Feedback Friday #440 - New Perspective |
- Feedback Friday #440 - New Perspective
- I made and animated 4 Mechs you can use in any of your projects for free!
- A little tutorial on how to create a travelling cash pathway in Godot
- Are beginners welcome at game jams?
- Will Wright (Sims) is making a mobile game that creates an AI copy of yourself that can Tweet
- Madrid's city hall creates a Videogame Campus to generate more gamedev work in the city
- I have a great idea for a game, how do I pitch it to my game studio?
- Tophat engine, an open source engine has just released v0.1
- How to Create a Bullet Hell Attack Pattern Generator in Godot Engine
- about career, which is better?
- Does anyone know how to help make a title screen on haxeflixel?
- Context Steering - a clever way to avoid common problems in steering behaviours
- How I pick my next game project
- Turn a Single Image Into Animatable 3D Objects! Game Changer for Game Developers, Designers...
- Hi everyone, ever wondered how to move a camera around an object? View the geometry, now in technicolor, from whichever angle that your heart desires!
- Android vs PC, which is better for indie game?
- (authorative server) Networking: State synchronization for everything or keep some things event based?
- Round System -Unity
- Where to find documentation on registry bit values for GameConfigStore flags?
- Creating quests that don't fit the usual architypes.
- Experience with using third-party companies to connect you to a publisher?
- Free Textures Pack: Paper 01
- Would anyone have use for a metronome tool in Unity?
Feedback Friday #440 - New Perspective Posted: 15 Apr 2021 08:36 PM PDT FEEDBACK FRIDAY #440 Well it's Friday here so lets play each others games, be nice and constructive and have fun! keep up with devs on twitter and get involved! Post your games/demos/builds and give each other feedback! Feedback Friday Rules: Suggestion: As a generally courtesy, you should try to check out a person's game if they have left feedback on your game. If you are leaving feedback on another person's game, it may be helpful to leave a link to your post (if you have posted your game for feedback) at the end of your comment so they can easily find your game. -Post a link to a playable version of your game or demo -Do NOT link to screenshots or videos! The emphasis of FF is on testing and feedback, not on graphics! Screenshot Saturday is the better choice for your awesome screenshots and videos! -Promote good feedback! Try to avoid posting one line responses like "I liked it!" because that is NOT feedback! -Upvote those who provide good feedback! -Comments using URL shorteners may get auto-removed by reddit, so we recommend not using them. Previous Weeks: All [link] [comments] | ||
I made and animated 4 Mechs you can use in any of your projects for free! Posted: 16 Apr 2021 05:53 AM PDT
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A little tutorial on how to create a travelling cash pathway in Godot Posted: 16 Apr 2021 02:00 AM PDT
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Are beginners welcome at game jams? Posted: 16 Apr 2021 05:34 AM PDT Title pretty much says it. Would I get shunned for not being a professional game dev? I picked up programming for fun a few years ago and made it a serious hobby about a year ago during the pandemic. I 'd love to meet like minded people but I am not sure how good I would have to be. [link] [comments] | ||
Will Wright (Sims) is making a mobile game that creates an AI copy of yourself that can Tweet Posted: 16 Apr 2021 08:07 AM PDT | ||
Madrid's city hall creates a Videogame Campus to generate more gamedev work in the city Posted: 16 Apr 2021 11:37 AM PDT
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I have a great idea for a game, how do I pitch it to my game studio? Posted: 16 Apr 2021 11:06 AM PDT Hi Reddit, I recently just started as an associate software engineer at a triple A game studio so I'm fairly low on the totem poll of importance. I've had this great idea for a game that I'm super passionate about and would love to see my idea come to fruition. In terms of scope, I feel like this idea might be a bit dark for my studios target audience but I also believe the story of my game would be really fantastic and unique for gamers to experience first hand. My question for you, is how do I bring up this idea to my game studio? Would they even care enough to listen? I'm not concerned about gaining any recognition or money from this, I would just like to see a game like this made since I believe it could be really impactful to the gaming industry. [link] [comments] | ||
Tophat engine, an open source engine has just released v0.1 Posted: 16 Apr 2021 11:00 AM PDT
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How to Create a Bullet Hell Attack Pattern Generator in Godot Engine Posted: 15 Apr 2021 02:27 PM PDT
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about career, which is better? Posted: 16 Apr 2021 01:36 AM PDT hi, i'm client developer in korea during 5 years. maybe someone know. so.... here is my question.
I did Unity 5 years. and currently Unreal 4 month. I really love engine improve and develop system module or something. but also love contents and develop game. which is better choice? please tell me your think. [link] [comments] | ||
Does anyone know how to help make a title screen on haxeflixel? Posted: 16 Apr 2021 10:28 AM PDT I'm using haxeflixel/visual studio code to make this game and I can't find any resources to help me use my own images/assets to make a title screen. I'm pretty new to coding and I don't have much time to finish this game. I have my assets ready (music, sound effects, images) I know how to do sprite animation, I just don't know how to put it all together. I'll make a list of things I need help with: Instead of clicking a "play button" to play, you press enter. I need 8 seconds of things like credits before the title screen pops up so it matches the music. How to add your own font (or how to use an image with already drawn letters as text) that's all I really need help with. I'm not asking for an entire thing of code, just some resources that can help with this because everything I search for isn't helping me. [link] [comments] | ||
Context Steering - a clever way to avoid common problems in steering behaviours Posted: 16 Apr 2021 04:02 AM PDT | ||
How I pick my next game project Posted: 16 Apr 2021 07:37 AM PDT
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Turn a Single Image Into Animatable 3D Objects! Game Changer for Game Developers, Designers... Posted: 16 Apr 2021 08:59 AM PDT
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Posted: 16 Apr 2021 12:04 PM PDT
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Android vs PC, which is better for indie game? Posted: 16 Apr 2021 08:04 AM PDT Hello, i would like to dev an game online to monetize. After a lot of research, i realize that: On android os, i must cut off 30% total sales for google/apple or they will not let me put my game in their. Also, there are a big chance that some thief in China, Vietnam, India,... will steal/pirate or even replace my ads code and republish my game under their store with their ads code, i have read lot if article about this problem in the past On PC, it's look like less chance they steal game than on android, or they can but it took them more time than on android. Also, i would get 100% sales and not bother about 30% total sales cut for anyone. As an indie, i think that i have less chance to win the thief in big company if they found and clone and kill my game [link] [comments] | ||
Posted: 16 Apr 2021 02:50 AM PDT For movement (i.e. mostly physics synchronization) I'm using the usual techniques. Client side prediction for player controlled entities, interpolation for other entities, and so on. At least thinking about it superficially, I could use the same approach for all other systems. So if I have something like a player attacking and swinging their sword. There will be an animation, a sound effect playing, maybe some graphical effects, all kinds of gameplay logic might be triggered, etc. I could transmit this to other clients via the same state synchronization techniques. Animation system, various gameplay systems, even sound effects and stuff. In all cases the server could run a simplified simulation of that stuff and sync it with clients that are supposed to see these things happening. So the server could keep track what animation state an entity is running and what time the animation is at. It doesn't really need to actually do the skeletal animation unless it has gameplay effects. The approach seems fairly robust to additions in the future. E.g. no matter what kind of animations and under what circumstances I add them, this technique will automatically make sure that they get synced to clients. Same for sound effects, etc.. On the other hand it also seems natural to keep some of this stuff event based. If a player attacks, the server really doesn't need to care about anything related to animations, sound effects, graphical effects, etc. It only cares about that the attack can be executed according to game rules, and then that relevant clients know that an attack happened, and when, and where, and they know what to do with animations and stuff based on that. It seems like a more correct model of what's going on, and it seems like less network traffic on top. But it also means I'm going to have to manually add events and event handling code for every feature I'm going to add to the game. Has anyone here worked on a non-trivial multiplayer project and how did you handle it? Is there maybe another option I'm missing that gets the best of both worlds but stays server authorative? [link] [comments] | ||
Posted: 16 Apr 2021 10:48 AM PDT Maybe a stupid question , but how does one implement a round system? I am developing a 2 player turnbased game with different game modes . One of these game modes is "first to an X amount of points wins" each player gets 8 turns and upon spending these turns and not having reached the target score , the game should start a "new round" and store the previous score as the default new score of the next round ... problem is, how do I define a "next round"? I don't want to make a gazillion unity scenes ... so how would I increment this ? Again it can be 2 rounds, but also 12 or 20 ... or even 1.. If anyone can point me into the right direction then that would be great! I have purchased a number of courses ... and skimmed their contents ...but they all just seem to deal with a beginning and an end state (win or lose) ... not a round system ...thanks in advance! [link] [comments] | ||
Where to find documentation on registry bit values for GameConfigStore flags? Posted: 16 Apr 2021 10:44 AM PDT So this stemmed from an issue with Apex Legends, but prompted a few questions relevant to all games and this part of the Windows registry. I've gone down this rabbit hole trying to disable fullscreen optimizations for Apex Legends. Setting the checkbox on the executable doesn't actually work anymore for this particular game (it does work for some, some not). While looking for a solution to this, I came across this thread: https://www.reddit.com/r/CompetitiveApex/comments/fhdonq/psa100_fix_disable_fullscreen_optimizations_for/ It advises to find the key for the r5apex executable in Computer\HKEY_CURRENT_USER\System\GameConfigStore\Children\ and set the Flags value from its original hex 11 to 211. This indeed works, but I don't know which bit corresponds to the FSO or what else this may affect by changing this value. If I convert the hex to binary values: 11 = 00010001 211 = 001000010001 By messing around with some other values trying to determine which bit is for FSO, I discovered 201 (1000000001) also works. But what else might I be affecting by flipping other bits? Other games listed in Computer\HKEY_CURRENT_USER\System\GameConfigStore\Children\ have various values for Flags, but many of them are common. There are quite a few with 11, 231, and 33. I can't find any relevant documentation on microsoft.com or MSDN that might provide a clue on what values should be in Flags here. Can anyone point me in the right direction? Key for reference: Computer\HKEY_CURRENT_USER\System\GameConfigStore\Children\b987f531-c3ff-40bb-a313-3eb86ac134ba\Flags or (Get-ItemProperty HKCU:\System\GameConfigStore\Children\b987f531-c3ff-40bb-a313-3eb86ac134ba).Flags [link] [comments] | ||
Creating quests that don't fit the usual architypes. Posted: 16 Apr 2021 10:16 AM PDT So in the game I'm working on at the moment I want to implement quests but have bee trying to think of way to make things different to EVERY other game out there that uses missions. [link] [comments] | ||
Experience with using third-party companies to connect you to a publisher? Posted: 16 Apr 2021 09:18 AM PDT Hey guys, Does any of you have any experience with using third-party companies to connect you to a fitting publisher and to help with negotiations? Was recently contacted by one of these firms and wondering if they can be useful? [link] [comments] | ||
Posted: 15 Apr 2021 01:14 PM PDT
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Would anyone have use for a metronome tool in Unity? Posted: 16 Apr 2021 09:01 AM PDT We are developing a music-based mobile game in Unity. I was wondering if there would be any demand for a free metronome to help with similar games out in the game dev community. What do you guys think? [link] [comments] |
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