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    Wednesday, March 31, 2021

    Making A Game Out Of A BRACKEYS Tutorial | Indie Devlog #1

    Making A Game Out Of A BRACKEYS Tutorial | Indie Devlog #1


    Making A Game Out Of A BRACKEYS Tutorial | Indie Devlog #1

    Posted: 31 Mar 2021 04:23 AM PDT

    Hey guys! I just upload my new tutorials about How to make Stylized Grass by using Blender and Unity. Hope it could help you make a pretty stylized environment! Hope you could accept my bad English :)

    Posted: 31 Mar 2021 10:13 AM PDT

    A Simple technic to create an outline shader using shader graph in unity, Hope you like it✨

    Posted: 31 Mar 2021 04:52 AM PDT

    Any doubts as to how big the video game cheat business is are gone now!

    Posted: 31 Mar 2021 03:35 AM PDT

    Framerate Independent Game Loop

    Posted: 31 Mar 2021 08:49 AM PDT

    My problem is simple to define: The game loop needs to run at variable refresh rates, but be consistent across different machines. The simple, but wrong solution is to multiply game state variables based on a variable time step (ie. velocity.x += new_dir.x * dt). You're not exact because floating point numbers are not exact, and dt varies between frames. Boolean conditions may or may not trigger due to floating-point inaccuracy (near 0 but not 0). Also, your simulation might explode. So the answer is to use a fixed delta time for physics and a separate delta time for rendering. Of course, you want to interpolate between states N and N - 1 for rendering.

    Here's a game loop

     double previous = getCurrentTime(); double lag = 0.0; while (true) { double current = getCurrentTime(); double elapsed = current - previous; previous = current; lag += elapsed; processInput(); // ??? called frequently enough? while (lag >= MS_PER_UPDATE) { update(MS_PER_UPDATE); lag -= MS_PER_UPDATE; } render(); } 

    My question centers around input and rendering. The outer loop runs as fast as possible. What about running a fixed or given rate (vsync / frame rate limiting)? I'm not fully sure of the implications and edge cases. I used to stop at integrating over dt, but I went down the rabbit hole.

    submitted by /u/MajorMalfunction44
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    Has anyone used Enijn in their projects?

    Posted: 31 Mar 2021 12:24 PM PDT

    Hey guys,

    I was wondering if anyone has used Enjin and found real value out of using it in their projects?

    I think there are some unique aspects in the project that could make the user experience very interesting.

    submitted by /u/Foreign-Moose
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    How to make good synergy in your game?

    Posted: 31 Mar 2021 05:54 AM PDT

    I love rouge-likes games and what makes it good is synergy, feeling different from each start is really the thing I like in these types of games.

    I tried so many time to create a game with good and deep synergy like (slay the spire) but with no luck

    What is the best way to make synergy. If you have any resources that help me I will be very thankful.

    submitted by /u/Shlazart-d
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    Seeking Game Devs interested in answering some questions for a research project!

    Posted: 31 Mar 2021 11:42 AM PDT

    Hey all!

    So like the title says, I am looking for developers, indie, AAA, whatever and wherever, to answer a few quick questions. I am a High School Senior (12th Grader) conducting research on the game industry that I will use for a research paper.

    My main focus is looking into the working conditions game developers face, and as such I am interested in hearing from people who have worked in all kinds of studios. Whether you have worked solely in indie studios, or spent your whole career at EA, I would love to hear your stories!

    Please feel free to comment or PM me with as many questions you have.

    I am going to leave my questions below, feel free to answer as many or as little as you'd like, with a background about yourself preferably.

    Also! If you are interested in having a conversation about this, be it over the phone, or a zoom call, or discord, whatever platform you prefer, please PM me or leave a comment about it and I will work on that with you.

    Questions:

    • Many articles point to working in a game studio as being a fairly stressful environment. Would you say that you tend to feel safe at your job, or unsafe? What brings about these feelings?
    • Like many other industries, game development tends to be dominated by overwhelmingly influential game studios, which have been known to practice unhealthy working conditions, such as mandatory crunch.

    - Do you feel that the work environment is better in a large studio, or in a small one?
    - Do you think that crunch has any place in the industry as it functions today?

    • Many articles and papers point to the video game industry, similar to other entertainment media, being a place where those making the product are often underpaid and struggling to make ends meet while the executives reap the benefits. Would you say that game developers are able to financially support themselves solely with their jobs at studios? Moreover, do you feel that there is a serious pay discrepancy between different members of the organization?

    • In the game development world there is a group called Game Workers Unite, which has spawned Unions in some countries. Would you say this group is taking the right steps to organize game developers? Why or why not?

    • Many other entertainment industries around the world struggle to find fair compensation, work hours, healthy conditions, with the game industry seeming to be no exception. In your opinion, what steps could developers take to improve your working conditions?
    submitted by /u/el_gringo_bandito171
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    Trying to find a good drawing app for android

    Posted: 31 Mar 2021 03:19 PM PDT

    Hi, any recommendations on a good Android drawing app that I can use for game dev?

    submitted by /u/Hanyuuz
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    Improving itchio listing & conversion

    Posted: 31 Mar 2021 02:29 PM PDT

    My game has been on Itch IO for about a month now, and while it's had a decent amount of downloads, things are slowing down quite a bit. I've been posting new devlogs once or twice a week and touching things up a bit but could really use some advice to give it a shot in the arm in order to pull in new views and potentially convert those views to downloads.

    What are some general tips for success on Itchio? (Game is free at the moment, mostly hoping to get feedback from players to improve before the Steam release this Summer.

    Not asking anyone here to download/play/etc but here is the page for some better reference https://genetixgames.itch.io/survive-into-night

    submitted by /u/Genetix_307
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    Any advice on work / life balance?

    Posted: 30 Mar 2021 11:43 PM PDT

    So with great joy I can say I will start my first job in a game studio tomorrow as a 3D artist!

    I'm happy and all that, it's my dream job and I finally got it! And the studio is quite a good one, they work closely with Nintendo and Sony.

    Anyway enough bragging... So what I want to ask about is work life balance. Is there anything I should keep in mind, it any tips you guys who have experience could give me on how to balance work and life? (I love doing art and sometimes it's difficult for me to stop! I could say I'm addicted to it. And I know it's not good to overdo it. As a matter of fact I know that a lot of crunch time does happen and I'm trying to mentally prepare my self for it. Or maybe I'm just overthinking...

    So... What tips and advice could you guys and gals give me in this topic !?

    Thanks!

    submitted by /u/Tekcore
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    In which language should I write my physics engine in?

    Posted: 31 Mar 2021 06:46 AM PDT

    So I've been writing a little 2D physics engine in python for fun and to learn how to actually make a physics engine and the physics and math and implementing algorithms etc.

    In what language do I write my physics engine in so that people can use it to make their games, I thought about this but I've been unable to find an answer because most people nowadays use game engines like unreal or unity or game maker or something else that already has a physics engine integrated into it to make games, there aren't many people who make games just using a rendering engine and a physics engine and programming right?

    So I'm indirectly asking in what language do people make games without a game engine? So that there's a slight chance that people might find my physics engine useful. I know basic c++ and some c# and some javascript and I know python, so I don't think it'll be hard to learn any language that you guys recommend in a reasonable amount of time. Thanks in advance.

    submitted by /u/mastershooter77
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    Finding source to buy/download real images in my game

    Posted: 31 Mar 2021 06:37 AM PDT

    I'm planning to add real images in my game for textures. Where or how can I find images that allow integration. I notice a lack of information or usage for real life pictures in video games so I'm curious.

    submitted by /u/Equivalent-Demand460
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    Making some viking game in 2 days for a Woowie GameJam

    Posted: 31 Mar 2021 10:18 AM PDT

    Perfect Farming Game?

    Posted: 31 Mar 2021 07:59 AM PDT

    Farming seems are becoming abundantly more popular, which isn't a bad thing. But I've seen quite a few games come out and everyone always refer to them as stardew ripoffs, or harvest moon copies, etc.

    For me personally I've always felt like something was missing from these games but haven't been able to put my finger down to it. Maybe stardew is the perfect farming game without any faults, but what would the perfect farming game look like for you guys? Even if it is stardew what do you think could be done to innovate the series so it doesn't feel like a copy/clone?

    submitted by /u/Intelligent-Big-7482
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    For most games, why are the main characters the least flashiest?

    Posted: 30 Mar 2021 07:53 PM PDT

    I am in a prototype process, and I am in a process of illustration and creating my characters.

    Googling games that's similar to mine, I realized that the main characters are usually very calm looking. No crazy hair, outfit, expressions, face, etc.

    And I realized this is typical for other games out of my genre.

    Why is that? And for reason this approach WORKS really well... but I cannot point my finger on it. I am creating my main character and I find myself minimizing features.

    submitted by /u/agent0range_
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    Is there a technical news website like Hacker News but for game dev?

    Posted: 31 Mar 2021 01:41 PM PDT

    Where do people in the games industry go to read about news aimed at actual developers?

    There's a ton of general gaming news websites but I'm wondering if there's any that are focused mainly on technical stuff.

    submitted by /u/excelmemes
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    What tool tool do you use for project management? Why?

    Posted: 31 Mar 2021 01:37 PM PDT

    Hi. Saw similar posts but all of them are a bit old, and since since then there are a lot of new tools, I'd like to ask what tool for project management do you use for your games? And why?

    I personally started using Notion. And I feel that is great, but it has its problems (servers sometimes work weird, no offline mode, etc). But overall I love it. But since I'm starting using it for a new project, I'd like to hear about what alternatives do you use.

    I've heard good things about coda or obsydian, but I'm not sure how suitable they are for gamedev.

    I want to know your tools :)##

    submitted by /u/LauraGL3
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    Tutorials/Resources for vehicle-building sandbox game development?

    Posted: 31 Mar 2021 01:29 PM PDT

    I'm interested in creating vehicle-building mechanics like those in Trailmakers or Stormworks. However, I'm having trouble getting started, as all sandbox/voxel/modular-construction resources I've been able to find focus on static objects and base-building.

    submitted by /u/ColonelAkulaShy
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    Clothing Normal Map / Displacement Workflow

    Posted: 31 Mar 2021 01:22 PM PDT

    I'm starting in on some new tech to utilize cloth deformation using normal maps and/or displacement. I have the general idea and a few different methods in mind to generate the assets needed for baking, but I'm trying to settle on what the best way to do it is. There doesn't seem to be a whole lot of available literature on this one, so I'm currently gleaning info that I have with techniques that I know. Two setups I'm going to try:

    - Marvelous to sim > export to ZBrush > add the deformation as a layer. There's some trickiness where you can toggle the layer at the lowest subdiv to get the folds to stay but on the resting pose, but it's not a very stable way of doing it. Bake with high res blendshape in rest position.

    - Import game mesh into Marvelous. Move avatar limbs into position, export. Return avatar to neutral pose. Subdivide same mesh, assign desired material characteristics, sim and move avatar limbs again. Export it. Bake details of simmed subdivided mesh using the moved game mesh.

    All that said, I'm hoping to find some wisdom from someone who's done this before. Any insight? It's appreciated.

    submitted by /u/Hazed_blue
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    Beginners guide to c# - I'm hoping to increase the quality of intro-level programming videos!

    Posted: 31 Mar 2021 05:46 AM PDT

    Creating platformer level

    Posted: 31 Mar 2021 01:10 PM PDT

    I'm making a 2d action platformer, and now that I've come to the level design part, I've started to question how to create the actual platforms.

    Since my game is heavily inspired by hollow knight I'll use that as an example. If you look at the platforms there, each one looks different. It definitely isn't a tilemap, but it still looks that all the pieces in an area are made from the same "building blocks", even though they look like each one is handcrafted. Did they draw each platform from scratch? (I don't think so) How do I approach this task?

    (Note: I make pixel art sprites and use godot engine)

    submitted by /u/Macs1324
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