• Breaking News

    Tuesday, April 6, 2021

    Rendering large 3D tilemaps with a single draw call at 3000 FPS

    Rendering large 3D tilemaps with a single draw call at 3000 FPS


    Rendering large 3D tilemaps with a single draw call at 3000 FPS

    Posted: 06 Apr 2021 08:19 AM PDT

    Between 2D vector art, 2D pixel art, and 3D modeling, which one do you find the easiest?

    Posted: 05 Apr 2021 08:48 PM PDT

    Just curious, whats your preference for creating art assets?

    I've heard some people say they prefer 3D modeling over doing 2D pixel art.

    What's your opinion?

    EDIT: I was definitely not expecting to get this many responses, but thank you for your feedback, I really appreciate it! :)

    submitted by /u/kp4ws
    [link] [comments]

    What skills do I need to learn to make good looking and polished games in 3 dimensions?

    Posted: 06 Apr 2021 08:25 AM PDT

    I want to know all the things that I need to know to make good looking 3d games by myself. Or basically all the 3d graphic related stuff that goes into a 3d game. Things like: modeling, animation, shaders...

    1. What are all the skills that I need to learn to make good looking 3d games? (whithout using assets from others)
    2. Is it possible to learn to do all of them to make my games and make them look good?
    3. Which of these are the most important ones to achieve the good looks and which are less important (optional) ?
    submitted by /u/Scadushhh
    [link] [comments]

    UE4 — Featured free Marketplace content - April 2021

    Posted: 06 Apr 2021 08:27 AM PDT

    Creating colliders from shadows using projection

    Posted: 06 Apr 2021 11:34 AM PDT

    Game Marketing - Good places to share a demo?

    Posted: 06 Apr 2021 05:45 AM PDT

    Hi everyone.

    I hope you had a great Easter? I spend my Easter vacation medicated on painkillers after falling down my basement stairs (Good times).

    While lying on my sofa, feeling sorry for myself and making some quick mental notes about fixing the stairs, I was distracted by a more important thought.

    You see, we are currently working away on a demo for our new game. It is coming together super well and will launch on Steam soon-ish

    My question: What is an effective place to share and promote a free game demo? I am already familiar with Itch.io, Gamejolt, IndieDB, but I am afraid I missed something obvious.

    If you have any positive experiences sharing demos online, I would love to hear them.

    Thank you upfront for your help.

    All the best,
    RJ

    submitted by /u/RJFolsoe
    [link] [comments]

    How to plan a game from nothing.. this is how I did it

    Posted: 05 Apr 2021 04:49 PM PDT

    LOWPOLY Cube World #03 | CUBE PORTAL | 3d Blender Speed Modeling | 3d Environment Art | Abstract Art

    Posted: 05 Apr 2021 11:01 PM PDT

    Making Marketing Mistakes

    Posted: 06 Apr 2021 10:12 AM PDT

    I created a free pixel art gun pack you can use commercially

    Posted: 06 Apr 2021 11:33 AM PDT

    https://ellis-james-games-studios.itch.io/pixel-art-gun-pack

    In this pack you will get many guns some with two variants containing different optics or stock. You also get a base model of the gun with no optic on the top and I have included some optics so you can easily choose one to put on top of your gun.

    If you are going to use this pack in your game credit would be appreciated but you don't have to. Please do not redistribute these assets

    Also included is an ammo icon and a bullet sprite.

    I have posted some devlogs on itch.io

    with updates showing new guns i have added.

    submitted by /u/GoodInkAdvert
    [link] [comments]

    How do you guys stay motivated and push through?

    Posted: 05 Apr 2021 08:55 PM PDT

    Hello! I'm an undergraduate student who's currently taking up game development as their major and I just wonder how do you guys stay motivated and passionate with your career? Let's just say that my family isn't so er... supportive with my choice and it's been creating doubts in me, eating away at my motivation. So this may be a more personal type of question. I don't know if this question is something I can ask here but I just want to know how you guys do it.

    submitted by /u/UndeadGuyz
    [link] [comments]

    WALL JUMP & WALL SLIDE THE EASY WAY (in godot 3.2)

    Posted: 06 Apr 2021 03:39 AM PDT

    I got triggered by a trigger

    Posted: 06 Apr 2021 09:23 AM PDT

    I got triggered by a trigger

    No. This can't be right?

    Hi folks!

    Lately, there was a viral Tweet about making doors in games. It was about how crazy hard doors are to make although for non-developer they look like no big deal at all. As a gamedev myself I could assimilate into that problem very well.

    But, I think there's one relevant type of mechanism in game development that deserves equal amount of overwhelming attention too:

    Triggers.

    I mean, actual triggers in games that...well, trigger things. Like starting an enemy attack. Or a dialogue. Or a cut scene. You know, that sort of triggers - the ones that make you experience things in the game in a logical manner. Usually started by some sort of distance or collision check of the Player.

    Again, sounds pretty easy at first, but if you don't have a proper process, tools and a plan how to populate your level, you may end up in the trigger spaghetti like in one of our demos did. Yes, it looks really fascinating and perhaps even artistic (the colored-blocks are the triggers) but as a dev, it feels like your inherited grandparent's house in the countryside: you just need to explode that rotten thing into pieces and rebuild it!

    It just goes out of hands so fast. Sorting that kind of stack of triggers and events gets messy exponentially. Following the logic of what is happening itself is nearly impossible even for the creator of the mess itself, when you work in the 3D space. And on top of that, what if you are already inside a trigger, when it gets active? What if the speed of the collision is too fast for the physics to capture the triggering? What if you missed a spot, and the Player can squeeze through your precious triggers and skip everything you just built?

    Through a proper ideation crunching and an architectural revamping of the core things we need for smooth flow of creating content, we developed a sophisticated state-machine-based set of procedures and tools to get rid of crazy stacks of triggers, using a database-driven controller making sure things are happen in right order, and on top by utilizing parallel trigger methods (proximity, time, database conditions, physical collision) to guarantee failsafe action.

    But still - triggers are here to stay, and unlike doors, we haven't so far figured out how to make an action-adventure game without any triggers. You just need to treat triggers like your worst enemy: become friends with them.

    I'm curious to hear, what is YOUR method of handling chains of events and game content taking place in the right order as you move in the world with your character?

    How do YOU avoid getting triggered by triggers?

    ps. If you are or just got triggered by this post, join the club at Nutfarm Discord! https://discord.gg/aFRMh4kS

    submitted by /u/laappa
    [link] [comments]

    New dev log about revamping my user interfaces. Check it out!

    Posted: 06 Apr 2021 11:05 AM PDT

    Releasing on steam on a weekend?

    Posted: 06 Apr 2021 11:02 AM PDT

    So my build got approved by steam which means I can but that release button anytime. Steam does not allow games to release on weekends. As a result, very few games release on weekends.

    Wouldn't it be possible to take advantage of that by setting my release date to Friday, 11:59PM? Unless launch day traffic happens from the start of the day regardless of the actual time you set it?

    Has anyone tried this? Or has anyone been burnt out from a weekend release because steam support is not active then?

    submitted by /u/Reihado
    [link] [comments]

    Any tips on getting good at sound/music design?

    Posted: 06 Apr 2021 08:14 AM PDT

    Complete beginner here. Currently learning how to use LMMS to design sound/music and Audacity to edit and record.

    submitted by /u/SpirinGames
    [link] [comments]

    UE4 Tutorial & download: multiplayer INVENTORY in blueprints. Actor and actor component-based - with full access to items without transferring them into data.

    Posted: 06 Apr 2021 08:08 AM PDT

    Currency systems

    Posted: 05 Apr 2021 10:05 PM PDT

    So I'm an economics undergrad student with a passion for gaming. As I've been researching ways to tie these two things together, I've been reading about developing in-game currency systems. For those who know, is this something that I can tie into economics? And how does one get started in this particular field of work?

    submitted by /u/AyeYoTek
    [link] [comments]

    Beginner looking for Intuitive Software for 2D Art

    Posted: 06 Apr 2021 09:08 AM PDT

    Hello everyone,

    My fiancé is a great artist/painter, and I felt it would be interesting to see how she would do with a Wacom tablet in creating assets for a game I'm working on. She's entirely new to digital art and with so many different applications out there, I was wondering what would be the easiest to get the hang of that's also compatible with the Wacom. This would also not be pixel art.

    submitted by /u/Hulgan
    [link] [comments]

    Steam question: can you edit store page (esp. capsule images) after approval?

    Posted: 06 Apr 2021 06:37 AM PDT

    I'm publishing my first game on Steam. I have all the store info in place and screenshots but my capsule images aren't ready yet so my store page isn't public yet. However, I'm looking at entering the game into DevGAMM and they require a link to a public store page by next week. If I submit my Steam store page for approval now with reasonable looking capsule images (say logo over part of a screenshot), will I then be able to edit them later on to put in the final polished versions, or will I be stuck with what I submit now?

    submitted by /u/eponymouse_com
    [link] [comments]

    How is game marketing done?

    Posted: 06 Apr 2021 06:15 AM PDT

    Hey, I'm creating a solo dev game and I'm new to game development, and I would really appreciate it if you explained game marketing and advertising to me and resources I can use.

    Thanks in advance!

    submitted by /u/WindlessSky
    [link] [comments]

    Best tools/websites to build and publish a portfolio

    Posted: 06 Apr 2021 08:24 AM PDT

    Hi all, I want to create a portfolio where to show my projects and publish it online for easy access. I've considered using wordpress but I want to consider other options (preferably free or low price)

    submitted by /u/Lumso
    [link] [comments]

    Part 1 of Marketing for Indie Devs: Marketing Research

    Posted: 06 Apr 2021 03:21 AM PDT

    Just launched my game! INMATE: Survival

    Posted: 06 Apr 2021 11:56 AM PDT

    Hi everyone, i have launched my game on Steam, if you like survival games, check it out!

    https://store.steampowered.com/app/746040/INMATE_Survival/

    submitted by /u/DevIsEverything
    [link] [comments]

    No comments:

    Post a Comment