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    Wednesday, May 26, 2021

    Using ONLY the DEFAULT CUBE in BLENDER to create Environment Design | Low Poly Style / Flat Shading

    Using ONLY the DEFAULT CUBE in BLENDER to create Environment Design | Low Poly Style / Flat Shading


    Using ONLY the DEFAULT CUBE in BLENDER to create Environment Design | Low Poly Style / Flat Shading

    Posted: 26 May 2021 03:06 AM PDT

    Unreal Engine 5 is now available in Early Access!

    Posted: 26 May 2021 07:20 AM PDT

    Unreal Engine 5 - Official Valley of the Ancient Tech Showcase

    Posted: 26 May 2021 08:36 AM PDT

    My notes from the UE5 livestream

    Posted: 26 May 2021 07:23 AM PDT

    • Shown running on XSX and PS5
    • Brand new UI
    • Nanite talk
    • New AA — temporal super-resolution
      • 4k at the cost of 1080p
    • Lumen hooks directly into Sky Atmosphere for realistic daytime cycle
    • Bridge integrated directly into UE4
      • Can drag&drop assets directly from Bridge into scenes
    • Mega Assemblies coming to Megascans, large assemblies premade of Megascans assets
    • World Partition, everybody can work on their own chunk of the world
      • Those cells can also be loaded/unloaded
      • Basically level streaming + World Composition, but on steroids
      • Level diffs
      • World Partition automatically loads/unloads and LODs the cells
    • Data Layers — you can place assets into their own groups and disable/enable them at will
      • For switching between multiple versions of the same level at runtime
    • Full-body IK solver is now native
      • 10x more performant
    • Game feature plugins — a way to split functionality of the game into plugins, each dev can easily work on their own thing
      • Plugins can contain code, assets, anything
    • Animation Motion Warp — the ability to transform root motion animations to adapt them to the environment, root motion is no longer entirely static
    • Authoring animations entirely in-engine
    • You can attach Nanite meshes to a skeletal rig no problem, a way to bypass it not working on skeletal meshes?
    • Metasounds
      • Material editor, but for audio
      • Including audio library and audio synthesis
    • Holy shit
      • Soon enough you won't need any 3rd-party software lmao
    submitted by /u/Atulin
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    C++/OpenGL 2D Game Engine Series

    Posted: 25 May 2021 01:52 PM PDT

    Hey folks,

    A good 5 years ago now I started my "Let's make a game" series where we made a game like Flappy Bird.

    Since then, I have been working on more engine features to my current project. Some folks have expressed interest in seeing how it all came together, so I started up a series on building a cross-platform, general-purpose 2D game engine in C++!

    Here's a link to the playlist.

    There are 8 episodes so far - the first one showcases the state of my current project so you can see where the series will take us. I showcase my Blueprint system and Box2D integration.

    Episodes so far:

    1. Setup
    2. Cross-platform Toolchain
    3. Toolchain Error Handling and Project Setup
    4. Setting up SDL2 for Windows, Linux, and Mac
    5. Creating a Window
    6. Adding Spdlog and a Log Manager
    7. Adding Glad to leverage OpenGL
    8. Part 1 - Hippo Rendering Pipeline Theory
    9. Part 2 - Hippo Rendering Pipeline Implementation

    Upcoming episodes will include topics such as:

    • Input (mouse/keyboard/joystick)
    • Framebuffers and Post-processing effects
    • Lua scripting integration
    • Editor vs Runtime development
    • ECS
    • Particle Systems
    • ... and more!

    We will be integrating some amazing frameworks/libraries such as:

    The end goal is to make a game in it that we can publish on itch.io.

    I have a vote setup on my community page to decide the genre of that game.

    I would love to get some feedback on the series so far so that I can better tailor the content/format to what works best for the viewers.

    Let me know what you think!

    submitted by /u/progrematic
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    Glare Engine | TRAILER | Custom OpenGL C++ engine

    Posted: 26 May 2021 04:40 AM PDT

    Here's a little experimentation with the shader mipmap choice algorithm in Unity! I also explain mipmap bias and SampleTexture2DLOD. Link in the comments!

    Posted: 26 May 2021 09:22 AM PDT

    Best way to create a map?

    Posted: 26 May 2021 06:07 AM PDT

    Hello, I'm trying to build a game to replicate Risk. I'm in a hurry because this is a project for my uni and I don't have too much time, so I need help.

    I'm trying to figure out how is the best way to create the map. For now, I've tried using Blender to create a map. But I've never done it before, and it's taking way too long.

    The map I'm trying to create is something like this: https://imgur.com/gYQIU4Q (it looks 3d)

    When you click on a country the country pops up like this: https://media.giphy.com/media/xD4s3w4vDRsB5Kl7yB/giphy.gif

    My question is: Is Blender the best way to create a map like this or is there another easier option?

    submitted by /u/migalv17
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    What I think becoming a better programmer consists of after completing my second game.

    Posted: 26 May 2021 11:00 AM PDT

    I'm putting the finishing touches on my second game after essentially learning everything from scratch for the first one, and I'd like to offer my sophomore (sophomoric?) perspective on what becoming a better programmer looks like from this vantage point. I'd be curious if people can relate or remember feeling like this way back when.

    Getting the obvious out the way first: I do everything a lot quicker now. The first game took me about a year and the second one took a month.

    That I'd get faster was something I expected from the beginning. What would have been less obvious to me was that getting better didn't necessarily involve accomplishing more difficult tasks.

    My first game actually included some difficult programming challenges -- a few "ungoogleables," as it were. It was live-action spelling game, so I had to figure out a way to check a dictionary all the time without the game grinding to a halt. The second game is at its core just a bunch of sprites flying around a screen. But I way more proud of the code I wrote for the second one. I don't think I'd actually even want to show anyone the code I wrote for the first one, and if I did, I don't think they'd be able to understand it. It was very much akin to the box of cords that I keep in my closet: a tangled mess. And if I wanted to go in and use anything from it on the second game, I had to do a whole lot of untangling. For example, I thought I would just be able to copy the "high score" script from the first game to the second, but it was such a mess that I wound up having to basically rewrite the whole thing, which probably took longer than if I'd just started over from scratch.

    Part of what helped me improve was just paying attention to conversations on here about best practices for keeping things organized. But another huge problem I had, in the beginning, was that I had this habit of naming variables based on these inside jokes I had with myself that I would promptly forget; I essentially just had to grow up and start using non-cheeky variable names.

    Having said all this, though, I'd like to also point out that -- like many of you -- I've been working on a larger project concurrently with these smaller ones. Sometimes while working on this larger game, I'll get so appalled by the sprawl of the code that I'll take a week to rewrite part of the game only to find that my clean new approach winds up basically just as complicated as the original version I was appalled with. And I wonder if this is a preview of what my next insight will be as I (if I) continue to improve: that sometimes you need to accept that things will be a little complicated.

    submitted by /u/fivethousandguilderz
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    Do educational games have appeal?

    Posted: 26 May 2021 10:04 AM PDT

    Terra Alia is a language learning RPG I have been working on for nearly two years. I am super passionate about learning languages and making software and apps that allow people to do the same...blah blah blah...

    Here's the story though:
    We showed the game and the concept to countless publishers and gaming industry insiders as we were working on it. And basically, everyone told us no one wants to play a game about learning languages...It was a heavy blow because our small team was so passionate about making language learning more fun than Duolingo.

    We focused on making this a game first, and a learning experience second to appeal to the gaming community and not just a casual app-oriented audience.

    Short question to the community, what do you think could make a language learning game successful?

    submitted by /u/somewildman
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    what are some recent Indie shooters that thrived?

    Posted: 26 May 2021 09:03 AM PDT

    so i've been doing my research and really want to make a shooter game. would love to know some recent ones (last 5 years). I know Escape from Tarkov, Unturned, anything else?

    also do you think doing Battle Royale-only kills indie games too fast?

    submitted by /u/94savage
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    Game engine programming: I'm so happy that I finally get to work on everyone's favorite part of game engine programming: the graphics renderer! Enjoy!

    Posted: 26 May 2021 09:02 AM PDT

    How to best handle PR for a Steam full release from an Early Access version that is lower quality, considering I don't want the existing version to turn people away?

    Posted: 26 May 2021 05:03 AM PDT

    Our game is being fully released (from Early Access) in a while and we're working on PR.

    The EA version did ok, gathering a few hundred wishlists and 45 overall positive reviews (which I feel is significant at my stage of the game dev journey).

    Now the game's come a really long way since then and want the NEW version/its trailer/features/etc to be seen as the call to action for our PR activities, not the old version. But.. how?

    The conundrum I have is that I feel like I have to hold off on ads/social media/etc until the game is fully released, since otherwise people will visit the Steam page and see a many-months-older, worse version of the game, which had poor retention among a host of other problems, and may drop off because of that.

    But holding off would seem to go against all logical PR advice to start early... Should I really be silent until the release and then start tooting my horn?

    If there was a way to put the Steam page back into a Coming Soon state, that seems like it'd do the trick, but that's not an option.

    So, what do you think? How would you approach this situation? Do you know any other games that have handled this situation well?

    submitted by /u/bilalakil
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    How soon is too soon to consider voice acting and OST for a solo developed game?

    Posted: 25 May 2021 10:04 PM PDT

    I started planning a game at the end of October and at this point, I have a bunch of mechanics, story, events, character and environment design concepted, sketched and finished, but am still obviously very early in development.

    Even though I'm trying to consider everything, these two topics always come to mind and I find myself daydreaming about them. Both of these topics are very important to me, but I find that I don't even know how I would go about researching actual actors, or musicians (though I'm definitely eyeing some), or what kind of general cost I should expect or be prepared for? Like do actors usually charge by line or amount of time recorded? And do musicians usually charge by minute or full track?

    I know that it's a possibility that I won't get any or get a limited amount of voice actors, but for people who have hired actors and musicians, could I have some input?

    As I know these are variables that can vary a lot by individual, I'd like to hear some experiences from you guys. What are your experiences: overall, with cost, and actually finding VAs and musicians?

    And is it too soon for me to be thinking about this?

    submitted by /u/BahamutAXIOM
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    Low Stakes High-Rolling Gamejam

    Posted: 26 May 2021 10:29 AM PDT

    Welcome to Low Stakes High-Rolling. In this jam you get one month to create a game to do with the jam's theme, which will be announced at the start. This competition is meant to be beginner friendly, how good you are at making games doesn't matter. You can work in teams or alone.

    For more information, check out the jam page on itch.io: https://itch.io/jam/low-stakes-high-rolling-2

    submitted by /u/master_pius
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    Currently working on a detection mechanic, I was able to redesign the view of the NPC, and here you got the first version.

    Posted: 26 May 2021 07:46 AM PDT

    I redesigned the view of the NPC; Now a cone in the face of the bot is literal, and only when the cone touches Namsi, the rays (lines) are launched towards Namsiku, if they touch an object other than Namsiku the lines are colored yellow, but if there is no obstacle between the bot and Namsiku the Redline is given and "dies"

    https://reddit.com/link/nliryk/video/xbxd73bj8h171/player

    submitted by /u/Binnacloud
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    An indie game success story of an Atari VCS release

    Posted: 26 May 2021 03:08 AM PDT

    Class Inheritance with Blueprints in UE4. Functions override, order of calls etc explained :)

    Posted: 25 May 2021 10:47 PM PDT

    Visual programing game engine?

    Posted: 26 May 2021 12:19 PM PDT

    Hello, It's obvious I just go on reddit when I have quesions, but who cares...

    So... I need a free visual programming game engine. I have some programing knowledge, just not enough to actually develop a game by code. I would like to program rather simple stuff like dungeon crawlers with randomly generated terrain, some AI, hopefully evolve into complex LAN games, maybe even an MMORPG or RTS as they are my main goal, but you know what they say... Great Starts Little.

    I know, I'm probably never going to get to simple networking, but hey let me dream!

    I have seen some cliché advices and im prolly going for Godot, but if you have any thing better tell me!

    Also, what are some nice softwares for tiling, spriting, those sheet stuff...

    Anyways, I need any single info that can make my goal easier, plus I'm taking a 1month java stage soon, so i could wait and use LibGDX...

    Whatever, I'm 14, soon 15, and I feel like I am able to do some simple turn by turn strategy shit so I will go ahead and do it!

    submitted by /u/xXramzS
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    UE4 Tutorial on directional blend spaces, pose switching on gameplay tags and sub-graphs. Everything with the use of the free plugin AGR PRO is an extension of character functionalities with extra multiplayer features. Use of Mocap Online Rifle Pro Animset.

    Posted: 26 May 2021 01:31 AM PDT

    Looking for the best HTML5 engine

    Posted: 26 May 2021 12:00 PM PDT

    I am a Unity developer, but I need to make some really simple 2D games on HTML5 for work, the thing is they need to work on mobile and WebGL is still not widely supported on all mobile devices so I can't use Unity for that, I am looking for a good alternative with a visual editor but that can support programming the whole game logic with scripting. It also needs to have decent performance that can run on low end devices from browser. So far I've listed GDevelop, Construct, and Phaser editor as options and they all seem good but I'm not sure which one would be the best for what I'm looking for. Does anyone have any recommendations?

    submitted by /u/Richieva64
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    How many materials should a modular chatacter have?

    Posted: 26 May 2021 08:06 AM PDT

    hi I'd like to ask an optimization question. I have a character and I've decided to do a low poly of the base body mesh that I used on the character so that I'll have the body mesh and just remove various parts of the body mesh depending on the armor I'll have my character wear so my question is in terms of texture sets, should I have a separate texture set for the head and body mesh or should I just have it all in one texture set? with that being said if I had an armor setup thats divided into 4 pieces(body, arms, pants, boots) how many materials should a game character have?

    submitted by /u/Akant0r
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    iOS incoming call banner not triggering OnApplicationFocus()

    Posted: 26 May 2021 11:51 AM PDT

    Focus loss triggers when changing apps or soft closing as expected, but it can't catch that top-of-the-screen incoming call banner that overlays the application when you receive a call. My game just keeps on running with the banner blocking all inputs.

    Anyone know how to catch this event when it happens so I can trigger the pause function like a normal focus loss?

    Thanks for the help!

    submitted by /u/WilsonTheVolleyBawl
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    Mobile games - is it better to make many multiple games or one big game that includes them all in a single package?

    Posted: 26 May 2021 03:06 AM PDT

    Hello everyone,
    as per subject, in the past years I made about ten web games. Each of them is a self-contained episode of a point and click detective series, titled Zombie Society - Dead Detective.
    Since the games were made with flash, they're now unplayable. So I decided to port them to mobile.

    Now, my question is this: do you think it would be better if I sold each episode individually on mobile (for like 2 euros each), or should I make a single game that contains all the episodes in one package, at a price of around 8-10 euros?

    What are the pros and cons of both approaches?

    And I know I'd have a third option (one big game where each episode is purchasable with in-app purchases) but frankly I don't feel confident enough to code for in-app purchases on Ios, Google Store and Android store. .. it's a real mess, especially when you consider that I'm using the Air SDK to port my games

    Thanks for your help!

    submitted by /u/FrancescoMuja
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