As an indie game dev with almost no experience with making music, how should I get started making music for my games? |
- As an indie game dev with almost no experience with making music, how should I get started making music for my games?
- About the trend of Discord communities
- Looking for open world game design resources.
- Tiled map Renderer with SFML
- Did you have some fun movement glitches when programming movement in games?
- Game Developers of Reddit, what is your experience with crowdfunding?
- How bad is 1300 wishlist?
- Android Developpers: What was your most effective A/B test you ran for your Play Store listing?
- Camera zoom and pixel art
- Marketing Monday #374 - Unofficial Continuation
- Navigating server semantics
- Questions about breaking into the industry
- Is Low Poly Horror Game Possible ?
- Some old YouTube comments about Antichamber how it will fail
- Free deep learning tool for extracting animation from videos (link in post)
- Some data about how my game did in LudoNarraCon
- Unskippable Credit Sequences
- Feeling trapped with Unity, am I alone ?
- DevOps Engineer Salary?
- Town Name/IRL Town Sign Legal to use in my game project?
- Transfering Models From The Internet To Unity/Unreal?
- How much knowledge of physics and linear algebra is required for work in the industry
- OGLDEV: OpenGL For Beginners - Tutorial #8: Scaling Transformation
Posted: 02 May 2021 07:19 PM PDT Like said in the title, I have almost no experience with making music. I, of course, want music in my game. I can't really afford hiring someone to make music for me, so I would prefer to make it myself. I would also prefer to not use music from free libraries because I just sort of don't like doing that stuff with my games for some reason. What should I use to make music, and what are some of your recommendations for how to make something that at least sounds sort of good? [link] [comments] | ||
About the trend of Discord communities Posted: 03 May 2021 03:09 AM PDT I see a unquestionable trend for all gamedev communities to be built around a Discord channel. I also see this happening in other ecosystems (maybe no Discord, many Slack, but same thing) I find it very difficult to make any serious follow up to any conversation there. I am subscribed to many Discord channels but I rarely check them. It is impossible for me to make a fast scan to see if there is something interesting for me. Also when I try to make any contribution I need a lot of time and energy to check it out if there is any response to it. I think chat apps are really good for a quick and volatile chit-chat (very healthful, nothing wrong with this) but for any deeper conversation I find the threads/subjects organization much easier to navigate, participate and follow up. Am I along here? What is wrong with the old forums communities? Why gamedevs are moving their communities to Discord instead of Reddit or any other forum platform? [link] [comments] | ||
Looking for open world game design resources. Posted: 03 May 2021 08:05 AM PDT Looking for recommendations on resources that discuss open world game design. I'm googling around, but I'd be ecstatic if anyone has recommendations on resources they've found helpful. [link] [comments] | ||
Posted: 03 May 2021 05:25 AM PDT | ||
Did you have some fun movement glitches when programming movement in games? Posted: 03 May 2021 02:12 AM PDT | ||
Game Developers of Reddit, what is your experience with crowdfunding? Posted: 02 May 2021 09:43 PM PDT I am an indie developer working on an app that seeks to address some of the issues with crowdfunding when it comes to video games. I am ideally looking for some people who have tried (or considered and backed out!) to crowdfund a project; with or without success, who wouldn't mind giving some feedback on some issues, and possibly solutions, they see with crowdfunding video games. [link] [comments] | ||
Posted: 03 May 2021 03:15 AM PDT Hello there, [link] [comments] | ||
Android Developpers: What was your most effective A/B test you ran for your Play Store listing? Posted: 03 May 2021 10:54 AM PDT Hi all, I'm helping market a small game, and am playing around with some of the Play Store A/B tests. (as well as A/B tests in ads). It seems I can't have very many tests running simultaneously, so I was wondering between the game icon, description, promo images: which spot resulted in the most uptick in installs? [link] [comments] | ||
Posted: 03 May 2021 07:43 AM PDT I'm in the planning stage for a sidescrolling action game, and I've encountered a potential issue. I had thought pixel art would be the way to go, as the game calls for a lot of animated assets. I'm not an experienced pixel artist by any means, so this may sound naive, but I'm wondering if I might run into trouble using pixel art, as my design incorporates heavy use of camera zoom - the idea is that the camera zooms out as the player gains momentum, and would also zoom in as certain abilities are used/damage is taken etc. I expect it to be pretty dynamic, and that the maximum zoom would probably be pretty far from when it's close up. I know there are pixel art games that do make use of camera zoom, but off the top of my head I can't think of one that uses it heavily and doesn't look like a bit of a mess (thinking Samurai Shodown here). I want the zoom to be very smooth and I want to avoid shimmering/distortions, but I feel like quite a bit could go wrong here. Am I better off not using pixel art? Thanks for any thoughts you can offer. [link] [comments] | ||
Marketing Monday #374 - Unofficial Continuation Posted: 03 May 2021 11:32 AM PDT What is Marketing Monday? Post your marketing material like websites, email pitches, trailers, presskits, promotional images etc., and get feedback from and give feedback to other devs. RULES
Note: Using url shorteners is discouraged as it may get you caught by Reddit's spam filter. (PS I am not Sexual_Lettuce and not the usual poster of these posts, I just wanted to ask questions and learn more about marketing so I'm unofficially reviving it) [link] [comments] | ||
Posted: 03 May 2021 11:28 AM PDT I am an Indie dev trying to make a pretty basic game that connects 10 or less players together, for my first online multiplayer. I am getting so bogged down in figuring out what I need to use server wise with AWS and all their options. I don't even know if I need to go server, or if I can get away with just a P2P solution. I've seen that most people are advising against P2P for many reasons that make sense, so I have pivoted from that, and now I'm completely lost in the world of game servers. What I need for the game:
I don't know what kind of AWS server (EC2, S3, RDS, DynamoDB ...) would be best for me, or if AWS is even the best option. Currently I'm looking at a small scale to get off of the ground, but with scalability in mind. That is mostly my reason for looking at AWS and their free tier. I appreciate your input, and thank you in advance. [link] [comments] | ||
Questions about breaking into the industry Posted: 03 May 2021 07:18 AM PDT So I'm a game dev student, graduating in 4 months. My current job has had some issues. Don't want to bore anyone, but we pretty much have a stalker who comes in daily to attack/harass the girls. The cops don't do anything about it, so I need to leave that job. Because I'm so close to graduating, I started applying for game studio jobs of varying degrees. Game tester, game programmer, a liaison position, etc. haven't heard back from any. I have a decent resume. My portfolio is under construction right now, but I have a GitHub which I update with all my code. Once I finish my current project, I plan to launch my portfolio. It's just stuffed with lame projects (Simon says, tic tac toe, Pong, School projects) right now, which is why I took it down to get some better quality stuff up. I use Unity and Unreal, C# and Python. Jira, Confluence, Trello. I'm kind of blanking right now on other skills, but it's pretty solid for an entry level position. How can I improve my chances of at least getting an interview? I don't live in an area with a ton of studios, there's less than 15 within 25 miles. [link] [comments] | ||
Is Low Poly Horror Game Possible ? Posted: 03 May 2021 08:40 AM PDT What do you think about low poly horror games ? I was working on a thriller game that has low poly style but mostly my feedbacks like "it looks cute". I know, good environment, sound effects and musics have a big role but when we are faced with a scary creature i don't know how we can find a scary one in low poly style. Also when i talk about low poly, i mean low poly style, flat shaded. I wonder and searched for low poly horror games but i couldn't even find an indie game. What's your opinions, have you ever seen successful low poly horror game or do you think it is possible ? Edit: I just wonder, do you know any game has low poly style with good lighting and effects rather than look old (Maybe like deep rock galactic ) [link] [comments] | ||
Some old YouTube comments about Antichamber how it will fail Posted: 03 May 2021 05:30 AM PDT Something that made my smile today - a couple of really old YouTube comments. If you making something new or doing bold design there are many people who can't imagine that your game will succeed. "Unfortunately though, games like this will never reach commercial success, everyone wants LOLCALLOFDOODY games that require no thought whatsoever over games like this. it's sad, but it's the truth" or "The trailer of this game pretty much sums it up as to why it will never reach commercial success. What do games have? A story, enemies, characters, some thought and skill etc. This game possesses only a few of those qualities needed for a game... I like this game because it's focus is to teach us about life, but what I don't like is how they presented it... The environment looks plain and lonely. A game about life is a great idea, but as to how to present it is the challenge." Be cautious but if you have something great on your hands - don't believe in the naysayers. [link] [comments] | ||
Free deep learning tool for extracting animation from videos (link in post) Posted: 03 May 2021 02:56 AM PDT
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Some data about how my game did in LudoNarraCon Posted: 03 May 2021 07:46 AM PDT
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Posted: 03 May 2021 11:52 AM PDT I just finished playing Days Gone and the credits started to roll. Naturally I tried to skip them, only to be told via a pop-up "This scene is unskippable". So I put the controller down, turned the volume down, picked up a book, and waited for it to finish. My body may be prisoner but my mind will be free. Frankly I don't see the point of an unskippable credit sequence. I've always thought that if you worked on a game, the credits are for mainly you and your friends and family. In the old days you'd show them the printed manual with your (hopefully correctly-spelled) name in it, and/or you'd select the "Credits" option in the menu and then point out your name as it rolled by. Never did it occur to me to take someone hostage and make them acknowledge the hundreds to thousands of people who worked on a game, right down to the European publicist's secretary. It reminds me of the times I've gone out with film industry friends. You watch the movie, the credits start to roll and you go to get up, and they get insulted. "These people worked hard on this movie!" they say, and they make a point of sitting to the end. But for what reason? You're not going to remember any of those below-the-line crew. You're not going to see the Key Grip's name and turn knowingly to your friend and nod, damn, that was some great key gripping, I remember his work from Step Up Revolution! If you know someone you might stick around to see their name, but really even if you or a friend is involved, a credit sequence is at best like graduation: you stick around to hear your kid's name and/or your friend's names, then you skip. Nobody chains you to the chair or locks the doors. Clearly people don't want to watch credits. That's why movies started having post-credit sequences and why some games make credits unskippable. I just don't see the point. [link] [comments] | ||
Feeling trapped with Unity, am I alone ? Posted: 02 May 2021 03:13 PM PDT After some years using Unity both in personal and professional projects, I always feel like any dream-feature offered by the engine is just a marketing showcase with unstable and untested stuff in the background. The problem is I have been so used to this engine over the past years I can't imagine being as effective with another one, every time I look at other options I just can't get past the main drawbacks/differences without thinking "Why am I even considering sending all this experience to trash?" Does anyone has already passed through these questions and have any advice/suggestions? [link] [comments] | ||
Posted: 03 May 2021 11:35 AM PDT I'm wondering if anyone has any figures for the average salary of a DevOps Engineer in the video game industry? I've tried to research it but the only figures I'm finding are for other industries and those are usually higher. [link] [comments] | ||
Town Name/IRL Town Sign Legal to use in my game project? Posted: 03 May 2021 11:27 AM PDT Wasn't exactly sure where to ask this, so I'll prolly ask this in a couple game-dev-related subreddits I'm in... So, for one of my game projects, the setting will be an alternate reality version of my hometown where I was born and raised. It'll have the same town name as its IRL counterpart. I wondered earlier if that was illegal or not, looked it up, but didn't totally find a conclusive answer. (This link was the most helpful that I found.) I mean, okay, maybe the town name isn't trademarked, but I've already started 3D modeling the town sign in Blender. It's gonna look as close to its IRL version as possible, but I don't know if the sign itself is trademarked or not. Kinda worried legally tbh, even though I was born and raised there. TL;DR: Wanna use my hometown and the town sign in my game project, but not sure if it's totally legal or not. [link] [comments] | ||
Transfering Models From The Internet To Unity/Unreal? Posted: 03 May 2021 11:26 AM PDT The title says it all. Thanks in advance! (Also if you're asking why i'm trying to transfer models from the internet. It's because i'm on a tight budget and can't afford model making and would take too long to make myself.) [link] [comments] | ||
How much knowledge of physics and linear algebra is required for work in the industry Posted: 03 May 2021 07:32 AM PDT I have been wanting to get into game industry for as long as I remember, specially programming. But I am currently in my second semester in college working on my Game Design degree and have been having trouble with my physics and linear algebra classes. It got so bad to the point where I had to drop the algebra class just to focus on physics, and I'm struggling to stay afloat. I'm worried that if I don't have a deep understanding of these classes, then I won't be able to complete my degree, let alone be able to become a game developer. Should I try to focus more on both topics or are they just those hard classes everyone is forced to take but isn't really necessary? [link] [comments] | ||
OGLDEV: OpenGL For Beginners - Tutorial #8: Scaling Transformation Posted: 02 May 2021 11:09 PM PDT Hi, I've published tutorial #8 on the scaling transformation in my "OpenGL for Beginners" series on youtube: https://youtu.be/pLFXNmbDZk8 In this video I also discuss the issue of combining and ordering transformations. Thanks, Etay [link] [comments] |
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