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    Friday, December 4, 2020

    Feedback Friday #421 - Grand Designs

    Feedback Friday #421 - Grand Designs


    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)

    submitted by /u/Sexual_Lettuce
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    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

    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.

    Posted: 04 Dec 2020 02:00 PM PST

    What do people think of the latest version of the Godot manual? It's undergone a big revamp, still work in progress.

    Posted: 04 Dec 2020 11:11 AM PST

    Making Active Ragdolls in Unity

    Posted: 04 Dec 2020 07:11 AM PST

    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?

    submitted by /u/amusei1
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    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!

    Posted: 04 Dec 2020 01:36 AM PST

    2D METROIDVANIA Godot Tutorial - 5 - Creating hidden area

    Posted: 04 Dec 2020 08:05 AM PST

    Never thougt that was this easy to import Mixamo animations

    Posted: 04 Dec 2020 10:50 AM PST

    MGS4 Octocamo Tutorial (Shader Graph, URP and C#)

    Posted: 04 Dec 2020 10:59 AM PST

    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.

    submitted by /u/TomBrien
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    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

    Hi! I made a game with very interesting mechanics 2 YEAR ! There's not much left! Come see :)

    Hi!

    This is my first article and it will talk about a very important stage in my life.

    First I want to tell you a little about the idea. Inspired by one quite famous game, I thought it would be great to do something similar, but with its special camera rotation mechanics! It was also a great practice, and I was just looking for a job. For a long time I thought about what this game would be about, because the artist and designer from me is just terrible, I started thinking about how to make the game simple, beautiful and interesting.

    My cute bonfire :3

    I chose a simple gradient as a background, and the playing field was the usual squares. For a long time in my game there was no character and I didn't even imagine what he would be like, but one day I understood that the character shouldn't be someone or something. He may not look like anyone or be shapeless at all.

    My character

    The most interesting thing was to make a system of movements, because you had to create the illusion of an impossible figure. For the movement itself, I chose this search algorithm, which in the future has been redesigned for 3D.

    ![video](8224e5pfa6361 " Search algorithm ")

    The cubes themselves were connected using raycasts.

    0_0

    I connected the authorization, tried to make the levels beautiful and diverse but...

    In the end, the game turned out to be a cool but very short :cc

    I could not find any artists or lvl designers. It would be cool if the Internet will help to finish the game and come up with sketches of levels and I will be happy to implement them!

    The game also has the mechanics of camera rotation, moving objects and much more.

    logo :3

    submitted by /u/uGamesRussia
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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?

    submitted by /u/Domo230
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    FMOD Studio Now FREE For Indie Developers who make less than 200k $ yearly

    Posted: 03 Dec 2020 05:59 PM PST

    Mobile Games User Acquisition:the low-cost strategies every publisher should know

    Posted: 04 Dec 2020 02:24 AM PST

    Mobile Games User Acquisition:the low-cost strategies every publisher should know

    As the name suggests, user acquisition is the process of acquiring new users for any online venture, either it's a game, application, or some online service. If we talk specifically about mobile game marketing, user acquisition (UA) is the strategy to get more installs. This can be done via paid advertising or any other organic mean; the goal is to market the game to get new users.

    According to the reports by SocialPeta — one of the best advertising intelligence tools, user acquisition is a continual process. Why do we say so? Let's take the example of Clash of Three Kingdoms, a game that falls in a very competitive niche but is still maintaining its position at the top of SocialPeta's advertising impression chart. We can say that user acquisition is continual hard work from the marketing team.

    https://preview.redd.it/k02rc27995361.png?width=700&format=png&auto=webp&s=a9388c626a6982a7d24eb270a762646825d0fa84

    https://preview.redd.it/8dyavvwa95361.png?width=700&format=png&auto=webp&s=e9ed2ef4b32061818313e9c50603694469933ee6

    We can see that the company Heyshell HK Limited (the publisher of Clash of three kingdoms) is continually investing since 2014 to acquire new users. That's the reason they have generated a massive success with the number of impressions as high as 246 million.Are you thinking of acquiring new users for your mobile application or game as well? Let's have a look at some of the strategies!

    The Most common user acquisition strategies for a mobile game:

    Define your target audience:

    Defining your target audience is one of the essential things that you can do for your mobile game. You need to specify who will be interested in your game and target only those people to optimize your marketing budget. Don't be afraid to narrow down your audience and to take inspiration from your past advertising campaigns or the campaigns of other people. You can find the detailed target audiences of your niche using tools like SocialPeta. It'll also be great if you test your audience using a small budget before launching a proper campaign.

    Use the Right Acquisition Channel:

    It would be best to find the right user acquisition channel according to the marketing budget and your audience's presence. You can assess your competitors for this; all you need is to find what they are doing and replicate the process with some creativity. Alternatively, you can try testing with a small budget on different channels and select the one that gives more return on investment (ROI).

    Create High-Quality adverting video:

    An adequately produced advertising video can do wonders. You can either use gameplay capture as an ad creative or create some other creative video to engage your audience. The purpose is to make them install the game.

    Pay attention to ASO:

    Who doesn't like free downloads for their mobile game? App store optimization is an excellent way of user acquisition without spending money on advertisements. Before diving into ASO, you first need to analyze your keywords and the competition level for those keywords. It's better to find and use as many low competition keywords as you can for your mobile game because it will help in easier ranking.Each of the above-mentioned user acquisition methods needs a cost control check if you want a good ROI. Let's talk about the importance of cost control in acquiring users to control the cost of our advertising campaigns.

    The importance of cost control for mobile game user acquisition marketing:

    A good game design is a basis for user acquisition. A visually appealing game can make the users install the game and get addicted to it, so it's better to develop quality graphics for your mobile game. Let's take some words of advice from popular companies. Based in Brisbane, Australia, Spunge Games was founded in 2014 and initially began developing casual titles before moving on to hypercasual. The studio has released seven games and has amassed an estimated 80 million downloads worldwide.

    A game needs a lot of quality tests before being listed on the market places for users. Here is what Fludder said about testing.

    "How many quick tests can I do? How quickly can I do them? I need to do 100 to make a good game."

    This seems hectic? But this is the truth! A game must pass through these quality tests in order to be launched in such a competitive market. Game development companies are looking for cost-effective techniques to develop, test, and market the games.

    SocialPeta, which has a massive advertising database and technical capabilities, knows the current plight and anxiety of the enterprise and quickly responds to upgrade its cost intelligence function in a short period of time. With millions of ad creatives and other ad data, SocialPeta is undoubtedly an all in one solution for building a user acquisition strategy for mobile games.

    submitted by /u/FionaLooong
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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:

    • it is made for high end specs
    • the shaders compiling is annoying
    • it only has blueprints and c++
    • it is made by epic games
    • it takes quite alot of storage

    idk about godot because:

    • it doesnt really have good optimizations, that might change with godot 4.0

    so im not sure what engine to use

    submitted by /u/C0wyo
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    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.

    submitted by /u/bronsonmullens
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    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! :)

    submitted by /u/PurplePillPro
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    Unreal Engine 4.26 Environment Level Design Workout

    Posted: 04 Dec 2020 02:03 PM PST

    Music from Star Drift Evolution released (Racing Game / Synthwave)

    Posted: 04 Dec 2020 02:03 PM PST

    New vid every friday! Sub if you like

    Posted: 04 Dec 2020 01:13 PM PST

    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?

    submitted by /u/z1l701d
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    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.:

    u8 rectsI16CheckCollision(i16x4 rect0, i16x4 rect1) {

    i16x4 diff0 = rect0 <= rect1.s2301;

    i16x4 diff1 = diff0.s2301;

    diff0 = diff0 ^ diff1;

    i16x2 logicalResult = diff0.s01 | diff0.s23;

    return logicalResult.s0 && logicalResult.s1;

    }

    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?

    submitted by /u/_TheCoder_
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    Creating a 2d Cyberpunk 2077 parallax environment - IN LESS THAN 10 MINU...

    Posted: 04 Dec 2020 10:23 AM PST

    Case study: making Core Defense a solo dev success

    Posted: 04 Dec 2020 03:43 AM PST

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