Are there legal considerations to collecting game data? |
- Are there legal considerations to collecting game data?
- What to look out for when Buying/Building a GameDev PC
- Minimalism game jam hosted by r/SoloDevelopment starts Tomorrow!
- At which point do you consider making the game you are working on NOT free ?
- Microsoft shakes up PC gaming by reducing Windows store cut to just 12 percent
- Trigger event after some time in Unity. House building
- Do you have a technical artist in your team?
- Is buying physical books worth it?
- Hi! Has anyone experienced huge load times in Unity 2020s versions?
- How To Make A Multiplayer Game In Unity 2021.1 - Object Spawning
- Any puzzle game that teaches practical coding and concepts?
- What embedded scripting language should I choose?
- JavaScript Tutorial for Beginners | JavaScript Variables explained (#3)
- 3D Car Collision Reaction
- I made a shitty game. Do I put the leadership experience on my resume anyway?
- What main things did you do for Early Access that attributed to your success?
- I'm torn between two courses of gamedev. (Philippines)
- Questions about indie developer income
- The Uninomicon (Public Resource)
- Win32: Refresh window contents on resize
- PSA: Music can help drive inspiration. FF7 remake OST just launched all 156 songs on Spotify.
- This is one of the Devlogs of my stealth game, is there anything I should add to make the devlogs or the game more interesting?
- Recommend tutorials and frameworks to help me with how to make a .io game with Unity, please!
Are there legal considerations to collecting game data? Posted: 29 Apr 2021 04:20 AM PDT I'll be doing a demo soon and would like to collect some amount of information from each game session/dungeon run (steps taken, enemies killed, gold collected, etc). Ik collecting personal data has restrictions but does that extend to strictly game data? EDIT: All I had thought about doing is grabbing balance information. How much damage was done, items dropped and the like. The initial thought was also to collect this myself as it's not really anything for me to send the JSON it'd be stored in to myself but I'll take a look at the integration options out there. I figured I would ID the session with the time it started and a random value to just further make unique the key. Beyond that I have no need for knowing who the session came from. I was just thinking of ways to try and increase my pool of information to make decisions on. [link] [comments] | ||
What to look out for when Buying/Building a GameDev PC Posted: 29 Apr 2021 06:49 AM PDT Hey, Just wanted to share some stuff that was quite useful for me when building/buying my GameDev PC and I learned over the years. First of all: If you don't have any money and a shitty laptop from 8 years ago you can still make games. Don't think that you need this or that gear to make a game. You might not be able to make a photorealistic 3D game but that device is likely sufficient to make great 2D games and simpler 3D games. I make a 3D game at the moment with an ThinkPad X220. It's not always smooth but I really like this way of working. That out of the way, it really depends on what you want to achieve. The greatest improvement in workflow for most people is upgrading from an HDD to an SSD. SSDs are a lot faster and starting programs, loading ressources, etc. etc. all goes faster. It just feels smoother and better. I never encountered a person who regretted the upgrade. Now it depends a lot on what you want to make. If you compile giant programs you need a lot of cores but most people can work effectively with 4-6 cores. A couple of years ago I read that Photoshop for example only really utilizes 4 cores but this could be changed with the rise of Ryzen. If the price difference is minor I would still recommend the CPU with more cores. For simple 2D games 2 cores with hyperthreading/smt are also enough. Your GPU. If you make 2D games your integrated graphics of an Intel chip or an AMD chip are likely enough. If you bake a lot of lightmaps the GPU is more important and it will take ages on integrated graphics. This is one are where you should use a better GPU. But watch out: Some tools work better or even at all with a specific vendor. I remember a tool from the Unity asset store for better light maps which only worked with NVidia GPUs. RAM - more ram is better but you get diminishing returns in normal workloads after 16 gb. 32 gb can be nice if you have a lot of programs running at the same time but 16 gb is for most people enough. 8 is in many cases also okay and you can get away with 4 but I wouldn't recommend it. Case: I wouldn't cheap out on the case too much but you also don't need to pay a fortune for it. If you don't like noise there are cases who can reduce noise a bit. PSU: Don't buy the cheapest one out there. There are some horrible stories with psus that were catching fire. I think it got better over the years but I still wouldn't recommend it. Monitor: Going from 1920x1080 to 2560x1440 was awesome and is highly recommended. 4K is also great but beware that you need a beefier GPU to play your game in fullscreen. Some people like having multiple monitors 2 or 3, I like a small one on the side (can be a cheap 4:3 old thing or the laptop screen) and a big monitor and don't see much improvement in my workflow when I go to 3 monitors. Keyboard: I like my Logitech K120. This is an office keyboard. It doesn't stop working when beer touches it and it's really cheap. Pricier keyboards are often less reliable but feel a lot better. If you program a lot it might be a good investment to get an ergonomic keyboard. Also, which is not often mentioned, the energy consumption can also play a role if you are working on a shoestring budget. How often do I need to replace my PC? If you are building it you can swap out parts easily. A good CPU from 7-8 years ago can still hold up today and CPUs don't break easily (when they aren't dropped or something). Motherboards can break earlier, maybe 5-6 years if in daily use. RAM doesn't break so often, 10 years are likely. PSUs should be changed every 7-8 years. GPUs 6-7 years, depends. Personally I would recommend if you are doing this for the long run, replacing the PC every 8 years. I want to buy a laptop, what do I need to look out for? Feel of the keyboard if you don't hook up a external keyboard. Prices are important. You should check if the laptop has a dedicated GPU (if there's a HD 630 or something on the GPU spec sheet it's not dedicated. Look for NVidia, AMD). Used ones are often incredible cheaper. That's it, I hope it helps someone :) Edit: As some users pointed out, pc parts likely live longer - especially if you take good care of it. If you backup your data regularly and build a pc every decade it's unlikely that you run into any significant problem. [link] [comments] | ||
Minimalism game jam hosted by r/SoloDevelopment starts Tomorrow! Posted: 29 Apr 2021 08:31 AM PDT Hi r/gamedev! it's your friendly neighbors over at r/SoloDevelopment we're a small community of developers and we're hosting our very own jam with 100+ participants. The jam starts on April 30th and lasts 72 hours. You can incorporate this theme any way you'd like (e.g. simple graphics, basic mechanics, one button, etc.) you can find all of the jam's info here here's our discord if you're interested in learning more [link] [comments] | ||
At which point do you consider making the game you are working on NOT free ? Posted: 29 Apr 2021 03:58 AM PDT Hello, I'm a developer that works with two other peoples on a small game we're planning to release on steam at the end of the year. We're making it on our spare time (two of us have a full time job) and we worked on it for 4 months maybe or something like that. We asked ourselves if we were going to release the game for free or not at the begining and after a month or two we decided to price the game 12$ for two reasons :
So my question are : at which point (like how many days/months) do you consider that your project won't be free ? What do you think about this "credibility" reason ? Thanks, CorentinPB [link] [comments] | ||
Microsoft shakes up PC gaming by reducing Windows store cut to just 12 percent Posted: 29 Apr 2021 11:05 AM PDT
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Trigger event after some time in Unity. House building Posted: 29 Apr 2021 03:06 AM PDT
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Do you have a technical artist in your team? Posted: 29 Apr 2021 03:31 AM PDT So lately I've been struggling with deciding whether to improve my skills as a programmer to it's depth (ECS, testing, design patterns, etc), or to broaden my skill as a game dev in general. Teaming up with artists has proven more difficult than I imagined, because the team only contained programmers, artists, and game designers - which opened up the question of who does the in-betweens, something that is in practice the role of a technical artist. However, I am no technical artist, nor do I have any feel for the art of things like, at all. However, it seems artists are even further from the tech-artist role than programmers are, and that it is somehow obvious a programmer should also know to create VFX, handle lighting, etc. Do you have a technical artist in your team? if not, who fills in on that role? is it more obvious that a programmer would know to step in as tech artist? or is it the artist who should also know their way around the game engine for handling those middle points between programming and art? [link] [comments] | ||
Is buying physical books worth it? Posted: 29 Apr 2021 06:10 AM PDT I'm self taught and I've always learned off free, online tutorials. However, I have seen coding books/people talking about them, and I always wondered about them. Is it worth it to purchase a physical book, I always worried since they would get outdated, but it would be convenient to carry it around and read it. I know there are ebooks, but that kind of defeats the purpose for me, so is buying physical books worth? [link] [comments] | ||
Hi! Has anyone experienced huge load times in Unity 2020s versions? Posted: 29 Apr 2021 09:54 AM PDT Hello! I have recently updated my project from Unity 2019 to Unity 2020.3.4f1, and besides those annoying loading bars with the "busy for x min" text, there's a big problem with my bundle compilation times. Before the update it took 1'5-3h (it's a big project with lots of bundles, so this was quite normal), and now it takes 8-12h to build the bundles. I was wondering if anyone has experienced similar issues with this version or has an idea of how could I fix it. I searched a lot and saw many people complaining about 2020 Unity's performance, I hope there is a way to improve this without downgrading the Unity version, since I can't afford doing 12h builds everyday. Thanks in advance! Edit: I thought it could be because of editor GUI background tasks, because the bundles build process is launched by a custom window and the Unity progress bar showed "OnGui.mouseUp busy for 30 mins", but I launched the process in batch (with no visual editor) and made no difference. It also takes much longer when building for Windows than other platforms [link] [comments] | ||
How To Make A Multiplayer Game In Unity 2021.1 - Object Spawning Posted: 29 Apr 2021 09:13 AM PDT
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Any puzzle game that teaches practical coding and concepts? Posted: 29 Apr 2021 08:53 AM PDT Many people come to me to help them learn coding, most of them are teenagers and don't know computers really well. If I ask them to learn computer basics first and then learn a language or even if I show them basic programming they freak out seeing a mountain ahed of them and leave the aspiration. I was thinking if there was a mobile game that would explain basics of coding while keeping it fun they could really be benefitted from it. I've tried many game like Coding Safari which ask you help an object reach it's destination by making paths, while it helps develop children's brains to learn coding they seem too much on the fun side rather than learning. I'm looking for something that hits the right balance between fun and learn and actually teaches practical concept like functions and so. Any suggestions? [link] [comments] | ||
What embedded scripting language should I choose? Posted: 29 Apr 2021 10:58 AM PDT I want to make a minetest-like game engine, where games are programmed in Lua Scripts. This has the advantage of don't compiling needed, so you can download the entire code itself and it will run with LuaJIT. Now, I want to have the best performance possible. LuaJIT seem to be pretty fast as a interepreted language, but there is a faster language? I found DaScript, which it's suppoused to be faster than LuaJIT, but it's in a early developting stage. I tried with D, but it needs to be compiled with C++ [link] [comments] | ||
JavaScript Tutorial for Beginners | JavaScript Variables explained (#3) Posted: 29 Apr 2021 10:46 AM PDT
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Posted: 29 Apr 2021 10:44 AM PDT I'm currently working on a c++ university assignment for a racing game, I've implemented all collisions for walls and multiple objects in the level and the subsequent reactions eg bouncing off in a forward direction or sometimes directly backwards. However all of these collisions have been when the car was moving and the object was stationary. What is the simple math behind two cars colliding? The way I have programmed it so far is moving by vectors so if we was moving forward (z axis) and left (x axis) then a movement vector of something like {-5, 0, 24} would be applied to the car. (Not exact numbers just an example) So if two cars moving at different movement vectors collided what happens to the movement? [link] [comments] | ||
I made a shitty game. Do I put the leadership experience on my resume anyway? Posted: 29 Apr 2021 09:27 AM PDT Finishing my degree right now, and for my capstone, me and a small team made a game over the last year. To keep it short, we fucked ourselves early on in the first semester with spaghetti code, and the final product has a lot of big flaws, cut content, and isn't very fun. But I did still lead the team and keep everyone on top of things, work out or schedules, etc. I'm definitely putting my work as an artist on this game in my portfolio, since my art for it is some good shit, but I don't know if mentioning that I was in charge of a lousy game is a good or bad idea. Opinions? [link] [comments] | ||
What main things did you do for Early Access that attributed to your success? Posted: 29 Apr 2021 09:13 AM PDT We're going into early access with our strategy/tactics game and have a good understanding of what we need to do for a successful run, however were curious what were some main defining factors that others have found attributed to their game's early access success. [link] [comments] | ||
I'm torn between two courses of gamedev. (Philippines) Posted: 29 Apr 2021 02:51 AM PDT I just graduated from Grade 12 ICT and been wanting to pursue game development. I already passed two schools that offer game development but has different courses for it. One is: Information Technology with specialization in Animation and Game Development, while the other is: Interactive Entertainment and Multimedia Computing. I still don't know which is better for game development. (If there are any Filipinos here, the schools I am referring to are FEU Technology for IT and De La Salle College of Benilde for BSIEMC) [link] [comments] | ||
Questions about indie developer income Posted: 29 Apr 2021 04:37 AM PDT I have interest in indie game development and wants to get into this field. I am aware of how grueling indie game development is. And I also understand that games don't always pay off, let alone become successful. I just want to know if becoming indie developer can pay my bills. Yes, video game developers pay is not consistent. But I am from pretty poor country so my monthly bill is less than $400. So is it realistic for me to get into game development as a full time indie dev? [link] [comments] | ||
The Uninomicon (Public Resource) Posted: 29 Apr 2021 12:00 PM PDT
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Win32: Refresh window contents on resize Posted: 29 Apr 2021 11:56 AM PDT Hey there, I'm currently working on a very basic Windows graphics engine powered by OpenGL. It works very well for the most part. One problem though: While the user is resizing the window, the contents of the window freeze.OpenGL is running in a second thread, so the DC gets properly updated. But for some reason, Windows doesn't display the new contents of the DC. It only does after it receives WM_SIZE, I think. What I've done now to avoid a corrupted image (when enlarging the window, the new area would always be black) is that I'm now redrawing the full client area with solid black color on WM_PAINT using FillRect. This works, but it would be better to just properly display the current DC. Any idea if and how I can force Windows to update the window contents based on the DC's contents? Also, if you want to look at the source code, It's on GitHub: HPP and CPP [link] [comments] | ||
PSA: Music can help drive inspiration. FF7 remake OST just launched all 156 songs on Spotify. Posted: 28 Apr 2021 05:31 PM PDT I don't know if this is allowed, but just listening to the soundtrack is already making me inspired. Since this is largely an artform on the indie side of things, I find music being the greatest source of short term inspiration. I just wanted to share with all of you since I've contributed so little. [link] [comments] | ||
Posted: 29 Apr 2021 04:40 AM PDT
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Recommend tutorials and frameworks to help me with how to make a .io game with Unity, please! Posted: 29 Apr 2021 10:33 AM PDT Hello everyone, I have been thinking of making a multiplayer game similar to the .io games that have surfaced recently; something 2D and more akin to adventure games. My current problem is figuring out how to make the mutliplayer aspect of the game. Which framework to use? Should I use PUN? Should I use UNet? A third option I don't know about? Which of them is easiest for a first time multiplayer developer? To be specific, I am looking for multiplayer related tutorials that could help me learn and achieve making a multiplayer game similar in structure to those .io games. Based on the question above, could you please recommend tutorials that would take me step by step including explanation on how to create the multiplayer part of the games? I am not seeking a tutorial on how to make my game, believe me. I just want a simple to understand framework with a simple in depth tutorial that I could follow to learn and later to use as basis to create my game. Thank you very in much in advance for your replies. [link] [comments] |
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