Free Shader Asset: IU Blur - Optimised for mobile (Link in comments) |
- Free Shader Asset: IU Blur - Optimised for mobile (Link in comments)
- Textyle Online Tilemap Editor 0.1.0 released! It seems I prefer working on tools than on my actual game... It is free, open source and works offline :D
- Minesweeper tiles in scene- or node-based engine (Godot)
- Using the basic terminal to make a game
- Ways to Put Off Starting Your Next Big Project, for Sanity’s Sake with Nina Freeman
- Free Pixel cars. ( link in comments)
- How to give the author credit to one specific art(bought non exclusive asset) in a game?
- What do you think about my grass? (And any advice how to make the ground look less flat - without using a texture?) I use Godot Engine.
- Let's Model an AMONG US Character in 5 Minutes (new Low Poly Blender 2.9 Tutorial series!)
- How to remove ads categories from max(applovin)
- How to fix subsurface modifier stretching textures | Blender 3d Sub surf...
- Advice starting my game development journey
- Cakelisp: a programming language for games
- For Game Developers in India and Pakistan
- Main Menu with Storable Settings in UE4
- Unreal Engine 4 - Multiplayer Projectiles with FX, Sound, Ricochet, Penetration. Advanced Tutorial
- Ogre 2: from zero to textured model
- Game pricing economy
- HELP: landing a job as a game tester after being jobless during quarantine.
- My new game engine
- Eyes to big for my Plate.
Free Shader Asset: IU Blur - Optimised for mobile (Link in comments) Posted: 21 Dec 2020 10:37 AM PST
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Posted: 21 Dec 2020 07:56 AM PST
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Minesweeper tiles in scene- or node-based engine (Godot) Posted: 21 Dec 2020 11:05 AM PST Hola. I'm just curious about how others would approach this. I have some experience scripting and writing small programs, but no professional or long-term experience. I picked up Godot recently, and have been making Minesweeper as a first project. Kind of a dumb one to make in Godot, I think now, but utilizing the engine fully wasn't really the point :P My process here is "Think of a thing to implement, implement it, find out how others have approached such an implementation." Anyway, the way I got Minesweeper working is with a "WorldMap" scene containing a Node2D, with a script attached. The script sets up a data structure to hold the tiles of the map, and instantiates a Tile scene for each tile. Then it tells the Tile about its neighbors, just so it doesn't have to work it out each time. It works fine, I'm thinking of doing it all again, and just handling all of the logic in the WorldMap, and maybe using a TileMap node somehow to render the right textures. Then just instantiating a Tile when I want to use its animation. (They flip when you click them) Mostly I'm curious how other people have solved similar problems involving a grid and many, many individual tiles. My minesweeper is small enough that it doesn't matter much, but I can imagine this wouldn't be very wieldy for a larger project, and it does get slow if I make the game too large. (50*50 scenes instanced turns out to take a few seconds) Or I suppose it could be how I use the scenes bogging it down. But like I said, mostly just curious how people typically implement such a thing, particularly in Godot if you've used that. [link] [comments] | ||
Using the basic terminal to make a game Posted: 21 Dec 2020 09:59 AM PST Hi game devs! I'm a university student who has been working on a game for a while that uses only stdin and stdout in creative ways to make a cool looking game. Think of something similar to Dwarf Fortress and Zork. Do you have any advice/tips/warnings for me as I develop this game? I already understand that not working within an engine makes things harder, and that all user input is evil. I've worked to make a couple security measures that eliminate possibilities of buffer overflow attacks, but I would appreciate the experience of this community as I work on my game. [link] [comments] | ||
Ways to Put Off Starting Your Next Big Project, for Sanity’s Sake with Nina Freeman Posted: 21 Dec 2020 09:45 AM PST
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Free Pixel cars. ( link in comments) Posted: 20 Dec 2020 08:21 PM PST
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How to give the author credit to one specific art(bought non exclusive asset) in a game? Posted: 21 Dec 2020 11:09 AM PST Say you have a game full of art (hundreds of sprites, your own), but a specific few sprites were bought on a asset store and used in the game, what is a proper way to give credit to the author? I mean, I can't just slap his/her name under the 'ART' category in the rolling credits along with the main artist, it's gonna look like he participated in the game art in a huge way as if he did a big part of it or something. Any conventions for this? Should I be specific? for example: Art Additional Art OR simply Additional Art [link] [comments] | ||
Posted: 21 Dec 2020 09:39 AM PST
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Let's Model an AMONG US Character in 5 Minutes (new Low Poly Blender 2.9 Tutorial series!) Posted: 21 Dec 2020 09:30 AM PST
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How to remove ads categories from max(applovin) Posted: 21 Dec 2020 09:19 AM PST Hey, these days I tried to implement ads from facebook and they rejected me because of those tricky ads that promise you lots of cash..I tried to find some ways to remove them but nothing worked. So, does someone know how to block them? [link] [comments] | ||
How to fix subsurface modifier stretching textures | Blender 3d Sub surf... Posted: 21 Dec 2020 05:10 AM PST
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Advice starting my game development journey Posted: 21 Dec 2020 08:42 AM PST Hello! I have been a huge into video games my entire life, my first system being the PS1. From the moment I booted up my first 2 games for that system (Crash 3 and Spyro 3), I have had a deep burning desire to create something that would give the player the same feeling of awe that those games gave me. Throughout the years I have had many MANY ideas written down on paper, but never have made the jump from paper to the computer screen. I am 22 years old, almost 23 now, and I'm tired of saying I will and then I don't. I'm ready, and I want to make my dreams a reality. The only problem is I have no idea where to start. I am going back to college for fall of 2021 and I plan on taking Elementary Education as a support for me and a future family and a computer science minor so I can get some programming knowledge and work on projects during summer breaks and whenever I would have the time to work on my creation. Currently I am messing around in Unity, I have yet to try out some of the lessons they have on the hub. Underneath my passion, however, I'm a bit overwhelmed. There is so much to learn and it's hard to find a starting point. I have an idea that I've started getting on paper I'd really like to see become a reality. I'm trying to think small and take it a step at a time, but with no programming knowledge and basic computer knowledge it all seems foreign to me. Does anybody have any advice or have been in a similar situation? I am determined to see this through and I'm not going to let failure take me over. Thank you all for your time and reading my long post! [link] [comments] | ||
Cakelisp: a programming language for games Posted: 20 Dec 2020 12:31 PM PST | ||
For Game Developers in India and Pakistan Posted: 21 Dec 2020 05:01 AM PST | ||
Main Menu with Storable Settings in UE4 Posted: 20 Dec 2020 10:11 PM PST
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Unreal Engine 4 - Multiplayer Projectiles with FX, Sound, Ricochet, Penetration. Advanced Tutorial Posted: 21 Dec 2020 04:02 AM PST
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Ogre 2: from zero to textured model Posted: 20 Dec 2020 12:35 PM PST | ||
Posted: 20 Dec 2020 11:32 PM PST Hi, I'm fairly new to game development and I'm trying to build simple life simulation game. I've been trying to find way to simulate game commodity prices. For example if food price starts at 100 credits how to make it's price to fluctuate somewhat credible way? [link] [comments] | ||
HELP: landing a job as a game tester after being jobless during quarantine. Posted: 20 Dec 2020 06:33 PM PST Hello guys, my luck as finally shown some positivity and I got a reply from a gaming company to do some game testing for them, I have played a lot of video games and have a firm knowledge about the mechanics and the industry, my test asks for me to do test plans specifically cases on a game concept. Its a third person shooter in an open world, with basically a lot of guns and shooting added with stealth mechanics if the player chooses too, plus free roaming with NPCs roaming throughout the world, you can travel by walking or fast travel. How would I approach the presentation of the cases, I have written a lot of them down through a brainstorm but I am still trying to figure out a logical system to connect and present all corner cases and options that I have to show. Would really appreciate some help, I am running on a tight deadline and this job will be a dream one for me. Thank you!! [link] [comments] | ||
Posted: 21 Dec 2020 06:33 AM PST Hello i was thinking about creating my own 3d suit which contains a real time game engine, photorealistic engine and a pixar style engine and plus tools for modeling , animation and a lot more features ,do any of you have any idea on how i can do that ,please answer [link] [comments] | ||
Posted: 20 Dec 2020 01:15 PM PST Hello Game Devs. I am going to keep it sweet and simple. I got advice from a senior gamedev who said to make the games I like. I like survival horror games, with some minecraft elements, but this is beyond my skill capabilities right now. Do I keep making smaller games for now, to continue practicing. Or dive in? Even though I've only made a few atari games. I feel as though I am going to waste my time. [link] [comments] |
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