Epic acquired RAD Game Tools (Bink, Oodle) |
- Epic acquired RAD Game Tools (Bink, Oodle)
- Snippets for unity which might come in handy if you use VS. Links in the comment
- How can i build an audience?
- Building Worlds with Landmass | Unreal Engine
- Doing as thinking.
- Those of you who got into game dev to make the game you always wanted to play that didn't already exist, what about your game is unique and special to you?
- Wanting to develop my own game is possibly the most overwhelming thing I've ever wanted to do.
- How can I make a cave system scarier?
- I made a quick video on how to easily make game art!
- How do you keep yourself motivated?
- Hello developers, take a look at my process of creating indie characters from the Missing the complete saga project, what can you say? What should be done better and what should be paid attention to, and what are you working on now?
- Open Source Chess in Unity 2D
- F3D 1.1.0 released, with animation support !
- How to make an online multiplayer game with AWS for free - Simultaneous Turns
- What would be the best way to simulate plant growth in unity?
- Advice for sticking to a plan?
- Having issues with making my first 2D game (repost because I had made a mistake earlier and the post got taken down).
- Overtime limit as part of contract?
- Issue with lightning in unity, weird wobbly/lines effect on point light 2D
- Tough Times at Naughty Dog and the State of Contract Work
- Game Localization Specialist
- That time I tried to make a mobile game and I did a ton of mistakes in the process
- Artist to Unity Developer, is it possible within a year?
- What are the basic steps to creation?
Epic acquired RAD Game Tools (Bink, Oodle) Posted: 07 Jan 2021 10:42 AM PST
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Snippets for unity which might come in handy if you use VS. Links in the comment Posted: 07 Jan 2021 04:13 AM PST
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Posted: 06 Jan 2021 08:11 PM PST For almost two years ago i started to make my own game, VoidStrike, it took me a while because i couldn't go gamedev full time most of the time but now i've finished a demo, and wanted to build a comunity for it. I tried building a Discord, but it's kinda stagnant(i mean it's understandable, it took too long to me to release a playable demo), a facebook page, which got a decent number of peoples for a starter, but they just don't interact with anything and now i'm trying a Twitter, which seems to be getting some attention, but mostly of others devs, and no actual new player The game is a multiplayer one, which needs a server, until august i have that granted(i'm using an Amazon AWS free tier), but after that it's eiter all or nothing as right now i have no way to keep it by my own, and that also constrains me to a reduced amount of players/simultaneous matchs and tbh even in content(as i had to turn a gamemode off from demo game as it was too CPU expensive to aws) I have little to no budget as my country's currency is somewhat devalued in front of dollar, so even i'm being aware that there are others tiers in amazon that are considered cheap, to me right now they are too expensive I don't know what to do but i don't want to let the game die, what are the options left? Thank you in advance [link] [comments] | ||
Building Worlds with Landmass | Unreal Engine Posted: 07 Jan 2021 04:06 AM PST
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Posted: 07 Jan 2021 10:50 AM PST I had a small paradigm shift yesterday that I hope will valuable to someone else as well. I often get discouraged when I'm coding a feature only to realize that my design is insufficient or flawed and will require a different implementation. I don't think I'm alone in that. The realization was that I don't get frustrated when the same thing happens while designing a game mechanic. For example, let's suppose I'm designing a new mechanic. I decide how it should function and come up with a plan for coding it. Often I realize mid-implementation that I made a mistake in my design and that it isn't going to work or breaks something else. I start to feel like I should've seen that coming and that I've wasted all the time I spent on the first implementation because I'm going to have to do it over again. If, however, once I have that new mechanic implemented and during playtesting I discover that it isn't as fun as I thought it would be, my reaction is different. I don't really feel discouraged but simply think, "well, that didn't quite work like I hoped - I guess I need to try something different". So why should it feel any different when I'm coding? That realization helped me feel reassured and to be more kind toward myself when my implementations run into obstacles that I didn't foresee or when I make mistakes in my design. I can't expect to accurately envision every aspect of everything ahead of time and making revisions is an expected part of the process. I don't need to see that as a waste of time. When I told my wife about it she used the phrase "doing as thinking" which I thought was an elegant way of communicating the concept. Thank you for coming to my TED talk. [link] [comments] | ||
Posted: 07 Jan 2021 04:25 AM PST I often see comments like "I started game dev because the exact game that I want to play doesn't exist". I did that too. Discounting ideas that are just too ambitious, typically these kind of projects are catering to niche interests. I'm just curious about what those are! [link] [comments] | ||
Wanting to develop my own game is possibly the most overwhelming thing I've ever wanted to do. Posted: 07 Jan 2021 10:03 AM PST I want to make a side-scrolling open world like Castlevania/Blasphemous with paralax scrolling, fast combat, dodge-rolling, etc. I have a solid idea in my head about what I want the game to look like, how I want the game-feel to be, I have a name for it, and an artistic direction. I have NO idea where to start though. I thought I did until today. I bought a C# "A Beginner's Guide" by Pat McGee a while ago and have gotten to chapter 3(which is probably why I started to feel the real weight of this since it's introducing math into coding) but now I'm reading most game *engines* are made in either C# or C++ while the game itself and how it works is done using a scripting language. I've fallen down a rabbit hole of heavy-written articles "top 10 blah blah coding" and have gotten completely overwhelmed and lost and have no idea where to get a footing to keep climbing now. I suppose everyone goes through this wanting to be an independent "mAdE bY oNlY oNe GuY!" developer who thinks their game will stand out enough to maybe have t-shirts for $10/3 on some website. I just see games like Castlevania, Blasphemous, Shovel Knight, real meat-and-potatoes side scrollers that I LOVE and are quite popular but just cannot grasp where to begin turning all this long-winded coding into a stable, playable, enjoyable experience. [link] [comments] | ||
How can I make a cave system scarier? Posted: 07 Jan 2021 10:50 AM PST I'm creating a horror game and starting to make a maze in a cave. I'm wondering what sort of features I can use to make it scarier. They currently have a flashlight and a night vision camera that has a cooldown when used. Some features I'm using already include footsteps in the dark, monsters jumping out the ground, rocks falling to create echo-y sounds. I'd love to hear some of your ideas! [link] [comments] | ||
I made a quick video on how to easily make game art! Posted: 07 Jan 2021 10:05 AM PST
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How do you keep yourself motivated? Posted: 07 Jan 2021 12:47 AM PST I want to be a game developer, but every time I sit down and start trying to work on a game I just don't. I already have problems with motivation, but this is ridiculous. How do you all do it? [link] [comments] | ||
Posted: 06 Jan 2021 10:59 PM PST
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Posted: 07 Jan 2021 09:45 AM PST As a resolution for 2021, I finally took the plunge and started coding my first game ideas in Unity :-) to get started, I'm putting together a game of Chess, and making it open source from the get-go. If you're curious, interested on contributing, willing to offer some feedback, etc, the code is available here: https://github.com/herval/OpenSourceChess Happy 2021, r/Gamedev! [link] [comments] | ||
F3D 1.1.0 released, with animation support ! Posted: 07 Jan 2021 12:23 PM PST
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How to make an online multiplayer game with AWS for free - Simultaneous Turns Posted: 07 Jan 2021 11:53 AM PST
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What would be the best way to simulate plant growth in unity? Posted: 07 Jan 2021 11:16 AM PST I'm trying to make a gardening simulator and need to learn how to make plants grow in unity [link] [comments] | ||
Advice for sticking to a plan? Posted: 07 Jan 2021 11:01 AM PST I have a difficult time dedicating time to a project, because after a while it will feel stale and I'll move on to another idea and I'll keep doing that and before I know it, I have a pile of started yet unfinished projects. [link] [comments] | ||
Posted: 07 Jan 2021 10:59 AM PST https://imgur.com/a/u65fX57 I've made a little simple tileset, a background and a main character until now. I'm pretty proud of this since I always sucked ass in drawing, digital art maybe a little more forgiving to me, especially pixel art, not many details but it looks amazing. My only problem is that when I import these into unity (Not sure what to do with the background), I start by putting the files in my assets folder, selecting the tiles image, setting compression to none, filter mode to point (no filter), something to multiple instead of single and go into the cutting menu. I then select automatic because I have already spaced out and figured out what tiles I will need. (the tileset image is 128*128 pixels and each tile around 32*32 pixels), hit apply and then make a new 2D object, tilemap in the hierarchy and open the pallete. I make a folder named palletes in the project folder and then I make a folder for the separate tiles if I need to (if for example I had some sand kingdom tiles and other type of tiles), then I Drag my tiles to the pallete and then I can select a tile and start making levels,but when you select a tile, doesn't it show you like a helping square that shows you where to put your tiles? Well when I try to place a tile they end up really really small. Should I make them bigger or maybe zoom in with the camera? But, you have to place squares every a certain amount of space so you can't just unzoom the in-betweens would be empty. All I have done to date is that I made 2 3D games, to put C# into practice (already took some courses) and understand how unity works, I've cleaned up things in my mind now but I'm still having issues. Also I heard something about some unreleased 2D mechanics that you can get through GitHub? Should I donwload that? And also what are some general tips when it comes to 2D game making and pixel art? [link] [comments] | ||
Overtime limit as part of contract? Posted: 07 Jan 2021 07:08 AM PST Has anyone tried to get a limit on crunch in writing as part of their hiring contract for AAA companies? If so, then how did you approach asking for that and how did it go? [link] [comments] | ||
Issue with lightning in unity, weird wobbly/lines effect on point light 2D Posted: 07 Jan 2021 10:18 AM PST I have an issue with the 2d light system in unity, I get very bright lines/ripples when using point light. I tried adjusting intensity, falloff intensity and outer radius, but it seems the lines/ripples still persist. Here is how it looks: https://i.imgur.com/I02l020.jpg Any1 got some suggestions to make it more smooth? edit: whoops lighting, not lightning, don't have an issue with lightning in unity [link] [comments] | ||
Tough Times at Naughty Dog and the State of Contract Work Posted: 07 Jan 2021 09:56 AM PST
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Posted: 07 Jan 2021 09:50 AM PST Hi everyone, I'm a professional translator and we have a group of professional game translators. We mainly focus on game localization projects and we render localization services from English to French, German, Spanish, Italian, Thai, Chinese, Japanese, Korean, Polish, Arabic, Russian, Portuguese, and Turkish. If you need professional hands for the localization of your games, you can contact me. :) [link] [comments] | ||
That time I tried to make a mobile game and I did a ton of mistakes in the process Posted: 07 Jan 2021 09:31 AM PST
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Artist to Unity Developer, is it possible within a year? Posted: 07 Jan 2021 09:25 AM PST I've been a 3D artist for sometime now, i've been a intern in a small mobile game company and done some short films. I've been studying video games and started to code a bit. I know the fundamentals and i'm starting do apply them to make some basic game prototypes. with the necessity of becoming independent and making money i started to feel more inclined to work as a developer rather than an artist. But, since i'm fairly no to this, i still got a lot to learn. I've got a year till i need to get out of my parent house and find a job, is it enough time to become a good unity developer, and then find a job in that area? i got more than 6 hours a day i can work on this. is there anyone else that made this transition? and for all the people who are already devs, do you think it's doable in 8 months/1 year? [link] [comments] | ||
What are the basic steps to creation? Posted: 07 Jan 2021 09:24 AM PST I have had an idea that I'm now making a reality. It has not been done before to this day and I'm very excited about it. I have a coder but I'm more on the design side. My question is where to start? Do I make character models and a world map first? How can I help my coder with things? I never had training on this besides graphic design in high school but I stuck with it so I can do what I'm thinking of. Sorry if this is a bad it newbie question that's been asked a million times. [link] [comments] |
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