Is this 2D or 3D? and how can we achieve a similar effect in Unity? |
- Is this 2D or 3D? and how can we achieve a similar effect in Unity?
- Dear game developers, do you play your own games?
- Easy Day/Night Cycle In Unity 3D
- Grass Character Interaction! I added simple trample effects to Unity shader graph grass. Tutorial video in the comments!
- Does anyone know whether making graphic violence (ie. Blood and gore during combat) an option you can turn off would allow you to achieve a lower age rating for a title?
- How to import / export (save and load) render targets with Blueprints
- All immersive worlds are missing something?
- Swipe Detection + Trail Effect w/ New Input System - Unity Tutorial
- What would be the right game/genre to use 1HP system?
- Solodevs who are jack-of-all-trades: Do you outsource?
- Anyone upload to steam with an unreal engine game? I have some questions because mine was denied. I am willing to pay you for your time.
- Crazy 8's odds and statistics tool
- Is your target market interested in your story and your passion for your game?
- I am a sophomore in high school and I have no idea what the hell I want to do in life.
- Transitioning from Unity to Unreal Engine
- Looking for artists, developers, and helpers for my Pixel RPG, Nethrynn
- Need ideas for a Mana/Magic system
- Need help with a baisc Java board game
- Forbidden Treasure(nokia 105) like game on android
- A cool dev that I've been watching for some time
- Is selling on the Roblox marketplace really as good as it looks?
- Continue with Unity for the next project or switch to a different engine?
- How to start Internal level design?
Is this 2D or 3D? and how can we achieve a similar effect in Unity? Posted: 05 Jan 2021 11:01 PM PST
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Dear game developers, do you play your own games? Posted: 05 Jan 2021 05:35 PM PST Are you still interested in your own game after you made it? What do you feel? [link] [comments] | ||
Easy Day/Night Cycle In Unity 3D Posted: 05 Jan 2021 12:45 PM PST
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Posted: 06 Jan 2021 09:22 AM PST
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Posted: 06 Jan 2021 10:13 AM PST Or is it the case that the worst case scenario determines the overriding age rating? [link] [comments] | ||
How to import / export (save and load) render targets with Blueprints Posted: 06 Jan 2021 05:31 AM PST
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All immersive worlds are missing something? Posted: 06 Jan 2021 07:27 AM PST Watchdogs Legion tried to implement a "play as anyone" mechanic that I think has a lot of potential. But I think there's something else to be learned from it that most games have but don't fully take advantage of; "interactive ai." Most games already have reactive ai, you run through a crowd and there's an animation for people getting bumped into. That's the NPCs interacting with the player to make the character feel like part of the the world, but that immersion is broken when it's not used to its full potential. In games like Hitman and games from Ubisoft, NPCs will make comments towards you character, sometimes they're important pierces of dialogue, like telling the player where they can't go. But because they player character doesn't respond to any of them, they don't seem like part of the world anymore and also come off as arrogant. It would be interesting if game developers made responses for those comments so that the player was actually interacting with the worlds and the people in them. What do y'all think? [link] [comments] | ||
Swipe Detection + Trail Effect w/ New Input System - Unity Tutorial Posted: 06 Jan 2021 06:57 AM PST
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What would be the right game/genre to use 1HP system? Posted: 06 Jan 2021 06:13 AM PST I've been planning a fantasy medieval, simulation/rpg where I want action to be a very prominent, yet only be available if the player is seeking it, but not limit the game to it... so for the combat system I thought I'd ditch the good ol lives system and go for a 1HP system* but my buddy suggested that unless my game is really focused on action I shudnt go for that. So I've been wondering when wud it be the right time/genre to go for the 1HP system? Or is there even such a thing at all (as in "it really depends on wjta you've done in the game")?
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Solodevs who are jack-of-all-trades: Do you outsource? Posted: 05 Jan 2021 04:50 PM PST Curious to know, since handling everything yourself can be extremely time consuming, especially for sideline solodevs. Do you pay for third party stuff like assets, or maybe some coding, modeling, art, etc when you're capable of doing it yourself for free? If it is on a case to case basis, when and what criteria(s)? [link] [comments] | ||
Posted: 06 Jan 2021 11:56 AM PST Message me or comment and I'll PM you. This is the error and although it tells me what to do I don't know how to do it. Your build has failed our review because it doesn't launch on Windows due to missing Unreal Engine prerequisites. This is caught by the Unreal launcher, but the Steam installation is expected to resolve all dependencies without third-party launchers. You can include common redistributables through Steamworks by logging into the App Admin, selecting the "Installation" tab, and checking the boxes for the redistributables your app requires. DirectX End-User Runtimes - June 2010 Visual C++ Redistributable 2019 After installing the above package(s), the game runs correctly and we were able to complete the review. For more information on Steam's common redistributables [link] [comments] | ||
Crazy 8's odds and statistics tool Posted: 06 Jan 2021 11:47 AM PST Hi, I'm trying to set up an odds calculator for Crazy 8's. If you are not familiar with the game, it's a 52 card deck, 2 or more players start with 5 cards in hand and one card face-up in between the players. All players take turns playing a card of the same sort or number of the card on the board until they have no more cards in hand. The 8 can be played on any card and lets the player change the sort to whatever sort they want. Whenever a player cant play anything they get to draw up to 3 cards before passing if they could not make a move. When the deck is empty you take the top card of the pile off and reshuffle the rest of the cards to form a new deck. Its a game I have a lot of fond memories of playing and just taught I would like to try and create a form of calculator or statistic to see what moves would be best to play based on the knowledge you have of the cards that have been played already and the amount of knowledge you have in your hand. Has anyone heard of something like this or know of any game mechanic equation, maybe even a app that lets you set up values to more than one outcome? thank you in advance :) [link] [comments] | ||
Is your target market interested in your story and your passion for your game? Posted: 06 Jan 2021 11:43 AM PST These are those who may not know you or your game existed but fans of the genre. Any success stories of game devs gaining attention based on their passion and background? [link] [comments] | ||
I am a sophomore in high school and I have no idea what the hell I want to do in life. Posted: 06 Jan 2021 11:34 AM PST I am a sophomore in high school and I have no idea what the hell I want to do in life. In my school there is a class for game design and development, I like video games so I think it wouldn't be the worst choice but I don't know if it worth it. Is game design a good career? Please help me! [link] [comments] | ||
Transitioning from Unity to Unreal Engine Posted: 05 Jan 2021 02:59 PM PST Hello there, fellow game devs! I've been working professionally with Unity for a few years. In addition to that, I've made my own games and studied said engine in school for a few years more. Unreal Engine has been the "I'm gonna pick it up for my next project" engine for me for years, but as all of you probably know, once you get the inspiration, you don't feel like learning a new engine from scratch, but just get to work on the game instead. Thus I've been postponing learning UE for all these years. However, I'm currently applying for a position in a company that works with Unreal Engine. Thus I'd like to hear your input about what should one be aware of when starting the learn this engine coming from Unity. Are there some good articles or videos you'd recommend? Is there something in particular I should be aware of? Anything that comes to your mind matters :) [link] [comments] | ||
Looking for artists, developers, and helpers for my Pixel RPG, Nethrynn Posted: 06 Jan 2021 11:30 AM PST I am a person new to game development, and I have been wanting to for years now. PM me if you want to help. [link] [comments] | ||
Need ideas for a Mana/Magic system Posted: 06 Jan 2021 11:18 AM PST TL:DR - Does anyone have an idea of a very creative and effect mana system for a combat game and doesnt use the same old "use skill, charge mana" rinse and repeat system that most games have. The game is mostly based on weapons and close quarters combat but magic is a hard thing to obtain. So I'm making a game at the moment with some friends and we already have some ideas in mind. Our game is mainly focused around melee classes and magic is strong but hard to obtain. We already know how to obtain magic but my concern is how to use magic and magic abilities. For example, in some games you have magic abilities but to use them you have a certain amount of mana and using an ability takes away some of that mana leaving you to either wait for it to recharge or use some type of potion or food to restore it faster. Some other games don't use magic at all, instead just rely solely on cooldowns. An example is Overwatch. My question is does anyone have an idea for a very creative system to use abilities. I like the idea of "just cooldowns" but thats for melee and weapon abilities and I dont want to use the same old default mana system that almost every game has nowadays. [link] [comments] | ||
Need help with a baisc Java board game Posted: 06 Jan 2021 10:59 AM PST Hello. Bit of background, last year during lockdown I found a forum where people were recommending actvities for beginners of Java. I decided to take up the task of creating a board game. It involves 9 short tasks/methods which mainly cover arrays, loops and setters and getters etc. I've done a third of the tasks but for a while I haven't made any progress, due to lack of knowledge and health issues (thanks to covid). The forum is no longer up and I've since been stuck for a while and it's been making me feel a bit down and so I wanted to finsih it off. I was wondering if anyone would be able to help me finish some of the remaing methods. Any help would be greatly appreciated. [link] [comments] | ||
Forbidden Treasure(nokia 105) like game on android Posted: 06 Jan 2021 10:58 AM PST | ||
A cool dev that I've been watching for some time Posted: 06 Jan 2021 10:52 AM PST
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Is selling on the Roblox marketplace really as good as it looks? Posted: 05 Jan 2021 09:13 PM PST Just look at this video. The amount of time and effort to price is disproportionate. A map that sells for $400, one I can imagine selling for around $15 in other marketplaces. It's not an isolated incident either, just do a quick search or look at the Avatar Shop and use this Robux Converter. There's a hat selling for $175 that I can make in probably around 5 minutes. EDIT: Not sure why I got awards. I'll try selling on it myself and maybe make a post if it goes well. [link] [comments] | ||
Continue with Unity for the next project or switch to a different engine? Posted: 06 Jan 2021 10:32 AM PST We are nearing early access release for our game built with Unity and we have stumbled across and fixed a ton of weird problems during development. Between HDRP render pipeline and Unity Collaborate it feels like we could have spent more time developing and less time troubleshooting as we made our game. I have tinkered around with Unigine in the past and made small demos in Unreal. It seems like the whole team is sick of Unity at this point and I'm curious if anybody else has felt this way? My main reservation is that we will lose out on all the things we have learned working in Unity, and we may encounter an equal amount of problems the next time around in a different engine. Anyways, I am just looking for some thoughts others may have on this dilemma. [link] [comments] | ||
How to start Internal level design? Posted: 06 Jan 2021 10:18 AM PST So far I only have experience making open nature and outdoor levels, with the only interior spaces being simple or hollow cubes. I want to try adding a complex structure to one of these outdoor levels in a way that you can go from inside the building to outside and vice versa, with the building having multiple rooms. It seems simple but I have no clue where to start. Do I make the outside solid and add meshes with inverted normals to make rooms? How do I handle doorways and connecting rooms? How do I handle collision? Do I make a few large, complex meshes or do I use many small simple meshes? Any advice is appreciated, also any tips/ descriptions of how you handle this or your workflow would be helpful. Thank you for any help! [link] [comments] |
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