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    Saturday, July 31, 2021

    Screenshot Saturday #548 - Quick Look

    Screenshot Saturday #548 - Quick Look


    Screenshot Saturday #548 - Quick Look

    Posted: 30 Jul 2021 10:20 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

    submitted by /u/Sexual_Lettuce
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    I'm a solo indie gamedev and my last game made $72,916 in the first year, here are the numbers and my lessons learned along the way

    Posted: 31 Jul 2021 05:22 AM PDT

    Every second is game dev. Is this the rest of my life now?

    Posted: 31 Jul 2021 02:44 AM PDT

    I'm sitting here waiting for Unreal Engine to boot up. I started thinking- well, no, I've been thinking for a while, how every waking moment of my day is spent on developing my game and thought... Is this the rest of my life now?

    Not that I hate game dev. I love this. I really enjoy this. But I also can't help but think if that my life has become monotonous in a way. The nature of game devs feels like it's largely self-propelled. That all my free time has to be invested into bringing this game one step further. Like today. Unreal isn't going to implement sound effects by itself. I gotta do it. Every hour doing something else could be another step forward in the project. The usefulness of time is at the forefront more than ever.

    I was really thinking like, ah, it'd be nice to have like a week off to go binge some games. I really wanted to try Aegis Rim: 13 Sentinels on the PS4. And Sekiro. Or catch up on movies I missed in the past half a year. But it feels immoral to have time for anything else. The game has to move forward.

    Even after this project, I probably have to start on another to get some footing into creating a release and possibly a new studio. Wow, I wish time would stop for a week and let me catch up with life...

    Veterans of game development, surely you have felt this feeling before. Have you overcome it? Does it continue forever? Is this our life now? Please let me know what you think.

    submitted by /u/Nivlacart
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    Our experience with publishers

    Posted: 30 Jul 2021 10:41 PM PDT

    Hi there, We are a small team (6+) people and currently developing our first "big" game. Being close to alpha and looking for a publisher for some funding, marketing and stuff we started to post videos and material about the game. So far 5 publishers contacted us and we honestly we just got more and more disappointed. So far we got: 1) Greedy publishers Awful deals and a arrogant attitude. We are passionate about our project but no way we arw going to give it away for almost nothing.

    2) Too demanding publishers This is somehow the worst. Publisher demand so much work before signing any pre agreement. Demanding meetings, demos, changes in the game, documents and then vanish with excuses when the final decision need to be taken. Very unprofessional.

    Are we really unlucky or this is the norm?

    submitted by /u/MechanicalCenturion
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    Can I generate cities out of simple 2d flat maps from Google Maps? #unrealengine

    Posted: 31 Jul 2021 09:32 AM PDT

    I want to recreate parts of Google Maps in unreal engine and generate my type of cities in top of it. Are there any tutorials you know?

    submitted by /u/TheBananazZ
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    Does ANYONE know this sound effect

    Posted: 30 Jul 2021 11:33 PM PDT

    Searching for some people to help me create a game.

    Posted: 31 Jul 2021 11:42 AM PDT

    Short introduction of myself:

    Im 16, I live in Belgium and am really interested in game dev.

    I would like to make a hobby project inspired by lonely mountains: downhill:

    https://store.steampowered.com/app/711540/Lonely_Mountains_Downhill/

    I love the style and feel of this game and would like to expand to it. A rafting/kajacking experience and maybe an atv/motercycle levels.

    Personally I have a little experience with blender modelling and would mostly be interested in the modelling and world building but would also be willing to learn code. It would mostly be a learning experience and not really focused on making something to could be sold.

    My current problem with gamedev is that it's hard for me to find motivation when I'm working on something completly solo so I would absolutly love to have 1/2 partners to realise this project.

    If anyone is interested please leave a comment and if not please upvote so others see this.

    (Also if somebody is working on a similar style project and needs some help I would love that to)

    submitted by /u/rainbowsheep_69
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    Animation Style Question - vigil the longest night

    Posted: 31 Jul 2021 06:34 AM PDT

    Can any one shed some light on how the animations were created in this game?

    I love the combat anims and would like to experiment. In areas it looks like 2D rigged models, other times they look like they could be a 3D model rendered to 2D.

    Does any one know for sure?

    submitted by /u/ARoth4211
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    To create my first game, I chose the slasher genre - platformer. I was told that nothing would work for me.

    Posted: 31 Jul 2021 09:57 AM PDT

    My opinion is that when an indie developer starts making his game, he should not look at the popularity of the genre and should not copy someone else's game with minor changes. The developer must be a big fan of his idea, love his idea, see details that other developers have not seen or have not developed to their full potential, you need to dissolve with thoughts in the project day and night, to express yourself through the project. And the second important detail is to test the first build, listen to feedback and tips from players, test the mechanics, and discuss some of your ideas with them. Then the game will become special.

    What do you think?

    submitted by /u/Denis_Listov
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    Roblox Developer Prices Raising

    Posted: 31 Jul 2021 11:43 AM PDT

    As a developer myself, and hiring multiple for the groups I run on the side I have noticed developer prices have been raising like crazy. Nowadays, with developer prices raising on a weekly bases I cannot really find a good price for payment, as most just ask me "How much are you willing to pay?" I do this myself occasionally, but recently stopped and give a straight up price. I need a bit of help with finding some good pricing, and developers to assist with my group to put together a training center. Nowadays, this is apparently cheap but I need developers who work for cheap, and are willing to work alongside me.

    What I need: 3D modeler, Builder, Tool Designer.

    If you are up for the role, please contact me through discord and we can discuss pricing.

    tyler;#1111

    submitted by /u/zsuperdog
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    Are there any instances of devs putting up games on Itch / Steam as FREE Early Access demos, and then deciding to release the game as a PAID Final Build on a different console / ecosystem?

    Posted: 31 Jul 2021 07:42 AM PDT

    Has anyone ever put up an early build of a game as a FREE Early Access Demo on Itch / Steam, used those platforms purely for marketing purposes and generating awareness (whilst getting user and community feedback), only to then release the final build on a different console / ecosystem as a PAID title?

    This could happen in the instance where a developer decides that maybe Itch / Steam aren't the right platform for them, and that they would rather release the game instead on consoles. This could also happen in the instance where EPIC pays them an exclusivity fee.

    submitted by /u/NearbyCaptain7825
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    How do you deal with the fact that it's tremendously difficult for an indie game to be a financial success?

    Posted: 30 Jul 2021 04:14 PM PDT

    I'm an older gamer learning unity. I have to admit sometimes when I daydream my game is going to be a huge success and I'll be able to buy a new car or something (lol).

    The fact is, it's VERY hard to be successful as an indie, at least financially.

    Part of me knows my first game will inevitably be a disappointment. Hopefully I don't quit.

    I was just wondering what you do when facing this reality.

    submitted by /u/theRealLOCURO
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    Can you have the same name as another app on the Google play store/app store?

    Posted: 31 Jul 2021 07:33 AM PDT

    For example: If the an app already exists on one of these stores called "jump monkey" and I publish mine as "jump monkey - arcade and science education game", would that be allowed and would that be copyright free?

    Thank you!

    submitted by /u/redriverdolphin
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    Is cel shading for environments a bad idea?

    Posted: 31 Jul 2021 05:11 AM PDT

    I don't think I've ever seen cel shading be used effectively for envionments. Even AAA games like BotW and Genshin Impact that use cel shading for characters, don't use it for environments.

    After testing this myself in blender, it seems like cel shading works best on curved surfaces and on characters. But when applied on large environmental flat surfaces, it removes all sense of perspective and it just doesn't look very good. It makes the environments look very flat and low quality.

    My main motivation for using cel shading was to reduce the time needed to create realistic or stylized textures which right now looks like I'm going to have to do anyway.

    Has cel shading ever been used effectively for large environments?

    submitted by /u/Cevalus
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    Does this gameplay work with my fantasy medieval setting?

    Posted: 31 Jul 2021 07:22 AM PDT

    I started working on a game idea on my own while having a full time job and I soon realized that my game is going to take much longer than I can afford. So I have to shrink my scope and get something simpler for a beginner like me. I want to have something published as a stepping stone into the game dev world and also to be able to make it at most in a year. The premise that I have is that the playable character is a teen girl in the middle ages (don't have the century yet) where all the kids from the village she is in got kidnapped by witches and because she is the only one left, the village people blame her to ba a witch who helped to kidnap the kids. To prove her innocents, she has to try to find the kids and saved them or run away and never come back. The game will have monsters and characters inspired of European Folktales. My problem is with the gameplay, since I want something simple that I could implement and it is fun to play, but I have no idea from where to start. I came up with an idea today, I could make it part light stealth game, where you have to infiltrate the witches places, find kids, solve puzzles and escape. I also want to have bosses where you can't attack back but you have a puzzle to solve in the area to kill the boss. The other part is survival where you have food and plants to take care of yourself and the kids that you have with you. You also have to travel from base to base and have random encounters. About me, I have some experience in Gamemaker 1.4.999 and Unreal 4, but I was thinking to make this as a 2d game. I wanted to ask here if it's simple enough or if there is a better idea to tackle this setting.

    Thanks in advance 😊

    submitted by /u/KyoN_tHe_DeStRoYeR
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    How to become a Switch independent developer?

    Posted: 31 Jul 2021 07:15 AM PDT

    Hi all,
    I remember they used to have a form for this but somehow I cant find it and in other sub I found people mentioning the email contact but is that the right way? If you could give some details on the process that would be great, thanks =).

    submitted by /u/asdronin
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    Unity - Playfab / Google Signin - Windows Build?

    Posted: 31 Jul 2021 10:59 AM PDT

    Hello all! Wondering if someone can help or at least point me in the right direction, sorry if this should be posted in the /r/unity sub instead just let me know otherwise.

    I currently have playfab setup on my game where you can login to facebook and google play games with playfab but google play games (GPG - I'll call it this from now on) isn't available outside of mobile so I'm trying to figure out how to get a login working with a windows build then I can work on the facebook version.

    So far logging in to GPG with playfab goes something like:

    //Get Auth Code var serverAuthCode = PlayGamesPlatform.Instance.GetServerAuthCode(); PlayGamesPlatform.Instance.Authenticate(PlayGamesAuthenticateResult) And PlayGamesAuthenticateResult runs PlayFabClientAPI.LoginWithGoogleAccount(new LoginWithGoogleAccountRequest() { TitleId = PlayFabSettings.TitleId, ServerAuthCode = serverAuthCode, CreateAccount = true } 

    Since GPG isn't available then you can't call GetServerAuthCode from the PlayGamePlatform reference to get the auth code.

    Now I always thought my googlefu was pretty decent but everyone asking this question that could find ends up pointing to this link:

    https://docs.microsoft.com/en-us/gaming/playfab/features/authentication/platform-specific-authentication/google-html5

    This shows that they still call the LoginWithGoogleAccount method but within HTML5 and instead getting the auth code from:

    var accessToken = gapi.auth2.getAuthInstance().currentUser.get().getAuthResponse(true).access_token; 

    Sorry for being dense here but how do I go about implementing this? I wanted to set another scripting define symbol to have an "if UNITY_WINDOWS" then login etc but does this mean there is a way to call a set bunch of HTML5 code from within my C# script or do I instead have to implement some kind of manual API plugin/method or something?

    Thanks in advance! This has been doing my head in for a while now :(

    submitted by /u/DescriptionNo859
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    How come so many solo devs could afford custom music for their games?

    Posted: 31 Jul 2021 10:58 AM PDT

    Today I came across a game called Ultrakill and got interested, so I checked a random review video. It turned out this game was developed by a solo dev and one line from the review caught me off guard, it was something like "the developer made a ps1 style graphics probably because he had to. Making a 3D game with good graphics without assets would take years for one man". It stunned me because the video where I initially saw this game was an hour-long Ultrakill ost video, and 3D assets are far cheaper than music.

    Earlier this week I did a research for my own project and found out that the floor price for one minute of a custom music is 200$. And according to google a lot of solo developed games have custom music (eg Stardew Valley and Dead Cell). Quick calculations showed that with average wage where I live you have to take a good chunk of your earnings for 5 years to save up enough for only ~20 minutes of custom ost

    I just can't wrap my head around it, can someone explain how this works?

    submitted by /u/Vefery
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    So I've decided to make a game!

    Posted: 31 Jul 2021 04:42 AM PDT

    I am an artist and writer ( my Instagram ) and the freelance gig I'm working is ending this year and at the start of next year I want to make a side scroller 2D rpg (kinda like indivisible) kinda game, I've started drawing the characters, I've started writing the script, and I'm trying to write my pitch to other people to help.

    My question I suppose is how do I get programmers to get interested in working on it. I don't have money to do salary, it'd pretty much be rev share which I know from personal experience can be a bummer but I don't think I can get a loan for this venture. What is the best way to get people excited enough to work on this project. It's my first time attempting to lead a project and I'm out of my depth.

    Any insight would be helpful.

    submitted by /u/the_hoodie_monster
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    Is it legal to pirate your own game?

    Posted: 30 Jul 2021 02:00 PM PDT

    By that I mean, is it legal to upload your own game to sites like The Pirate Bay? Are you breaking any Steam/Epic store rules? An example of this would be when Acid Wizard Studio uploaded their newly-published game Darkwood to TPB in 2017.

    submitted by /u/TommyTIG
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    Depot is a CastleDB Alternative that runs directly inside VS Code

    Posted: 31 Jul 2021 06:41 AM PDT

    What's a good text speed for dialogue?

    Posted: 31 Jul 2021 10:11 AM PDT

    Hi all.

    I recently implemented a custom dialogue speed system, and was wondering what seems like a good range for text speed customizability. At the moment, it defaults to 48 characters per second, but it can be moved anywhere between 30 to 120 characters per second (0.5 - 2 characters per frame at 60fps).

    Thoughts on whether this is too small or large a range? Extra slightly relevant information:

    • Only one character has dialogue with the player, it's in intermittent but long tutorial~esque monologues (so giving the player time to read who is talking is not a concern)

    • The gameplay doesn't divert attention at any point from the dialogue so the speed can assume the player is only focused on the dialogue

    • Each box of text is individually skippable so if the player isn't interested whatsoever they can mash through it

    • There are a few lines of dialogue that auto-skip partway through for comedic effect

    Thanks for your input!

    EDIT: Was incorrectly portraying the dialogue speed to be about 60x slower than it actually is

    submitted by /u/DabestbroAgain
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    Wanted to share with you guys how I use scriptable objects to add variations and better control sound effects in my unity project, Hopefully this helps someone out!

    Posted: 31 Jul 2021 10:08 AM PDT

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