Screenshot Saturday #520 - Visual Impact |
- Screenshot Saturday #520 - Visual Impact
- 3 Tips for a Juicy Jump (Unity 2D Platformer - Part 3)
- What is the difference between a game artist and a game designer? Which one should I pursue? What degree do I need?
- How much money my indie game made in 6 months, and do Steam sales work?
- Published the game less than a week ago and already got modded. Guess that's an achievement?
- What are some failure indie game stories?
- 3 Tips for a Juicy Jump (Unity 2D Platformer - Part 3)
- What are some good places to find logo designers for video games?
- LOW POLY Grass & Rock model (10 MINUTES) in Blender 2.90
- DefaultEcs v0.15.0, c# ecs framework now with code generation
- Tutorial: Sword and Shield melee combat in UE4 - 1st & 3rd perspective
- Adding Bullet Holes(Raycasting) in Unity
- I'm Looking for play testers for feedback on my first android game, whats a good place to find them?
- Unreal Advanced IK - Crocodile
- iOS developer looking to create first game. Out of Unity, Cocos2d, SpriteKit or UIKit, what would fit best for a board game?
- First ever raygun NFT that comes with 3D file for game dev!
- The game which broke the internet (at least) for a week: Balancelot is coming to consoles
- The order/priority you tackle your projects
- Turning my game idea into a reality!
- Choose your Avatar Enjoy the rampage Start the bloodbath Would you like to see more characters to choose from? #ScreenshotSaturday #TheCrackpetShow
- Game name reservation on steam?
- Best approach for Clothing System with Unity and Magica Voxel models.
- Coding structure in C for game development
- Is devlog a term for game development only or is it for all types of development?
Screenshot Saturday #520 - Visual Impact Posted: 15 Jan 2021 08:24 PM PST Share your progress since last time in a form of screenshots, animations and videos. Tell us all about your project and make us interested! The hashtag for Twitter is of course #screenshotsaturday. Note: Using url shorteners is discouraged as it may get you caught by Reddit's spam filter. Bonus question: What was the last game soundtrack you listened to? [link] [comments] | ||
3 Tips for a Juicy Jump (Unity 2D Platformer - Part 3) Posted: 16 Jan 2021 07:29 AM PST
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Posted: 16 Jan 2021 06:22 AM PST So since I started high school, I was interested in programming, but all my life, I've been interested in arts too. Recently I realized I don't want to study CS (I'm not into it as I used to be, it rather became something that "leads to success" in my eyes, I still like it but would not study in 4 years and base my entire life on it) but arts instead, and continue my programming career on the side with online courses, self-practice, etc. instead of studying computer science directly, I decided to pursue degrees in game design, arts, and technology, etc. in art universities. I know when it comes down to it, I don't want to be involved in the game's art only, but all other aspects as well. I researched a bit and to be a game designer instead of a game artist, people say I should be studying computer science. I always thought I would have my own indie studio but now I'm worried about my future and started to think major game companies might want a relevant degree. What do you guys think? PS: Sorry if I'm making no sense. Please take into consideration this was written by a high school student having a sudden breakdown about their future and posting with frustration on 3 cups of coffee drank in 5 minutes. [link] [comments] | ||
How much money my indie game made in 6 months, and do Steam sales work? Posted: 15 Jan 2021 03:17 PM PST - After-tax and after Steam taking its share, I end up with $11853. - After my previous video (recorded 5 months ago) the game earned +$10548. - A significant part of the revenue comes from sales. Without sales, wishlists grow. During the sales, wishlists burn (convert to purchases). - The discount never crossed 40% (10-20-27-30-33-35-37% so far). Sales with a discount of 30-40% multiply the revenue per day by 4-5 times compared to the period before the sale. [link] [comments] | ||
Published the game less than a week ago and already got modded. Guess that's an achievement? Posted: 16 Jan 2021 04:14 AM PST Hello everyone. Just wanted to discuss something strange that i discovered today. With my team, we published our game Gloomy Toons on Google Play on Jan 10th (less than a week ago). By searching for the exact term on Google, i found out this website where a modded version of our game has been published. Modded in this case means that the player has immortality. Definitely game-breaking considering the game is a platform! Has anything like that happened to you already in the past? How did you manage the problem? Right now it's not creating any issue since there's no monetization whatsoever, but we'll add that in the near future so it might become problematic very soon. Thank you in advance for your answer! P.s.: PIC to prove what happened: https://imgur.com/a/ytSDvr0 [link] [comments] | ||
What are some failure indie game stories? Posted: 16 Jan 2021 03:07 AM PST Personally, I can't take much value from success stories because well, they succeeded. and I think success cannot be measured by "oh they made it because of x" rather than a full spectrum of reasons, and some luck. I feel like I can learn so much more from the failures of such games, but I can barely find any stories or documentation of such. Please share your story or one you know of. [link] [comments] | ||
3 Tips for a Juicy Jump (Unity 2D Platformer - Part 3) Posted: 16 Jan 2021 08:41 AM PST
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What are some good places to find logo designers for video games? Posted: 16 Jan 2021 07:48 AM PST I'm not asking for recommendations for specific designers, but places where I can find portfolios of graphics/logo designers with expertise in video games, so that I can review and choose the one that best fits our needs. Are there any such resources? Artstation is not bad for finding artists, but not great for logo designers. Thanks! [link] [comments] | ||
LOW POLY Grass & Rock model (10 MINUTES) in Blender 2.90 Posted: 16 Jan 2021 09:05 AM PST
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DefaultEcs v0.15.0, c# ecs framework now with code generation Posted: 16 Jan 2021 07:32 AM PST It's been one year since the last time I posted about my framework here. While some features were added the real novelty comes from its sister project DefaultEcs.Analyzer which reduces code bloat thanks to a roslyn code generator, it has never been easier to define systems and their component dependencies. project pages DefaultEcs, DefaultEcs.Analyzer Quick recap of the features of DefaultEcs: - available from netstandard1.1 as a nuget package - Components stored as packed array - use of c#7 ref return and System.Memory.Span api to eliminate copy - no virtuality nor casting when getting/settings components - EntityCommandRecorder to record non thread-safe operations - special ManagedResource component type to handle loading and sharing managed resources across your entities - fluent api to get collection of entities (With, Without, WithEither, WithoutEither) as a set, a map (one entity indexed by a component value), or a multimap (multiple entities indexed by a component value) - also in a reactive way (WhenAdded, WhenChanged, WhenRemoved, ...Either) - base types to build your systems and your workflow more easily - built-in pub/sub - built-in serializer (simple json like format and binary, extensible with the serializer of your choice) which support type marshaling - built-in api to run process in parallel with no garbage generation (extensible) - API to optimize your entities and components ordering as your game is running to keep best performance Quick show of the code generation in action: ```csharp // without private sealed class DefaultEcsSystem : AEntitySetSystem<float> { public DefaultEcsSystem(DefaultWorld world, IParallelRunner runner) // need to declare the set explicitely : base(world.GetEntities().With<DefaultSpeed>().With<DefaultPosition>().AsSet(), runner) { } ``` Code generation was really a great addition to roslyn analyzer and I hope to add even more things in the futur. If you are interested, don't hesitate to have a look :) [link] [comments] | ||
Tutorial: Sword and Shield melee combat in UE4 - 1st & 3rd perspective Posted: 16 Jan 2021 10:45 AM PST
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Adding Bullet Holes(Raycasting) in Unity Posted: 16 Jan 2021 08:45 AM PST
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I'm Looking for play testers for feedback on my first android game, whats a good place to find them? Posted: 16 Jan 2021 06:18 AM PST Its for my first completed game that's now in open-beta in the google-playstore after 3 years of starting this hobby. I asked friends to try it but some more constructive feedback possible from people who know where there talking about would be great. What is a good place to ask for play-testers? Its a free game and i don't have a budget for testing. I will post the open beta in the comments in case anyone is curious! [link] [comments] | ||
Unreal Advanced IK - Crocodile Posted: 16 Jan 2021 08:17 AM PST
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Posted: 16 Jan 2021 08:33 AM PST Hi all. Looking to make my first game and was wondering what UI framework to use. I have the most experience with UIKit and none with any of the others. At some point, it would be great to port the game to another platform if I actually finish it and it does well on the iOS app store, but that isn't my primary concern. If you guys have any suggestions on any other resources I should check out, it would be greatly appreciated. Thanks in advance! [link] [comments] | ||
First ever raygun NFT that comes with 3D file for game dev! Posted: 16 Jan 2021 11:55 AM PST
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The game which broke the internet (at least) for a week: Balancelot is coming to consoles Posted: 16 Jan 2021 11:50 AM PST Greetings! Pretty sure that some of you still remember the game: Balancelot? We got some awesome visibility on our launch when we went live on Steam some time ago. The Twitch & Youtube were the number one places for us where we were able to get +200 million views to our game. Back then, it was only for the Steam. Now we're going live on Nintendo Switch, PS Store, Xbox together with Ratalaika (working as the publisher). Here is an example store page from the Switch store: https://www.nintendo.com/games/detail/balancelot-switch/ For us, this is the first console release so it will be great to gather information from our experiences and share this with you guys as well. Interesting to see, how the sales differentiate on these platforms. Any support to get it going there is more than welcome, but if you're interested to hear more of our "console adventure" I guess the best place is to join our Discord for a chat: https://discord.gg/8TaNhQP [link] [comments] | ||
The order/priority you tackle your projects Posted: 16 Jan 2021 05:51 AM PST Pretty new to starting my first "real" project and I'm quickly discovering that some things must come before others. In the list of what you need to accomplish, what's first? Most important? Other things that you consider? [link] [comments] | ||
Turning my game idea into a reality! Posted: 16 Jan 2021 11:32 AM PST
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Posted: 16 Jan 2021 11:32 AM PST | ||
Game name reservation on steam? Posted: 16 Jan 2021 07:46 AM PST Is there any way to reserve the name of your game on steam? Say you're working on a project and getting close to actually having it playable, but it's not ready to be in early access, is there a way to reserve the name on steam so that it is not taken when you're ready to launch? Or is it just first come first serve, too bad so sad? [link] [comments] | ||
Best approach for Clothing System with Unity and Magica Voxel models. Posted: 16 Jan 2021 11:02 AM PST Hi. If anyone with experience in the field posses some knowledge with me, I'd be very happy. My wonder is, what it's the best approach to create a clothing system for characters made with Magica Voxel, animated with Vox Edit. If I create a shirt in Magica Voxel for the same character, would it made eligible to be applied over the character in Unity and stick to it without animating each piece of clothing? Everything I am searching it's Blender, so it's hard to get an idea. As I am beginner in this field. [link] [comments] | ||
Coding structure in C for game development Posted: 16 Jan 2021 10:54 AM PST Hello everyone. I have been trying to learn C and have been messing around with making a genesis game using sgdk. I've got what is essentially a glorified tech demo for a platformer and am starting to work on more intensive game logic. While I think I have done a decent job in splitting my logic into reasonable functions, I am struggling to figure out how to break things up in at the file level and as of right now just have everything sitting in my Main file. My first instinct is to try breaking them up into "objects" like in more modern languages but I am not sure that is "the C style" of breaking up the code. Right now I have the following rough components with my plan as follows Main.c/h
Level.c/h
Entity.c/h
Player.c/h Enemy.c/h There is more of course but that probably gets across my basic idea of how I expect to split it up. [link] [comments] | ||
Is devlog a term for game development only or is it for all types of development? Posted: 16 Jan 2021 10:45 AM PST This is a very strange question, but I want to create a series on developing a web application but I'm not sure if the term 'devlog' can be used. I figured that this subreddit would have the answer to that so I asked it here. I looked it up and found no helpful information about it. [link] [comments] |
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