Feedback Friday #447 - Wild Ride |
- Feedback Friday #447 - Wild Ride
- Created a Free Unreal Engine 5 Beginner Tutorial! Almost 5 hours to celebrate UE5
- Intel Game Dev Boost program gives you free marketing through Intel's channels, and it's free
- Which languages I should localize my game in?
- How do larger studios protect their code and other assets?
- Have any non-coders here completed a digital game project that began with the story and mechanics and only later involved coders?
- Godot as a beginner
- Are games of this quality still far off?
- Pacman in C++
- Orx Game Engine version 1.12 has been released
- Let's talk about Steam... Wanna leave Steam? Why? Why not?
- Why does pvp in games like Dark Souls suffer from so much lag when games like fortnite or any other shooter does not?
- ELI5: Are Signed Distance Fields (SDFs) a viable approach to 3D modeling for games? If no, will they ever be?
- Whats the best game done by one person?
- NeoAxis Game Engine 2021.2 Released - .NET, 3D/2D engine
- Devlogs don't seems to be super popular on Youtube right?
- How to get a steampage like this for ARK?
- I need help recreating Twitter whistle with FM parameters
- games with good (at least enjoyable AI)
- Facebook acquires social metaverse gaming platform Crayta
- need some advise
- I wrote a thing about how and why I got into gamedev. What's your story?
- How do I make gravity and jumping framerate independent?
- Lost Canyon | Creation Time lapse | Unreal Engine 5
- How are animation heavy web games like Gastic Phone or Kahoot made?
- will a proper dynamic "living world" game ever be made?
Feedback Friday #447 - Wild Ride Posted: 03 Jun 2021 08:17 PM PDT FEEDBACK FRIDAY #447 Well it's Friday here so lets play each others games, be nice and constructive and have fun! keep up with devs on twitter and get involved! Post your games/demos/builds and give each other feedback! Feedback Friday Rules: Suggestion: As a generally courtesy, you should try to check out a person's game if they have left feedback on your game. If you are leaving feedback on another person's game, it may be helpful to leave a link to your post (if you have posted your game for feedback) at the end of your comment so they can easily find your game. -Post a link to a playable version of your game or demo -Do NOT link to screenshots or videos! The emphasis of FF is on testing and feedback, not on graphics! Screenshot Saturday is the better choice for your awesome screenshots and videos! -Promote good feedback! Try to avoid posting one line responses like "I liked it!" because that is NOT feedback! -Upvote those who provide good feedback! -Comments using URL shorteners may get auto-removed by reddit, so we recommend not using them. Previous Weeks: All [link] [comments] | ||
Created a Free Unreal Engine 5 Beginner Tutorial! Almost 5 hours to celebrate UE5 Posted: 04 Jun 2021 03:48 AM PDT
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Intel Game Dev Boost program gives you free marketing through Intel's channels, and it's free Posted: 03 Jun 2021 05:29 PM PDT
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Which languages I should localize my game in? Posted: 04 Jun 2021 07:59 AM PDT Hey there, I read a bit about the topic and check the Steam Hardware survey from time to time but wanted to hear more first-hand experience. Which languages worked for you, which were unnecessary? Any recommendations from experience? [link] [comments] | ||
How do larger studios protect their code and other assets? Posted: 04 Jun 2021 05:43 AM PDT With the leaked source codes for Witcher 3, Cyberpunk 2077, etc. appearing in the news again, it got me thinking about what sort of measures do larger studios like CDPR have in order to protect their code and other assets from being stolen, and if they do get stolen, then how can the studio determine if the leak was caused by a disgruntled employee or an external hack? I've been primarily working on my own projects and as a freelancer for small studios. As a freelancer, I've always signed a standard NDA, but after that, it's mostly just been about trust. With one studio I worked for, there were three freelancers and two in-house programmers, and everyone had full access to any and all repositories. If someone were to just copy the repositories from their disk and upload them somewhere, I don't know how anyone could figure out who leaked them as long as they don't upload Git files or metadata as well. I know that the first step would be to limit everyone's access to just what they need, e.g. an artist wouldn't need access to any code files, but this would still leave certain individuals like the leads with full access to everything, or game engine programmers with full access to the engine's code, etc. So, if you've worked for a larger studio, I would be very interested in learning how they handle code and asset protection, both in studio and remotely. [link] [comments] | ||
Posted: 04 Jun 2021 08:57 AM PDT I studied game design in grad school but my focus was on interactive narrative design. We didn't quite cover what you do with a game concept when you aren't a coder and don't already have coders lined up, but this is my part to play on a team, and I'm wondering where to go from here. If you have any examples, what did the project(s) look like? Is there a template for this kind of pipeline or collaboration? [link] [comments] | ||
Posted: 04 Jun 2021 04:10 AM PDT Hello to everyone, I would like to try to learn godot but I don't know where to start. I am a beginner, I have no prior experience neither in programming or in game dev, the only thing I could mention is that a couple of months ago I tried to learn Unity by atteindg a Udemy course but I gave up before reaching the half of it cause I lost my motivation. I want to try again, with something different, just like Godot, but as I said I don't know where to start. Should I learn something about coding before getting into it? If yes, would you recommend me something in particular? [link] [comments] | ||
Are games of this quality still far off? Posted: 03 Jun 2021 02:00 PM PDT I am unsure of where to post this but this seems like it may fit. This is a video I've found of what seems to be VR / Handheld camera movement of Unreal Engine 5 with lumen and nanite enabled. Needless to say, it's one of the most realistic examples I have yet to see. Are our consumer systems still to unpowered for these graphics to take place while, say - being in the middle of a fairly large scale lobby with combat going on (As an example)? The graphics are so unbelievable that I'm still waiting to hear the drawback as to why they cannot be attained for most games in the near future, but hopefully that is wrong. Curious to hear your thoughts, thanks. [link] [comments] | ||
Posted: 03 Jun 2021 06:53 PM PDT Two years ago I created a Pacman in C++ using Allegro and I lost the files, but I found the .git folder and recovered the code. I think it is interesting to publish it here for those that like C++. Screenshot of the game https://i.imgur.com/TwORfbY.png Github https://github.com/hydroxion/pacman Binary for Linux https://github.com/hydroxion/pacman/raw/master/pacman Sorry, don't use windows for years : [ [link] [comments] | ||
Orx Game Engine version 1.12 has been released Posted: 04 Jun 2021 06:28 AM PDT
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Let's talk about Steam... Wanna leave Steam? Why? Why not? Posted: 04 Jun 2021 12:20 PM PDT Steam has a lot of it's own issues, but the alternatives aren't great. Epic wants exclusivity for games which angers some gamers. From the game developer point of view. Do you guys wish you could have a better alternative? Or are you guys fine with this 30% cut? What are some issues Steam should fix? (If you are a game developer and want to leave, please put the name of your game with your comment). Thanks! [link] [comments] | ||
Posted: 04 Jun 2021 11:44 AM PDT Is there a technical reason behind this? Could it possibly be because of the mechanics itself where the former uses animations to target hit boxes whilst the latter is an almost instantaneous gun shot? [link] [comments] | ||
Posted: 04 Jun 2021 09:16 AM PDT I've just discovered Signed Distance Fields (SDFs) and I'm wondering if they have a practical use case when it comes to 3D modeling for games. The tech behind SDFs is over my head, so I'm more interested in how applicable this might be for 3D artists who model assets for games. This tool is what sparked my interest, and I'm trying to decide how much time I should sink into learning it: https://ephtracy.github.io/index.html?page=magicacsg [link] [comments] | ||
Whats the best game done by one person? Posted: 04 Jun 2021 08:55 AM PDT | ||
NeoAxis Game Engine 2021.2 Released - .NET, 3D/2D engine Posted: 04 Jun 2021 07:01 AM PDT NeoAxis company releases a new version of NeoAxis Engine, an integrated development environment with built-in 3D/2D game engine. The environment can be used to develop all kinds of 3D and 2D projects such as computer games, visual trainers, VR systems, to visualize processes and develop windowed applications. NeoAxis 2021.2 includes a new product Modified Editor Toolkit, it is a new SDK for creating projects by means of changing the NeoAxis editor. The engine got improvements in animations, characters, character AI, third person camera, curves, visual programming. Have been added cutscenes support, 3D text component, a new default character 3D model. [link] [comments] | ||
Devlogs don't seems to be super popular on Youtube right? Posted: 04 Jun 2021 10:06 AM PDT I was thinking to make some Devlogs about my game, and one thing that i saw is that most of the devlogs out there dont get too many views, don't get me wrong, there is some devlogs that manage to get 1M+ but most of the time they don't manage to get viewers consistently, and end up with 3k or 4k viewers per video for exemple. and the public that watch those videos seems to be other devs, or people wanting to make their own game. I wonder if it's really worth it making a devlog. [link] [comments] | ||
How to get a steampage like this for ARK? Posted: 04 Jun 2021 06:44 AM PDT Lot of people say steam uses lots of algorithms to determine which game gets promoted.. but how do you get such a steampage + mainpage banner? Do you email some steam employee to arrange this? [link] [comments] | ||
I need help recreating Twitter whistle with FM parameters Posted: 04 Jun 2021 06:01 AM PDT I'm working in Pico-8, and looking to use the Twitter notification whistle sound in the game. This is probably trivial for some, but I just can't seem to get the right waveform/note/effect to recreate the sound. Side ask: Is there a good repository of FM SFX.. as in, parameters to create FM sounds, not simple audio files. My google-fu eludes me on this. [link] [comments] | ||
games with good (at least enjoyable AI) Posted: 04 Jun 2021 11:54 AM PDT for me a big part of what makes a game fun is some good ai...im not asking for something insane like F.E.A.R just something rasonable unlike ubisoft games where the ai is simply not there i like the reactions of ai in games like dying light and star wars jedi fallen order and rdr2.....nothing insane just fun...anything guys u thought was enjoyable in games regarding ai? [link] [comments] | ||
Facebook acquires social metaverse gaming platform Crayta Posted: 04 Jun 2021 11:42 AM PDT | ||
Posted: 04 Jun 2021 07:51 AM PDT so i started to learn Unity 1 year ago and i am good with it and know how to code c# well.i mostly did 2d games and little 3d games and i want to get into unreal engine for 3d games oc. any advise?should i wait and learn unity to its fullest? if i start learning unreal i will learn BluePrints. [link] [comments] | ||
I wrote a thing about how and why I got into gamedev. What's your story? Posted: 04 Jun 2021 05:26 AM PDT
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How do I make gravity and jumping framerate independent? Posted: 04 Jun 2021 02:07 AM PDT I hope the code formatting is appropriate. Currently I got this movement and gravity code: This is not framerate independent as I move my player each frame. then I could take the DeltaTime multiplier away from the code above or it would be multiplied twice. However, if I do this then I get a problem with my jumping, because when jumping I need to add a constant velocity in the y axis, that will be reduced by the gravity. But when the gravity is not multiplied by DeltaTime then the jump velocity will be reduced per frame and not per second, and the higher the framerate the lower I jump. When I multiply the gravity twice with delta time, it gets so low It's practically 0 even if I set it to the max float value. So, anyone knows how I could make the whole thing framerate independent but keeping the jumping mechanic? Thanks for any help or suggestions in advance! [link] [comments] | ||
Lost Canyon | Creation Time lapse | Unreal Engine 5 Posted: 04 Jun 2021 10:50 AM PDT Hey Reddit! I recently took upon me a project using the brand new Unreal Engine 5 displaying the true power and possibilities of games coming to the future. This project uses the new features such as lumin lighting and nanite lods. I would appreciate it a lot as I spent LOTS of time working with ue5 and working on this environment all for fun and free if you could drop a like on the yt video so more people can see my work (: Here is the video with result and time-lapse: https://youtu.be/nSTjaN1ONus I will be releasing a animated/video version of the environment very soon! Stay tuned to my youtube, also PLEASE lmk in the comments here or on yt what environment I should make next, I NEED IDEAS (: [link] [comments] | ||
How are animation heavy web games like Gastic Phone or Kahoot made? Posted: 04 Jun 2021 04:12 AM PDT I would like to create a Jack in the Box type of game but I can't find the best technology stack to do it. Then I found Gartic Phone and was very surprised with what they were able to do in a web game, but I can't find anywhere what type of technology they used. Does anyone know what can be used to create these effects? Thanks! [link] [comments] | ||
will a proper dynamic "living world" game ever be made? Posted: 03 Jun 2021 10:26 PM PDT Fable 2, oblivion, skyrim. basically any game where NPCs are advertised as having routines, emotions, able to interact with not only the player but also other NPCS. The living world concept is a cool idea but is it good game design? It's a really fun day-dream to imagine the potential for emergent gameplay when NPCs can interact with eachother and be affected by you. Say you visit two villages, making one really like you and one really dislike you. You get attacked on sight by one village, which if witnessed by the other would cause them to come to your defence. now there is a battle between the 2 villages. So the main question is, why hasn't this happened? Have developers decided that this premise is not solid enough to be fully developed? Is the hardware available not powerful enough to simulate a world like this? (so basicially everyone here has a different opinion. some say it's already a thing like dwarf fortress or kenshi, some say that it's too difficult, some say that it's uninteresting, and some say they're currently working on such a project) [link] [comments] |
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