My game got to "Overwhelmingly Positive" on Steam! |
- My game got to "Overwhelmingly Positive" on Steam!
- Free download of public domain paintings, posters and illustrations
- Fixed a Multi-Threading bug in my custom engine
- White kind of internships should I pursue for a Game Dev career?
- How important is cache-friendliness when dealing with a small number of entities?
- Godot Tutorial: 2D Lighting and Day&Night cycle in under 5 minutes!
- Easy way to create a press kit for your game
- How much work do Visual novels take on the programming side?
- free software or opensource ai for lifelike npcs in *rpg
- What is the best way to spread the word about your upcoming game?
- Pixel Art
- What is the normal rejection rate for a Junior Technical Animator(Rigger)
- Frame perfect game mechanics
- Modding SteamInput/Controller Support for non Steam Game
- How much did you pay for licensing your music? What is reasonable cost?
- Legal implications of recreating a game on YouTube?
- Is it weird to put "looking for work / internship" on tw bio?
- Architectural Designer Creates a Pixel Art Town
- Mature Content Question
- Looking for 3D Animation For Video Game Collage in Canada
- C# - Beginners Guide to If statements - part of a new intro to programming series.
- Active Ragdolls; What Are They And How They Work
- Building a community for your game - before/after release? or not at all?
- Best beginner model maker?
My game got to "Overwhelmingly Positive" on Steam! Posted: 04 Apr 2021 11:33 PM PDT It was short lived -- only lasted a few hours at most, but I managed to get a picture of it before it dropped down! Since I can't post the pic, I'll just tell you that at that moment it was at exactly 95%, with 531 ratings. Just wanted to share, it doesn't really mean much all in all -- it's in a small niche genre, so only people likely to enjoy this kind of game ever find it, so it's not entirely indicative of future success -- but it does mean a lot to me! I've been on steam since I was a pre-teen over 10 years ago, so to finally see a good rating for my own game was pretty cool :D More info about the game:
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Free download of public domain paintings, posters and illustrations Posted: 04 Apr 2021 10:46 PM PDT
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Fixed a Multi-Threading bug in my custom engine Posted: 05 Apr 2021 12:22 PM PDT Hey guys, I had a major bug in my engine that caused my skeletal animations to freak out. I couldn't figure it out for over 6 months. Of course It was something stupid, like it always is (hind sight is 20/20 and all that). I finally fixed it and I feel fantastic! [link] [comments] | ||
White kind of internships should I pursue for a Game Dev career? Posted: 04 Apr 2021 05:57 PM PDT Hello Everyone I'm currently an Undergrad student studying in Computer Science. I'm on the lookout for internship to do over the summer, but wonder what kind of work I should pursue. The most obvious choice would be one such as "game programming", but being a foreign student really limits my options, so I have to look for alternatives. Maybe Software Development? Software Engineering? I wish I could be more specific on the topic, but I've never done any formal work before nor have I produced a complete game before (played around with Unity a bit, but that's pretty much it). Hopefully, I'll find one that teaches me plenty of knowledge applicable to game development, among other things. [link] [comments] | ||
How important is cache-friendliness when dealing with a small number of entities? Posted: 05 Apr 2021 08:33 AM PDT I'm working on a puzzle platformer thing, in the style of Blackthorne or Flashback where levels are divided into fairly-discrete single-screen areas. I'm drawn towards using something ECS-ish because the object composability would be useful for a few things I'm trying to do, and in general it just feels like a more natural way of structuring my code. However, I'm not planning on having that many entities per area -- ballpark estimate, there'd generally be around eight per screen; and then immediately adjacent screens might also have some additional, minimal updates run. Does going out of my way to be cache-friendly with how I store my components, if I'm only doing major updates on < 10 entities per frame, really get me anything? I'm assuming that, since there aren't many of them, all of the relevant data's going to end up in the cache anyway (unless I go out of my way to be cache-hostile, which I'm... not); the systems/update sub-loops/whatever aren't going to be looking at the same subset of data long enough before doing something else anyway; and even if I have some really bad scenario where I'm getting a cache miss every couple of entities, I don't have enough actively updating entities for it to start adding up. [link] [comments] | ||
Godot Tutorial: 2D Lighting and Day&Night cycle in under 5 minutes! Posted: 05 Apr 2021 04:32 AM PDT
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Easy way to create a press kit for your game Posted: 05 Apr 2021 05:00 AM PDT Hello guys! As Indie game developer I need app for promotion my game and I didn`t find it. But I developed it. So If you need it you can use absolutely free https://press-kit.io [link] [comments] | ||
How much work do Visual novels take on the programming side? Posted: 05 Apr 2021 06:19 AM PDT I'm a writer with a lot of interactive stories in mind, but I have no programming experience what so ever, I'm currently trying to write the plot of a murder mistery, that I'd love to be a visual novel (sorta like danganronpa and other games with a lot of dialogue and some choices) And I don't think I have the guts to start programing, how hard are games like these to make? like, if I were to hire a programmer, and I already had the story and the game art, how expensive would it be? Or, if I did try to learn game development, how long would it take for me to make a game like that? [link] [comments] | ||
free software or opensource ai for lifelike npcs in *rpg Posted: 05 Apr 2021 11:30 AM PDT Hello, I'm trying to find out if some devs have started building an opensource or free software AI to make as close to possible as "natural" npcs (for ex similar to radiant AI, but that can be fixed and enhanced little by little by the community until it gets really good), that one could then "plug" into their own rpg (mmorpg, crpg, etc) developpement? I think it could be an interresting project, at the very least. Not wanting to reinvent the wheel, I tap into Reddit's knowledge base: are there projects already underway? And which ones are promising (ie, seems extensible enough and already sensible enough to make realistic NPCs living in a city and/or countryside feel "lifelike") So far my (usually good) Google-Fu has left me wanting (I find a lot of pages related to AI in general, but not about an AI opensource/free software project to make lifelike npcs) [link] [comments] | ||
What is the best way to spread the word about your upcoming game? Posted: 05 Apr 2021 08:32 AM PDT I'm currently working on a satire/horror game I plan to release hopefully next year and I was thinking of ways to build up the community for the game. I'm strong believer that your fans are the most important part of your game, because without your fans you don't have the hype, support, and amazing community that sticks by your side and makes these dreams of making an amazing game a reality. While I'm not far enough in to make a gameplay trailer (I have made a teaser and a regular trailer), I was told demos would work. So I have started to try and piece together how I would make a demo for this game, because it would make more people interested. I also have an Instagram page I have been posting on to support the game and it's work. What recommendations do you guys have for how to build up a community for the game? What have you done that's worked? What advice have you been given? I want to hear it all! [link] [comments] | ||
Posted: 05 Apr 2021 09:28 AM PDT I want to start making a 2d platformer game with a retro style look to it. I've decided on a 12 colour palette and i'm guessing i should stick to this palette for all my sprites and every part of the levels. I'm just wondering with the limited 12 colours how do you prevent your character from blending into the background sometimes? especially if the majority of my tiles/sprites are gonna be small (16x16 or smaller). would it just be the black outline that makes the player standout when the player colours match the backgrounds? this is my first time working with pixel art (or any art really) and I just thought this may be a potential problem for me. Thanks [link] [comments] | ||
What is the normal rejection rate for a Junior Technical Animator(Rigger) Posted: 05 Apr 2021 01:01 PM PDT I'm graduating collage soon and I've been applying for jobs to gaming companies as a rigger. I was wondering what is the normal amount of rejections one will get before landing a job as a tech artist. I very much have done a lot to create a good portfolio to apply for jobs, but I've been wondering if I'm good enough yet to get hired? I guess I'm wondering if I'm getting rejected cause that's part of the process or is it cause I.... ya know suck. [link] [comments] | ||
Posted: 05 Apr 2021 03:54 AM PDT Recently our small dev team found a bug that's frame perfect, it's super precise. The first jump is the normal one. The second is the bugged one. Another test
How does the dive mechanic work?
Now here's the catch, if the player perfectly times the input, he could get around 340 up velocity, jumping and diving on the same frame. This is a super niche "tech" mechanic, which we might actually want to keep in the game.
There are two problems we thought of:
Possible solutions:
Some game info: It will be a movement-based face-paced bunny hop tag game. Basically schoolyard tag but gamified.
So here comes my question that might spark some discussions. Should such tricks/bugs/tech be kept in movement based games?
TL;DR Frame perfect dive+jump (frame dependent), gives "unfair" advantage over casual players. Raises the skill ceiling a lot. Edit: The two videos up there don't represent the Y (up) velocity I want to have in the game. It will be 1/3 of that instead. [link] [comments] | ||
Modding SteamInput/Controller Support for non Steam Game Posted: 05 Apr 2021 12:31 PM PDT Today I wondered if it would be possible to add Steam Input support to non steam games through modding if you can create a script which loads the steam input dll and then e.g. switches Steam Controller Action Sets. But I never worked with the Steam Input API before. Maybe anybody here has some experience with it and can tell me if this could work or if the game has to be on steam? [link] [comments] | ||
How much did you pay for licensing your music? What is reasonable cost? Posted: 05 Apr 2021 12:28 PM PDT Hello! So I'm at a point where I need to start thinking about this kind of stuff. There was music label I was interested, but they offered license for $50 USD per minute, which seems like a lot! Or maybe I think that way because I'm poor. The label have 4,600 followers on twitter. What is reasonable cost and is bargaining a common thing to do? [link] [comments] | ||
Legal implications of recreating a game on YouTube? Posted: 05 Apr 2021 12:22 PM PDT A lot of popular game dev videos recently have titles like "I recreated Doom in unity!" I was thinking of doing something similar to bring attention to the game I'm working on. But I would be making a game that's similar in order to reuse assets I would make for the video. Would this open me up to any issues in the future if my game was deemed too similar to existing IP, or had inspiration/similarities? [link] [comments] | ||
Is it weird to put "looking for work / internship" on tw bio? Posted: 05 Apr 2021 12:13 PM PDT cause I feel like its: hey im desperate I want ANYTHING ANY OPPORTUNITY PLEASE I WANT TO EAT. Maybe "for hire" is better? Idk. [link] [comments] | ||
Architectural Designer Creates a Pixel Art Town Posted: 05 Apr 2021 08:26 AM PDT
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Posted: 05 Apr 2021 12:09 PM PDT I'm ramping up to post my first thing on Steam and questioning some content. Imagine Chrono Trigger / SNES graphics - there are two questionable pieces:
I kept the rest in the Teen category. Do you think that qualifies as mature content? It's graphic, but everything I'm seeing points to the frequency of exposure, which I don't have. Any insight is appreciated! [link] [comments] | ||
Looking for 3D Animation For Video Game Collage in Canada Posted: 05 Apr 2021 11:22 AM PDT Hello, I'm a college student Living In Iran. currently, I'm Studying Computer Engineering But I'm looking to get Student Visa to Go to Canada and Study 3D animation mainly for Video game Design. Can you Recommend me any colleges that have that Kind of Program? and do the Programs involve Coding in any Kind? Some Sample of my work : (I know it's not that good, but I'm really interested in the Video game Animation Work) [link] [comments] | ||
C# - Beginners Guide to If statements - part of a new intro to programming series. Posted: 05 Apr 2021 11:07 AM PDT
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Active Ragdolls; What Are They And How They Work Posted: 05 Apr 2021 06:00 AM PDT
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Building a community for your game - before/after release? or not at all? Posted: 05 Apr 2021 09:35 AM PDT Hello all! First I'd like to thank everyone for the incredible support for my pervious post. I'm days before launching my first indie game on Steam. I hear everywhere that you have to have a strong community before launch, that you have to have at least 1k wishlists and so on. I'm no expert, but I have to ask ... why? If you really want to create a community, isn't that easier to do for a game that is already out there and can be experienced? Especially after a demo version is out. I saw many releases where the sales really picked up a month or two after the launch, regardless of the community around them. Also, is the energy and time required to create and maintain a community pays off? Even for a 5$ indie game? I'll be glad to hear any opinions and thoughts on this matter. Thanks! [link] [comments] | ||
Posted: 05 Apr 2021 09:26 AM PDT Hey so y'all convinced me to start working on a project that is all of my own, but I am new to modeling and need to get those done first. What would be the best option for me to use, also I would prefer it to be free but if I need to save up to buy something I can live with it. [link] [comments] |
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