• Breaking News

    Monday, March 1, 2021

    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!


    For anyone not interested in making art for your sidescroller game: Here's a free to use tileset pack i made!

    Posted: 01 Mar 2021 03:26 AM PST

    Electronic Arts Granted Patent That Uses Neural Network To Generate Video Game Terrain

    Posted: 01 Mar 2021 05:05 AM PST

    Making a mossy radial cobblestone pavement PBR material in Substance Designer

    Posted: 28 Feb 2021 03:04 PM PST

    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?

    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.

    submitted by /u/PixelSteel
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    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.

    submitted by /u/TriFerd
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    Lock and key world generation in Lenna's Inception

    Posted: 28 Feb 2021 09:28 PM PST

    Stylized Multi-Colored Fog Post Process in UE4. Simple and cheap implementation, can achieve different result e.g like Firewatch.

    Posted: 01 Mar 2021 09:15 AM PST

    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!

    Posted: 01 Mar 2021 06:02 AM PST

    Musician seeking developer

    Posted: 01 Mar 2021 10:47 AM PST

    Hey,
    I'm an ambient artist, and I make stuff that sounds kind of like C418's Minecraft soundtrack.

    Here is my BandCamp link:
    https://1960.bandcamp.com

    I would be more than happy to work with anyone who wants to use my stuff.
    Thank you!

    ~hello atmosfæremusik
    (she/her)

    submitted by /u/atmosfaeremusik
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    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.

    submitted by /u/bondreal
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    Gamedevs of Reddit, What are subtle things do devs use that go under the radar but helps the player alot

    Posted: 28 Feb 2021 09:09 PM PST

    Example like coyote time like to know more stuff that go under the radar

    submitted by /u/DayHam
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    Diablo 2 vs Diablo 4 : A comparison of orthographic camera against the perspective camera- which works best?

    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.

    submitted by /u/Freak2God
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    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:

    1. Corner Collision: All grab-able ledges have a small circular collision on their corners
    2. Ledge Detector: The player has a small circular collision on the corner of its hitbox for detecting collisions in (1)
    3. I raise an event whenever the Ledge Detector is overlapping a Corner Collision AND the player indicates they want to climb a ledge (for me, holding the jump button means the player wants to grab the ledge, for you it might be holding the Up button).
    4. When the movement system receives a Ledge Detected event, I disable all lower priority movement such as Gravity, Run, Jump, Roll, etc and set the position of the player such that it looks like it's hanging on the ledge.
    5. If down is pressed, I enable all lower priority movement and let the player fall
    6. If up is pressed I move the player up and over the edge, and then enable all lower priority movement

    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?

    submitted by /u/Lucrecious
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    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?

    submitted by /u/TheNintendoCreator
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    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?

    submitted by /u/Dk-Ang
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    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

    Posted: 01 Mar 2021 11:52 AM PST

    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

    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.

    submitted by /u/lieddersturme
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    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.

    submitted by /u/_MiLLki_
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    How did you learn to program?

    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?

    submitted by /u/thendersonneal
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    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.

    submitted by /u/lady-ux
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