For anyone not interested in making art for your sidescroller game: Here's a free to use tileset pack i made! |
- For anyone not interested in making art for your sidescroller game: Here's a free to use tileset pack i made!
- Electronic Arts Granted Patent That Uses Neural Network To Generate Video Game Terrain
- Making a mossy radial cobblestone pavement PBR material in Substance Designer
- Have you ever just got a lot of stuff done off your to do list and you dont realize until the end of the day?
- Is OpenGameArt under maintenance or gone forever?
- Lock and key world generation in Lenna's Inception
- Stylized Multi-Colored Fog Post Process in UE4. Simple and cheap implementation, can achieve different result e.g like Firewatch.
- Hey guys, I run a platform that gives away free knowledge and tutorials to the community. Today, we're going to learn how to create this beautiful Hobbit Mansion scene, and learn about Composition, stylized shaders in Unreal Engine, how to make fluffy foliage, and some stylized texturing. Enjoy!
- Musician seeking developer
- Game Devs (Who are programmers and not artists)
- Gamedevs of Reddit, What are subtle things do devs use that go under the radar but helps the player alot
- Diablo 2 vs Diablo 4 : A comparison of orthographic camera against the perspective camera- which works best?
- How do you handle Ledge Hanging in 2D Platformers?
- Character’s mental health as a game mechanic?
- How to know if an idea already exist
- Face animation of the main character of the indie game Liber. Several professional actors are involved in the sound of the game, so we had to work hard on facial expressions
- Comprehensive introduction to dynamics of first order systems for gamedevs (PDF)
- Free lowpoly medieval weapons collection i've been working on. New assets will be added regularly
- Which C++ game lib is your favorite: SDL2 vs Raylib?
- Unable to find info on how to handle collision response.
- How did you learn to program?
- Any simple analytics tools for a fellow game dev?
Posted: 01 Mar 2021 03:26 AM PST
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Electronic Arts Granted Patent That Uses Neural Network To Generate Video Game Terrain Posted: 01 Mar 2021 05:05 AM PST
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Making a mossy radial cobblestone pavement PBR material in Substance Designer Posted: 28 Feb 2021 03:04 PM PST
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Posted: 01 Mar 2021 02:37 AM PST Its 4am right now and I've spent the entire day (woke up at 2pm) just working on my game and studying. I got a new, custom character. Rigged it. Got some animations for idle, walking, and running. I even managed to squeeze in some time to get new textures! Insanely happy with the progress today. [link] [comments] | ||
Is OpenGameArt under maintenance or gone forever? Posted: 01 Mar 2021 04:35 AM PST The site for art assets http://opengameart.org/ seems to be down right now. I was wondering if anyone knows whether they are doing maintenance or if it is gone forever.I couldn't find anything googling for a bit. On the same note, do you have alternatives for free to use 2d pixel art? EDIT: It seems to be back up :) Thanks for the alternatives. [link] [comments] | ||
Lock and key world generation in Lenna's Inception Posted: 28 Feb 2021 09:28 PM PST
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Posted: 01 Mar 2021 09:15 AM PST
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Posted: 01 Mar 2021 06:02 AM PST
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Posted: 01 Mar 2021 10:47 AM PST Hey, Here is my BandCamp link: I would be more than happy to work with anyone who wants to use my stuff. ~hello atmosfæremusik [link] [comments] | ||
Game Devs (Who are programmers and not artists) Posted: 01 Mar 2021 12:03 PM PST Hello, I am assuming that I am not the only software developer who wants to make games but is garbage at creating good assets (specifically tilesets/sprites). I know programmer art is a thing but I really can't do anything good enough even for that low bar. When I make prototypes for assets they look so bad, I tend to get disheartened and end up abandoning the project. I am comfortable with Godot and Unity.. so designing and writing all the code is no problem. I know that I can hire graphic artists to do assets or I can buy existing assets. (I have no issue doing this, but I would want to make sure the game was actually fun to enough people for the cost) I was just wondering if anyone has faced the same disheartening issue and what they have done to avoid or get through it. My issue is that after I have spent 10 hours on designing something (Writing game logic, control schemas, camera controls, scoring, etc).. but it still looks so bad graphically that I would freak out if someone walked in while I was playing it.. I am likely to abandon it for something else. It's a pretty vicious cycle. [link] [comments] | ||
Posted: 28 Feb 2021 09:09 PM PST Example like coyote time like to know more stuff that go under the radar [link] [comments] | ||
Posted: 01 Mar 2021 07:13 AM PST Hi Devs! Am currently trying to analyse why so many "isometric" games have shifted from the orthographic camera to the perspective camera, and if this shift is actually for the best. Yes, moving to 3D and non tile based environments is the biggest reason for the shift, however even in a 3D game- engines like Unity can simulate the orthographic camera. I started thinking about this because of this comparison video of Diablo 2 Resurrected and Diablo 4. (https://www.youtube.com/watch?v=qf1ql9k0K3g) I personally prefer the orthographic camera of Diablo 2 in comparison to the Diablo 4 perspective camera, even if there is a lack of depth in Diablo 2, I feel: - I have a better view of the character. - no difference to combat gameplay (Hades uses orthographic and plays like a charm) - Better appreciation of the environments (unless the camera is changed during cinematic sequences) What are your thoughts? I would love to hear them. [link] [comments] | ||
How do you handle Ledge Hanging in 2D Platformers? Posted: 01 Mar 2021 05:24 AM PST Hi I'm wondering how everyone else handles Ledge Hanging for 2D platformers coding wise. I've always done it the same way so I'm wondering if there are better or different ways of doing it I haven't thought of. I haven't really strayed from this general implementation, so I'm hoping I can get other ideas. Also, my method changes slightly based on whether or not I'm working on a grid-based game but the idea is mostly the same. The way I do it is as follows for a non-grid-based game and only some ledges can be grabbed:
For the climb-up animation, when the player wants to climb up, I offset the collision hitbox to the top of the ledge, and let the animation climb into hitbox on top of the ledge. As far as I know, this is pretty standard from what I've seen. Here's a diagram with what I mean if this is not clear enough. How do you do ledge hanging in 2D plarformers? [link] [comments] | ||
Character’s mental health as a game mechanic? Posted: 28 Feb 2021 04:13 PM PST I'm thinking of making an RPG that is in part inspired by and reflective of my experience with OCD, but how could that be done in an interesting way and still be used as a game mechanic or maintain some kind of relevancy story-wise? I feel like having the player stop and then complete some task before progressing at random points could hamper gameplay. Maybe it's not something that can be done? Or am I just not thinking about it the right way? [link] [comments] | ||
How to know if an idea already exist Posted: 01 Mar 2021 08:39 AM PST Hi! I am starting to learn unity with the hope of becoming a game developer in the near future and I'm starting to think like a game designer, i try to break every game into his core functionalities and think about them. In that process I might come with an idea that looks good to me, so the question... How can I know if that idea already exists? How can I know if there are games that are very similar to my idea? (Or exactly like my idea) Is there a way to search for this? [link] [comments] | ||
Posted: 01 Mar 2021 11:52 AM PST
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Comprehensive introduction to dynamics of first order systems for gamedevs (PDF) Posted: 01 Mar 2021 10:41 AM PST | ||
Free lowpoly medieval weapons collection i've been working on. New assets will be added regularly Posted: 01 Mar 2021 10:32 AM PST
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Which C++ game lib is your favorite: SDL2 vs Raylib? Posted: 01 Mar 2021 10:08 AM PST Hi. Recently I am learning SDL2, but just wondering which are the C++ libs most loved. I like SDL, but if there is a other option like SFML, I would like to check it. [link] [comments] | ||
Unable to find info on how to handle collision response. Posted: 01 Mar 2021 09:31 AM PST I'm making a 3d system for a game and im working on collisions. There's plenty of articles on how to check for collisions of any shape, and a few for physically accurate response, but none of that helps me. I can find collisions, but have no idea what to do with that info to properly exit the collision. Im not trying to be physically accurate, so I'm wondering if there are some resources for collision response that isn't rigid body physics. I'm also not using polygon collisions, it's mostly boxes, planes, spheres, capsules. [link] [comments] | ||
Posted: 01 Mar 2021 09:09 AM PST I got my bachelor's in game design but I didn't learn to program in school. I have tried online classes, books, video tutorials, but nothing sticks. I desperately want to create and make games but I just can't seem get it. Any advice? [link] [comments] | ||
Any simple analytics tools for a fellow game dev? Posted: 01 Mar 2021 05:01 AM PST Hey guys, Do you have any game analytics tool that you could recommend? Something very simple and plug n' play. I've seen and tried Google Analytics, Game Analytics and devtodev but all these tools seem overwhelming. I have tons of games on tons of platforms and it became a real hassle to calculate and see some numbers. [link] [comments] |
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