My Journey So far making games as a teenager! |
- My Journey So far making games as a teenager!
- I made a bunch of low-poly tools, completely free to use.
- trying to make a cheese clicker game with absolutely no experience in coding be like
- LowPoly Planes -Free2Use
- Blender Cloth Simulation JMesh Tools
- Love Card Mechanics, Hate Deck Building. Are they inseparable?
- Tetris game development series with JavaScript
- Where can I learn DirectX 11?
- I ported Allegro 5 to python
- What are your favorite Competitive Multiplayer MAPS ever?
- Question about Bullet physics
- Should I attend GDC for networking?
- Why did you switch your Engine?
- Ragdoll or Death Animation? What is your preference and why?
- soft icons - a small icon pack on development
- Unity 3D and Playmaker - Adding a Goal and updating a Score when Jellies reach the Goal.
- What are interesting VMs/Emus to target?
- How to make Confetti in unity using Particle System VFX
- simplified learning algorithm and location avoidance algorithm
- Tile based 2D game simulation possibilities
- Help with spritesheets
- Programming advice?
- Which stack to choose to make a quick, dirty fighting game?
My Journey So far making games as a teenager! Posted: 02 May 2021 08:59 AM PDT
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I made a bunch of low-poly tools, completely free to use. Posted: 02 May 2021 06:46 AM PDT
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trying to make a cheese clicker game with absolutely no experience in coding be like Posted: 02 May 2021 11:45 AM PDT
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Posted: 02 May 2021 05:07 AM PDT
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Blender Cloth Simulation JMesh Tools Posted: 02 May 2021 04:30 AM PDT
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Love Card Mechanics, Hate Deck Building. Are they inseparable? Posted: 02 May 2021 04:14 AM PDT Making something, and I've already set out to emulate the feel and punchiness of battles in Slay the Spire or Griftlands but I never liked the deck building mechanics themselves. I somewhat understand the importance of them, with several decades of ccg deck theory behind it, but I chose to go another route to hard-code the deck to a set of perks and equipment, and soften the level of abstracton. Fear is: this will confuse players who will expect something different, and be annoyed they don't have the customization options they are used to, and those who don't do ccgs at all and expect more traditional battle mechanics, at the same time. Can I basically crib some mechanics and leave others behind, or is the "feel" of the ccg optimization loop too important to disregard? [link] [comments] | ||
Tetris game development series with JavaScript Posted: 02 May 2021 09:28 AM PDT
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Posted: 02 May 2021 07:52 AM PDT I'm trying to find a good DirectX 11 tutorial, but all the ones I can find are from 2010 and are telling me to use the 2010 SDK which websites are telling me is extremely outdated and shouldn't be used. Is there a good DirectX 11 tutorial that uses more modern SDKs? [link] [comments] | ||
Posted: 02 May 2021 09:57 AM PDT Allegro 5 is originally a game development library in C language. Since I found this library to be ideally powerful and I developed dozens of games with it in C, I found it nice that I could also use it in python in case of mini projects which require less performance (given the slowness of python compared to C). In short, you can install it with: pip install allegro5 Unfortunately, this library is currently only supported in Windows with a 32-bit compiler. (Click here here if you don't know yours). For more information, please visit this link to get started. It would be a huge pleasure if you try it. Please tell me if it worked for you 😊 [link] [comments] | ||
What are your favorite Competitive Multiplayer MAPS ever? Posted: 02 May 2021 12:19 PM PDT Hi all - fairly new game dev here and have been recently inspired to dive into level design and specifically what makes an iconic multiplayer map! I would love to hear from you on what your favorite multiplayer maps (especially for large-scale team vs. team games, but really any multiplayer gems) of all time are, and why they stick with you. For background, I was recently playing through some true classics with friends such as the original 2004 SW Battlefront, Halo 2, and Brood War. We were so curious why some of the maps had stuck with us for so long and felt so fun to go back into, especially when some of our favorites were far from perfectly balanced? [link] [comments] | ||
Posted: 02 May 2021 10:07 AM PDT So I am trying to change my engine's collision detection to Bullet. I set up some cubes with box shapes. I created a rigid body for each cube. Everything else I left unchanged. World and collision dispatcher are all at default values. One box is scaled to be the floor. Two others are test objects. The floor has a mass of 0, the others have a mass of 1. When the simulation starts, the test objects fall down and the floor stays in place. This is intended. But when the test objects reach the floor they simply continue to fall through. So: What do I need to add in order to keep the test objects from falling through the floor? Do I have to write the collision response myself or does bullet have a default response mechanism? Cheers! [link] [comments] | ||
Should I attend GDC for networking? Posted: 02 May 2021 10:49 AM PDT I was wondering if it's worth it to attend GDC for networking, I'm not sure if it'll be harder due to it being online this year. I barely have any experience working at a company, the most I've been able to do was 3 months working on a mobile game that hasn't been released yet and I haven't been able to get a job anywhere else. I really only have two really small Game Jam projects finished and any larger project I've made is just partially done. Aside from that company I mentioned earlier, I really don't have any connections with anyone in game development. I'm not sure if someone with my amount of experience would benefit from attending GDC. [link] [comments] | ||
Why did you switch your Engine? Posted: 01 May 2021 05:47 PM PDT Many people switch their Engine over the years (not all obviously) but what was your reason to switch for example from Unity to Godot or from GameMaker to Unreal etc. [link] [comments] | ||
Ragdoll or Death Animation? What is your preference and why? Posted: 02 May 2021 08:27 AM PDT | ||
soft icons - a small icon pack on development Posted: 02 May 2021 09:54 AM PDT currently very small but if i see download, ratings or comments i'll keep updating it! [link] [comments] | ||
Unity 3D and Playmaker - Adding a Goal and updating a Score when Jellies reach the Goal. Posted: 02 May 2021 07:00 AM PDT
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What are interesting VMs/Emus to target? Posted: 02 May 2021 06:50 AM PDT I'd like to create a toy game that runs on a readily available emulator or vm. I like the idea of being able to run it on any platform that can run the emulator/vm combined with the challenge of developing for a restricted system. I've gathered some ideas, but would like to hear some opionions and possibly some experiences, or even write-ups. Here's my list so far:
And then there are of course the gaming consoles. Are there any experiences on developing for older consoles with good emulators like dolphin, DeSmuME or MAME? Sadly the Nintendo SDKs do not seem to be freely available. [link] [comments] | ||
How to make Confetti in unity using Particle System VFX Posted: 02 May 2021 02:06 AM PDT
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simplified learning algorithm and location avoidance algorithm Posted: 02 May 2021 05:02 AM PDT So I wonder a bit on how I might improve these algorithms. I've been testing them, and they work as intended. so each npc has limited memory, based on their stats. I have two stat types, and 4 stats in total. There is physical, and magical. You have, melee, ranged, and touch and ranged magic. For a character with a low magical stat total, the locations known are smaller, and their overall dc_intelect is lower. When attempting to learn something, they roll against their dc_intelect. This seems to work well. Because npcs that are great in physical, but poor on magic, will know less of the world and learn slower, than someone who is very magical. I don't want something like a markov chain, because then you need a very large memory array, for something like 16x16 tiles. You see you would need a lot of state transitions for each tile. My thinking is, keep it simple and to the point of the game's inherent systems. I thought about maybe adding rolls with advantage or disadvantage if the location has already been visited or not. As if they progressively learn more easily, the more something is repeated. But that means making two memory arrays, and two learning indexes. I would love to hear how to improve on this, if at all. And then we have the hazard avoidance algorithm, which I admit is very likely only 1 ply deep. which leaves me wondering, if that given a particular room order of hazard locations, the npc will avoid and hit a location already known, and write new data into the array, thus knowing the same location twice. and that really is a flaw I see in my learning algorithm, as well as my movement avoidance system. I'm timid to use pathfinding, as I forget very much so finite math, and have yet to fully understand any of those algorithms out of my MIT text book. Now for something like a blocked path, I've got a fail safe in place, that may work well for something like location avoidance, to be honest. so the npc walk system, makes certain that a location is not occupied by an object, or character, and adds up the components of x and y of the path in question, as a means of occupancy and inability to continue to a destination. and really set_destination() is simply a randomized location picker. Now I know this may seem like bad code. But my goal is make a GOAP (goal oriented action planning) system, that would have the npc essentially change things about the rooms, to give incentive for the player to deal with them timely. Such as constructing turrets that harm the hero or other NPCs. anyways, sorry if this is a long rant. Any advice is welcome Thank you [link] [comments] | ||
Tile based 2D game simulation possibilities Posted: 02 May 2021 12:15 PM PDT I have been wondering if making tile based 2D game would allow greater simulation possibilities. I was thinking it would be awesome to have game world live on its own without player input and this is something that I haven't seen done in many games and I think this is due to the fact that simulating entire game world would usually cost way too much. I wonder if you could for example have hundreds of npcs making decisions based on world state and pathfinding to different places. My idea was that there would be simulation thread that would have its own tick speed and paths could be precalculated to reduce the cost of pathfinding. Ofcourse there is a lot to think about like the map size and how many npcs there are and how complicated their AI is. Do you guys think this would be worth investigating? Has someone done something similar? [link] [comments] | ||
Posted: 02 May 2021 12:02 PM PDT Hey all, I'm new here (and very new to coding) so apologies if I'm breaking any rules or asking a dumb/abstract question. I'm learning to code using various books, and have successfully replicated the games outlined in "Beginning C++ Game Programming - Second Edition". So far, it's going well and I'm really enjoying it! I have a query about sprite sheets, however. All of the examples from this book (and all of the tutorials I can find online) limit their sprite sheets to four or five sprites, set out either horizontally or vertically. I understand how to grab up to 10 sprites (including "0" as the first sprite) from a sheet of this size (using a vertex array) and could quite happily build a level from a .txt file using lines of numbers ("0173457623471230", etc). My question is to do with grabbing textures from a larger sprite sheet with multiple rows and columns. I've googled, searched YouTube, SFML tutorials AND checked over my book again...but I can't seem to find a way to map textures beyond either a single row or column. So, if a spritesheet has more than one row or column....I'm unsure how to access the rest of the sprites! I'm aware of one way to select any sprite from a sprite sheet: Vector2u textureSize = m_SpriteSheet.getSize(); //spritesheet has 8 columns of tiles textureSize.x /= 8; //spritesheet has 15 rows of tiles textureSize.y /= 15; //grabs the 2nd sprite of the 8th row of the sheet grass1.setTextureRect(IntRect(textureSize.x * 2, textureSize.y * 8, textureSize.x, textureSize.y)); ...but I can't imagine this is the best way to do this (seeing as I'd have to do this ten, twenty, thirty times or more for larger sheets) Plus, I don't see a way to make use of this code in the existing way I am manipulating spritesheets, which you can view here - https://github.com/nomadbromad/LevelManager/blob/main/LevelManager.cpp I would love some assistance in understanding how to properly grab sprites from a sheet, as well as how to then create a .txt file to draw up a level of more than sprites 0-9. Sorry for the long post, the dumb question, and for taking up your time with this....but any help you can give would be great. Thank you! [link] [comments] | ||
Posted: 02 May 2021 11:47 AM PDT I've been trying to make games with friends since I was a kid. I can make textures, art, 3D models, sounds etc with relative ease, but my main issue is a very important one: programming. Anyone have any programming language to recommend for a simple 3D game? Is using a game engine such as Unity worth my time or would it be better to use that time learning how to make my own engine for the sole purpose of running that game? [link] [comments] | ||
Which stack to choose to make a quick, dirty fighting game? Posted: 02 May 2021 07:46 AM PDT There are tons of options available from python,(pygame), Phaser(JS), and game engines. Which stack to choose to make a quick, dirty fighting game? Background: I am an experienced programmer that does not have much idea game programming except that I have made a puzzle game in pure C++ in college. I can work in a variety of languages, I usually can tweak things and start working in unfamiliar territories given good documentation is available. I have difficulty drawing things and have no prior experience with it. [link] [comments] |
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