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    Saturday, June 5, 2021

    Screenshot Saturday #540 - Rare Sights

    Screenshot Saturday #540 - Rare Sights


    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.


    Previous Screenshot Saturdays


    Bonus question: Have you ever 100% completed a game that has hundreds of collectibles? If so, what was that game?

    submitted by /u/Sexual_Lettuce
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    How to make robot voices, without a budget.

    Posted: 05 Jun 2021 02:42 AM PDT

    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!

    Posted: 05 Jun 2021 06:46 AM PDT

    Teaching Code

    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#?

    submitted by /u/VarietyEducationYT
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    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

    Age of Empires 3 (2007)

    Elder Scrolls IV: Oblivion

    Fable

    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

    submitted by /u/reviving_society
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    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.

    submitted by /u/ExUbisofter
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    UE4 Tutorial: Top-Down with multiplayer using AGR PRO free plugin

    Posted: 05 Jun 2021 01:01 AM PDT

    New location level Scandinavian cemetery

    Posted: 05 Jun 2021 11:42 AM PDT

    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:

    1. Too many systems and components interacting with each other in unpredictable ways made tests fail due to emergent behaviors, that are very welcome during gameplay, but not welcome when trying to run a deterministic test. Example: a test if human would successfully find a meal in a fridge, bring it to a table and eat it failing due to the human being generated with a "Cleaning OCD" trait that makes him occasionally drop the current task and go clean floors instead. Yes, I could avoid this by defining a test that would spawn a human without traits, or with specific set of traits, but again, this will cut into development time, and produce massive amounts of test code, which is a liability.
    2. Certain simulations running on the GPU compute shaders (oxygen and heat transfer). These simulations are asynchronous and results can be returned from the GPU not exactly when expected, via a callback. Tests that would tests these systems would often get flaky due to timing issues, and solving those by adding sleeps is not a clean solution.
    3. AI unpredictability. In my game AI agents have free will to choose the work they want to perform, so sometimes test would fail because the AI agent just wouldn't feel like working on something that had to be done. The system that deals tasks has some black box type of algorithms where I myself cannot tell what the outcome of some situation would be.
    4. Threaded systems. Sometimes you would need to wait for one system's result to assert a condition. But some systems are threaded, and are executing heavy calculations in the background (i.e. flood filling the whole tilemap to detect "islands" in space). Integration tests that relied on results of such systems would sometimes fail due to race conditions.

    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?

    submitted by /u/spajus
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    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 !

    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 !

    submitted by /u/guyFCR
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    How to do glass refraction in a shader.

    Posted: 04 Jun 2021 02:13 PM PDT

    Create a beginner game #2 - Part 1/4 - Unreal Engine 4

    Posted: 05 Jun 2021 11:40 AM PDT

    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

    submitted by /u/applebeesTacos
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    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?

    submitted by /u/Tigeri102
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    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.
    From the test, one of the things that were brought up was how it's not immersive enough and how much giving voices to the characters would help.

    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?

    submitted by /u/Goat-DogBalls
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    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

    submitted by /u/msanatan
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    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 :)

    submitted by /u/taxicomics
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    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?

    submitted by /u/PoloxDisc098
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    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.

    1. I want to make a system that normalizes every human to a default (70HP, 5 to all stats). Soldiers/physical classes, will add more to strength and agility but very little. The focus becomes on equipment. My thinking is "sure you're level 10 and I'm 1, but I have armour and a sword and you're butt naked with fists so I win". I wanted to see if this seemed fun before implementing it.

    2. My game is open-world sandbox styled, I don't want to force the player to do anything, but I still want to make sure that bears are always scary. I considered matching the enemy levels to player levels, but I'm not sure it's necessary and wanted advice (since it seems to be universally hated). I also wanted to make it seem like the PC is not important, and events don't wait for them, so it seemed counter intuitive anyway.

    3. How long should random battles be? Because my battle takes place on map, I wanted to make it so environmental effects were useful/necessary. Like having to knock down a tree in the way of enemies, or destroy created terrain. This would extend into stuff like causing boulders to fall and create a new path, or force other options. The problem is, when doing actions, an RNG calculator determines whether an event will happen, and then what event by region. Random enemy encounters are baked into this, so there will be times when battles are frequent, and dragging out battles can be lame.

    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?

    submitted by /u/cale199
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    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

    submitted by /u/MX-HZ
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    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?

    submitted by /u/WuTouchdmyweenie
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    Free 2D Pixel Art Cat Sprites

    Posted: 05 Jun 2021 10:12 AM PDT

    Free 2D Pixel Art Cat Sprites

    https://reddit.com/link/nt0gza/video/ryytz30ich371/player

    Hello I'm Elthen, a pixel artist. And these are my cat animations. It has Idle x2, clean x2, movement x2, sleep, paw, jump, scared animations. You can get the cat for free right here: https://elthen.itch.io/2d-pixel-art-cat-sprites

    If you'd like to support my work, please consider giving a look to my patreon: https://www.patreon.com/elthen
    There are more than 200 fully animated, ready for game development, pixel art character assets (46 of them are completely free), five pixel art tilesets (4 of them are free!),Props, tutorial, assets from gamejam entries and more...

    submitted by /u/Elth_
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    How difficult would it be for a normie to make a fairly simple point and click puzzle/adventure game?

    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!

    submitted by /u/YeahMarkYeah
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    1 Million Donuts! Unreal Engine 5 Nanite Test

    Posted: 05 Jun 2021 05:35 AM PDT

    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++?

    submitted by /u/Green_Stick_Man
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