[6000+ free models] Google Poly is shutting down, so I spent 5 months recreating it |
- [6000+ free models] Google Poly is shutting down, so I spent 5 months recreating it
- Is Baba Is You a geniusly crafted game?
- Here's a short video about drawing boxes in Unity's shader graph using 2D SDFs. Rotations and rounded corners included! Tutorial in the comments
- Why is Diablo 3 so much smoother than every other ARPG?
- r/RoguelikeDev is running a summer dev-along tutorial series
- I’d like to provide free music
- PlayStation Architecture | A Practical Analysis
- <FREE COURSE> Getting started with Visual Scripting in Unity. Beginners-friendly in-depth tutorial covering all the fundamentals (Link in the comments)
- Creating a visual style for my game?
- Does 3d modelling / 3d game engines require sine/cosine / distance
- How would you code Soccer AI to "see" the ball?
- I paid a pro to make a market analysis of Roguelite Deckbuilders on Mobile. I wanted to share the results with you guys for free!
- Need help
- If you're making a 2D game in UE4, check out this tutorial on how to handle animations and synchronize them with events!
- Question about cars
- Can I be sued if players infringe copyright in my game?
- What is the best method to build a writing portfolio specifically for video games?
- Things I Wish I had known | What's a 3d object ?
- Introductory article to interactive fiction (aka text adventures)
- Alternatives to Photon Chat (text) for Unity?
- How to get a publisher for my game
- Iliyas Jorio used the old OpenSource library Quesa and libsdl to port the MacOS PangeaSoft classics „Bugdom“, „Nanosaur“ and „MightyMike“ to Windows,MacOS X, Linux - The Games have recently all been OpenSourced by PangeaSoftware
- What can I learn in inhabited island
[6000+ free models] Google Poly is shutting down, so I spent 5 months recreating it Posted: 23 Jun 2021 07:40 AM PDT TL;DR: https://poly.pizza Like many other devs I used to visit Poly heaps to find free models for my projects, but in classic Google fashion they're killing it off. So I thought fuck it, why don't I just make my own Poly? With black jack and hookers? So I learnt everything I could about web dev, remade the site, made a scraper to download about 200GB of creative commons models and hand picked ~6000 of the best game ready ones. It uhhh took a while. But I'm not just stopping there - I plan on expanding the site into a one stop shop for free 3D assets, since finding quality free stuff has always been a huge pain in the ass for me. It seems like most free assets are scattered across different sites that can't always be searched or previewed and I want to change that. So if you're a 3D artist with a few low poly models lying around please get in touch - I'm planning on starting an artist rev share thing soon! and If you'd like to help with server costs I've set up a bootleg patreon here Let me know what you think. Thanks!!! [link] [comments] | ||
Is Baba Is You a geniusly crafted game? Posted: 23 Jun 2021 02:09 AM PDT Generally when games try to bring educational concepts regarding logic, pseudocode or actual code to life it comes across as hamfisted. I'm actually obsessed with how the whole philosophy of the conditional statement is being so thoroughly messed with here, how the levels are reverse engineered to lead to one solution, and how its awakening a part of me that used to resent coding. All with a simple exterior to boot. I don't know if I'm necessarily overhyping the game but the design (to my novice eyes) seems to tight and well executed. Are there any other opinions on the game?:) [link] [comments] | ||
Posted: 23 Jun 2021 09:45 AM PDT
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Why is Diablo 3 so much smoother than every other ARPG? Posted: 22 Jun 2021 08:28 PM PDT PoE, Grim Dawn, Last Epoch etc etc. Played them all, all have their merits, what is the magic behind the scenes that makes Diablo 3 (let's be fair - all Blizzard games) so buttery smooth? How is this something that is not industry standard? I am fascinated by this disparity as I do not understand how it can be so clearly better and yet still maintain this edge years later. Edit - smooth probably the wrong word. Responsiveness? Is it just animation canceling? Or is it purely a design choice [link] [comments] | ||
r/RoguelikeDev is running a summer dev-along tutorial series Posted: 22 Jun 2021 05:17 PM PDT Interested in making a traditional turn-based roguelike? Want to do it alongside other devs and beginners with a tutorial? Over at r/roguelikedev we're starting a weekly summer event on June 29th where you can do just that :D Check out "RoguelikeDev Does The Complete Roguelike Tutorial" for more info, including the planned schedule. [link] [comments] | ||
I’d like to provide free music Posted: 23 Jun 2021 09:14 AM PDT I've been writing and producing independently for 15+ years. Stepped away from professional endeavors so I could enjoy creating music again, and I'd like to provide free instrumentals to indie game designers. Any insight on where you all source your music? [link] [comments] | ||
PlayStation Architecture | A Practical Analysis Posted: 23 Jun 2021 10:00 AM PDT
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Posted: 23 Jun 2021 07:12 AM PDT
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Creating a visual style for my game? Posted: 23 Jun 2021 11:46 AM PDT Games like SUPERHOT and Heavy Bullets have a visual style I really like and it's made me want to put a bit more effort in to make our game look good. I've got a kind of idea going but it still doesn't feel right. How do people come up with art directions/styles? [link] [comments] | ||
Does 3d modelling / 3d game engines require sine/cosine / distance Posted: 23 Jun 2021 01:42 PM PDT I ask this because there is a teacher named Norm Wildberger who argues, if I understand correctly, that his way of approaching geometry is better & more accurate than in using the system we currently do with angles. His way he named "rational trigonometry" & it doesn't use the notion of angles or distance, but rather "spread" & "quandrance" - the series that explains it is free on youtube and found here ; https://www.youtube.com/watch?v=GGj399xIssQ&list=PL3C58498718451C47 I'm not a programmer or a mathematician, but I am curious as to what someone who is more experienced in these areas would think about his work. Thanks in advance for any replies, cheers [link] [comments] | ||
How would you code Soccer AI to "see" the ball? Posted: 23 Jun 2021 09:56 AM PDT I know the question may seem too generic, so, let me specify it. I have been planning to develop a 2D Soccer Simulation Game in GODOT and I have also been having some thoughts of how I should develop the game AI to see the ball in the field. I may also say that I have been reading about many coding subjects such as SOLID and FSM as a mean to plan how I would code each of the classes of the game. Still, I'm not sure how to make the AI know where the ball is. Before you suggest anything, what I'm looking for is some direction on which class should be responsible for emitting/listening to the BALL posX and posY. I was wondering on these possibilities: a) The BALL refresh its posX and posY and emits its values per frame while each AI PLAYER.ballListener() listens to it and does whatever they have to do; b) The ball refresh its posX and posY and emits it while a SOCCER_FIELD.ballListener() class per frame which every AI PLAYER.fieldListener() listens to the FIELD instead of the ball, and does whatever they have to do; c) The AI PLAYERS can "consult" the BALL position by the SOCCERFIELD.getBall() method, and the PLAYER class keeps refreshing its value by repeatedly running the above method. Maybe my question is silly, maybe there's no right way, and - yeah - I'm newbie to gamedev. If you guys would code in a different way, or if you do have any suggestion on books and articles about AI which I should read, I'd love to hear from you. Thanks in advance. [link] [comments] | ||
Posted: 23 Jun 2021 12:58 AM PDT
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Posted: 23 Jun 2021 12:44 PM PDT Hello I am 22, want learn 3d modeling and become pro on it, new to this, self-learning one, already learn how use blender and know what type of 3d model want to create, creation 3d modeling I want to become pro on (and also like animating them but not that much). I thing sculping (amature on it) and put together the shape is the main part in my progress (if not tell me). Needing help to create my future plan, I from Iran so that mean unfortunately I can't can't go to class and can't use online class too but I have remarkable time for practise, so where/how should I start, how much time every day I must put in deferent part of my progress. [link] [comments] | ||
Posted: 23 Jun 2021 10:16 AM PDT
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Posted: 23 Jun 2021 12:11 PM PDT So i want to make my own model of 1969 dodge charger for my game, it wont be named that but "muscle car" so my question is is it legal to make your own models of real life cars for your game without amy special licence. I see alot of games having real life cars in them but they are not named as their real name. So can i make my own model of that car and call it just "muscle car" without getting into any legal trouble? [link] [comments] | ||
Can I be sued if players infringe copyright in my game? Posted: 23 Jun 2021 11:53 AM PDT Example: [link] [comments] | ||
What is the best method to build a writing portfolio specifically for video games? Posted: 23 Jun 2021 09:22 AM PDT I am attempting to explore writing for video games and am struggling to figure out the best approach. I currently have a master's in screenwriting, but I do not know where that puts me in regard to employment. I am currently self-teaching myself Narrative Design while working on a branch-based adventure game. Is there any suggestions for what should be in a portfolio? Thank you. [link] [comments] | ||
Things I Wish I had known | What's a 3d object ? Posted: 23 Jun 2021 07:08 AM PDT
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Introductory article to interactive fiction (aka text adventures) Posted: 23 Jun 2021 02:31 AM PDT I wrote this article on Gamasutra for absolute beginners on interactive fiction—for people that don't even know what IF is—giving some "how to" advice and a few resources. It is by no means an extensive essay, rather an appetiser. [link] [comments] | ||
Alternatives to Photon Chat (text) for Unity? Posted: 23 Jun 2021 01:44 PM PDT Hi, we are looking to migrate the multiplayer services our game is currently using, and we are looking at alternatives to Photon Chat (text) service. First choice would be a managed service that we could subscribe to, implement the calls and call it a day, but we are having some trouble finding services like this. Another alternative would be to just implement a chat server on AWS (something like IRC) and connect unity to that. Any pointers in the right direction would be much appreciated! [link] [comments] | ||
How to get a publisher for my game Posted: 23 Jun 2021 09:47 AM PDT Hello dear gamedev friends. I´ve been working on my game for 2 and a half years right now (whoah, cant believe how fast goes the time until today). And finally we have an stable demo build featuring 1/4 of the game completly playable. Sadly, the Quarentine was really rough for me and my friends who are working together on this project and we are really short of money due to the fact that almost everything closed in my city and we are all unemployed except myself. The game is an open world rpg game with 3 possible endings and tactic battle. It has a really profesional and polished pixelart style and here is my question: How do I found a publisher? how do I contact them, we have no marketing for the game and almost no exposure on our social media, do we need a Trailer of the game or just with the Demo is enough? Do you know any publisher that could be interested on an rpg game with pixelart style and tactic battle? I know it sound kinda generic game, but trust me its not that generic at all. Thanks for your time. [link] [comments] | ||
Posted: 23 Jun 2021 04:29 AM PDT https://github.com/jorio/Bugdom https://github.com/jorio/Nanosaur https://github.com/jorio/MightyMike Jorio used his custom fork of Quesa (https://github.com/jorio/Quesa) He also wrote Pomme: a partial, cross-platform implementation of the Macintosh Toolbox C API
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What can I learn in inhabited island Posted: 23 Jun 2021 12:44 PM PDT Hi everyone! So I have been in game dev field as a game engineer for 2 years. Worked with libGDX during that time. In 2020 summer I had to be summoned to the army. So it's already a year I am in a place where I don't have access to computers. I have one more year to be in these kind of circumstances. I want to use this time to develop my skills in CS, game dev. I can't 1) have constant access to computer. From time to time it is possible. 2) have systematic free time for self learning. My free time here isn't regular. It depends on the day. I can 1) print books, write exercises on paper. 2) have access to internet via Android phone (but not regular access) So I just want to know what would you suggest to do during this time. I would be very thankful if you also send exact materials. It can be game dev related math, CS topics etc. Help me guys, don't let me degrade :D [link] [comments] |
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