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    Monday, May 31, 2021

    Ready to get moving? Learn to get a character moving with animations using Unity’s Built-In Character Controller and the new input system! (Tutorial In Comments)

    Ready to get moving? Learn to get a character moving with animations using Unity’s Built-In Character Controller and the new input system! (Tutorial In Comments)


    Ready to get moving? Learn to get a character moving with animations using Unity’s Built-In Character Controller and the new input system! (Tutorial In Comments)

    Posted: 30 May 2021 07:36 PM PDT

    (Part 1) 3D Modeling Modular House in Blender & Unity 3D (SLOW VIDEO) Full Process | Game-ready Art

    Posted: 31 May 2021 07:18 AM PDT

    Rotations using quaternions

    Posted: 31 May 2021 05:24 AM PDT

    Can We Make Better Tutorials for Complex Games? @ Game Maker's Toolkit

    Posted: 31 May 2021 11:30 AM PDT

    I've been making the game for 7 years. And I want to share my experience and mistakes.

    Posted: 31 May 2021 04:31 AM PDT

    Please tell me where I can post my development history. There information for 18 minutes of reading (I think to divide into 3 parts). But I do not want to do only text, and sometimes insert screenshots, gifs, videos to make it more interesting to read. Do you know sites where I can post such information?

    submitted by /u/Hroft_ASH
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    What game engines are used for io games?

    Posted: 31 May 2021 09:58 AM PDT

    Hi guys,

    There are so many *.io games out there. For example agar.io, evowars.io, surviv.io just to name a few. Most of these games are 2D-top down and feature real-time multiplayer.
    The biggest benefit is that these games run directly in the browser.

    I would like to develop my own io game. Can you guys recommend me a game engine that could achieve a game like this? I think most important is deploying to web-browser and networking. I know Unity and Unreal Engine, but I assume these games are made using JavaScript-based engines?

    Thanks in advance :)

    submitted by /u/bigabig
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    Tile Map with ECS: Should I have an entity per tile?

    Posted: 31 May 2021 07:46 AM PDT

    Should I be storing my 2d games tilemap tiles in the ECS system using an entity per tile?

    It seems a bit wonky (and potential very inefficient) to take something that's very simple to think about and iterate as an array and push it into an ECS as entities; but at the same time I don't want to be going against the flow of the engine I'm using. Does anyone have any links to articles on this subject?

    submitted by /u/burrito-d20
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    A stupid small request from a lefty

    Posted: 31 May 2021 01:03 AM PDT

    It would be SO NICE if i could flip my avatar in first/second person games so my character was left handed too. Just a toggle in the menu. Doesn't need to play any different, it would just make it more immersive if the avatar didn't do everything backward.

    submitted by /u/Dinklecorn
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    What makes a 2D(or 2.5D) platformer game fun?

    Posted: 31 May 2021 09:56 AM PDT

    What do you think makes a platformer game more fun for the player?

    To be more specific, is it to be concentrated on better Boss fights, better puzzles or give the player more exploration throughout the world's game? I know all of the above combined as top-tier would be ideal, but what you as a developer would emphasize more on?

    submitted by /u/Huge-School-8057
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    Beginners tutorial #3 - Lumen - Unreal Engine 5

    Posted: 31 May 2021 11:46 AM PDT

    Question about Unreal Engine

    Posted: 31 May 2021 06:18 AM PDT

    Hello, I recently came up with the idea to get into game development, but since I already tried with a Unity 2D course a couple months ago and gave up for losing motivation, I decided to try again but with Unreal Engine this time. Now, considering that the UE5 just became available to download in early access, as a beginner should I go with UE4 anyway or go straight with UE5 (I don't know if there are already tutorials about it) ???

    Besides, I'm currently using a normal laptop with 7th gen i7, 1050, and 16gb ram, so I don't know if I could actually run it without problems. If not, can you recommend me something else?

    Thanks in advance :))

    submitted by /u/BigCookie00
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    Should You Consider Discord For Your Game's Community?

    Posted: 31 May 2021 09:13 AM PDT

    Discord was created as a social gaming network for video games. Discord has gained a lot of traction among gamers over time.

    On Discord, gamers can freely communicate with developers, administrators, and other stakeholders. This allows your audience to offer suggestions and criticism to help you develop your game. Here's a great article about why you should consider discord for your game's community: https://www.gamemarketinggenie.com/blog/discord-for-your-community

    submitted by /u/HaryGenie
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    Is the game dev industry really as bad as they say (in the US)?

    Posted: 30 May 2021 11:33 PM PDT

    I'm a CS student, and as my graduation gets closer and closer I'm starting to realize what my priorities are: on the job satisfaction/stimulus. I don't want to be bored for 8hr/day 5 days a week even if it means earning more money with less mental effort. And the most popular and lucrative career path, webdev, is incredibly repetitive and boring to me. I want to feel like I'm doing some something CS related, not mindlessly wiring up CRUD APIs and fixing or fixing up a React app. So I'm looking for alternatives, hoping that gamedev is a viable option and not the absolute horror show that some reddit threads describe. I don't care about prestige or working for the big AAAs either. As long as I'm not being overworked and have my vacation days, I'd be willing to earn much less than average for a challenging and satisfying job.

    submitted by /u/Radiant_Coffee_5772
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    Looking for resources on level design for outer space scenes for FPV Space mining game. (More info in comments)

    Posted: 31 May 2021 12:33 PM PDT

    Hello, I am a new(ish) game dev and an experienced escape room designer. I am creating a new attraction where player will pilot a mining vessel through an asteroid field/ Ship graveyard. In my prototypes I'm making the "level" seems so baron and even when populating the space with tons of asteroids everything seems so distant and uniform. The game itself is less than an hour long, the level itself is just about 45 min in total. Any suggestions for resources for developing and designing an open outer space area?

    submitted by /u/Weird-Engineer
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    is there a list of non-trademarked/public domain firearms that i could have in my video game?

    Posted: 31 May 2021 12:33 PM PDT

    i already know i can't name any gun inside my game something like "glock 18" or "ar-15" but i've seen some posts that say even if my model looks like it's real world counterpart i can be in legend trouble. Is there an archive or list of of weapons that wouldn't be a problem to use?

    submitted by /u/me-when-no-has-piss
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    How do games do text rendering especially if text input from players is possible?

    Posted: 31 May 2021 12:28 PM PDT

    Hi!

    I was wondering about the technical implementation of what I mentioned in the title.

    As an example I'll take Final Fantasy 14 because I feel like it's maybe one of the most problematic in that regard.

    FF14 is one of the MMO ones. So you have a chat system. Not just names where a limited set of characters would be acceptable.

    Being Final Fantasy, the game is made by a Square Enix, a Japanese company that releases their games with a Japanese localization.

    The game is also available in French, German and English.

    You can play any of the 4 localizations on any of the servers in those regions (there are dedicated data centers for Europe, NA and Japan.

    There are other localizations but those are not playable by the client available to European, NA or Japanese players.

    That's thousands of characters. Multiple versions of numbers (half and full with), the Chinese characters, kana, all of ascii, some (monochrome) emojis that are supported and so on. In the best case, that's like 2500. That's assuming that you only take the "standard" characters (2200), the 100 kana, whatever is renderable in ASCII and then you're probably still a bit over 2500.

    So how do you do that? I know about signed distance fields but how does the process look? Are they just taking a huge texture, generate distance fields for every glyph and store meta data and texture coordinates in meta data? How the hell would you even do kerning with that?

    At first the approach seemed kinda wrong. Like, that can't be it. But in a 8kx8k texture you'd have space for 16k signed distance fields with a size of 64x64.

    So, that sounds like a good approach. And you don't even have to do fancy shit like using all 4 channels. You could even do the multi channel signed distance field thing that if floating around on github.

    You could either generate the atlas on startup or generate it offline and ship the atlas.

    But is that actually how it's done?

    submitted by /u/Asyx
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    Which game engine do you use?

    Posted: 31 May 2021 12:21 PM PDT

    Unreal, unity, godot etc.

    submitted by /u/-ChuckNorris-
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    Quick breakdown on Custom Stencil and its usage in UE4 less than 7 minutes

    Posted: 31 May 2021 12:05 PM PDT

    Game Ideas

    Posted: 31 May 2021 11:58 AM PDT

    Ok, so I am currently in the first stage of developing my game, getting ideas and getting situated to get ready to make the game. I am trying to make a idle browser game where you develop games... and that is the main feature of it. The point is, any extra random ideas for my game?

    submitted by /u/AndreyProduct
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    Blender 3d - Sculpting Stylised MUSHROOM model for Games | High poly 3d Game Asset

    Posted: 30 May 2021 11:27 PM PDT

    Game UI Database - End of May Update

    Posted: 31 May 2021 11:45 AM PDT

    Hey folks! The Game UI Database just received a huge update, with some cool new additions for you all to enjoy. We now have UI references from a total of 640 Games and 26532 Screenshots, all filterable by screen type, genre, art style, control scheme, layout, patterns, textures and more!

    https://www.gameuidatabase.com/

    • You can now filter by platform directly from the top of each page - options include All Platforms, Console/PC, Mobile/Tablet and Handheld!
    • 25 3DS games have been added! Each screenshot has been taken from original hardware and lovingly remastered at twice the resolution.
    • 25 PC & Console Indie titles have also been added!
    • Games and screens can now be filtered by Series! Want to see how the Assassins Creed series has evolved over the years? How about comparing the battle menus from every Pokémon title? Well now you can!
    • New filters for Management (Genre), War, Jungle & Ruins, Post-Apocalyptic and Urban & City (Theme) have been added!
    • Clicking "Japanese Playthrough" on a Game's page will now automatically search for gameplay videos of that game in Japanese. This is great for localisation, and should give a fascinating glimpse at some of your favorite Japanese titles in their original designs.
    • Small QOL changes such as better widescreen support, faster loading times and visual enhancements here and there.

    New titles are being added daily - stay tuned for more big updates coming soon!

    submitted by /u/EddCoates
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    How to handle both mobile and pc development

    Posted: 31 May 2021 11:30 AM PDT

    A month or so ago my team released a game on mobile (iOS and Android). We are now starting development on a Steam release but I'm not sure what the best way to handle both a mobile and desktop version of the game. For context, I'm working in Unity but I'm just asking about general practices. When working with mobile it was simple enough to just deal with pivot points and UI changes for different resolutions, but since we did portrait resolution on mobile, it doesn't translate to desktop very well.

    The game I'm working on is a card game PvE battler. There's only like 3-5 scenes with gameplay only happening in one of them. I'm mainly just looking for some advice from people who've worked on a game for both mobile and desktop.

    submitted by /u/EfearTempest
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    Any books or documentaries about the process of game development

    Posted: 31 May 2021 11:29 AM PDT

    Hey, I was wondering if there are any books or documentaries that comprehensively go over the entire process of game development. Basically an overview from the conception of the idea up till launch day, with all the programming, art, narrative and game design in between. Any recommendations that might fit the bill?

    submitted by /u/_Kade_7
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    How to go about publishing?

    Posted: 31 May 2021 04:52 AM PDT

    Me and a buddy of mine have started working on a simple top down shooter game and due to the fact that we would want to publish it once it is finished I have 0 clue how to go about it. Due to the fact that me and him are both under age (14) we don't know how to go about this. Any info would help a ton and if it makes any difference we are from Serbia.

    submitted by /u/thr0w4w4yIguess
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