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    Sunday, December 13, 2020

    Made a few Hits & Impact effects with Unity VFX Graph. And made a tutorial too. Check out the comments

    Made a few Hits & Impact effects with Unity VFX Graph. And made a tutorial too. Check out the comments


    Made a few Hits & Impact effects with Unity VFX Graph. And made a tutorial too. Check out the comments

    Posted: 13 Dec 2020 10:53 AM PST

    Entity Component System FAQ

    Posted: 12 Dec 2020 07:02 PM PST

    Any Unity users know what causes this?

    Posted: 13 Dec 2020 12:11 PM PST

    Revenue, expenses and statistics of a mobile puzzle game

    Posted: 13 Dec 2020 10:13 AM PST

    Quality Selection? (idea)

    Posted: 13 Dec 2020 09:54 AM PST

    Quality Selection? (idea)

    My internet is not the best and i was wandering what if games before downloading did a benchmark to determine the computer's power and then presented to you a window like that then if you will choose Low it would not download Higher quality models and textures?
    i think it would save time and disk space :)

    Let me know what you think in the comments.
    (if its not the right subredit just give me directions)

    Example i made

    submitted by /u/Mega145
    [link] [comments]

    Tile based RPG, having difficulty coming up with wall/door style.

    Posted: 12 Dec 2020 08:05 PM PST

    Qm6qrBi.png (80×112) (maga.host)

    I've tried mixing multiple tile sizes (e.g.: walls 8x8, player 16x16) to make the walls thinner in order for door(s) to look more natural, but no luck. In short, it always comes down to two styles of walls with slight variations that both have pros and cons. My doors are either 2/3rds of the height of the wall, or too much/little thickness to the door itself compared to the wall.

    In the image attached, the top style of wall (1 tile) is great but leaves very little for details such as paintings, posters, or other wall decor. I also would have trouble with the doorway, as due to the example of lighting, it's somewhat "V" shaped at the door frame.

    The second option, tall walls, look great until you get to the doorway. I could remove the "top" of the wall, but then I just switch one problem for another, how would I then show vertical inner walls?

    I've had a lot of trouble researching this, very hard to find a game that uses double-tall walls with inner walls and a decent North-South facing door.

    submitted by /u/arrayOfThings
    [link] [comments]

    Soundtrack Sunday #374 - Infinite Replay

    Posted: 12 Dec 2020 08:47 PM PST

    Post music and sounds that you've been working on throughout this week (or last (or whenever, really)). Feel free to give as much constructive feedback as you can, and enjoy yourselves!

    Basic Guidelines:

    • Do not link to a page selling music. We are not your target audience.
    • Do not link to a page selling a game you're working on. We are not your target audience.
    • It is highly recommended that you use SoundCloud to host and share your music.

    As a general rule, if someone takes the time to give feedback on something of yours, it's a nice idea to try to reciprocate.

    If you've never posted here before, then don't sweat it. New composers of any skill level are always welcome!


    Previous Soundtrack Sundays

    submitted by /u/Sexual_Lettuce
    [link] [comments]

    How was Game Dev Tycoon created?

    Posted: 12 Dec 2020 04:07 PM PST

    I wanted to start off with something simple and wondered what engine this game used and how it was created

    https://store.steampowered.com/app/239820/Game_Dev_Tycoon/

    submitted by /u/CoverApprehensive422
    [link] [comments]

    anybody knows where to find high quality Boss Monster assets ?

    Posted: 12 Dec 2020 05:33 PM PST

    I am working on a game right now and I need to find some nice Boss Monsters for my game with good quality and smooth animation. for unity urp.

    to be more specific, no demon lords or something. I'm looking for something looking much more like an animal.

    submitted by /u/Malikir_S_
    [link] [comments]

    What's the best way to maintain game state with websockets and DynamoDB? (serverless game on aws)

    Posted: 12 Dec 2020 12:57 PM PST

    Hi all,

    What's the best way to handle state in a multiplayer web game using DyanmoDB and API Gateway Websockets (with lambda functions handling the player input)?

    I was thinking the state of any one game could be stored in a dynamo record, each player input would be sent to an API that then updates the DynamoDB record and then broadcasts the state to both players. There are certain elements of the game which keep updating even without player input like the game clock, so maybe I would have to broadcast the game state constantly regardless of player input.

    My question is - How does this scale!? Is this even the right approach? Realistically my game idea is more like a 2d multiplayer racing game between 10-20 players in a web game.

    Instead of Dynamo, should I be using redis?

    Instead of Lambda, should I be using something else that can handle websocket input? I mean I also have a VPS of my own but for the sake of learning I'd like to stick to the serverless concept.

    Appreciate any input here, thanks for reading.

    submitted by /u/anewusernameyay
    [link] [comments]

    [physic, python] how do you get fixed momentum of player movement?

    Posted: 12 Dec 2020 08:21 PM PST

    i am currently making a platform game, and i want the game to have physic, but i am suck at it xD. I cant find where the mistake is. Can someone help me to find where is the error that i make and correct it, here's the piece of code that calculate the player physic:

    import pygame import time class Character(pygame.sprite.Sprite): def __init__(self, picture_path): super().__init__() self.position=[0, 0] self.mass= [55, 6] self.velocity= [0, 0] self.momentum= [0, 0] #self.speed_limit= [6, 10] self.t= [time.time(), time.time()] self.status="standing" self.facing="right" def update(self): self.t[0]= self.t[1] self.t[1]= time.time() self.dt= self.t[1]-self.t[0] self.update_animation() self.update_position() def update_position(self): if(self.status== "running"): wanted_max_speed=5 #m/s(average running person) wanted_momentum= wanted_max_speed*(self.mass[0]+self.mass[1]) if(self.facing== "right"): base_force= [wanted_momentum/self.dt, 0] elif(self.facing== "left"): base_force= [-wanted_momentum/self.dt, 0] force= base_force.copy() force[0]-= self.momentum[0]/self.dt self.position_calculation(force) self.rect.x= self.position[0]*15 self.rect.y= self.position[1]*15 def position_calculation(self, force): for i in range(2): self.momentum[i]+= force[i]*self.dt self.velocity[i]= self.momentum[i]/(self.mass[0]+self.mass[1](self.velocity[i]/abs(self.velocity[i])) self.position[i]+= self.velocity[i]*self.dt self.momentum[i]= (self.mass[0]+self.mass[1])*self.velocity[i] 

    the update method called every frame

    i will try to explain this quickly. for example i want my player max speed to be 5(m/s), the momentum will be 5*(body mass+ equipment mass). when the player reach max speed, there will be no acceleration. And then, i also think that foot is the one who give force so we can run, and the more fast we run, the force given by foot will become smaller because we have less and less acceleration(maybe because foot velocity become slower when we compare relative to the ground?), So for simplicity i make momentum is minus proportional to the force (is this even the right word to describe it?)

    15 in self.position[0]*15 is just pixel to meter conversion (my char is about 25 pixel height or 1.7m, 25/1.7= ~14.7

    the problem with this is the player run slow. And i don't really want to change the wanted_max_speed, because i just feel like the problem is not at there, but it's on the physic calculation

    submitted by /u/diazdayezzz
    [link] [comments]

    Help me please

    Posted: 13 Dec 2020 07:28 AM PST

    How to make the basics of a twin-stick shooter from scratch in 90 minutes (Dreams PS5)

    Posted: 12 Dec 2020 04:34 PM PST

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