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    Friday, January 15, 2021

    Feedback Friday #427 - Quick Suggestions

    Feedback Friday #427 - Quick Suggestions


    Feedback Friday #427 - Quick Suggestions

    Posted: 14 Jan 2021 10:01 PM PST

    FEEDBACK FRIDAY #427

    Well it's Friday here so lets play each others games, be nice and constructive and have fun! keep up with devs on twitter and get involved!

    Post your games/demos/builds and give each other feedback!

    Feedback Friday Rules:

    Suggestion: As a generally courtesy, you should try to check out a person's game if they have left feedback on your game. If you are leaving feedback on another person's game, it may be helpful to leave a link to your post (if you have posted your game for feedback) at the end of your comment so they can easily find your game.

    -Post a link to a playable version of your game or demo

    -Do NOT link to screenshots or videos! The emphasis of FF is on testing and feedback, not on graphics! Screenshot Saturday is the better choice for your awesome screenshots and videos!

    -Promote good feedback! Try to avoid posting one line responses like "I liked it!" because that is NOT feedback!

    -Upvote those who provide good feedback!

    -Comments using URL shorteners may get auto-removed by reddit, so we recommend not using them.

    Previous Weeks: All

    Testing services: Roast My Game (Web and Computer Games, feedback from developers and players)

    iBetaTest (iOS)

    Promotional services: Alpha Beta Gamer (All platforms)

    submitted by /u/Sexual_Lettuce
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    Do you have problem to find sounds for your game? Here you have free samples for your games. 100%royalty free. No register only download it and you could do with them anything you want.I hope I helped.See ya!

    Posted: 15 Jan 2021 01:54 AM PST

    Game Development With Chronic Illness, My Story

    Posted: 15 Jan 2021 07:52 AM PST

    How to make your own sound effects on a budget

    Posted: 14 Jan 2021 05:32 PM PST

    Interesting pixel art software that might interest programmers. Vim style input on an art software package

    Posted: 15 Jan 2021 04:16 AM PST

    What should I do when I feel like giving up gamedev?

    Posted: 15 Jan 2021 06:20 AM PST

    I'm 21 and currently in my last year to graduate with a computer science degree. Whenever I open up Unity and see videos online, I feel like giving up gamedev. I feel like there's so much to learn and I don't know where to start from. I've had a dream since an year to start building games and I don't really wanna give it up. I'm a solo developer and I generally like coding so having no one do art and animate is kind of an issue too that makes me wanna give up. Can anyone recommend me anything to go from here.. I'm really clueless here.

    submitted by /u/frepsz
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    I'm a civil engineer, teach me your ways

    Posted: 15 Jan 2021 07:39 AM PST

    I design roads, earthworks, and drainage systems. The software I use (Civil 3D) is slow, very manual, and the results are basic (Black and white linework mostly, very few 3D deliverables).

    What can I learn from the gaming industry? Games like Spider-Man, Cities: Skyline and GTA show incredible world building potential. How is it done? Could it be used for engineering?

    submitted by /u/oprotheroe
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    How tutorials can be bad for our long-term improvement as gamedevs

    Posted: 15 Jan 2021 10:40 AM PST

    Trim sheets vs manual texturing for UE4

    Posted: 15 Jan 2021 09:09 AM PST

    Currently I'm working on my first game environment from scratch. AFAIK if you're doing models for game level you need as less materials as possible because it's less draw calls and better perfomance. I've made a separate material with generic stuff like vents, but now way I can texture entire level with them. Here's my problem with trim sheets - you can't be that precise with them. For example I'm making a filing cabinet - manually I can add dust on top, scratches on the keyhole, chipping paint etc. If I'm using trim sheets I'll have to just fill it with generic metal or painted metal materials.

    So the questiong is: how crucial is to have as less materials as possible for the peromance? Is ot okay to texture some assets in usual way if I don't see how I can apply trim sheets. I'd also would be grateful if you know any tutorials that cover this topic.

    submitted by /u/Your_Dankest_Meme
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    What engine would you recommend to build a fighting game in?

    Posted: 15 Jan 2021 09:53 AM PST

    I'm intending to create a sprite-based 2D fighter (think of something along the lines of Street Fighter/(old) Guilty gear) but I'm wondering if using Unity would suffice for the job?

    I've been reading about the available engines, and familiar with the unity engine but never used it to that genre of games with it.

    submitted by /u/FAU51
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    I finally made a (good) game!

    Posted: 15 Jan 2021 12:06 PM PST

    Hey guys! I have been trying to make games for the past few years and I finally made one go check it out on itch.io! https://titanland-studios.itch.io/bread-quest-1-early

    submitted by /u/Titanland-Studios
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    I just open-sourced the 2D noise planet generator I published a while ago. I added a GIF exporter and a link to the repository on the demo website. I hope it helps (or at least entertain) you guys!

    Posted: 15 Jan 2021 10:37 AM PST

    Tell me your stories back when you first started game deving !

    Posted: 15 Jan 2021 03:53 AM PST

    Id like to hear your guy's stories when you started since im looking to try it out and would like to know what im going into.

    submitted by /u/whoisfrawy
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    I'm almost done my first game, and I want to get much better for my next project. Looking for advice.

    Posted: 14 Jan 2021 08:44 PM PST

    Basically my goal for this project has been to finish something that is my own. I did the whole pong, snake, breakout, mario thing and I hated doing that. I needed to make something of my own. And I'm about done the project I set out to complete, and I am very happy!

    With this happiness comes the knowledge that my code is not optimized and my knowledge is still not good enough for me. I lived off if statements and switch statements. I winged so much and I can tell my code is redundant but I couldn't figure out the solutions otherwise. Anytime I posted online for help I got the same reactions that I wasn't doing it the best way possible.

    I don't merely want to know ways to optimize my games (but please tell me), I want to know where I go from here. Do I just keep making projects in a slightly larger scope each time until I find a comfort level? I feel like that will just increase my bad habits. I want to learn how I can improve into a game developer because write now I just feel like someone who made a game.

    Is there resources I should be looking into? Is there a community where I can get a more personal mentorship on best practices or perhaps even a specific area that looks into what I'm talking about.

    I hope this isn't too abstract. I am getting excited about the next project but I really want to make sure I don't get stuck in a rut. Thanks for taking the time to read this

    submitted by /u/Adjaar7
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    Need help creating a roller skating controller in unity

    Posted: 15 Jan 2021 11:43 AM PST

    I'm very new to unity and I have been trying to create a fast moving rigidbody quite similar to a car controller, thus the player is supposed to move forward by accelerating to a top speed and stop and the player turn left or right by rotating the rigidbody by 15degrees, I have been able to create the forward and stop movement but the gravity barely works as it takes the player forever to fall.

    here's the code I'm using and I'm open to all suggestions and help. thanks

    using System.Collections; using System.Collections.Generic; using UnityEngine; public class PlayerMovement : MonoBehaviour { //Player Stat public float maxSpeed = 6f; public float stopSpeed = 0f; public float timeMaxToZero = 6f; public float timeZeroTomax = 2.5f; public float timeBrakeToZero = 1f; public float turnAnglePerSec = 90f; //Stats calculated at runtime float acceleratePerSec; float deceleratePerSec; float brakeRatePerSec; //Current player state float forwardVelocity; float currentTurn; bool accelerationChange; Rigidbody rb; // Start is called before the first frame update void Start() { rb = GetComponent<Rigidbody>(); acceleratePerSec = maxSpeed / timeZeroTomax; deceleratePerSec = -maxSpeed / timeMaxToZero; brakeRatePerSec = -maxSpeed / timeBrakeToZero; forwardVelocity = 0f; currentTurn = 0f; } // Update is called once per frame void LateUpdate() { if (forwardVelocity > 0f) { rb.rotation = Quaternion.Euler(rb.rotation.eulerAngles + new Vector3(0, currentTurn, 0)); } accelerateM(); rb.velocity = transform.forward * forwardVelocity; //reset curentTurn currentTurn = 0f; } void accelerate(float accel) { forwardVelocity += accel * Time.deltaTime; forwardVelocity = Mathf.Clamp(forwardVelocity,0, maxSpeed); } void deccelerate() { forwardVelocity = brakeRatePerSec * Time.deltaTime; forwardVelocity = Mathf.Min(forwardVelocity, stopSpeed); } public void accelerateM() { //accelerate forward if (Input.GetKey("w")) { accelerate(acceleratePerSec); } //brake on key press if (Input.GetKey("s")) { deccelerate(); } //Turn left if (Input.GetKey("a")) { currentTurn = turnAnglePerSec * Time.deltaTime; } //Turn Right if (Input.GetKey("d")) { currentTurn = -turnAnglePerSec * Time.deltaTime; } } } 
    submitted by /u/SuperNoob007
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    Publishing Unity WebGL on itch.io - YouTube Tutorial

    Posted: 15 Jan 2021 11:18 AM PST

    How can I make an “original” game?

    Posted: 15 Jan 2021 08:36 AM PST

    This may be a silly question, but how can I make my game original, and not just a "clone" of another game?

    When I consider myself decent at coding and just game development in general, I want to make a game similar to Celeste. The thing is, I don't know how I'll be able to do that without just "copying" it.

    I want to make a kaizo/hard 2D platformer and have the same feeling as Celeste without basically "copying it." Do I make a dashing mechanic or do I come up with an entirely new mechanic (which my ideas are pretty shit lol), do I use a similar wall climbing, etc? Do I make levels that would "be in Celeste," do I hide collectibles in a similar fashion as Celeste, etc?

    I'm not asking for ideas, but I'm basically asking how I can make a game that is inspired off of another one, without making a "fan made version" of said game...

    thanks in advance...!

    submitted by /u/GrassLeast
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    How do you find playtesters for your game?

    Posted: 14 Jan 2021 03:28 PM PST

    Hi there!

    I'm a solo dev and I'm working on my biggest project so far. I'm quite confident about it, and although I am still in doubt on whether or not I should try to put this on Steam, I do want to go through the entire process so that even if this game won't get a full release, maybe one of my next titles will.

    Of course, going through some of these things for the first time makes me experience some difficulties. One thing I'm struggling with right now is how to find playtesters for your game.

    I already got a fully working demo of about 10-20 minutes , and I'm reaching the end of the alpha stage of development, so there's really some pressure for playtesting (of course, I playtested it myself for a bit already and forced some family and friends to do so too, but their opinions are never going to be as honest).

    But how do you get strangers on the internet to play your demo and tell you what they thought of it? Should I outsource it somehow (although I don't really have that kind of money)? Or are there any simple/clear guides I could use to do it myself?

    TLDR; How can I as solo dev find playtesters that are willing to give feedback on my demo?

    submitted by /u/SuperSjoerdie
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    What processes do you use to help streamline productivity with your game?

    Posted: 15 Jan 2021 07:19 AM PST

    Outside of sheets or project management tools, is there anything that's really helpful to hitting milestones in a timely manner?

    Also, are there other strategies you use that are beneficial from a motivational perspective, such as celebrating accomplishments or other things that sustain energy and enthusiasm for the project?

    submitted by /u/MarcoPoloStudios
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    Is this common? Dealing with contractors.

    Posted: 15 Jan 2021 05:02 AM PST

    Throwaway obviously. This is somewhat of a rant. I don't know if this is a common problem or I'm just bad when describing what I need or maybe that my project just sucks and people lose interest almost immediately. So I started looking for people to hire for my project around summer last year (from subreddits, Twitter, Discod, portfolios...etc) I got a programmer and asked for his preferred rate and provided him with my Design Documents and some original assets. He worked for 2 weeks and I paid him on time but then he stopped working, barley answered me when I messaged him. I thought he could be busy with life so I left him for sometime, got back to him sometime later but he completely ghosted me. The provided work, while solid, was just barebones. It would be faster for me or any future programmer to just redo it from the ground up. That's 2 weeks worth of full-time money gone. Afterwards, I thought maybe I will need much more documenting and more original assets (UI, animations, sprites...etc) to make the job easier for whoever was going to take over. Looked for an artist and I came across a very talented one, he took the job and delivered couple of assets but afterwards it's the same thing again, about 3 months passed with nothing. I try to not contact him a lot to not put a pressure but shortly after I had enough and looked for another one, luckily the new artist has always been delivering on time to this day. After getting enough assets and making more documents I decided to look for a new programmer. Came across a very fitting one, asked for his preferred rate, and he accepted the job. We aimed to have a small demo with some features in a month. It's now about 2 months, I'm alright if it's just taking longer than we anticipated but I'm not really even sure if he's working (I paid him about a month worth of work in advance, maybe it was a mistake, we agreed to pay him in advance for a month and do it weekly afterwards), he barley responds to my messages. I didn't ask for an access to the repository so he wouldn't feel he's consistently being watched for progress, I was planning to do that after we have figured or own pace but we didn't even get there. So what do you think? Am I doing it wrong? I wanted the atmosphere to feel relaxed for everyone who's working on the project. But even if I wanted to remind them I'm not really getting any useful response.

    submitted by /u/Impossible_Plate75
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    Last year before graduating and feel like I forgot everything

    Posted: 15 Jan 2021 12:25 PM PST

    For a while, I was doing quite well. I felt pretty good about c# (if I looked up the logic, I could write my own code) and I also knew a good amount of python. I'm familiar with unreal and pretty well versed with Unity.

    I moved out of my parents house last year and as a result, had to start working 40+ hours a week. I lost time to do any side work, and just did the bare basics of homework. On NYE, I realized I don't have a single portfolio piece. I've made plenty of little random games, but nothing for a job to look at.

    I brainstormed an idea and got to making it, and it feels like I genuinely don't know any c# all of a sudden. I can't code anything. I tried to get character movement and it was all wonky, I had to get it from someone else. Then tried an interactive script and couldn't figure it out at all. Got so frustrated I deleted everything and tried to start over.

    I have a bit more time on my hands right now as a result of COVID, but also a lot more stress as I don't have enough money for life. I'm trying to figure out how I can fix this and be employable, but I feel hopeless as the industry seems so oversaturated right now. All of my friends who are about to graduate have internships under their belt, but I've never been able to afford to take an unpaid internship. I'm also a woman, so I feel I'm at a huge disadvantage for things I can't help, and then I've made it worse by being so lazy with my coding. I'm not an art person at all, and I like coding. I'm just worried I won't be able to get it together quick enough. I need a new job in a month or so and was hoping to at least get a qa position, but I'm not even seeing that as a prospect right now.

    How can I fix this? I have one pretty simple game idea I could probably get done in a jam, and one that's a much bigger game, but I could get the technical parts done in a few days. I just don't have any art or anything for them. What was your portfolio like when you were trying to get hired for the first time? Specifically for game developers/designers/coders.

    submitted by /u/leslieknope2020-
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    Functional vs Non-Functional Requirements: what is the difference

    Posted: 15 Jan 2021 12:00 PM PST

    What art software for my game can i use?

    Posted: 15 Jan 2021 11:45 AM PST

    So i want to make a horror game but i want it to look real and most apps i used just looked colored. I also suck badly at 3d modeling in blender so does anyone know any good realistic art websites or apps i can use ?

    submitted by /u/ineedypurhelp
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    Open GL Aircraft Game

    Posted: 15 Jan 2021 11:43 AM PST

    Hey so I've been coding in python for a bit, want to switch things up and try making a project in C++, which I have around 2 years experience in but no major projects to show for it outside of schoolwork. I've made text based video games in python using tkinter so I'm not completely foreign to it. That being said I want to expand my horizons a bit with this newest challenge.

    Recently I played the game "Radical Aces", which is an old game from around 2002 by Radical Play. https://www.youtube.com/watch?v=MxHzTfD2FFE

    As a personal project, I want to recreate this game in C++, probably using Open GL. I have a decent amount of experience with C++ but not much in Open GL. I figure it would be a good beginner challenge since it's low poly and pretty simple graphics. Where should I start? And any advice for making an aircraft/flight sim (doesn't have to be super realistic, just playable).

    submitted by /u/_SEVAG_
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