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    Friday, June 25, 2021

    Feedback Friday #450 - Practical Analysis

    Feedback Friday #450 - Practical Analysis


    Feedback Friday #450 - Practical Analysis

    Posted: 24 Jun 2021 09:13 PM PDT

    FEEDBACK FRIDAY #450

    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

    submitted by /u/Sexual_Lettuce
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    My game reached the front page of Steam today! �� AMA

    Posted: 25 Jun 2021 09:58 AM PDT

    A few days ago I shared the beta announcement for my online co-op roguelite 'This Means Warp'. Today, the game has just hit the front page of Steam! 😱 It's listed under 'Top Upcoming'.

    Reddit really helped it get there and I always have loads of questions for devs in similar positions so thought I'd post here in case anyone had any questions!

    submitted by /u/BornInABottle
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    Is it illegal to publish a fan game for an ip like S.T.A.L.K.E.R if you release it for free?

    Posted: 25 Jun 2021 01:26 AM PDT

    Thats pretty much the question. I would also be very grateful for all kind of related information I should know.

    Thank you!

    submitted by /u/PaksuNaksu
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    Do you ever "restart" your projects?

    Posted: 25 Jun 2021 07:53 AM PDT

    Something I grapple with in my projects is a lack of a clear direction. I know what I want to achieve, and how I want it to feel and look, but I don't know exactly what steps to take to get there. This means I spend a lot of time trying, re-trying, and Google-ing, so my project undergoes a lot of changes; code can get written and overwritten multiple times, and the overall files get really sloppy. I start getting frustrated because I can't find things, or can't remember why I have both a "heal" and a "recover" function, AND a delegate for them...

    I'm starting on my third soft reboot. My code looks a lot better, everything is a bit smoother, but, while I have more starter code this time, I have a lot of catching up to do before I'm actually back to making progress again. I've heard a lot about refactoring on this sub, but in practice it's a lot more difficult to overcome than in theory. I know my code has holes in it, I know how to fix it, and it's slowing me down trying to navigate the swamp I left in my update function.

    How often do you, personally, find yourself redoing parts of your projects, and how do you deal with it/prevent it from happening/cope with the anguish that it causes/give up swiftly and quietly?

    submitted by /u/thekingdtom
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    How long should art take? How long should music take to do?

    Posted: 25 Jun 2021 08:10 AM PDT

    Is there a guide on how long things should take?

    I don't know anything about art - I contract it out.

    But if something is like, three buttons (2 images for each, one down one up) that are like squares.

    Sometimes I contract it out and it takes 4 weeks. I pay before.

    I don't want to expect more than I am paying for, but some of this seems to take way too long.

    What is the process for artists that do simpler 2D (not pixel art, think Civ II (not even III or IV) style art.

    submitted by /u/acroporaguardian
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    I compared Unity Enlighten and Godot's GIProbe Realtime Global Illumination with Blender Cycles

    Posted: 25 Jun 2021 10:37 AM PDT

    Has creating a YouTube channel helped build your fan base?

    Posted: 25 Jun 2021 06:13 AM PDT

    How much of an impact do you feel your channel had on generating a community?

    I guess this also somewhat depends on what your focus was with the channel and how often you were uploading content. Was it just dev logs or were there other things you posted that worked/didn't work?

    submitted by /u/RulesofAlchemy
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    I made my high quality pixel art gun pack free!

    Posted: 25 Jun 2021 06:01 AM PDT

    Tutorial: Tracing - Unreal Engine 4 + Unreal Engine 5

    Posted: 25 Jun 2021 12:44 PM PDT

    publishing a game with my own name. does it have any legal problems?

    Posted: 25 Jun 2021 11:58 AM PDT

    i want to publish my game to steam using my name (creator/alias name). what disadvantages does it have, if any to not using a company name instead?

    submitted by /u/HyperPublic
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    Do you need to be 18+ to sell a game on steam?

    Posted: 25 Jun 2021 09:42 AM PDT

    What the title said do you need to be 18+ to sell a game on steam?

    submitted by /u/SteamworksConfusing
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    Amount of Frames for basic animations

    Posted: 24 Jun 2021 11:55 PM PDT

    Hi there,

    I'm looking to make a game in a similar style to stardew valley/chrono trigger.

    I'm learning about pixel art and animation. I've made a basic walking animation, but I feel like it's too many frames. Is there a general rule of thumb for 16 bit sprite animations? At the moment I have 6 frames per direction and it feels very labour intensive. I'm fine if this is the norm, but I want to work smartly as it's only me on the game.

    Thanks

    submitted by /u/RealmsBeyondJ
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    Looking for rigged FPS arms..any recommended sources?

    Posted: 25 Jun 2021 07:41 AM PDT

    Hi, where might i look for games assets/resources other than the Unreal store? Specifically, I am looking for some FPS horror/fantasy/sci-fi arms, like these that I found on the unreal store, but looking for more variety/bigger selection. Where should I look for this sort of thing? (other than Turbosquid)

    submitted by /u/Snappy_Darko
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    Has There Been an RTS With Millions of People You Control?

    Posted: 25 Jun 2021 06:50 AM PDT

    I'm wondering if there have been projects like this and how large-scale these battles can get so that I can establish a baseline. By millions, I mean millions of individual models, not something abstracted. I'm just wondering if the computing power is present to simulate something like that.

    submitted by /u/AneriphtoKubos
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    What accounts to follow on twitter to get fresh news on indie dev scene?

    Posted: 25 Jun 2021 12:45 PM PDT

    E.g. game jams, competitions, exhibition to sign in, tips on development & marketing, any other useful stuff.

    submitted by /u/TheFakeMnim
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    opinions about devolver digital?

    Posted: 25 Jun 2021 12:27 PM PDT

    i've been looking for publishers and devolver digital caught my attention. it looks like they do a pretty good job with marketing, didn't found anything about their cut but they seem like a good option. opinions?

    submitted by /u/HyperPublic
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    Help in Unity! How can I ask which object out of an Array is the one selected?

    Posted: 25 Jun 2021 12:10 PM PDT

    I want the player to pick a gun that will then be Instantiated in another scene using PlayerPrefs. Im almost there but Im missing a line on code that says which gun the player picked right under public void SaveObject.

    public class loadout : MonoBehaviour { public int currentWeaponLoad; public GameObject[] weapon; public Transform spawnlocation;

    // player selects Weapon in scene 1 public void SaveObject() { //what weapon did player pick? currentWeaponLoad = ?????????????; //save players pick of weapon PlayerPrefs.SetInt("NewWeapon", currentWeaponLoad); } //send weapon to scene 2 public void GetWeapon() { currentWeaponLoad = PlayerPrefs.GetInt("NewWeapon",0); //spawn the gun Instantiate (weapon[currentWeaponLoad],spawnlocation.position, Quaternion.identity); } 

    }

    submitted by /u/RazorianBuck
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    Here is a video showing how to quickly test your mobile games on real android device

    Posted: 25 Jun 2021 08:15 AM PDT

    Target outline glow in Unity?

    Posted: 25 Jun 2021 08:08 AM PDT

    Hello there,

    I'm dabbling around in Unity a bit and looking for a way to give my current target a colored outline to make it more easily visible. Much like in the linked video at 0:22.

    I'm grateful for anyone who can point me in the right direction here. Cheers!

    https://youtu.be/zDFu5p27g4E?t=21

    submitted by /u/schnabeltier1991
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    How does this work? How did our latest release sell more during day 1 and got 4 times less exposure on Steam overall, compared to our 2020 release? Invitation to a discussion.

    Posted: 25 Jun 2021 07:54 AM PDT

    Hello, guys! I'm Oleksandr from Starni Games — a game development studio in Ukraine.
    It is exactly one month after the Strategic Mind: Fight for Freedom release. It is a turn-based strategy wargame set in WW2 + alternate history 1946. We want to share our first results with the Reddit community and discuss what could affect the release.

    Strategic Mind: Fight for Freedom is the fourth installment in the Strategic Mind line of games so I will compare it with our previous titles.

    The Strategic Mind games quality grows

    We monitor all of the players feedback and we can see that although there is still huge room for improvement the overall feedback becomes more favourable with every title. Still, we better look at some tangible criteria for more precise and unbiased results.

    1) Median time played. Median does not mean average, it means that 50% of the players played longer than this number. Note that the average play times for later releases are likely to still grow:

    Panzer Strategy (Released in 2018)
    Median time played: 2 hours 16 minutes
    Average time played: 23 hours 50 minutes
    Strategic Mind: The Pacific (Released in 2019)

    Median time played: 2 hours 23 minutes
    Average time played: 23 hours 58 minutes

    Strategic Mind: Blitzkrieg (Released in Q2 2020)
    Median time played: 4 hours 49 minutes

    Average time played: 49 hours 55 minutes

    Strategic Mind: Spectre of Communism (Released in Q4 2020)

    Median time played: 6 hours 6 minutes
    Average time played: 37 hours 53 minutes
    Strategic Mind: Fight for Freedom (Released in Q2 2021)

    Median time played: 8 hours 10 minutes (and keeps growing)

    Average time played: 24 hours 44 minutes

    As you can see, there is a steady growth in the median time played which is a good indication that more players now enjoy the game for a longer period of time.

    2) Steam reviews
    We should, of course, account for the smaller sample size for the more recent projects. However, if we just look at the overall numbers we will see the following picture:

    Panzer Strategy

    417 reviews 65% positive*
    Strategic Mind: The Pacific

    429 reviews 76% positive*

    Strategic Mind: Blitzkrieg
    271 reviews 87% positive*

    Strategic Mind: Spectre of Communism

    92 reviews 92% positive*
    Strategic Mind: Fight for Freedom

    37 reviews 94% positive*

    *Only Steam purchasers' reviews are counted. Newer projects have lower overall count since they are selling for a shorter period.

    So, we can see that the Steam customers rate the games progressively better.

    The Strategic Mind: Fight for Freedom - not so good release

    The most successful release so far was Strategic Mind: Blitzkrieg.
    Strategic Mind: Fight for Freedom got even better results in the first 12 hours - so we are grateful to our loyal community who supported us and got the game on release.

    However, this time we did not get nearly as much traffic from Steam. It is decided by very complex Steam algorithms that we do not know (to exclude any bias). Here is the number of visits from the two main sources of new visitors on Steam:
    Strategic Mind: Blitzkrieg 1 months after release (Released 22 May 2020)
    Discovery queue visits: 136,274
    Steam homepage visits: 124,919
    Total: 261,193 visits

    Strategic Mind Fight for Freedom 1 months after release (Released 21 May 2021)

    Discovery queue visits: 51,033

    Steam homepage visits: 12,605

    Total: 63,638 visits

    This means that Strategic Mind: Fight for Freedom got 4 times less exposure on Steam despite a more successful day 1 sales.

    Basically, we did what we could to promote the game and the community supported us on day 1. Afterwards, we got less exposure on Steam and consequently much lower overall sales.

    To make sure there is no wrong interpretation of my words: we are not trying to accuse Steam or something, we are only wondering how the system works and how we as developers could predict it better for a more accurate estimation of future releases.

    What the future holds

    Despite this unfortunate setback, we are already working hard on the Strategic Mind: Spirit of Liberty that might become the last Strategic Mind title. We will keep you updated on our production progress, but the first maps are already playable and go through the testing process. The Spirit of Liberty will most likely be released in Q1 2022. We will keep polishing all the Strategic Mind titles and making sure they are up to date.

    Check out the Strategic Mind: Fight for Freedom on Steam Summer Sale now and save 20% until July 8: https://store.steampowered.com/app/1381850?utm_source=reddit&utm_campaign=summer_sale

    submitted by /u/infrared34
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    Serious problem with Mixamo animations on Unity

    Posted: 25 Jun 2021 11:39 AM PDT

    I can't get them to work properly. I'm trying to get a walking animation going and instead of correctly walking to the front (like the mixamo preview screen shows) they walk on an awkward diagonal angle and bend over to the left. the problem isn't the models as I've tried it with several characters of different make, it's the animation. I've followed all instructions correctly, idk what could possibly be causing this and I can't spend 40+ bucks on something that I have no guarantee will work and can't refund.

    Has something similar happened to anyone else? Are there any free/cheap alternatives to Mixamo?

    submitted by /u/CuckBuster33
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    Blog post - Vitality before Approachability

    Posted: 25 Jun 2021 07:48 AM PDT

    Hey everyone,

    My weekly email just went out - this time on focusing on the right stuff and discarding some types of feedback early in the process. This was a bit less important for Subnautica but waaay more important for our new strategy game that's coming:

    https://www.charliecleveland.com/vitality-before-approachability/

    I hope the idea helps and focuses you as much as it has for me! Feedback very much appreciated.

    -Charlie

    submitted by /u/Flayra
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    a 1-month jam to motivate you on your main projects!

    Posted: 24 Jun 2021 11:36 PM PDT

    Hello r/gamedev! Your fellow neighbors over at r/SoloDevelopment are hosting a 1-month long jam in order to motivate people to work on their main project.

    You can find the official jam page here

    This jam is meant 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 - How polished your game is

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

    our Discord

    jam starts Friday, june 25th! (12 hours)

    submitted by /u/I_hate_blue_cars
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    Connection troubles, spikes, lags and others in FPS games (from players perspective)

    Posted: 25 Jun 2021 07:38 AM PDT

    I'am not a gamedev myself but I think this is the right place to ask (or you can send me in right direction). So actually, does ping really represents the "consistence" of your delay in network gaming? For example, two different people with different ISPs and hardware have like ~ same ping, do they have the exact same dealy and have equal chances to win the gunfight? Or there are other unobvious variables in this equation? Becaust at first I thought the only thing matters that is ping, later I discovered about the bufferbloat issue and now I am not sure how it really all works. And also, is this true that < 20 ms ping and > 50 feels like completely different in a game, or this is just and exaggeration?

    submitted by /u/alexandersherwood
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