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    Sunday, June 6, 2021

    Artist sues Capcom for using her photos in Resident Evil and Devil May Cry games

    Artist sues Capcom for using her photos in Resident Evil and Devil May Cry games


    Artist sues Capcom for using her photos in Resident Evil and Devil May Cry games

    Posted: 05 Jun 2021 08:09 PM PDT

    3rd Person Shooter Controller with Cinemachine & Input System - Unity Tutorial! Super in-depth and step-by-step tutorial, link in post!

    Posted: 06 Jun 2021 09:17 AM PDT

    Losing motivation for your game project? Here are some ideas to hopefully bring it back!

    Posted: 06 Jun 2021 07:56 AM PDT

    Livestreaming making procedural tools for level art in UE5. Twitch @TechArtAid

    Posted: 06 Jun 2021 08:48 AM PDT

    Hi everyone! Oskar here. You may recognize me from Tech Art Aid video tutorial series, about tech art and graphics optimization

    I'm back now, but with a live series. Two weeks ago we went through important math for shaders (3 h webinar). Since this week, I'm building a toolset for third-person level art. Construction script, semi-procedural materials, localized destruction, automatic decoration placement, big scale made easy – these are the goals. I'm using UE5

    Do you have any questions that arisen in your projects? Similar problems, best approach, BP optimization? Are there areas that I haven't mentioned above yet you'd like me to try it?

    I upload them to my channel later. See Part 1 (the basics) if you prefer to watch in your spare time.

    Anyway Twitch is great for live chat with you guys! Thursdays 7 PM BST. Follow for notifications. Feel invited ;]

    https://twitch.tv/techartaid

    See you there & I wait for your questions

    submitted by /u/OskarSwierad
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    Game Art online School. Any suggestions?

    Posted: 06 Jun 2021 09:32 AM PDT

    Hello people of reddit. I'm ending my studies at an art school, I focussed on learning character design and Concept and I wanted to bring these skills into Game Art, specifically I'd like to model and sculpt for game assets. I was considering to take online classes and workshops and I took a look at these schools and I wanted some suggestions from people who had experiences with them:

    Think Tank Online: It looks really a good school but their online programm is 16000 CAD (almost 10k euros) and I want to be sure that they deserve that price
    https://www.tttc.ca/online/

    Vertex School: this looks like a nice school too but I read too little online to have an opinion. It costs almost the half of the Think Tank but the course is just 10 months instead of 16
    https://www.vertexschool.com/game-artist-program

    CgSpectrum: I took a look but I'd like to esclude it cause I was looking for some live lessons instead of their method of teaching where you just get a review once a week

    Gnomon: I've took them in consideration but every online course is too programm focussed for me. I was thinking of taking some pre recorded workshop from them though

    I was considering these workshops too, maybe to have an idea of what is like to sculpt digitally, before applying on one of those school I mentioned:

    https://www.vertexschool.com/workshop Vertex has some interesting workshops incoming and I was thinking to take one of their classes

    https://gumroad.com/brunocamara I love his artworks and I was considering on taking this masterclass, but it costs a bit too much. Maybe someone already knows his workflow and can suggest me if it's worth

    https://www.ycfcg.com/cg-character-en This is an interesting one too but it has the same lessons as CgSpectrum. It's not very expensive though

    https://www.yiihuu.cc/ Last there are the Yiihuu courses who looks very interesting and are not that expensive. Someone already took one of their classes?

    Thanks everyone. Unfortunately here were I live (Italy) there aren't many people I can ask and since GameDev isn't really a thing here I'm also very confused about all these course.

    submitted by /u/KeyZookeepergame2513
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    Explore the world and not get lost, how do you do it?

    Posted: 06 Jun 2021 10:38 AM PDT

    The feeling of being lost in games can be different. When a player just doesn't know where to go, that's not good. But when at the same time he feels like a discoverer exploring unknown lands, an interesting effect is created that will be useful to many open worlds. I have a platformer, making various secret rooms, secrets. But many players just run them. Since few people find them, these secrets give them value, but I would like more players to be more attentive)

    submitted by /u/Hroft_ASH
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    What should I cover in a gameplay mechanic tutorial series?

    Posted: 06 Jun 2021 08:40 AM PDT

    Hello,

    I want to make a tutorial series on how to implement gameplay mechanics in an engine agnostic way. What are some good ideas for topics to cover? Examples might be wall running, grapple hooks, etc. I want each tutorial to cover something small and concise and mostly go through the logic and math so you can implement the mechanic in whatever game engine.

    Thanks for any suggestions!

    submitted by /u/jak6jak1
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    2D VFX tools/libraries that don't rely on specific/expensive software?

    Posted: 06 Jun 2021 05:28 AM PDT

    I've been looking for VFX packs to use in my 2D indiegame but all the good sets I find seem to be tied to very expensive software, usually some Adobe product. I'm still in school for software engineering, so while I am willing to spend money, a few thousands bucks for a single piece of software is somewhat out of my price range right now. As is hiring someone to create unique VFX.

    Either that, or they're tied to either Unity or Unreal, neither of which I use.

    I've dabbled with creating VFX myself, and while I've gotten the basics down, I don't have the time to actually polish that skill.

    Can anyone recommend a place to buy quality VFX that aren't tied to specific software?
    Or better yet a tool to create them from a set of assets?

    submitted by /u/AlwaysAnotherProblem
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    How can I record a game to see each exact frame of an animation for studying purposes?

    Posted: 06 Jun 2021 10:15 AM PDT

    I basically want to study fighting games/pixel art games where I can learn how much frames are being taken for a particular attack. For example : A heavy attack has a lot of anticipation and build up before the actual attack takes place where the player is vulnerable whereas a quick attack has less anticipation frames and build up. I want to study the exact Frames which are being taken to execute a attack. So I want to record the gameplay to be able to go in a video editor and see the exact frames of the animation from the games. Basically I want to be able to record each and every frame from the game so that I can rewind and see how exactly the animation is done. Is this possible?

    submitted by /u/Anshul_143
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    How to dash in Godot Engine

    Posted: 06 Jun 2021 07:54 AM PDT

    Is it fun to play your own game?

    Posted: 05 Jun 2021 07:59 PM PDT

    For me, I would say "not really". The funnest part for me is when I solve the puzzle of how to implement some feature, then run it and it works just as intended. That's the game that I play.

    Of course this makes it very hard for me to tell if my actual game is fun.

    So how much fun do you have playing your own game?

    submitted by /u/prog_meister
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    Create a beginner game #2 - Part 2/4 - Unreal Engine 4

    Posted: 06 Jun 2021 08:31 AM PDT

    Metahuman sings Numa Numa?

    Posted: 06 Jun 2021 11:48 AM PDT

    Unity 3d - ProBuilder - A Brief Introduction to Probuilder and the Shape tools

    Posted: 06 Jun 2021 11:20 AM PDT

    Should I hire multiple game developers, I need advice?

    Posted: 06 Jun 2021 11:16 AM PDT

    Hey,

    I'm thinking of making a mobile pixel game in unity 2D. I'm getting people from fiverr, since it has a large pool of people to work with, but I don't feel comfortable with sharing my entire idea with them. Since it's just the first iteration of the game, I'm thinking of breaking up the different features and assigning them to different freelancers.

    I'll probably have to group similar features together, but that should be easy since it's a very simple game with separate moving parts. It's an RTS type game by the way, maybe Idle RTS is what I would say. Some Examples: evil hunter tycoon, harvest town, pixel farm, food truck pup.

    So free range characters, lots of farming for resources, then using them to craft weapons and levelling up yada yada.

    I'm just worried about confusing the freelancers I'll be working with and I'm curious if anyone had a similar approach to solving their distrust for fiverr freelancers.

    Maybe I'm being paranoid but a friend of mine had some copyright issues with a developer they worked with 😂😂😂 on Fiverr!!!! The developer was overseas so it was just a mess, the game never even launched and it was already having legal issues.

    Anyways any advice would be really appreciated.

    Stay safe ✌🏽✌🏽✌🏽✌🏽

    Ps: I have coding background, I currently work in a video game company so I know how messy hiring freelancers can get, especially when your dealing with mobile games made in the unity engine. They could just copy and paste the entire project change assets and wham it's in Google play in under seconds.

    Also don't ask me "why don't you just code it yourself" "why don't you just cook rather than order Uber eat" I work for a video game company, My brain is too exhausted from that to code any more and for a change I want to call the shots and watch the magic happen.

    Again Stay safe 🙏🏽😗

    submitted by /u/FunAbbreviations2383
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    Looking for a guide for isometric pixel character animations

    Posted: 06 Jun 2021 10:58 AM PDT

    So I'm new to pixel art and animation , and I'm making my current game isometric. I've never done any animation work before, so I was wondering if there was a tutorial for isometric pixel character animations.

    I'm specifically looking for idle and run animations, if you could find a sword slash one that would be appreciated too.

    Cheers!

    submitted by /u/_M3MZ_
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    Help with MonoBehavior

    Posted: 06 Jun 2021 10:33 AM PDT

    I've started creating with unity, and i needed tk code for doing what i wanted, so I've looked at the tutorial and stuff, but... When i open a c# scripts the class MonoBehavior doesn't count as a class, only the first with the file's name. All the using are colored in light blue, so they are being used but the damn MonoBehavior not. I'm using Visual studio 2019, it's spelled as it should, so i don't really know, help

    submitted by /u/LC_Redcube
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    What kind of texture maps are they? (ripped from Ai Shoujo)

    Posted: 06 Jun 2021 09:40 AM PDT

    Image Link for view

    More Images

    Character I'm trying to rip, also in upside down version

    Look at the image before further reading

    So I came across this image when I ripped from ai shoujo using Ninja ripper, a tool that grabs files from the game, (for those games whose source files are hard to read,

    I'm in an attempt to convert the files from ai shoujo to blender, There is a similar method for extracting from Honey select, no one had done such thing for Ai shoujo, since both games are sinilar and made by the same person, I decided to give it a try,

    Result :

    I could navigate through the 3d files but for textures, I could not find diffuse maps at all, (except fot the teeth)

    So I'm asking to identify what those maps are, or is there any other way to convert from Ai shoujo to Blender?

    submitted by /u/Khaos_Gamer
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    Forgotten Metro | Creation Time lapse & Results (Student Dev!)

    Posted: 06 Jun 2021 09:31 AM PDT

    Has anyonw had experience with this pr agency?

    Posted: 06 Jun 2021 08:48 AM PDT

    Currently, I am looking for pr agency that will do pr and marketing stuff for my game and I don't want to waste the money. I read some articles about pr agencies that did the job quite bad or even took the money and disappear. May somebody know this agency and can share his experience? communityvilla

    submitted by /u/_less_or_more
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    Free lowpoly AAAsset, Weapon Shotgun LODS 1238, 639, 364, 173 Tris - www.lowpoly.pl

    Posted: 05 Jun 2021 11:46 PM PDT

    Serverless persistent world game server

    Posted: 06 Jun 2021 04:12 AM PDT

    An issue with Valheim and other games that have a persistent world, is that when you play with friends you kind of need to have a dedicated server, or the others wont be able to play when the one hosting is offline.

    Dedicated servers are expensive, and I came up with a way to avoid them.

    When the hosting player exit, the server save is uploaded to a storage medium (maybe github). Then the next time someone wants to play on the server, they download the save and they become the host.

    I think this would be a cheap way to create game worlds where friends can play together. Is there a game that has done thing like this?

    submitted by /u/ComputerKim
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    When interviewing someone for a game design position, what kind of writing samples would you want to see?

    Posted: 06 Jun 2021 01:44 AM PDT

    I am a hobbydev, and I've made game mods, small video games, and card games that have seen minor success (like 200-2000 players).
    I create documents as I make things, but generally they are for my own consumption, not so much for communicating how I match someone else's game vision. I'd imagine the interviewer would be used to reviewing docs that were created to match "official game design standards" with callbacks to overarching design pillars. I'm worried that my notes that include pastes from wikipedia, random spreadsheets, and unimplemented ideas will seem undirected and amateurish.

    What would you look for? Would rulebooks I've written matter? (Who even finishes reading a rulebook?) Copywriting from a game's page? Random feature explanations?

    submitted by /u/No_Cucumber2008
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