Free Textures Pack: Facades (link in the comments) |
- Free Textures Pack: Facades (link in the comments)
- I just went through the process of putting my game on steam, here's what I wish I knew beforehand.
- Learning the fundamentals of Unity's Mecanim system can bring our characters to life with animations! (Link to full tutorial in comments)
- How to Make Video Game Hooks: Part 2 @ Brace Yourself Games
- Is it ethical to delete overly toxic / negative comments on posts?
- We're Lonebot, a group of 3 friends that loves jamming together. We recently won #1 in GMTK Jam 2020 - ask us anything!
- Physical tools, products or items useful for improving the life of a solo dev
- What's your process from start to finish when creating levels?
- 2D METROIDVANIA in GODOT 3.2 - Ep3 - Door & Lever
- How do I recognize what I've dragged an item on to?
- I am so incredibly lost. Send Help. Recommend me videos for UNITY.
- How Much is a Steam Game Wishlist Worth?
- How To Implement Key Rebinding | Unity Input System Tutorial
- What is the main motor of driving conversion for a Steam game's wishlists in it's first week/month?
- Looking to interview some people about game development.
- Episodic game where only the first episode is free. Is this a good monetization method for mobile games to avoid piracy?
- Podcast about game engines/rendering/physics
- Steam Points Shop tools now available
- Intern technical artist looking for advice
- Make a vehicle creator? how much?
- Are project management skills useful or necessary for one man game dev?
- How to handle collision detection
- Free Sound Libraries I've Created Myself
Free Textures Pack: Facades (link in the comments) Posted: 02 Dec 2020 05:03 AM PST
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I just went through the process of putting my game on steam, here's what I wish I knew beforehand. Posted: 01 Dec 2020 04:16 PM PST First of all, the absoulute best blog post I have found about the dos and don'ts of creating a steam page is here: https://www.gamasutra.com/blogs/LiviuBoar/20190612/344650/So_You_Want_to_Have_a_KickAss_Steam_Page.php I can't beat that level of detail and explanation, but what I can do is explain some other things I learnt that are quite specific and talked about less. GIFS:Lets talk about gifs. Gifs are pretty but they can have a huge filesize if not done properly. Steam states this: ```Please take care with the size of images you upload and display on your store page. Every image increases the time taken to load the page and could cause customers to abandon the visit.``` They also state that they may remove large images/gifs if the entire page is >15mb. A single gif could be more than 15mb if you aren't careful. But gifs are super eyecatching and help your game stand out. Well here's what you do: When making a gif, concider the moving pixels. The more pixels that are moving from frame to frame the bigger the filesize. This is something I hadn't really thought about until going through the process. The easiest way of making your pixels as consistent as possible from frame to frame is this: LOCK THAT CAMERA. The filesize difference in my experience has been huge. Allowing me to put more gifs on my page without bloating that page download speed. All the inline gifs on my page have locked cameras, this does two things. It makes it less distracting when reading the text, but most importantly it saves that file size. Furthermore the floating text gifs I use for titles are only ~49.5 KB. And easy as hell to animate. (I can explain how I did the animation but it's a little off topic, let me know if you want to know though.) Description inline images:Here's the next thing that caused me some headaches that hopefully I could save for you. The description section that you can add inline images to is exactly 616px wide. I tried so many different sizes to get it the images to appear like centered banners until I decided to dig through the steam css and find the exact figure. If your images are exactly 616px wide then they will cover that whole section perfectly, beware though on mobile it shrinks them down to ensure they still fit. This works great for my page but might have weird effects for your images, who knows. Also, Something I should have known by using steam every day... You can't have gifs in the screenshot section. It will look like they upload correctly, but they will appear as static (and likely ugly) Images on the page. So plan around that. Don't underestimate the work:Finally, It's a hell of a lot of work. Don't underestimate this! It took me two full days to get everything created, uploaded and ready. Then another 3 days for it to get approved. Other devs told me it took them a week! For example, I thought there would be maybe 5 images needed, max. NOPE. https://partner.steamgames.com/doc/store/assets There are 15 images here, and that doesn't include inline images/gifs, screenshots, and the trailer. I came pretty prepared, and I was still suprised by the amount of effort required to set this store page up. Please let me know If I can help with any further questions. Good luck gamedevs! I wouldn't be an indie dev if I didn't ask for wishlists. So go do that please, it would make me happy. And when I'm happy my dog is happy. When I'm sad my dog is sad too. You don't want my dog to be sad, do you? [link] [comments] | ||
Posted: 01 Dec 2020 06:39 PM PST
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How to Make Video Game Hooks: Part 2 @ Brace Yourself Games Posted: 01 Dec 2020 11:32 PM PST
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Is it ethical to delete overly toxic / negative comments on posts? Posted: 02 Dec 2020 02:14 AM PST If you post about your game on your own social media for the game (which people supposedly interested in the game have willingly followed), is it valid to delete comments like: "nobody cares", "trash game", "game is dead" (it's not out yet), or should those comments stay up in favour of free speech? On one hand I'm all for free speech and can take constructive criticism but these toxic negative comments heavily influence how others perceive the game and can sometimes spur more on to do similar comments. Most of the comments are positive but it seems these negativity trolls pop up at least once on each post. Would deleting their comments, blocking them and moving on be the best approach? [link] [comments] | ||
Posted: 02 Dec 2020 11:22 AM PST Hi /r/gamdev! We're Lonebot! We're a 3-person indie studio (two of us are brothers!), and have been jamming together since we were young. After 12 years of hard work (and a few close calls), we've finally achieved our childhood dream - winning the literally largest game jam ever (out of 5,000+ entries)! Participating in game jams has been an inseparable part for our professional (and personal!) development over the years, so we thought we'd share some of our knowledge with the /r/gamedev community. We're here to answer all your questions and share our toppest tips and tricksiest tricks to consistently producing highly polished games in under 48 hours - so fire away! To celebrate our victory, we've also just released Lonebot's guide to game jams – a step by step guide through our full development processes, delving into ideation, mechanics design, world building, dev hacks, and everything in between. It's completely free and you can nab it right here: The Game Jammer's Cookbook Let us know if you liked it! (it has a ton of whacky drawings to make up for our shitty writing) You can also check out all our game jam games here to see what we're on about: https://lonebot.itch.io Big thanks to the r/gamedev mods for approving this! [link] [comments] | ||
Physical tools, products or items useful for improving the life of a solo dev Posted: 02 Dec 2020 12:57 AM PST Hopefully an okay question which will also spark good discussion: Partner is embarking on a solo game dev journey. Considering buying him a gift which can be useful for his game dev process. What physical tools or products do you consider really helpful to your game dev process and why? Aka your holy grail office items Is a drawing tablet crucial for you? A big whiteboard? A mini-fridge? Let me know! [link] [comments] | ||
What's your process from start to finish when creating levels? Posted: 02 Dec 2020 08:44 AM PST I draw it out on paper, and go straight to building it from there. But I feel like I may be lacking. [link] [comments] | ||
2D METROIDVANIA in GODOT 3.2 - Ep3 - Door & Lever Posted: 02 Dec 2020 08:19 AM PST
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How do I recognize what I've dragged an item on to? Posted: 02 Dec 2020 12:04 PM PST I'm currently making an inventory system for a survival game, but have run into an issue. I have inventory slots, which consist of a couple images(slot and item held). I have managed to drag the items around using IDragHandler, but how to I determine which slot I stop dragging over? Once I do that, I'm sure I can swap items around and such. But I still need to find which game object I have stopped over. Does anyone know how to do this? I can provide more information and code if it is needed. [link] [comments] | ||
I am so incredibly lost. Send Help. Recommend me videos for UNITY. Posted: 02 Dec 2020 11:46 AM PST tl;dr - Can any of you fine folk recommend me some UNITY related videos/youtubers you think are worthy? I hear theres a divide between Brackeys' videos and if you should watch them if your new. I tried Jason Weimann's videos but I think they're too advanced for me to even comprehend... My skill level - I'm borderline useless in C#. I got through the "CREATE WITH CODE" course on [Learn.Unity] When Jason Weimann starts talking it sounds like another language to me. I can only get anything working with visual scripting and I hate this fact because I feel like its holding me back. Was making the best progress I've had on coding. Got Covid. Accepted Fate. Laid dying for what felt like a month. Tried getting back to coding. Can't understand the little I did have. Been avoiding it and procrastinating with 'animation' and 'preproduction crap' that a single dev really doesn't need to worry about. So I think it might be best for me to start from square one, or at least try and follow a course. So here I am. Any suggestions? [link] [comments] | ||
How Much is a Steam Game Wishlist Worth? Posted: 02 Dec 2020 11:26 AM PST
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How To Implement Key Rebinding | Unity Input System Tutorial Posted: 02 Dec 2020 11:17 AM PST
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What is the main motor of driving conversion for a Steam game's wishlists in it's first week/month? Posted: 02 Dec 2020 10:49 AM PST
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Looking to interview some people about game development. Posted: 02 Dec 2020 10:35 AM PST Hey everyone! I hope you all had a great thanksgiving. I'm a university student pursuing a degree in creative media production. For my final projects, I am creating a script for a mini-documentary. I'm looking to interview game developers about their own experiences creating games. I have reached out to multiple student organizations but haven't had any luck. Hoping a few of you on here would be interested. I have messed with programs like Unity and GameMaker studios in the past, so I feel I have a general understanding about the process. I would prefer to interview those with a few finished (or mostly finished) projects under their belt. We can message through Discord, or chat through Zoom. Whichever you would prefer. I know many of you are busy, so the interview shouldn't be any more than 20 minutes. Just have a handful of questions that I would like answers to. If you're interested, send me a PM! Disclaimer: I will need a professional email to attach to the assignment to verify the validity of my sources. [link] [comments] | ||
Posted: 02 Dec 2020 06:19 AM PST Piracy is abundant on mobile; it's so easy to do with how many sites/apps distribute apks. But I've heard bypassing IAP is much harder and uncommon, so perhaps this is a good idea to have my game to be "paid" while having the first episode as a demo of sorts? I'd really like to avoid going the freemium route while I've never heard the donation-only route going well unless it's a cult classic like Dwarf Fortress, which I can't realistically hope for. P.S. Sorry if I'm using "episodic" wrong, not sure what other word to use. [link] [comments] | ||
Podcast about game engines/rendering/physics Posted: 01 Dec 2020 09:03 PM PST Hey all I've been revisiting game engine development and I cannot seem to find any podcasts which have any episodes on game engine development, rendering or game physics. Is there a good podcast out there or some good episodes that you could recommend? [link] [comments] | ||
Steam Points Shop tools now available Posted: 01 Dec 2020 11:16 PM PST
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Intern technical artist looking for advice Posted: 02 Dec 2020 09:15 AM PST Hello, i am a comp sci student that just landed an internship as a programmer developing my first game in unity(yaaaaay), but quickly realized that the supervisors for the project have no experience in developing games and only onboarded two artists to handle EVERYTHING, so i took it upon myself to be the teams technical artist to alleviate the some of the stress on the art team.only provelm is i have no idea what im doing and have only little experience in blender and substance designer. I was wondering if you guys had any advice on how establishing an organized pipeline and resources i can learn from to help create tools for my art team in unity. I love learning new software and currently learning houdini as i just discovered it. [link] [comments] | ||
Make a vehicle creator? how much? Posted: 02 Dec 2020 03:05 AM PST Hii, I had an idea about building a 3D tool, not a game, but only a 3D tool, to build vehicles, similar to that of spore, if you don't know (link) How much would it cost by hiring a freelancer? for example to do it on unity? excluding 3D models, textures etc etc, only the "operation" [link] [comments] | ||
Are project management skills useful or necessary for one man game dev? Posted: 02 Dec 2020 08:39 AM PST Sorry if this is a kind of a no brainer question, but I'm thinking of developing a game by myself and I've been looking into project management frameworks to see how to better plan ahead and schedule things. Does the answer to the question above depend on the timeframe of the project? Like maybe for shorter timeframes they may not be necessary or even impede progress? Thank you for the help! [link] [comments] | ||
How to handle collision detection Posted: 02 Dec 2020 08:35 AM PST I am currently in the process of making a 2D platformer with c++ and a graphics library called SFML, and was wondering how exactly I should handle collisions. I have two lists, one for updatable and another for drawable objects. First all objects get updated, then there needs to be a check for collision between certain objects and finally everything is rendered. The problem now is I have many different types of objects that can collide with one another, or not. Where/how could I define which object collides with what types of other ones? [link] [comments] | ||
Free Sound Libraries I've Created Myself Posted: 01 Dec 2020 04:29 PM PST Hey all, I have begun recording and creating my own sound libraries. I've released a few already and will continue to release more. They are all 100% free to download and each come with an EXS version for Logic/Mainstage and a Kontakt version(requires full Kontakt). The Aged Marimba is the most in depth one I've created. I used 5 different mallet types, 2 different articulations controlled by the mod wheel, and 2 different mic positions. The Kontakt version also has its own custom GUI that I designed and coded myself. Go check them out. I'd love to hear any feedback as well! You can download them from my website linked below. [link] [comments] |
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