the background or if arms and legs are cropped off, there's friction between the game and the opportunity. It's much nicer if you can answer a promo opportunity with an immediate "yes".If you don't have a character that's okay, it can be a car or a city, but we're hard-wired to recognize and remember faces so I'd really recommend creating a character. Look at Grindstone or Tropico! Those games would work without a face on the box too, but it sure helps! [I posted some examples of recent branding artwork I made yesterday but I think it got flagged as spam maybe? So I'll leave it out this time. I was showing work I did on Startup Panic's store assets] I had a lot of fun doing hands-on artwork again, but after so long at tinyBuild (almost 10 years!) I think I'll be handing it to a dedicated art studio in the future.Love to talk about branding if anyone has any questions or tips I don't know about! I think I'll post more stuff on reddit about how we do artwork, trailers, building an identity, events, etc. [link] [comments] | ||
Hi! I made a game with very interesting mechanics 2 YEAR ! There's not much left! Come see :) Posted: 04 Dec 2020 06:12 AM PST
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Anyone here working in GameDev in Barcelona? Posted: 04 Dec 2020 06:07 AM PST Hi. Former game designer here, but I'm currently retraining as a programmer. If possible I'd like to get back into the games industry, and Barcelona is a city that on paper seems to check a lot of the boxes in terms of lifestyle that I'm looking for (strong game-dev hub, nice weather, low cost of living). Is anyone on here currently working in the industry in Barcelona? If so, how are you finding it? How healthy is the industry in the area, and do you find salaries are enough to live on? [link] [comments] | ||
FMOD Studio Now FREE For Indie Developers who make less than 200k $ yearly Posted: 03 Dec 2020 05:59 PM PST
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Mobile Games User Acquisition:the low-cost strategies every publisher should know Posted: 04 Dec 2020 02:24 AM PST
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is using unity now a days worth it Posted: 04 Dec 2020 02:17 PM PST im not sure if i want to use unity because of u cant remove the unity splash screen in the free version and that unity mars is a paywall (correct me if im wrong) idk about ue4 because:
idk about godot because:
so im not sure what engine to use [link] [comments] | ||
Resources for starting with networking Posted: 04 Dec 2020 02:14 PM PST Hey all. A friend and I are going to start developing a 2d multiplayer game, but neither of us have networking experience. I'm looking for some recommendations for learning networking. I'd be happy to clarify our goals if necessary. [link] [comments] | ||
Looking for a game logo designer Posted: 04 Dec 2020 02:08 PM PST Hi all! I'm decent with PhotoShop and Gimp, but not decent enough to create a really good novel logo for my new game. I'm wondering if anyone in this thread is? If so, then please link me to your portfolio or site with contact info. Thanks! :) [link] [comments] | ||
Unreal Engine 4.26 Environment Level Design Workout Posted: 04 Dec 2020 02:03 PM PST
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Music from Star Drift Evolution released (Racing Game / Synthwave) Posted: 04 Dec 2020 02:03 PM PST
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New vid every friday! Sub if you like Posted: 04 Dec 2020 01:13 PM PST
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Would a weighted moving average work for this? Posted: 04 Dec 2020 07:13 AM PST I am currently smoothing mouse movement by using a moving average of mouse delta values. Every tick I store the mouse delta in a `mouseDeltaBuffer`, and then use the average of this buffer to smooth mouse movement. This works great as long as my framerate is not fluctuating. For example let's say my buffer size is 6 and my framerate is 60fps. This results in smooth and consistent movement. However if my framerate jumps to (just an example) 600fps my movement becomes very stuttery since my buffer size is only 6. If I increase my buffer size to 60 then my movement is again buttery smooth, but if framerate drops back down to 60 then while movement is still smooth it is much too laggy since the average is taken over a greater amount of time. While considering options to resolve this my first thought was to use a large buffer such as 100, then use the average framerate over a given amount of time to deduce how much of that buffer should be used in the average, however I'm uncertain if this is the most elegant way to resolve the issue and was thinking it would introduce a stutter or jump when the amount by which the buffer is averaged changes. Then I was wondering if there was some way I could use a weighted moving average to insure consistency, but am still thinking on this as I'm uncertain at this point what I would use as the weight value. Has anyone else had to resolve an issue similar to this and if so what direction did you take? Am I on the right track with the weighted moving average? If so what value would I use for the weight? Or does my original idea of using the average framerate sound feasible? [link] [comments] | ||
Fastest collision detection algorithm? Posted: 04 Dec 2020 07:06 AM PST I'm trying to make a rectangle-overlap function as fast as possible for collision detection and came up with this(in C++ with typedef and clang vector extensions), which takes advantage of the fact that the signs of the differences between the upper-left corner of the rects and upper-right corners of the rects are different if collision occurs.:
Vector format: s0:lower-left x s1:lower-left y s2:upper-right x s3: upper-right y Is looping over the rectangles that can possibly collide and using the above function the fastest way to check for collision detection, or are there faster ways to do collision detection between rectangles? [link] [comments] | ||
Creating a 2d Cyberpunk 2077 parallax environment - IN LESS THAN 10 MINU... Posted: 04 Dec 2020 10:23 AM PST
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Case study: making Core Defense a solo dev success Posted: 04 Dec 2020 03:43 AM PST
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