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    Monday, June 21, 2021

    New GameDev sub for brutally honest feedback (r/DestroyMyGame)

    New GameDev sub for brutally honest feedback (r/DestroyMyGame)


    New GameDev sub for brutally honest feedback (r/DestroyMyGame)

    Posted: 21 Jun 2021 01:31 AM PDT

    The sub is r/DestroyMyGame

    If you're a gamedev, I'm sure you're starved for honest feedback. The goal of r/DestroyMyGame is to provide that feedback, even if it hurts.

    Friends and family are notoriously bad critics. And of course you could ask for feedback in many other gamedev subs, but the unspoken rule is say something nice or say nothing at all. Not here. If my game sucks, I want to know why. No need to sugar coat it.

    Seeing the value of subs like r/DestructiveReaders for getting feedback on writing, I believe a similar sub would be very useful for gamedevs.

    So please, come on by, leave a critique or post a playable build (must be free), video, or screenshot of your own work to be critiqued.

    Have fun with it and don't take anything personally.

    submitted by /u/prog_meister
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    How do you deal with getting zero attention when you share your games?

    Posted: 20 Jun 2021 05:18 PM PDT

    Does it send anyone else into a downward spiral and cause you to question whether all that hard work was worth it or if you actually have any skill or talent at all?

    submitted by /u/DumbGameDev
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    I made a Pixel Art tutorial full of tips for beginners, hopefully it can help some of you

    Posted: 21 Jun 2021 10:13 AM PDT

    Should I just give up?

    Posted: 20 Jun 2021 05:25 PM PDT

    I have always aspired to be a game dev ever since I discovered what video games are. I played my first video game ever as a kid, pokemon red in gameboy. And my first reaction was, someday I'll make something like this, you'll see! So I spent my whole being pursuing my dream.

    20 years later and I was stuck in a corporate job in a software industry barely resembling video games. Technically, I am a 'game dev'. I have developed several games for this company (specifically online casino games) but never something I truly wanted to make. I always blamed my workload to why I can't make my own games.

    So after losing my job last year, I thought great! Now I have all the time in the world to finally progress my own game. I have saved enough money to stay stable for a year without worrying about bills and such. I can now focus all my energy into bringing my dream to life.

    But life rarely goes according to plan and even if I had all the time in the world, I still barely had time for me. Because of all the family drama, bit of depression and anxiety over other trivial things I used to not care about hindered me from doing anything.

    I never had finished anything... All my game ideas are still left in my WIP folder. I joined several game jams but never completed anything not even a prototype.

    I now think this path is not meant for me. The universe is finding ways to make me stop. Or worst, I am running out of reasons to continue.

    Should I just stop and let it go? I know it's weird asking this in a gamedev sub, but have you ever had doubted yourself that made you feel you wanted to quit? When did you throw in the towel and surrendered?

    Should I just give up?

    submitted by /u/rednryt
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    Is the Y8 Browser safe?

    Posted: 21 Jun 2021 11:16 AM PDT

    Hi, I've lately gotten a suggestion by my friend to try the Y8 browser for flash games. Can anyone give me any info on if it's safe and if it has malware etc? I know about y8.com but I haven't tried their browser. Thank you.

    submitted by /u/Adi_xx
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    sources on multithreaded gameloop using jobsystem/jobqueue

    Posted: 21 Jun 2021 08:25 AM PDT

    I can't seem to figure out how to convert a conventional gameloop (like this https://www.reddit.com/r/gamedev/comments/41v2td/a_modern_c_game_loop_template_mit/) to one that makes use of jobs.

    I've watched GDC talks which helped me understand data managment while multithreading (https://www.youtube.com/watch?v=v2Q_zHG3vqg, https://www.youtube.com/watch?v=0nTDFLMLX9k, https://www.youtube.com/watch?v=JpmK0zu4Mts), but I still have no idea how they implemented a game loop.

    The one I came up with was instead of updating and rendering in the main loop, create the jobs and handle dependencies with priorities and then have the main thread wait for a jobchain to be finished (update and rendering are running on different timings) to be started again. this effectively uses N + 1 with the main loop polling the jobqueue which I assume is not the ideal solution.

    Any help or preferably sources on this subject?

    submitted by /u/F0liv0r4
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    Starting GameDev

    Posted: 21 Jun 2021 02:46 AM PDT

    Hello everyone,

    I'm a software engineer working on server/web/mobile apps mainly. When I started studying computer science 20 and more years ago I developed an interest in game programming, but due to the lack of resources (the Internet was costly and it was hard to get books and articles from abroad where I live), I put that aside and focused on engineering studies. Recently I've become passionate about the subject again, the Internet is cheap, I can actually access any kind of resources, so I started making a plan to learn both engine development and game development.

    Considering that I'm very well versed in:

    • Math (both algebra and calculus)
    • Programming (C/C++, C#, Python, PHP mainly, plus little experience with others)

    I bought "Foundations of Game Engine Development, Volume 2: Rendering" by Eric Lengyel and started experimenting a bit. I also have a basic knowledge of the graphics programmable pipeline.

    Now my plan is to take two different paths:

    • Engine development: I'm following a few resources online, TheCherno series on game engine development and reading all I can and started my own engine (disclaimer: I'm doing this to learn how things work, I have no grandiose intent to write the next unreal engine whatsoever). I'm also reading source code from other engines. Here any suggestions/advice for resources/articles/books/video series is well appreciated
    • Game development: I downloaded Godot and started to learn the editor to make an actual game, experience which I hope will lead me to understand better why and how game engines are designed and can actually drive my programming effort above. This is the bit I have near to zero knowledge about, except that I like to play Bioware RPG (Baldur's Gate, Neverwinter Nights, Dragon Age). Here is where I need the most guidance and structured content to use (Game design tutorials or books, Video Series).

    Any other suggestions is welcome. Thanks in advance!

    submitted by /u/ful_vio
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    Google for Games Developer Summit 2021

    Posted: 21 Jun 2021 10:02 AM PDT

    How do you handle bug reports from fans?

    Posted: 21 Jun 2021 06:57 AM PDT

    We recently released a demo for our game during Indie Next Fest, and since then we have been getting tons of (very helpful) bug reports from people playing the demo.

    What's the best way to handle these community bug reports, does some tool exist that allows us to easily let our community upload bug reports? How do we handle duplicate reports when many players find a common (and frustrating) issue?

    Does anyone else have experience or tips when dealing with community driven QA stuff?

    submitted by /u/Allthebees_
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    Anyone after sounds and music custom made should head over to r/musiccommissions - a small community of sound designers and audio nuts that could possibly help you out!

    Posted: 21 Jun 2021 04:50 AM PDT

    I feel like getting better at game dev is discouraging me from continuing projects

    Posted: 21 Jun 2021 04:40 AM PDT

    So I've been devving for about a year now. Since I started, I've definitely noticed how much I improve with each game. The thing is that I constantly keep trying to make a game I plan to put on steam, I work on it for a few months, and feel tired of it, so to relax, I join a little jam and end up trying something new in the entry, and learning a lot at the same time.

    So after the jam, I finish up and go back to my main game, and take one look at it and immediately notice everything wrong with it because of my new found knowledge. But the game has been built so heavily based on my past mistakes, that I end up feeling like the entire game at this point is unsalvageable, and end up abandoning the game, then rinse and repeat with a new game.

    I'm sick of this recurring cycle, how do I overcome this feeling that my older projects are outdated and not worth continuing?

    submitted by /u/JBroook
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    How to achieve a classic spyro look for textures?

    Posted: 20 Jun 2021 09:03 PM PDT

    I'd like to replicate the look of the original 3 spyro games but I'm unsure how to go about it, I doubt they put every pixel one by one cause its pretty noisy but at the same time its not so maybe a filter which combines colors which are similar? each texture is 64x64 and here is what they look like if you could point me in the right direction I'd really appreciate that ^_^ Year of the dragon

    submitted by /u/MythicalMarsh
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    Positive names for different body types in my game?

    Posted: 21 Jun 2021 07:40 AM PDT

    Hopefully this is allowed here, if not if someone could direct me to another sub that would be great. (: I figure it relates to my game and development so figured I'd post here first!

    Essentially, players in my game will be able to customize to an extent hair, eyes, headwear, and clothing. They will also be able to customize their body type! My game is in a pixelart style and I haven't seen this done very often, if at all.

    I wanted to use body-positive terms for each body type. Please let me know if this sounds positive to you, or if you have other suggestions!

    Feminine:

    • Plump (large)
    • Curvy (average)
    • Petite (thin)

    Masculine:

    • Beefy (large) (I don't know if this one sounds positive or not tbh)
    • Fit (average)
    • Slim (thin)

    EDIT: Thanks to some advice here I'm going to make it just a visual system with no labeling besides maybe numbers!

    submitted by /u/OwleyDev
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    How to connect c++ and unreal engine?

    Posted: 21 Jun 2021 11:05 AM PDT

    My title isn't asking how to technically connect the two with Visual Studio or anything.
    I've always wanted to dive into making games but have always wussed out because I don't know how to even start or reach a brick wall with knowledge where i'm flooded with mediocre and confusing Youtube tutorials online and just end up giving up. I hope you guys know the feeling.
    What I'm asking is how to use C++ in Unreal. I decided I would use Unreal for games, and since I already have a little knowledge in C++ I would finish learning the basics from learncpp instead of using Blueprints, I figured I should just learn how to code in it instead of skirting my way around it until I'm forced to. My problem is I know from experience that you can't go straight from learning how to "std::cin >> answer;" to learning how to make a game without Blueprints in Unreal. So are there any recommended resources, a solid website or YouTube series that will get me from Point A to Point B? Sorry if I should have posted this in the unreal subreddit, I just thought it was a broad enough question to be here.

    submitted by /u/onlykaleintown
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    Finding other devs to work with? How and what should I be able to show?

    Posted: 21 Jun 2021 07:16 AM PDT

    Hello everyone!

    I'm currently what I would call a hobbyist with dreams of becoming a game dev. I did not go to school for programming, I'm teaching myself Unity and C#. Funnily enough, I work full time as a therapist and have a Master's degree in psychology. I enjoy writing, coding, and I have a dream of releasing an otome/visual novel game.

    The problem: how do I potentially connect with other people who are interested in making an otome/visual novel? I have looked through Facebook groups and Meetups to try and find a group physically near me. I know a lot of folks meet others through college but I do not have that option anymore.

    I feel out of the loop now that I'm a couple years out of graduate school and sorta out of my element. If I wanted to attract others to a project, what should I have? I'm currently working on a mockup of the game so I can justify to my husband the expense of art. I would say I have about 25% of the writing done.

    Thanks for any help!

    submitted by /u/justloveme94
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    How do game engines minimise memory usage?

    Posted: 20 Jun 2021 09:55 PM PDT

    I'm learning OpenGL and I don't know how game engines minimise the data needed for all the vertices on screen. Each vertex has at least 3 position floats and 3 texture coordinates, so, even with index buffers, the ram usage can go up very fast with complex geometry. How do they do it?

    submitted by /u/odzz_
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    Game Design Documents

    Posted: 21 Jun 2021 10:36 AM PDT

    Greetings devs!

    What does your game design document look like?

    Or, for those following a design, how do you prefer it being constructed?

    submitted by /u/Redditorien
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    How to make a simple .apk app?

    Posted: 21 Jun 2021 10:34 AM PDT

    Does anyone know how to make a simple android app that displays and runs an HTML file? I use Scratch for coding so all I can do is use .html (one of the easiest 3rd-party exports) and I need to be able to display the game.

    submitted by /u/HyperAustinTheCool
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    Beginner Game Development with UE5 for a young 'un: Laptop and learning suggestions

    Posted: 21 Jun 2021 10:21 AM PDT

    A young relative of mine is interested in getting into game development. I am a Software Engineer, but have never forayed into Game Dev, so my best suggestion was to mess around with UE5 and then when he starts wanting to code, perhaps help him out with Unity/C#. So far he is loving messing around with UE5 but is running into hardware limitations. My general stream of questions:

    1. Is that a good suggestion for a learning path? He is an avid gamer and is more interested in building more immersive PC games. My thought was that actually experimenting with an engine and then learning a programming language would be more motivating than getting straight into the technical details of learning a language.
    2. What development laptops would be good for someone who might be gaming a ton and potentially building games with UE? Is that something where a 16GB Dell XPS 15 would suffice or would he need something like a Razor/MSI/Alienware? What is a good budget for a starter machine? I do have a Macbook 16 Pro that I don't mind him using for a while, but unsure if that will play well with a focus on PC game dev.
    3. If you were starting today as a 15 year old, what would you do differently and how would you approach learning to program and become a gaming dev? Any general tips and suggestions?
    submitted by /u/penguinmanbat
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    How to have a greater chance of generating a smaller number over a larger number?

    Posted: 21 Jun 2021 10:14 AM PDT

    I have a game that generates a random weapon damage modifier. The player should have a far greater chance of getting a small modifier over a larger modifier. I have been trying everything from exponents and logarithms, to animation curves and arrays. I still cannot come up with an elegant way to do this. Does anybody have any advice on how to procedurally generate a number in a way that the larger the number is the less likely you are to generate it?

    submitted by /u/MagnetHype
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    The legal aspect of releasing a free game?

    Posted: 20 Jun 2021 10:57 PM PDT

    Dear community,

    I am about to release my first game to the google play store and totally forgot about the legal aspects and liability.

    I have been working in IT for 6 years now as a java and web developer and recently I have made my way into game dev in my spare time.

    So I have some knowledge about the legal topics and licensing but I think it is not enough. (I know it exists^^)

    So here is my question:

    1. Are there any good guides that show you how to include a license in your game software?
    2. Should I add a disclaimer to the game that the user has to accept in order to play? e.g. This SOFTWARE PRODUCT is provided by THE PROVIDER "as is" and "with all faults. I have seen such disclaimers on free software but never on games. Usually, games have Terms & Conditions but I think this is an overkill for my small game.
    3. Is adding a credit's page enough to give attribution to the free assets I used that are licensed under CC0 1.0 Universal?

    On a side note, I am from Austria and do not want to start an LLC or something like that. I just want to build some small games publishing them for free on the play store to slowly build up my reputation and also improving my skills in the domain.

    Thank you for your time!

    submitted by /u/Jay1337k
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    Dealing with steam release spam

    Posted: 21 Jun 2021 03:53 AM PDT

    Just wondering if anyone else out there, who has released a game on steam, has experienced the spam from streamers, curators, and marketers? Have you had any success with them? Cause they all seem like scams to me. Some of the streamers last streamed 4 years ago. Is there something I can do to weed them out or should I just ignore all of them?

    submitted by /u/Still-Yak-7677
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    What are some free courses out there for indie game developers who want to learn 2D art?

    Posted: 21 Jun 2021 01:05 AM PDT

    I'm a complete beginner to art as I can barely even draw a straight line and I see many indie game developers being able to code and design their games on their own, using their art skills which makes me think whether I should learn art, or not in order to create my 2D games. I'm not really interested in creating 3D games as my laptop doesn't have the necessary CPU to run 3D games and I just love 2D games more, in general. I've been looking if there are any free courses for any type of 2D art for games, so I can take them and design my own 2D games and create custom assets. I would really appreciate the help!

    submitted by /u/Asashi-senpai
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