Screenshot Saturday #532 - Visual Stimulation |
- Screenshot Saturday #532 - Visual Stimulation
- PSA: Pluralsight's 7000+ courses are free until April 30
- Very specific question about the recent patent on the Nemesis System.
- Are NDAs common in the game development industry?
- Game jam with the focus being to create a game using the core mechanic from your favourite game the jam lasts a month so plenty of time to create something awesome!
- Do you shade art assets in design or through the game's light source?
- How do you approach a whiteboarding question in a software engineering interview?
- How to make a Gameboy camera in Godot 3.2
- Would having QA in my resume help me applying for art-related positions?
- Defold vs DragonRuby for casual game dev for android
- Which release strategy do you suggest in our case: early access or releasing as two different games?
- What was the first video game to include ear lighting?
- Games released on steam by week day chart
- 8-bit engine
- FindObjectOfType cant access other scripts
- OGLDEV: OpenGL For Beginners - Tutorial #5: Uniforms
- Free pixel art UFO pack for commercial and non commercial use
- Unity : texture compression, do I have to resize/crop all my textures to get 4x4 height/width ?
- Double major in Creative Writing /Computer Science (Career in Game development)
- Below is a link to some pixel art assets that i created which are currently free on itch.io check them out.
- Low Poly Pixel Art - How to deal with angles / triangles and circles?
- Can I get sued for making a game with a character resembling Inspector Gadget?
- Better way to determine correct 3d 'tile' placement for procedural dungeon generator
- Question about working with a publisher
Screenshot Saturday #532 - Visual Stimulation Posted: 09 Apr 2021 09:03 PM PDT Share your progress since last time in a form of screenshots, animations and videos. Tell us all about your project and make us interested! The hashtag for Twitter is of course #screenshotsaturday. Note: Using url shorteners is discouraged as it may get you caught by Reddit's spam filter. Bonus question: What is the longest you've waited in line for something? [link] [comments] | ||
PSA: Pluralsight's 7000+ courses are free until April 30 Posted: 10 Apr 2021 02:33 AM PDT I recently shared the info on /r/sysadmin. I thought /r/gamedev might be interested too. All Pluralsight courses are free in April, including many game development courses. More info: https://www.classcentral.com/report/pluralsight-top-courses/ Hope this helps. [link] [comments] | ||
Very specific question about the recent patent on the Nemesis System. Posted: 10 Apr 2021 07:12 AM PDT My friend and I have been dying to start working on a game. He is an incredible programmer and I'm an aspiring storywriter, so together, with the help of some more of our talented friends, we really want to get into game development. We are gonna start small, of course, so the concept I'm about to tell you about will probably not be our first project, but it's definitely there. I had this idea of combining a cool class system like seen in a lot of JRPGs with randomly generated party members. And randomly generated means random personality traits, class, stats (although with an algorithm making the stats fit the class at least a bit), looks and motivations. I take a lot of inspiration from other media, and as you have probably concluded from my title, this system is inspired by the Nemesis System from Shadow of Mordor. You know, the one that got patented a few months ago. Since we are two kids, we are not in the mood to get sued. A lot of people seem to say that the patent is to prevent 1-on-1 clones, and thus shouldn't be too impactful, but others are claiming the game industry is ruined. Can someone who knows what they're talking about tell me how dangerous this idea is from a legal perspective? TL;DR: Are systems inspired by the Nemesis System from Shadow of Mordor illegal now? [link] [comments] | ||
Are NDAs common in the game development industry? Posted: 09 Apr 2021 11:57 PM PDT Been poking around for a new job and there's a small gaming studio in my hometown that I heard is hiring through a friend. The lead developer is a friend of a friend and he claims that he can't tell me anything about the projects they're working on, because they're an outsource studio and have multiple NDAs attached to their projects? [link] [comments] | ||
Posted: 10 Apr 2021 07:11 AM PDT
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Do you shade art assets in design or through the game's light source? Posted: 10 Apr 2021 10:21 AM PDT In my case I'm working with pixel art. All of my pixel art to this point has been for fun and learning animation, but now I have a small game I'm ready to make some assets for. The game will have a lighting system, so should my pixel art assets be flat colors or do I still add the shadows on clothing and such into the design? edit: better example than folds on clothing, which probably don't matter as much, would be highlights on the grass. if i draw the tileset with highlights in one direction, what happens when the light source in the game moves? [link] [comments] | ||
How do you approach a whiteboarding question in a software engineering interview? Posted: 10 Apr 2021 09:12 AM PDT Hi, I'm a university student currently looking for an internship as a software engineer. I've done a few interviews before and I've gotten to the final stage interview for a position as a Release Engineer. The interview will be 90 minutes, and I have a feeling it will involve a whiteboarding task or two. In my last interview, I don't think I did too well at the whiteboarding task, which was to create the code architecture for a simple game on an online (because COVID) flowchart creator. I don't think I'm very good at improvising on the spot, especially when it comes to design questions over problem solving, so I'm trying to improve in this aspect before I do it. How do you approach whiteboarding questions in interviews, and do you have any tips? [link] [comments] | ||
How to make a Gameboy camera in Godot 3.2 Posted: 10 Apr 2021 07:29 AM PDT
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Would having QA in my resume help me applying for art-related positions? Posted: 10 Apr 2021 06:12 AM PDT I think I'm a rare case, I'll be starting a QA job soon at a AAA studio, specifically I'll be doing LQA (localization) since my academic background is related to languages. However, my passion has always been and always will be art, and I would love to get a job as a concept artist, character/environment designer or even UI designer. My question is, if you were hiring, would having LQA in my resume give me an edge? I know my portfolio should be number 1 priority, but should I mention QA at all? Would it help me transition into art roles? Thanks :) [link] [comments] | ||
Defold vs DragonRuby for casual game dev for android Posted: 10 Apr 2021 07:17 AM PDT I have played with a bunch of game engines and concepts to create toy programs, but now I want to raise my chances of actually finishing a more involved project. I like minimalism, and I have settled on either Defold or DragonRuby as my next area of focus. I am not a Ruby programmer, but I am familiar with over a dozen PLs, and I have no preference for syntax here - Lua or Ruby. I will try both a bit more to evaluate them for my personal use, but I was wondering if there are those here with much more experience with either, or have already done this comparison. Thanks! [link] [comments] | ||
Which release strategy do you suggest in our case: early access or releasing as two different games? Posted: 10 Apr 2021 03:21 AM PDT We're working on a game. It's main features: single player, escape room, solving logic puzzles, slow pace, sarcastic jokes that are often not suitable for children because they refer to alcohol or drug use. We have an additional game idea that is both similar and different from the current almost finished game. For example, the characters would be exactly the same, the map would be largely the same. However, everything else would be completely different in that game e.g. multiplayer, fast pace, PVP, different soundtrack, language suitable for children, puzzles won't be in it at all. In summary, different gameplay in the largely same world. The question is how to release the two games. One option is to release the singleplayer as an early access game and indicate that additional multiplayer features are expected. The problem with this version is that the audience is likely to be completely different for the two games. Why would a player who is only interested in PVP and multiplayer buy the early access with puzzles and different gameplay? It also makes it harder to communicate with players because two such different games'd need to be presented at the same time. Or we might release them as two completely separate games since the gameplays are completely different, and the audience is also expected to be different for the two games. The problem with this version is that the two games are too similar to each other because of the characters and the map. We could say that they "belong to the same universe". What do you suggest? [link] [comments] | ||
What was the first video game to include ear lighting? Posted: 10 Apr 2021 12:55 PM PDT | ||
Games released on steam by week day chart Posted: 10 Apr 2021 12:51 PM PDT Hello, There was a post made yesterday about what day is best for releasing games: https://www.reddit.com/r/gamedev/comments/mndc0v/what_weekdays_are_the_best_for_releasing_a_game/ The general consensus is tuesday due too bug fixing as i stated in my comment. However out of curiosity i ran some C# code too find out the histogram of all currently released games on steam by there day, here is the resultant bar chart: [link] [comments] | ||
Posted: 10 Apr 2021 12:46 PM PDT Hello there. Are there any 8-bit game engines that I can export into an exe file? [link] [comments] | ||
FindObjectOfType cant access other scripts Posted: 10 Apr 2021 12:26 PM PDT I Cant get my "FindObjectOfType" to get access to another scripts function,, ive checked the code for hours for any misspelling. Everything works until i create the level manager object in the hierarchy ,, ive taken screen shots and ill display the code .. pls help using System.Collections; } } using System.Collections; } void Update() } [link] [comments] | ||
OGLDEV: OpenGL For Beginners - Tutorial #5: Uniforms Posted: 10 Apr 2021 12:25 PM PDT Hi, I've publish tutorial #5 on uniforms in the "OpenGL For Beginners" series on youtube: https://youtu.be/mat3uvF33O0 Enjoy, Etay Meiri [link] [comments] | ||
Free pixel art UFO pack for commercial and non commercial use Posted: 10 Apr 2021 12:20 PM PDT
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Unity : texture compression, do I have to resize/crop all my textures to get 4x4 height/width ? Posted: 10 Apr 2021 08:30 AM PDT I have all these images, already imported, my game almost ready And I just realize that the textures are HUGE (even for small png files) because they are not compressed because of "only textures with height/width being multiple of 4 ...." What can I do ? - do I have to go over all my images and resize them .... but most of them are not 4x4 by nature (some are long, some are tall.....) ? most of them are PNGs with transparency, should I just re-do them and add some blank canvas space around ? - is there a way to choose another compression method (that works with android) that does not demand 4x4 ? thank you so much [link] [comments] | ||
Double major in Creative Writing /Computer Science (Career in Game development) Posted: 10 Apr 2021 12:06 PM PDT I've learned that computer science is a good gateway into video game development which I've had a dying passion for in all its elements such as a programming game engines, level design as well as script structure and story telling, I also have hundreds of pages of short stories/scripts I'd like to bring to life into a working high quality game. This explains my double major curiousity within creative writing and computer science yet I'm also willing accept the reality that I have to either have my cake or eat it so I might end up having to choose either one of the majors. However it isn't apparent that my Writing and Game development interest are optimal for those majors (see title) and perhaps I'd be better off looking into different educational fields and methods of entering this beautiful game development industry. What do you guys think? Have you done something similar or have any critism for these educational routes? Thanks for reading guys and I hope to learn something from people that faced similar hardship in finding the right path. ------------------------------------------------------------------------------------------------- P.S I'll continue honing my Math, Physics and other relevant subjects by myself until I decide to accelerate things and pursue a masters on the STEM/Developer side. [link] [comments] | ||
Posted: 10 Apr 2021 02:17 AM PDT
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Low Poly Pixel Art - How to deal with angles / triangles and circles? Posted: 10 Apr 2021 02:50 AM PDT When it comes to low poly pixel art, the most important thing is to minimize distortion. There are a lot of examples online of crisp low poly objects. And while I do understand the process of making rectangular / square objects, I still have no clue how the same is achieved with triangles / octagons / hexagons / pentagons / etc. Let's look at a triangle. In order for it to "work" with pixel art, it has to be ideally 45 degrees (ratio 1/1). An angle of 22.5 degrees will also work (which is supposed to be ratio 1/2 but yet somehow it is 26.65??), but will not look as good as 45 degree one. An angle of 11 degrees? Will be a disaster. Let's look at "circles". Hexagon. Has angles of 60 degrees, which is a ratio of 1/3 and that's not the easiest one to draw considering the sides should be equal. But yet how do I get them to be equal if we work in pixels? Octagon. Has nice angles of 135 degrees. The problem are sides. Is there a way to draw equal length parallel / perpendicular / diagonal lines in pixels? Pentagon... Don't even know how to do that. Spheres?? Is it even possible, unless we are talking 45 degrees one? And yet somehow these talented people manage to pull of those objects without any noticeable distortion. Would anyone be kind enough to point me in right direction? In relation to 3d model shapes / angles when it comes to pixel art? [link] [comments] | ||
Can I get sued for making a game with a character resembling Inspector Gadget? Posted: 10 Apr 2021 03:50 AM PDT So, I am making this 2d platformer heavily inspired by inspector gadget, in the sense that my chracter can use different gadgets to solve a series of puzzles and get to the exit. I found some free sprites online that already contain the animations and stuff for the character, but these sprites represent Inspector Gadget. My question is: can I use these sprites without a problem or will I get sued? [link] [comments] | ||
Better way to determine correct 3d 'tile' placement for procedural dungeon generator Posted: 10 Apr 2021 11:14 AM PDT Hello, I'm working on a 3D dungeon crawler. I generate a map by combining different pre-designed 3D "tiles" that I made. For each coordinate on the map, I have to decide which tile goes there based which of its 26 neighbors (a 3x3 grid, with the tile in question at the center) are solid blocks and not air. I currently decide this by making a 3x3 byte array for each coordinate and filling the cells where there are neighbors with "1". I then compare this byte array to a whole bunch of predefined byte arrays until I find a match, and then use the tile assigned to that matched byte array to output the correct tile shape for the coordinate. This feels very slow, and I was wondering if there were any established ways of doing this, or perhaps guides. I try to do this smartly by only comparing to predefined matrices with the same sum, and I do rotations on the input matrix so I don't need to check against as many, but I don't like how inefficient it is. End goal is to have the entire base map be its own mesh, but I'm hoping to improve this before moving on to that. Here are some pictures of some example 3x3 matrices: [link] [comments] | ||
Question about working with a publisher Posted: 10 Apr 2021 05:03 AM PDT When working with a publisher, is the development team contractually obliged to quit their day job to pursue game development full-time? Or can they usually go on working their day job while developing on the side? We are working on an Indie game and are considering working with a publisher, but we don't want to abandon our full-time jobs for the time being. [link] [comments] |
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