A little tutorial about how I made the shock mines that temporarely slow enemies for my game. |
- A little tutorial about how I made the shock mines that temporarely slow enemies for my game.
- Sebastian Lague's new coding adventure video
- Hardsurface Modeling with FreeCAD and Blender
- Hi everyone, we've just released a tutorial showing how to use the terrain tools in Unity to create landscapes in your game. Hope you find it useful.
- Whats are bad habbits you try and shake off?
- Postmortem for the failed Soulash Kickstarter campaign, what I did to market the game with stats showing the results
- The Anatomy of Half Life: Alyx
- The setting for enable and disable swearing
- Art Idea Generator
- Intuition - A Short Guide to Intuitive Level Design
- Protecting your game and assets when you launch
- is it possible to make a game engine inside a game engine?
- Do they teach you how to game design in a interaction design degree?
- Beginners tutorial #2 - World partition - Unreal Engine 5
- Other than polycount, what else contributes to slow game performance on either online or offline? Are there tricks and techniques used to challenge these problems? If possible could you list some books to read about on these issues? Thanks
- Looking for tips on sending a demo to YouTubers / streamers
- I'm making a youtube playlist of the most important videos for game development, let's share the knowledge with everyone in our community!
- WebGPU Graphics Programming: Step-by-Step
- How much C# do you need to learn to use Unity?
- Pixel art
- Can you put a cover of a song in your game without any legal issues?
- Today’s my cake day and first year of indie game development. Here is what I learned, in a nutshell.
- Industry veteran Oscar Clarke shares how Game Developers can validate, improve and grow their Games as a Service
- Is publishing parts of a story a thing?
- NES dev C headers
A little tutorial about how I made the shock mines that temporarely slow enemies for my game. Posted: 30 May 2021 05:05 AM PDT
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Sebastian Lague's new coding adventure video Posted: 29 May 2021 09:40 AM PDT
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Hardsurface Modeling with FreeCAD and Blender Posted: 30 May 2021 02:32 AM PDT
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Posted: 30 May 2021 04:05 AM PDT
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Whats are bad habbits you try and shake off? Posted: 30 May 2021 09:32 AM PDT Like for me its not making nearly enough notes in my code [link] [comments] | ||
Posted: 30 May 2021 12:23 AM PDT | ||
The Anatomy of Half Life: Alyx Posted: 30 May 2021 08:44 AM PDT
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The setting for enable and disable swearing Posted: 30 May 2021 06:08 AM PDT We're developing a small indie game, which hasn't been presented yet. But we have design-document just written. Our screenwriter has used a lot of harsh curses in dialogues. And we have an idea to create a setting for enable swearing there or replace it for softer curses. What do you do about it? P.S.: in our language harsh curses is veeeery expressive. There are many cursed words and each is tough as english "f*ck" or "c*nt". And sorry for my bad english. [link] [comments] | ||
Posted: 30 May 2021 09:42 AM PDT Hello everyone! Just launched my first project on itch! it's a very simple tool to generate ideas based on a set of items. I made this tool because I wanted to practice game art, but had no idea what to design in order to improve. Try it out and let me know what you thought about it! [link] [comments] | ||
Intuition - A Short Guide to Intuitive Level Design Posted: 29 May 2021 10:10 PM PDT Hey everyone, my name is BH and I have been a professional freelance game designer for 5 years. I have designed more than 20 games during those years, including some with big hits indie game studios like Zachtronics. Today, I am going to share with you a very simple guide on how to use your intuition to design games. I promise this is going to be a short guide as most people just skip out on the long guides because they have no time for it. Tips: 1) Play other games that are in your genre and redesign some of their levels, or create one of your own. You can really train your creativity as well as your intuition. 2) Take a pen. Sit down. And just write whatever that comes to your mind for the game that you are designing. Let your subconscious do the work and you will thank it soon. They work wonders and miracles. 3) Spend 5 to 10 minutes everyday to meditate. I can say 70% of my ideas come from that 10 minutes everyday sitting there, letting my mind wander. 4) Take another POV. If you were the "player", what would you do? What would you expect. Games nowadays should really be very, very intuitive for it to survive in this era. Let your intuition make the most intuitive game! 5) This is one of my favourites, even though many will disagree. I tend to just put on my headphones and dance around my room for ideas. Sometimes they just pop out miraculously. If those ideas don't find you when you are meditating, chances are they will find you when you are clubbing! Thats it for today. I hope I helped you in building your game career. Also, do not hesitate to contact me if you would like to discuss about games. I am more than happy to. [link] [comments] | ||
Protecting your game and assets when you launch Posted: 30 May 2021 04:06 AM PDT Hi, I am 1+ year into building a mobile game. I was wondering if anybody has any tips about how to protect your work once you upload it or before you upload it to the google play store. Apart from the music and the code for my game (home made), the majority of the actual animations and materials\mesh have all been brought from the unity store (and I only edited a small proportion of the materials). I read far too many stories about people decompiling the game and reuploading the game under a different title to the google play store, its kind of scary that years of work can be stolen in a second. Is there anything you can do to help avoid this situation? is it a problem that i brought my assets from the unity asset store? [link] [comments] | ||
is it possible to make a game engine inside a game engine? Posted: 30 May 2021 04:47 AM PDT Hello, first of all, the only reason I want to do this is for fun and to challenge myself, but, I really need your help. the game engine I'm using is unity, I was able to recreate the whole editor UI (project window, inspector, hierarchy...ext) and exported that as a unity.exe, so now I have a copy of the unity editor without its functionality, but the only problem I'm facing now is exposing the API, so my question: is it even possible to expose the C# api inside this "game"? Thank you so much for your time. [link] [comments] | ||
Do they teach you how to game design in a interaction design degree? Posted: 30 May 2021 08:28 AM PDT So im interested to learn how to design games and im gonna study interaction design the next year so im curious if they teach you how to game design in this program [link] [comments] | ||
Beginners tutorial #2 - World partition - Unreal Engine 5 Posted: 30 May 2021 08:41 AM PDT
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Posted: 30 May 2021 06:17 AM PDT I want design and make own games but I want learn this trade properly before I commence to make things easier and more professional, as the title states could you help me out with this? [link] [comments] | ||
Looking for tips on sending a demo to YouTubers / streamers Posted: 30 May 2021 11:57 AM PDT Hi, I'm getting to the point where I'm going to be ready to start sending out demos soon, particularly around the time of Steam Next Fest this month. I've never done direct marketing for a game before so I'm just kind of looking for general tips. I guess some more specific questions would be:
I'd appreciate any feedback or advice, even if it doesn't directly answer these questions. Thank you! [link] [comments] | ||
Posted: 30 May 2021 11:52 AM PDT Hey everyone! So I watched MANY videos about making games, and I find myself coming back to a lot of them because they were so helpful. I decided to create a youtube playlist to gather all of them into one place and share it with everyone, it will be awesome if you can link here the videos you found useful so I can add them to the playlist! Would really appreciate your help sharing this playlist & sending me videos to add! 🙏 Link - https://www.youtube.com/watch?v=4CSYA9R70R8&list=PLbU2sBqYqh7aCvLkdwGikttWO8mwzKmLv *P.S - These videos suppose to be helpful for every game dev, so I'm not adding specific videos for one game engine, or one modeling software, etc' [link] [comments] | ||
WebGPU Graphics Programming: Step-by-Step Posted: 30 May 2021 07:58 AM PDT github: https://github.com/jack1232/WebGPU-Step-By-Step youtube (1): https://youtu.be/-hXtt4ioH5A youtube (2): https://youtu.be/QWh968pmsbg youtube (3): https://youtu.be/h6Dqos4mfVY youtube (4): https://youtu.be/vmqx7rJk4uU youtube (5): https://youtu.be/q8_uD9EMVRg [link] [comments] | ||
How much C# do you need to learn to use Unity? Posted: 30 May 2021 11:31 AM PDT I'm learning C# via codecademy rn. Should I go learn C# on W3schools when I'm done or go straight to UnityLearn and brackeys? [link] [comments] | ||
Posted: 30 May 2021 05:22 AM PDT Hello, I'm new to pixel art. I want to develop a pixel art style 2d game. However, I am having difficulty on choosing Aseprite or Pixaki 4. As I only have an IPad and I want to use it as a drawing tablet, If I choose Aseprite, I have to be next to the MacBook and use sidecar. If I choose Pixaki 4, I am worrying about that most people use Aseprite and I will not have much support working on Pixaki. But the good thing is I can draw in anywhere. Also I'm not sure can I draw animated character and objects on Pixaki and import them to the unity engine. Any suggestions? Thanks [link] [comments] | ||
Can you put a cover of a song in your game without any legal issues? Posted: 30 May 2021 11:14 AM PDT Had people that told me it is okay and people who told me it's not. So what is right and what isn't? [link] [comments] | ||
Today’s my cake day and first year of indie game development. Here is what I learned, in a nutshell. Posted: 29 May 2021 06:52 AM PDT This might not interest most of you, but I know there are (complete) beginners here, as I was a year ago. To give you some context, I have a full-time job with long working hours and I had my first child a year ago, just when I got interest in game dev. Note that I am by no means an expert or anything, below is just my experience in the past year. I might be wrong, in which case please do correct me. So here goes. My learning process and courses I tookI had very little knowledge of Phyton when I wanted to get on the game dev train. I wanted to start simple, so I chose Unity. What I did then was the following:
Finally, a few words on premium game dev courses like those from David Wehle and Tomas Brush. I do not think they are very helpful and most of the times I feel like their videos smell too much marketing. I am not saying pretentious or anything, I love both guys and they do great work. David's GDC video was one of the reasons I got into game dev and I did buy his course. But to be honest, if you complete the above courses and take a look on YouTube, there is no unique value proposition in these premium courses that would justify their prices (at least for me). The marketing aspect of the courses might be helpful, but I am one of those people who think marketing should come second to writing good mechanics. This might be different for you and, again, this is not to discredit their work, it is just simply how I feel. Don't get sold on the indie game dev dreamThere are many people pushing the idea of an indie game dev dream. Like 'how I became a full-time indie dev', 'how I earned $100k with a single game', 'how I am making my dream game'… I do not think we should romanticize game dev, it might be something you really love or would love to do, that is perfectly fine. But leave it at that. Game dev is not always fun and perfect, and it does not have to be. Don't be afraid to take on seemingly complex conceptsBe it interfaces, abstraction, behavior trees, AI, editor scripting… There are always some good tutorials somewhere (not always on YouTube, mind you). As long as you are persistent, you will learn and be able to use them in your game. You just need to find the teacher / material that is a good fit for your way of learning things. I can almost guarantee that if you watch/read enough materials, you can implement a basic version of any complex concept. For instance, at some point I was really afraid to take on behavior trees (BTs). I found out that what I wanted to do in my game was a perfect fit for BTs but I thought it was too advanced for me. But after a few weeks of watching videos, reading stuff, and frustration with trying to make something work, I got to the place I wanted and I can assure you that you can, too. There is a reason why advanced concepts exist and are heavily used. So do not be afraid to at least try them once. Don't be afraid to break your game, just use Github and experiment freelyAt times, I was very afraid to change my code even when I had a better/great idea because I did not want to break my game. It is always a hard to touch on something that is working at that moment. Because changing your code or sometimes adding new code and systems means you will need to check if old code is still working fine. This will cause you to hold back what you want to do and keep staring at the screen, even if you know exactly how you can do what you want to do. Simply put, this fear is the worst enemy of experimentation and iteration, which are keys to a well-built game, as far as I can see. The solution is simple: Learn and use Github (desktop version is great). It is open source, free, easy to use, and awesome in all aspects. Watch some videos for a few hours and get used to push, pull, commit, and branch terminology. It will be more than worthed in the end. Stop buying assets at the first stages of developmentI know, Unity sales are so attractive. But refrain from buying an asset if you are absolutely sure you will use it in the final game. A pathfinding asset might be a good idea but leave loading screen and UI assets to the end for instance. I used to buy a lot of assets because they seemed cool, discounted, and likely to be used in future projects if not the current one but that is a waste of your money. Focus on the current game and handle your budget carefully. Because there will be many places to spend it that will have a greater impact on your game. This goes for also auxiliary stuff like your game studio logo, website, etc. Just have a friend design something very simple and use that. No one will take a look at your game because its developer's logo looks nice. Prioritize and spend your money on things that will give the most impact. Don't fall into the refactoring nightmareAs you work on your game, you will improve your skills and start writing better code. And when you will look at your old code and will think "This looks awful and I should write this again from ground up". Please don't. If it is working, then just leave it be unless it is absolutely necessary. There might be cases where refactoring might be a good idea, I did that too. But if you keep refactoring your code as go along this journey, the whole thing will become an endless feedback loop where you will get better, want to rewrite, then get even better, then want to rewrite again. Think twice if it would be worthed to rewrite a script or a system. Don't be afraid to get stuckI used to have this fear that I would be stuck on something in the game and would not be able to get out of it and my game dev journey would end at that point. This is a pessimistic take. Almost always, you will find a way out if you search with the correct keywords and are willing to persist for some time. There were times when I was stuck at something for a few weeks with no progress at all, but I was able to resolve them somehow. There are tons of materials particularly for Unity and fellow developers are mostly too generous and help you on forums if you genuinely tried and are still stuck. The community around game dev is simply great and very resourceful. Tell your loved one why you are doing this and how it makes you feelIf you are married and have kids or maybe have similar responsibilities, your loved ones may not like the fact that you spend the spare time from your day job on a 'second job' instead of spending it with them. And they might rightfully not provide the support you expected because for instance if you work late on your game, you are not able to wake up in the middle of the night to care for your newborn and then your spouse needs to take on more responsibility. I think two things are crucial here:
Hope this was helpful to someone somewhere. Cheers! [link] [comments] | ||
Posted: 30 May 2021 06:57 AM PDT
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Is publishing parts of a story a thing? Posted: 30 May 2021 10:28 AM PDT While writing a story, is it a thing to publish certain parts such as backstories, premise, etc for people to read until you get it done or should you just wait for the finished product to put it out there? [link] [comments] | ||
Posted: 30 May 2021 10:04 AM PDT I just found out that there are C headers for NES dev. I was wondering... Are they any good? Do they make game dev for NES any easier for people who aren't old enough to be used to 6502 Assembly? Thanks. [link] [comments] |
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