Screenshot Saturday #540 - Rare Sights |
- Screenshot Saturday #540 - Rare Sights
- How to make robot voices, without a budget.
- After several years on and off of trying to learn Game Dev, watching tutorials, making small prototypes, and abandoning projects, I finally completed my first game after giving myself a 24 hour deadline. Sure, it's not great, but it's finished and at least kind of fun!
- Teaching Code
- Why do so many games from the mid 00s look like this?
- So what's going on at Ubisoft these days? (lots of departures of long time staff)
- UE4 Tutorial: Top-Down with multiplayer using AGR PRO free plugin
- New location level Scandinavian cemetery
- How would you do automated tests for a complex simulation game
- Hi guys ! I make Creative Commons Music for games, and here's my latest track. It's a Synthwave / Guitar instrumental that's free to use, even for commercial projects ! Feel free to use if in your games !
- How to do glass refraction in a shader.
- Create a beginner game #2 - Part 1/4 - Unreal Engine 4
- How do you make a sprite sheet in krita?
- Fellow 3D artists - what have game jams been like for you?
- What to do about character voices and sounds?
- Jammin 2021 - A Caribbean game jam kicks off on June 12th!
- Who made those "300 Games in One Console!" - Games?
- What knowledge can be useful when learning texturing?
- Some questions about creating RPGs stats and gameplay system
- Just need some opinion on modelling and motion capture topic
- How to enter the field of game development?
- Free 2D Pixel Art Cat Sprites
- How difficult would it be for a normie to make a fairly simple point and click puzzle/adventure game?
- 1 Million Donuts! Unreal Engine 5 Nanite Test
- What is the best way to make 2d graphics for a game (preferably not using an engine)
Screenshot Saturday #540 - Rare Sights Posted: 04 Jun 2021 08:35 PM PDT Share your progress since last time in a form of screenshots, animations and videos. Tell us all about your project and make us interested! The hashtag for Twitter is of course #screenshotsaturday. Note: Using url shorteners is discouraged as it may get you caught by Reddit's spam filter. Bonus question: Have you ever 100% completed a game that has hundreds of collectibles? If so, what was that game? [link] [comments] | ||
How to make robot voices, without a budget. Posted: 05 Jun 2021 02:42 AM PDT
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Posted: 05 Jun 2021 06:46 AM PDT
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Posted: 05 Jun 2021 08:46 AM PDT I am a very young programmer, 13 in age. I want to start teaching some of the younger or a little older kids in my neighborhood. The people know me for being a good kid, so they will trust me. The only problem is my age. Is it ok to be a young teen and teach python, the Unity game engine, HTML, CSS and C#? [link] [comments] | ||
Why do so many games from the mid 00s look like this? Posted: 05 Jun 2021 02:18 AM PDT Hello. I've been looking into some games of the 2nd past decade and there's a commonality in graphic fidelity that I've noticed during this time. Here's a few game examples Starwars Battlefront (2004) (Very prevalent here) Counter Strike: Source (or just Source games in general) I guess the technical term is bloom? There's a sort of hazy or foggy looking quality to these games and the lighting is very similar in all of these. Whenever I see a screenshot of a game and it looks like this, it reminds me of the 00 - 09 era of gaming. Is there a technical explanation of the style used during this time? How would you go about sort of recreating this bloom or hazy look? Thank you [link] [comments] | ||
So what's going on at Ubisoft these days? (lots of departures of long time staff) Posted: 05 Jun 2021 06:39 AM PDT I worked at one of the larger Ubisoft studios on production supporting services for over 10 years and left in early 2020 before all the bad press about them came out. As a white dude I was never discriminating against for the reasons many people read about, but I did leave a toxic environment that sapped the ambition from me and left me isolated like many other stories you might have read. What's interesting to me though is that since I left I am regularly surprised by how many long standing 6-8+ year staff have left recently. Many of them people I would have never imagined leaving ("lifers" as we'd say). Don't get me wrong in my 10+ years there I saw many people come and go, but most people did that before the 4-5 year mark. There'd for sure be the odd 10+ year team member leaving, but within the circles of people I knew that'd happen maybe once every 1-2 years. Just scrolling through LinkedIn since mid 2020 and I'm seeing on average more than 1 person per month! Not only that, lots of fresh faces and not super senior people getting promoted to director level roles, changing teams, etc. LOTS of shuffling The 4 people I've been comfortable to reach out to directly all shared with me stories that felt so much like my own ... toxic environment, isolation, politics, egos, mafia-like promotional hierarchy, etc. I'm not sure if perhaps things have gotten worse since I left in attempts to make thing "appear better" or maybe the bad press served as a catalyst for people to reflect on their own toxic circumstances. What I do know is this would have been relatively unprecedented just 1-2 years ago. While Ubi tries to rebuild it's image and attract talent I am really starting to wonder if they are hemorrhaging some of their most experienced talent regularly at this point. My sample set of 150 LinkedIn contacts + extended network visibility from Ubisoft is relatively small compared to the >18k employees ... but it should be really concerning for Ubi if they are losing long time talent at the rate I am seeing it across the entire org. I remember hearing stories about the mass exodus from Ubisoft back in the late *2000s, maybe history is repeating itself on a bigger scale. [link] [comments] | ||
UE4 Tutorial: Top-Down with multiplayer using AGR PRO free plugin Posted: 05 Jun 2021 01:01 AM PDT
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New location level Scandinavian cemetery Posted: 05 Jun 2021 11:42 AM PDT
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How would you do automated tests for a complex simulation game Posted: 05 Jun 2021 08:23 AM PDT Hey gamedevs, Lets discuss viable options of implementing automated integration tests for a complex simulation game. It is notoriously difficult, and I am aware that a lot of high profile games don't have automated tests, but I am sure that some do (Factorio is a good example). I have tried implementing tests in my own simulation game, but the tests ended up fragile and the upkeep was taking way too much time, so in the end, with aching heart, I had to delete the tests and delay this for better times. The approaches I tried, that failed the test of time: Approach 1: Creating a small save file with the thing I want to test (in sandbox mode), loading that file in a test, executing some commands and waiting for certain conditions to be reached. Why it failed: Save file format keeps changing, content keeps getting added or modified, and older save files often break. Recreating 50 little save files every time the format changes was too much to handle. Creating backwards compatible saving with migration of old files felt like total overkill, requiring too much development time. That lead to the next approach: Approach 2: Loading an empty environment and executing commands that created the environment for me, by simulating user input programmatically. Then after the environment was created, executing some commands and waiting for certain conditions to be reached. Why it failed: Creating the environments in code is arguably even mode time consuming than setting up a small save file with in-game tooling. In the end, systems would still change, that test code base grew big and required a lot of maintenance, and in the end I found myself spending half the development time maintaining tests. In addition to this, there was the unsolved issue of flaky tests with random failures due to how various game systems can interact with each other in unpredictable ways. More on this: Why tests were flaky / randomly failing:
I could go on, but I guess these issues illustrate the whole picture well enough. How are you solving testability issues in your simulation games? [link] [comments] | ||
Posted: 05 Jun 2021 09:10 AM PDT You can check it out here : https://youtu.be/QucZi66cjWo You're free to use this track under the following creative commons License : CC BY 3.0 Please comment on youtube If you'd like more short tracks like this one ! [link] [comments] | ||
How to do glass refraction in a shader. Posted: 04 Jun 2021 02:13 PM PDT
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Create a beginner game #2 - Part 1/4 - Unreal Engine 4 Posted: 05 Jun 2021 11:40 AM PDT
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How do you make a sprite sheet in krita? Posted: 05 Jun 2021 08:54 AM PDT because the engine i use only supports spritesheets, i want to know how to make one in krita because i cant find a video about it on yt [link] [comments] | ||
Fellow 3D artists - what have game jams been like for you? Posted: 04 Jun 2021 11:57 PM PDT I've got some time off coming up and want to hop into a game jam when it happens, but it's occurring to me - a lot of these are only, like, two or so days. I've spent that much time on just a single character model and texture, let alone their rig and animations and having time for the coding/design guys to implement it. obviously I'd keep it way simpler than usual for something so short-term, but it's still got me a bit concerned. so what have y'all's experiences been? are short game jams just crunch central for 3D artists? [link] [comments] | ||
What to do about character voices and sounds? Posted: 05 Jun 2021 06:27 AM PDT Hey, I'm developing my game and had a couple of friends play it to test and see how it feels. I personally don't have that great of a voice and obviously can't do all of them (Male & Female, different ages and more than 10), nor do I own a mic that sounds good enough, I tried to look into voice manipulation but nothing really satisfied me. Voice actors are expensive and aren't immediate or flexible on changes down the line so I started to look for programs and found one called "Speechelo" (sounds human enough, has accents, genders, and age variations) and it sounds pretty good. Does anyone had had experience with that program or programs alike? Any suggestions on something better to do? [link] [comments] | ||
Jammin 2021 - A Caribbean game jam kicks off on June 12th! Posted: 05 Jun 2021 09:38 AM PDT Hey everyone! Next week Saturday kicks off a 1 week, regional game jam - a friendly competition where we come together to make something new based on a theme! This game jam runs from June 12th and ends on June 19th. It's open to everyone living in the Caribbean and diaspora :-). The theme will be announced when we go live, and there are prizes to be won! Whether you're new to game dev or a sage to it - it'll be fun either way! Check out the link below for more info: https://itch.io/jam/jammin-2021 And join us on Discord as well! https://discord.gg/axGtfrk [link] [comments] | ||
Who made those "300 Games in One Console!" - Games? Posted: 04 Jun 2021 01:15 PM PDT Hi! For christmas somebody gave me a keyring miniature "Gameboy" with 300 games on it,you probably know the type. I went through the games, and they were mostly mediocre half baked ideas. Which made me think. What poor soul had to come up with all those games? Does anybody know? I'm interested in any insight you might have :) [link] [comments] | ||
What knowledge can be useful when learning texturing? Posted: 05 Jun 2021 11:10 AM PDT I wonder how I can improve the quality of my textures besides constant learning and practice. Do you recommend something for me to read or to get acquainted with? [link] [comments] | ||
Some questions about creating RPGs stats and gameplay system Posted: 05 Jun 2021 01:06 AM PDT Most RPGs are like, heal when low, use strongest attacks to win (minding MP). It also feels like characters strength is overshot. It will be a TRPG like Fire Emblem.
EDIT: 4. I have an overworld map divided by 3x3 blocks. Travelling causes one day 1 pass. I like how it's a simple system, but it seems unrealistic that the closest villages are 3 days walk from the capital city. Some are even over a week away one way. Any advice on this? [link] [comments] | ||
Just need some opinion on modelling and motion capture topic Posted: 05 Jun 2021 10:45 AM PDT I'm learning and want to be a game developer just need modelling and animation questions Modelling I have read and watch some videos about modelling is dead topic and it is photogrammetry well more and more game developer starting to use this but I don't know if that's any true. Because well company like Capcom is using re engine and a lot of scanning modelling and I know they have to do some modelling with keyboard and mouse. Well big company are starting but I'm not sure about smaller game dev Motion capture I have a lot of interest in motion capture it but I seen some people saying mocap won't replace key frame. But some say it will with some key frame. Need some understanding if big or small companies actually uses mocap suit or they are still using key frame or key frame with mocap suit I don't know how true or is this more people and companies going to adapt new tech and software [link] [comments] | ||
How to enter the field of game development? Posted: 05 Jun 2021 10:25 AM PDT What's the best way to enter game development and what should I learn beforehand? [link] [comments] | ||
Posted: 05 Jun 2021 10:12 AM PDT
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Posted: 05 Jun 2021 05:50 AM PDT I did a coding app that taught JavaScript, but besides that I don't know much. My dev buddy says that even creating "Pong" from scratch would be quite the chore. But IMO - a point/click would maybe be easier than "Pong"? No real physics to speak of, just telling the code to highlight this, move this item when clicked on, play this cut scene, etc... But I'm pretty good at having no idea what I'm talking about. Thanks! [link] [comments] | ||
1 Million Donuts! Unreal Engine 5 Nanite Test Posted: 05 Jun 2021 05:35 AM PDT
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What is the best way to make 2d graphics for a game (preferably not using an engine) Posted: 05 Jun 2021 09:19 AM PDT I wanna try make a 2d (maybe 2.5d later on when i get, you know, good at coding) platforming game. However I have come to realise that unity may not be the best for me, as I want to stay somewhat in the mindset of a 90s programmer, to really get a feel for what they went through (I know it sounds strange, but still lol). I have some experience with 3d apis like opengl but only for basic 3d stuff. What is the best way to render 2d sprites and textures in c/c++? [link] [comments] |
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