• Breaking News

    Tuesday, December 1, 2020

    My free tools for programmers that I use in almost every project

    My free tools for programmers that I use in almost every project


    My free tools for programmers that I use in almost every project

    Posted: 01 Dec 2020 04:46 AM PST

    This tools is for UNITY (forgot to mention it in the title, sorry)

    Just want to share my tools and get some feedback if possible. All of these tools have instructions on their GitHub pages.

    MultiTag System for Game Objects

    • Do you want your objects to have as many tags as you want? This system can do it.
    • Do you hate strings? This system using Scriptable Objects.
    • Works way faster than CompareTag(string tag).
    • Also you can add/remove tags at the runtime via code and inspector.

    Object Pooling

    • If you replace Instantiate/Destroy with this system, performance of your project may greatly increase.
    • Very easy to use and integrate with already written code

    Signals

    • Global events that any object can subscribe to or send. For example when your player loses, all enemies can plays celebration animation and UI can show big red text on the screen.
    • Very fast in terms of performance.
    • Type-safe

    Saving/loading system

    • Can save pretty much everything (default types, classes, arrays, collections etc).
    • Supports multiple player profiles.
    • Very fast in terms of performance.
    • Almost as easy to use as PlayerPrefs

    Scriptable Objects Loader

    • Allows you to get scriptable objects without referencing them in the inspector. I primarily using this for configs/databases.

    Feel free to ask any question or share feedback. Good luck in developing your projects! :)

    submitted by /u/DeVoid322
    [link] [comments]

    I made a Tutorial Series for a Turn-Based RPG like Pokemon in Unity using Good Game Dev Practices. Currently there are 32 videos covering features like Trainer Battles, Wild Pokemon Encounters, Party System, Status Conditions etc. Tutorial Link in Comments.

    Posted: 01 Dec 2020 08:18 AM PST

    Advice: How to support my husband for his first game jam?

    Posted: 30 Nov 2020 01:13 PM PST

    Hello all. My husbands dream career is to be a game developer. He is interested in doing a game jam type of event to get his feet wet. However, he works as a software engineer from home as a 9-5 job and we have a 3 month old baby in a small apartment. We divide the baby labor up and his job takes up most of his time. I want to support him joining a game jam event to start getting experience under his belt but I'm not sure how. I'm looking for any advice on how to help support him getting started, especially coming from a family perspective. I would also like advice on which programs I could possibly buy as a Christmas gift to help motivate him to get started.

    submitted by /u/dr-mustachecat
    [link] [comments]

    ran across a rapid level design tool

    Posted: 01 Dec 2020 12:47 PM PST

    "How to Make a Somewhat Successful Indie Game" – following up on my AMA a few months back: more numbers and 7 reasons why my game is selling on Steam.

    Posted: 01 Dec 2020 06:02 AM PST

    A revenue breakdown to illustrate if you can live on donations from a completely unmonetized game. There is no paywall on any of my content so don't be put off by the domain.

    Posted: 01 Dec 2020 08:09 AM PST

    I finished to implement damage and destruction mechanics. I used a really good Unity asset, for those interested link in the comment.

    Posted: 01 Dec 2020 12:42 PM PST

    Visual Effects Bootcamp: How to Go from Good to Great - GDC talk from Riot Games' Christina Wun

    Posted: 01 Dec 2020 09:47 AM PST

    The mobile game market is saturated and I really need to give the player a reason to make a purchase in my game. So I addressed that, I tried to add as much "value" to the In-App Purchase in my game as I could, in an effort to stand apart.

    Posted: 01 Dec 2020 08:32 AM PST

    Is there a SCUMM coding community?

    Posted: 30 Nov 2020 11:12 PM PST

    I recently watched an interview with Ron Gilbert that was actually a very in-depth look at the SCUMM engine's inner workings and editing tools

    These custom animation and art tools are fascinating and I'd love to be able to try them out.

    As far as what is publicly available, these are the best resources I've found so far:

    https://www.monades.dev/scumm-internals-syntax/

    http://scummeditor.scummbr.com/

    https://web.archive.org/web/20160721004826/http://www.wilmunder.com/Arics_World/Games_files/SCUMM%20Tutorial%200.1.pdf

    I don't have much coding experience at all, but the SCUMM language seems very accessible. As a long time Monkey Island/LucasArts adventures fan, it would be a blast to create something of my own within the SCUMM framework. Maybe not a full-fledged game, but just some Machinema-esque scenes to start out with.

    Is it crazy to want to work within these restrictions when other tools like AGS and Fungus are available?

    Is there a community for this type of thing on reddit or elsewhere? Is this even feasible? To my knowledge, none of the stuff on display in the aforementioned video is really publicly available, but I'd love to tinker with some original Monkey Island code.

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

    Blender Curves Array Modifier Beginner Tutorial

    Posted: 01 Dec 2020 03:18 AM PST

    Female character variations for my upcoming party game. Is there a reason why you’d choose a female character over a male character in a multiplayer game?

    Posted: 01 Dec 2020 12:51 PM PST

    Looking for some UE4 devs to help with some questions

    Posted: 01 Dec 2020 05:19 AM PST

    I'm working on a previously, (my s/o decided he wanted to help where he can), solo-dev passion project and have some questions that I'm having a hard time finding answers to. I'm hoping to get some input from fellow UE4 devs and thought I would try here first!

    • I'm using Blender, Quixel Mixer, Materialize, and UE4 for my project, but I'm having trouble moving assets between programs. I.E., I can't move materials and colors achieved through nodes between Blender and UE4, so I have to rebuild them in UE4; My ground textures look good in Blender and Materialize, but when I move them to UE4 after creating the texture maps in Materialize they are too "weak" when applied to the landscape in UE4.

    What can I do to improve my experience here? I must be missing something, but I don't know what.

    • What assets do I need to retopo? Everything? At this time I'm doing all assets in low-poly 3D, even foliage, because importing 2D textures from Krita with an Alpha channel wasn't working right. Even rebuilding the textures in Blender wasn't working, nor was following various tutorials. I'm still having issues with the texture alphas turning out black instead of the expected transparency.

    • How do you handle multiple connected bodies of water in a level? I tried just setting planes next to each other, but unless there is a way to connect them or blend it, it causes a very obvious spot where the two planes meet. I'm trying to make due with a temporary material for visualization until the next UE4 update comes out, so understanding how to get this working would be awesome.

    • Would it be possible to expand or shrink my landscape if I need more or less space in a level? I'm aiming for a semi-open world feeling with a guided forward path since exploration and story will be two of my main draws for the game, so ensuring my level size is right will be important!

    • If I can't use Blender to create and export materials and textures, other than mesh assets what can I use Blender for to aid in making my project?

    • Are there any vital plug ins that I should have enabled in UE4? Since I am still learning the program as I work, I'm leaving most things up to discovery via tutorials.

    Many apologies for the length of this post! I've been making slow progress while I learn, but these are mostly things so far that I'm either bad at finding the answers to, or not enough people have had as much trouble figuring out! If I could get some insight on at least some of these questions, then it would help tremendously.

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

    I recorded metal, stone, glass, plastic and wooden objects interacting with a metal surface. Movements include dropping, sliding, placing and picking up. I am sharing this till January 1, use code "DECEMBER100" to get it 100% off.

    Posted: 01 Dec 2020 08:52 AM PST

    Please give me some ideas

    Posted: 01 Dec 2020 11:49 AM PST

    I am a new game dev and am trying to get some cool ideas for a dystopian survival game where everything is mutated please can I get some ideas sorry if this breaks any of the rules

    submitted by /u/Cozmo_21
    [link] [comments]

    OpenGL - How do you structure vertex data?

    Posted: 01 Dec 2020 08:00 AM PST

    So I'm going through some tutorials on learning OpenGL. I've made some 2D games in the past with SDL, and typically each entity/object has a rectangle representing its position and dimensions. The tutorials I'm looking at are pretty flat, just showing "here's how you draw some triangles", rather than structuring them as a game/game engine would.

    With OpenGL, is it typical for an entity to contain a pointer to the location of all of its vertices, and those vertices are bound and drawn every frame? Or is there a simpler way to send the vertices to the GPU once, store them, and then send transformation matrices instead? How are vertices usually stored, in a game?

    submitted by /u/proboardslolv5
    [link] [comments]

    A new (better) version of my Drag & Drop System in Unity! Enjoy..your support means a lot ����

    Posted: 01 Dec 2020 07:54 AM PST

    I wanted to make a game in 1 month, instead it took 3 people and 0.5 year. Text (& serious) version of postmortem is in comments!

    Posted: 01 Dec 2020 11:37 AM PST

    Copying a game environment

    Posted: 01 Dec 2020 11:36 AM PST

    Hey everybody !

    Not sure where to ask this but I figured out people at r/gamedev may know.

    I'm a pixel artist and I had a client come to me to make him an album cover looking like the sunset hill level from Sonic advance 3. He told me he didn't want to run into any legal issues so I should try to make it as accurate as possible without infringing copyright.

    So my question is, when would I run into legal trouble while copying a game's environment for another artwork ?

    I sent him a WIP and he told me he thought it looked too much like the original game so I'm not sure where the limit is. I tried searching about it on the Internet but couldn't find what I needed.

    Thanks everybody !

    Also, here's the WIP : https://imgur.com/a/aBZefUB

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

    How do proprietary game engines look/feel like developing with it?

    Posted: 01 Dec 2020 11:17 AM PST

    We all know Unreal Engine, Lumberyard, CryEngine, Godot, and Unity;

    and if you want to know how to program/develop with it, just download it and start right away.

    But there are several other engines, but not available for public audience.

    RAGE, Frostbite, id Tech, Source, Creation Engine, Anvil, IW,...

    But you cannot download and use it, thus one does not know how it feels like to develop with it.

    - How does it look like?

    - What's the difference between them?

    - Is implementing with it different from other known engines?

    - How do developers learn it when they start at the company?

    submitted by /u/Flippynips987
    [link] [comments]

    Possible Gamejam

    Posted: 01 Dec 2020 10:47 AM PST

    Hello, in the near future, if I get enough participants I will host a small game jam on my discord server, on Friday I will also Livestream a VR game jam I'm participating in. Discord is a small community, nice people and more, we need more discord and game jam members so if you're interested, join here:

    https://discord.gg/92p5uVwG

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

    Technical approach for making a base building game trailer

    Posted: 01 Dec 2020 10:35 AM PST

    Hey gamedevs,

    I am a solo developer currently working on a tile based base building game, and it is about the right time to make a trailer. However, the development is always running at a breakneck speed, things change, and I am sure that trailer will look outdated in matter of weeks. There will be new mechanics I will want to display, new graphics improvements, more content in same scenes, etc.

    Did anyone try taking a programming approach to making trailers for such games? And if so, how well did it go, and was it worthwhile?

    My idea is to create a demo that will basically stage and run the whole game, switch scenes, move the camera, add captions, etc, so I can just capture the footage without the need for editing and cutting to find the right shots.

    This seems like a big effort, but in the end I will have a possibility to just redo the trailer with updated game content reflecting the actual state of development, I hope this will save me time in a long run.

    I was hoping to get some feedback on this approach if anyone tried it before.

    Thanks!

    And if anyone is interested, here's the game I am going to do this trailer for.

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

    UE4 – Featured free Marketplace content - December 2020

    Posted: 01 Dec 2020 10:26 AM PST

    No comments:

    Post a Comment