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    Thursday, June 17, 2021

    A thread on Nintendo Switch input latency for UE4 games that I thought might be interesting.

    A thread on Nintendo Switch input latency for UE4 games that I thought might be interesting.


    A thread on Nintendo Switch input latency for UE4 games that I thought might be interesting.

    Posted: 17 Jun 2021 08:12 AM PDT

    How To Make A Multiplayer Game In Unity 2021.1 - Player Names

    Posted: 17 Jun 2021 06:46 AM PDT

    A game jam to motivate you on your main projects!

    Posted: 17 Jun 2021 06:47 AM PDT

    hey r/gamedev! It's your fellow neighbors over at r/SoloDevelopment

    You can find the official jam page here

    Description: This is a jam to encourage you to finish or just work on your projects for an entire month! We would like to motivate our fellow members and newcomers to join us on this journey of giving our all! The goal is simply to keep working and hopefully reach the next milestone for your game.

    Theme: There is no theme, just work on your game!

    Rules: there are no rules! (just make sure you legally own any assets that are you're using)

    Ranking: You will get an opportunity to judge other people's submissions but this is more of a means for feedback rather than an actual competition.

    Ranking Criteria:

    Innovation – The unexpected. Things in a unique combination, or something so different it's notable. Fun – How much you enjoyed playing a game. Did you look up at the clock, and found it was 5 hours later?

    Graphics – How good the game looks, or how effective the visual style is. Nice artwork, excellent generated or geometric graphics, charming programmer art, etc.

    Audio – How good the game sounds, or how effective the sound design is. A catchy soundtrack, suitable sound effects gave the look, voiceovers, etc.

    Polish -The game should be finished and reasonably polished.

    Overall – Your overall opinion of the game, in every aspect important to you.

    our Discord

    submitted by /u/I_hate_blue_cars
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    The Logo Design Process — The steps involved in designing a logo for your game.

    Posted: 17 Jun 2021 08:39 AM PDT

    Hello! Designing a logo for your game is not something I've seen covered too many times, even though the game logo is an important part of marketing on platforms like itch.io and Steam. A well designed game logo can convey the mood of the game and make it stand out in a crowd.

    In this post I will share my logo design process, as well as link to some great resources for learning about graphics design. I want to point out that this is not a software tutorial.

    I've been working professionally as a graphics designer and illustrator since 2012 and I'm currently working on a short surreal immersive VR experience called DunDun together with my brother and a friend.

    The Process of Designing a Logo for Your Game

    This article is about the necessary steps to produce a logo for your game. When dealing with clients there will obviously be more steps involved, from the initial background check to time plans and contracts. I'm not writing about those things as my intentions are for you to get started designing your own game logo, not someone else's.

    At the very least, I want to help you understand and better communicate with your graphics designer. I will assume that you have already picked an awesome name for your game.

    Research. Your initial research should include at least the following information:

    • A brief description about your game. Can you summarize the game in one short sentence?
    • Who is your target audience? (What kind of a player).
    • Who are your main competitors? How do they work with their branding?
    • What makes your game unique in comparison to your competitors?
    • What keywords should be associated with your game? Be specific and keep it three to six words.
    • "Do's and Don'ts" in regards to the logo design, within your specific genre.

    Be honest with yourself and do proper research! This information is essential as it will dictate your design decisions going forward.

    Create a Design brief and a Mood board. The above information should be summarized in a design brief. This document will be the foundation for the design of your game logo. Every decision you make should be based on this information, which is why the design brief is very important. It can be a simple text document with the information presented in a bulleted list. Try to keep it two pages maximum.

    The mood board is a visual exploration based on the information gathered so far. After all, the end product is a visual one. Collect graphics, fonts, inspiring photos, colors, patterns and anything else that will help concretize and clarify the design brief. Treat it as a sketch and make several iterations if needed. Make the most important imagery bigger and add text captions that explains why you picked those images. This is especially important if you are showing someone else your mood board without being present yourself. Nothing in the mood board is final! An alternative to using any graphics software is to use Pinterest.

    Explore ideas. Don't get stuck on any one particular idea at first, even if you have come up with a really good one. You could start sketching right away if you want, but I find mind-mapping to be a very useful tool to start off with. Mind-mapping helps you brainstorm ideas and structure these visually.

    You could also do other "word association" exercises. Find the best methods that work for you. Google will help you with this.

    Rest! Sleep on it and let your unconscious mind process the information. Do something else and return well rested. I find that working intensely and then taking a longer break can work really well for your creativity muscles.

    Sketch. I prefer to sketch with pen on paper simply because that is the quickest way for me to get my ideas out. No clunky software to worry about. You might sketch digitally though, and that is perfectly fine. I would urge you not to use any colors at this stage. The shape, or silhouette, is more important. Nail that first, then worry about color.

    Sketch a lot and sketch fast! The point is to get many different ideas out as fast as possible. Your initial ideas are likely what most people will first think of, so don't get too hung up on those. For me, sketching is a way of thinking with my hand. It's first when you put "pen on paper" that you will notice if your idea really works. When you have produced some solid sketches, pick the best ones. I usually settle for one or two designs.

    • Keep the shapes of your symbol simple. This is especially important since it needs to be readable in very small formats.
    • Your game name is enough though for a logo, you don't necessarily need to have a symbol as well.
    • Go with one strong idea instead of several. Your logo can't say everything.
    • Ask someone for feedback!
    • Squint. Is the shape still readable?
    • Flip it to get a fresh perspective on the design (use a mirror if sketching with pen on paper).
    • Scale the logo down and enlarge it as well. Does it still hold up?

    Create mockups. When the shape is decided upon, it's time to focus more on color. Color is a tough subject. I recommend researching your specific genre and other games like your own. How are they using color and what colors are common within your genre? Do you want to stick out or blend in? Maybe the colors in your game logo can relate to the overall color scheme and theme of your game?

    • Keep it simple. A few colors are harder to mess up and it makes the logo more memorable. If I say red and yellow, what company comes to mind?

    When you have a decent enough logo (polished and at least 90% finished), make some mock-ups, like a business card or perhaps a pin. Take a screenshot from Steam and itch.io's main pages and place your logo/capsule art amongst everything else. Does it stand out? Is the logo clearly visible against both light and dark backgrounds? Is your symbol readable as a Twitter profile picture? If you have not decided on a final logo yet, the mock-ups will most likely help you with that decision.

    Tweak, after some more rest. It's important to distance yourself from the work from time to time. If you can, get feedback, then tweak if needed. Some things to think about when designing and using the logo:

    • Formats and sizes. I try to work as much as possible with vector art or in 3D, as the logo will then be scalable without becoming blurry. If you're working in a painting software like Photoshop, make sure to set the resolution to at least 4K.
    • You should be working in RGB (Red Green Blue) color space to not limit your available colors. Be aware that very vibrant colors will not print as seen on screen, because they will be printed in CMYK (Cyan Magenta Yellow Key/Black).
    • Be consistent when utilizing the logo. Don't rotate or skew it. Always scale the logo proportionally!
    • Let the logo "breathe", which means that you should be generous with margins. Otherwise the design might feel cramped. Also make sure that there is enough contrast so that the logo is clearly visible against the background. A good idea is to make both a black and white version of the logo as a "back-up" for when the primary isn't clearly readable and therefore can't be used.
    • Use the logo on everything you share publicly and be consistent with placement. The logo should be present, but it shouldn't take focus away from whatever it is you are showing off - unless it is the logo itself.

    Hey, it's not rocket science! Congrats, you now (hopefully) have a nicely designed game logo that you can be proud of! If not, well, you could always hire someone :)

    Join our discord, share your work, get feedback and talk about games. We'd love to see you there! You can find out more about our game project over at anananasstudio.se and sign up for our newsletter.

    If you have any questions for me, helpful tips or perhaps examples of nice game logos, please share them in the comments.

    Book Recommendations

    Brand Thinking and Other Noble Pursuits, by Debbie Millman

    Logo Design Love, by David Airey ← A lot of useful info on his website

    Thinking With Type, by Ellen Lupton

    Interaction of Color, by Josef Albers

    Picture This: How Pictures Work, by Molly Bang

    Bonus

    The Vignelli Canon (free PDF-file), by Massimo Vignelli

    How to make a Steam page (free course), by Chris Zukowski ← Check out his blog as well!

    Marks of Excellence, by Per Mollerup

    Thoughts on Design, by Paul Rand

    Color Palette used in the illustrations, by "TheArtisan"

    submitted by /u/anananas_studio
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    Is it better design to store event effects within an Entity itself, or within a system?

    Posted: 17 Jun 2021 06:28 AM PDT

    I'm developing a 2D roguelike with an Entity Component System (ECS) and I've been struggling with this question a lot the past week. For example, let's say you have various effects that occur when an entity spawns, dies, collides with another entity, etc. Where should these effects be coded? I see two main possibilities:

    1) In the entity itself. Example pseudocode:

    let effectsComponent = new EffectsComponent(); effectsComponent.onHit = [ damage(10), deleteSelf() ]; effectsComponent.onDeath = [ playSound("player-death.mp3") ]; // Effects system for (let effect of ... 

    2) In a system. Example pseudocode:

    // Damage system for (let event of scene.events.query<CollisionEvent>()) { if (event.entity1 is bullet and event.entity2 is player) { event.entity2.damage(10); event.entity1.delete(); } } // Sound system for (let event of scene.events.query<DeathEvent>()) { switch (event.entity.type) { case ET.Player: playSound("player-death.mp3"); break; } } 

    I can think of numerous pros and cons for each approach. The first approach can likely cut down on some conditionals because since we are defining it on the entity itself, we already know its "type" already, so the only thing we would have to worry about is the type of the receiving entity. As such, it's likely more terse to code in the first manner.

    Also, it may be cognitively simpler as well for some cases, such as death sounds.

    However, the second approach might be more "proper" within the context of an ECS. That is, you could argue that it is not the responsibility of an entity to describe its behavior. Components should only hold state, and not behavior, and it's a short road to spaghetti when you begin mixing in behavior and state within an entity definition.

    In addition, many events may not even have a "receiver" or "target" entity, so regardless in some situations we'll have encode it into the system's functionality regardless. And if that is the case, then why not just be consistent and always make systems handle this sort of thing?

    Lastly, philosophically, it kind of feels like systems should be responsible for handling the interaction response of two entities. As an example, with the first approach, should the player entity or the bullet entity encode the behavior response for when they collide with each other? It's unclear. Then again, it also feels like entities should describe their data, and things like sound effects should likely be encoded within an entity component instead of being delineated within a system.

    In other words, I'm very unsure of how to handle this. What is considered better design here? Should components be responsible for holding this interaction / event data, or should systems?

    submitted by /u/discussionreddit
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    Are you a licensed developer for consoles? Want them to support Godot out of the box so you don't rely on a third party? Please let Sony, Nintendo and Microsoft that you would appreciate them financing this support.

    Posted: 17 Jun 2021 03:50 AM PDT

    How to Implement Burst-Spawning Enemies on an Area-Based Trigger (3 Options!) | AI Series Part 18 | Unity Tutorial

    Posted: 17 Jun 2021 05:42 AM PDT

    Is testing multiplayer games different than testing single-player games?

    Posted: 17 Jun 2021 08:15 AM PDT

    What's different about it?

    submitted by /u/AltomTools
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    You Don't Need Expensive Audio Software To Create Game Audio

    Posted: 17 Jun 2021 12:15 PM PDT

    If you're worried that you'll need to buy expensive software in order to create a soundtrack for your game you may be pleasantly surprised with the capabilities of free software. I explored the world of free audio tools, and made a Super Metroid tribute album using only free software:

    https://www.youtube.com/watch?v=_W0SuY2nv4Y

    The album is called Ceres Station: https://adamfligsten.com/ceresstation/

    I also made a video to break down the best free audio software that I found here:

    https://www.youtube.com/watch?v=AzZuZWP9gNg&

    As the founder of the game audio company, Silen Audio, I love helping developers discover the perfect audio for their story. If any of you need custom music, sound design, or help with audio implementation, you can schedule a free call here: https://www.silenmedia.com/booking/

    You can also reach me here: https://www.silen.audio/contact/ Let me know if you have any questions.

    Best,

    Adam Fligsten

    submitted by /u/silenmedia
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    My game it's almost done, what now?

    Posted: 17 Jun 2021 01:01 AM PDT

    I've been making a mobile game for the past 9 months. It's a 2d endless runner, not-so-hypercasual / casual game with pretty, eye-catching visuals (I would say). It's my first serious project and I need want to make some money out of it. The game it's almost done, I'm currently working on things outside the game itself like google play services, etc.

    I trust on my game, I think is good. The thing is, I have 0 money to promote it. I didn´t show the game to almost anyone except for like 8 or 9 people (close friends, and family), of which 4 have been knowing about it and following my progress since the beginning.

    I´ve been thinking a lot on how to market my game but I don´t know what exactly to do, for what I´ve read, asking to game articles webs to write an article about my game it´s pretty expensive for me. I would be able to get a small promote on Instagram from some youtuber / influencer I personally know that I think would give me a nice amount of downloads but that's it.

    Furthermore, I'm planning to start uploading content on Reddit and other socials, but here is where my doubts start:

    Should I try to get a publisher? If so, would be better to upload content like I would do on my own, or it's better to go for a plan with the publisher to make some kind of launch/reveal?

    If not, are Kickstarter and other crowdfunding sites used for situations like mine? Like, my game it's almost done and I need money only for promoting it?

    If neither, what do you think would be the best plan overall? Thanks in advice for the help.

    submitted by /u/jipimatavaros
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    It is really proud once you publish a game that is yours!

    Posted: 17 Jun 2021 02:17 AM PDT

    Aaaand I happen to have that honor!

    It is finally out and it is arguably the most fun game on the planet!!

    submitted by /u/Enguzelharf
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    How do you actually go from Unity to Steam?

    Posted: 16 Jun 2021 06:48 PM PDT

    There are outdated and conflicting tutorials, Steam's own is from 2014 and doesn't address specifically building from Unity to uploading it to steam.

    My game is played purely offline. I got innosetup but haven't used it to create an installation program yet, as I'm still doing test builds, but I'll be ready for tonight.

    In between that, I have been trying to find videos or sites on what to do next.

    I am not trying to integrate Steam in to my game. Just trying to upload it to steam as a regular standalone offline game.

    I already paid the $100 submission fee, downloaded the sdk, and now I am stumped on what to actually do next. I got most of the store page setup and all that, its just that when I go look at the docs for uploading the game, it makes no sense to me. It looks like it talks about how to code Steam in to your game in general, not how to build it from unity and then upload it to your store. Is there a guide specific to Unity that's up to date?

    submitted by /u/JonHarveyEveryone
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    How do I go about making a trailer for my game?

    Posted: 17 Jun 2021 08:58 AM PDT

    This may seem silly, but I find it very daunting and intimidating and i really don't even know where to start. Like, what video editor should I even use, what's the best format? And even when it is done, do i need to send it to like game journalists and stuff? Any tutorials I can look at that helped you in the past?

    submitted by /u/untrustedlife2
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    What are the best first 10 games to make?

    Posted: 17 Jun 2021 11:04 AM PDT

    Hey, I'm following this video and am on the first stage, I finished pong and didn't know where to go from there so went to the second ever made game (for the atari at least) "space race" and it's now been a week and I'm not able to finish it because there's no tutorials on how to make it in unity, so I tried just adjusting pong but that has created a lot of unforseen issues. So now I'm past that and want to start my next week long game, but don't know what game would be too big or too small or have no help on, so that's why I'm asking all you? What do you think the best 5-10 games to start with game development would be?

    submitted by /u/luke111mart
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    Method for procedurally animating top down pixelated sprites?

    Posted: 17 Jun 2021 07:15 AM PDT

    Hello everyone,

    I've been programming for almost 6 years, and I consider myself to be quite okay at it. One of my main things I like to do within programming is game design. I'm really good at starting projects, brainstorming and programming the beginning. However, I always get stuck at the graphics part. I simply don't have the artistic patience for it.

    In the future, naturally I would get somebody else on board to help me out with this part, however, I would like to be able to finish a project or two purely by myself.

    I have tried to lower my graphics ambition, from NES graphics and colours to simple 3D models. Both of which I get bored of quick. I've been brainstorming this idea of procedurally animating some sprites.

    The sprites in question are of low resolution. So far my idea has been to colormap a sprite, and then animate that colormap. An example could be for an arm, the red pixel of the shoulder on frame 0 would move to the red pixel, whereever it is, on frame 1, if that makes sense.
    This seems like a wonky way to do it, and it doesn't allow for much wiggle room in the design department.

    The next idea I've had is to animate it more smoothly, so that I programmatically rotate limbs, but that too sounds like it would look weirdly smooth and overall bad, especially with a pixelated theme.

    Does anyone have a good idea as to how I could do this??

    submitted by /u/xfoondom
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    Looking for game recommendations.

    Posted: 17 Jun 2021 10:10 AM PDT

    Hi, I am just getting back into game development and want to make a bunch of short games to get in some practice and am just looking for any recommendations of simple games to make.

    submitted by /u/mbt68
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    How do you actually balance RPGs?

    Posted: 17 Jun 2021 12:43 AM PDT

    Maybe this is a little vague but basically the title. I severely under estimated the challenge this presents and tbh its kicking my butt. It is nothing for me to pick an HP value I think is good and tweak it but I feel as if just doing it on the fly like this forgoes any kind of deliberate understanding of the "problem" the game presents balance wise. Playing it like that feels as if I lack control over the situation and are not making decisions based on evidence produced by players or at least careful analysis.

    The other problem folded into this is picking numbers that are actually manageable. By that I mean the situation that arises from having an ability with a potency of 3 and another with that of 4. The smaller numbers make it easier to work with and understand but I lose the more granular control. Having it increment in 100s affords me better fine control but as numbers start bloating they start to lose some of their significance.

    Perhaps there aren't clear questions in either of these issues but I think the problem I'm dealing with is clearly presented. I'm looking for some guidance in how to better wrestle with this stuff.

    submitted by /u/bluegreenjelly
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    Will selecting "Made for kids" on app store make it so my app is shown exclusively in the context of games for kids?

    Posted: 17 Jun 2021 09:46 AM PDT

    I have an app that is kid friendly, and I'm trying to gauge the pros and cons of selecting "made for kids". If I do this I get that a big pro is that it can easily be found by people looking for games for their kids, but if I select that, will it show every potential installer that the app is "made for kids"? I think a disadvantage would be people assuming that they are not the market, when really it is made for everyone, but suitable for kids too.

    submitted by /u/bernardolv
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    How frequent should the player level up?

    Posted: 17 Jun 2021 03:45 AM PDT

    I guess this is as far away from a hard science as one can come perhaps and more a matter of "feel" and type of game but I am still curious if there is any general guidelines out there when it comes to how frequent a player should get a "level up" in a game to strike a good balance of striving for the next hill that still feels like an accomplishment but also not too far away that it just feels like a total slug. When I design a game where there is a level up curve I mostly implement a formula and then playtest what feels right for me. It can be very rough though and I rarely spend much time on it.

    Besides the often very quickly level ups that say usually happens in the first 1-15 levels or so if speaking in general terms to get a sense of quick progression and character developement etc I wonder what is a good time to space out the level ups after this. Is it more in the vein of closer to every 10 minutes vs say 60 minutes? Is there really any pin pointers at all as to a good ratio?

    If taking a "case study" I wonder if there is something like Diablo for example where there is actually any table out there of some regular player playing at "normal" speed and how the frequency of level ups in their character looks like over time. Blizzard is notorious for trying to get this to feel "right" so I guess a table like that could be a good base reference to start from perhaps to at least have something else to go on besides just ones own feeling..

    submitted by /u/elektrisko
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    Doubts about how to store "virtual coins" in a safe way

    Posted: 17 Jun 2021 05:55 AM PDT

    Hello guys!
    I'm integrating an in-app purchase system into a mobile game implemented with Unity. The player through this store will be able to buy virtual consumable coins.

    I want to be sure that my players will not lose their coins uninstalling and reinstalling the game. The easiest solution (at least with iOS) would be to store the value in the player preferences and sync the user defaults with iCloud. This solution has almost zero effort since the iCloud sync is just a check on the Xcode project.

    Here are my doubts/questions:
    - Is there a similar solution for Android?
    - Is this solution OK or should I plan to store the value in a specific file maybe? in this case, I suppose that I need to create something to store the value on iCloud and Google on my own.
    - Any good tutorial out there about the topic? I can't find anything specific.
    - Which is your approach to this issue?

    Thank you all!

    submitted by /u/yariok
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    Is globally manipulating the game speed a good practice?

    Posted: 17 Jun 2021 05:25 AM PDT

    In Unity, for example, we can set the "Time.timeScale" property to globally change the pace of the game, setting it to 0 to completely pause the systems that use the deltaTime to behave, or setting it to 2 to double the game speed.

    However, I'm feeling it can lead to bugs due to globally manipulating things.

    Do you use this technique in your games, or use another option? (like controlling systems speed individually)

    submitted by /u/renanlibegato
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    Which shading techniques came inbetween blinn-phong and PBR?

    Posted: 17 Jun 2021 12:51 PM PDT

    Blinn-phong was popular some time ago and PBR is now since 2013 but was there any advancements/innovations in shading after blinn-phong and before PBR and if so where can I read more about them? Thanks

    submitted by /u/H3XAGON_
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    Unity 3d - ProBuilder Series - The "Bezier Shape" tool to create cool curved shapes in Unity

    Posted: 17 Jun 2021 06:47 AM PDT

    Any good books or YouTube channels or websites that teach programming enemy ai for 2d ?

    Posted: 17 Jun 2021 08:53 AM PDT

    I'm using godot but any resource that explains well from beginner to a bit intermediate level would be fine

    submitted by /u/stfuandkissmyturtle
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