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    Wednesday, August 25, 2021

    Activision Blizzard - documents related to investigations and complaints were shredded by human resource personne

    Activision Blizzard - documents related to investigations and complaints were shredded by human resource personne


    Activision Blizzard - documents related to investigations and complaints were shredded by human resource personne

    Posted: 25 Aug 2021 05:05 AM PDT

    How do you get over the feeling of being completely overwhelmed with how much there is to learn?

    Posted: 24 Aug 2021 11:24 PM PDT

    I've been developing games with Game Maker and a little bit of Unity on and off since 2013. I always get into this loop of being super motivated to learn and improve but it fades shortly after I begin diving in. I just always feel like there are so many things to learn and I don't even know where a proper place to start is.

    I asked Florian Himsl what he did before he developed The Binding of Isaac and he told me that he just did a ton of tutorials but would start implenting his own features into them. Do you guys agree with this approach or is there a more structured approach I could take to avoid feeling so overwhelmed with what to learn?

    I would also like to add that I did participate in a gamejam about 2 months ago and that was probably the most motivated I ever felt to finish something. Are time limits a good thing to give yourself or will that just stop me from learning at a natural pace?

    submitted by /u/Exxile4000
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    How we went from a 300 wishlists to 30k+ wishlists

    Posted: 25 Aug 2021 07:55 AM PDT

    2 years ago in August 2019 we had less than 300 wishlists. Now we have over 30k wishlists, here are some tips:

    1.Set up your steam page as soon as you can

    • Start gathering wishlists as early as you can for as long as you can.

    1. Post consistently about your game
    • At first we would get no upvotes or likes on our posts, but this number slowly grows over time.
    • Don't worry if that's the case - if you get that one viral post a year later then having a library of old posts is great for people to look back through if they want to know more.
    • People want to see and know that the game is actively being developed on, so be active!

    1. Research events and enter all the ones that fit your game.
    • Most of our wishlists (more than 80%) have come from events.
    • Events that have steam pages sometimes end up on steam's front page, this is really valuable for getting visibility.
    • Be sure to keep on top of event application deadlines.

    1. Invest in marketing
    • There's so many awesome people making amazing games, just look at this sub-reddit!
    • It's hard to stand out when surrounded by so many great games.
    • You have to put in the work to help your audience find your game.
    • Don't leave it until the end - marketing is a constant task that requires a lot of time and effort.

    Our game is going to release in just over 2 weeks, let me know if you'd like to hear about how the game performs :)

    submitted by /u/Allthebees_
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    Is it bad to copy a discontinued game?

    Posted: 25 Aug 2021 02:35 AM PDT

    Let's sketch a situation:
    There is a game that has been discontinued and is no longer able to be played at all. Servers shut down so no more access to any of the gameplay.

    Would this make it possible to copy the game and its art style to make your own version of it? Or are there some rules which would not allow you to do so?

    I started thinking about this question as it seems to be fine to copy gameplay elements whilst getting away with it (we all know which games are prime examples of this).

    submitted by /u/Voylinslife
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    Gamasutra is becoming Game Developer

    Posted: 25 Aug 2021 04:07 AM PDT

    Reusing your own models/ asset in multiple games?

    Posted: 25 Aug 2021 08:46 AM PDT

    When you are making multiple games, are you reusing your own previous (& custom) 3D asset/ 3D Models? Why?

    submitted by /u/Cloudnite_strider
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    How an old flop helped to get 40 000 Newsletter Subscribers

    Posted: 25 Aug 2021 02:42 AM PDT

    How to make a Grid Inventory properly

    Posted: 25 Aug 2021 12:25 PM PDT

    I'm making a grid style inventory for my game however between the intersections of every box you can see a circle until you look directly at the intersection. I googled it and it's an optical illusion. It really annoys me and other games like Breath of the Wild somehow managed to get past it since I can't see the illusion with the inventory on that game. Anyone know what I can do to eliminate the illusion?

    submitted by /u/AikonDev
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    Is it possible for me to get a job on a gamedev company?

    Posted: 25 Aug 2021 07:59 AM PDT

    Hi, having a job on a game publisher or developer company has always been my dream job since i was a kid. Right now im 21 and im about to graduate in about a year. Im currently majoring at marketing coms / advertising. Is it possible for me to get a job on dev/pub companies and anyone know where can i look up these open jobs info/ads? thank you

    Im still very new to the technical things about how these company works, like what do they do,etc.

    submitted by /u/Fun_Falcon6193
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    What are your tips for making sound effects 'juicy'?

    Posted: 25 Aug 2021 12:10 AM PDT

    We have videos and articles to make interacting with games juicy but I fail to find sound design tips for juice. All I know is to get or make sounds with more base to make it feel more powerful and apply different pitches and variations when you hear it constantly like footsteps to avoid monotony.

    submitted by /u/1vertical
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    Should I trademark my Game and Studio as a tiny Indie?

    Posted: 25 Aug 2021 01:06 AM PDT

    I'm finishing a small game to be published on Steam. Should I consider trademarking these, even though I am quite sure they won't bring much income? Or should I wait and trademark them when they bring real profit? (Trademarking is a huuuuuge cost going in thousands of Euro, considering lawyer costs)

    submitted by /u/velatieren
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    Best way to becoming a producer?

    Posted: 24 Aug 2021 07:39 PM PDT

    I was in a game development school for two years and decided to leave because I was unsatisfied with the program. During those two years I participated in many group projects and enjoyed the producer role. I felt in my element and my classmates were pleased with my management. Currently I have a few games i developed and managed under my belt but no official degree for management. Ive been sending out my resume for associate producer roles but no response yet. What's the best course of action to land an associate producer role?

    submitted by /u/Odd_Siren
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    Share some beautiful bugs from your game?

    Posted: 25 Aug 2021 12:36 PM PDT

    I hope it's ok with a lighthearted post in this community.

    Graphical bugs happen, and sometimes there's a kind of abstract beauty to them:

    Beautiful bugs

    I saved pictures when this sort of thing happened while developing the engine for my game Inferno.

    I'm sure this happened to many of you at some point- why not share some pictures or tell us what happened!

    submitted by /u/vertex6
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    Looking for advice for aiming projectiles

    Posted: 25 Aug 2021 12:32 PM PDT

    I'm working on a rocket launcher for my game. I added in a particle system to give a smoke trail when you fire it. I was originally just spawning the rocket directly in front of the which made aiming simple. However, when I added the smoke, it gave the player a face full of smoke and blocked their vision which I didn't like.

    I moved the rocket to spawn at an offset to the right and down. Presumably, the player would be holding the rocket launcher on their shoulder so I think this makes sense. The effect looks pretty decent now but the aiming is all off.

    I'm not sure how best to handle this. I could probably change the direction the rocket is going so it matches up with the crosshair but then I think it would only be accurate at a certain distance (it would need to go at an up-left angle and then it would cross the player at a certain point.)

    How do other games handle this? Usually the weapon is at the bottom right of the screen in FPSs.

    I captured a video of how it looks now (forgive the poor recording quality): https://www.youtube.com/watch?v=9123kUz7x5o

    submitted by /u/DeeBoFour20
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    EA is letting developers freely nick Apex Legends' ping system

    Posted: 25 Aug 2021 11:55 AM PDT

    How to Launch Your Game as a Top Seller on Steam: 7 Tips

    Posted: 25 Aug 2021 07:43 AM PDT

    Both programming and art are creative skills. But what is it with art that people don't understand?

    Posted: 25 Aug 2021 07:24 AM PDT

    I come from the modding scene. Mostly from Skyrim / FallOut and at this point I can probably tell you how some of the stuff in skyrim works. That's as far as my game dev skill goes, if you put a script in my face, I can probably understand it, but generally I have more of an affinity for the artsy stuff.

    I keep seeing art questions pop up on here and usually it's just the usual complaint about not being good at art. It's like someone asking how to make a dragon mmoRPG while only ever been able to compile a "hello world".

    What do you need? concept? UI? logo? icons? animations?

    They all take different skills and a different approach. So, learning how to figure draw is not going to help you with icons. Surely isn't going to help you with animations either. Learn how to make a stick man walk cycle and then go watch an anime and then you'll learn to appreciate it a WHOLE lot more. It's like those youtubers that complains on why Bethesda keeps using the gamebryo engine, while having absolutely no clue about game dev but will keep buying their games.

    Thing is a lot of the tutorials on art out there requires you to have a level of familiarity with art subjects already or just straight up are garbage that will stagnate you or teach you bad habits that will be hard to break out of. I'm sure this applies to programming as well.

    Just like our eyes is able to ignore our nose until you realize you can see it if you try. Our eyes does this with the things we see everyday, it simplify the information that goes into our eyeballs so that we don't overload our weak human brains. That's why we are so susceptible to illusions. But, when you start realizing this biological automation and take over manually. You start to see things differently; objects becomes pure information you can use. Everything has a shape, colors, texture, fonts, etc.

    Just like in bloodborne, the more insight you have the more shit you will see.

    You learn how to analyze and ignore the information you do not need.

    Proko will teach you how to draw anatomy, but he probably can't teach you to do concept art. Drawabox tries to teach you to see objects in 3d space, but why not just use blender to help you with that?

    This artist, Kim Jung Gi, well known in the art community. If you haven't seen the way he draws, it will blow your mind and show you the level that an individual can achieve.

    submitted by /u/honeybadger9
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    how long can a dynamic array be in a modern game engine?

    Posted: 25 Aug 2021 11:09 AM PDT

    Trying to determine which datatype to use for determining the size of long dynamic arrays for my game engine. We would generally store things like vertex co-ordinates, color values etc...

    uint32_t seems good enough to represent the max length of such an array, as UINT32_MAX is 4,294,967,295

    I don't expect my game engine to contain even 1 million objects or particles in the scene.

    Standard C library seems to use size_t to represent the datatype of such long arrays, although that seems like an overkill to me for my game engine, and can be problematic as size_t isn't consistent on x32 and x64 operating systems.

    So, I was wondering how long these dynamic arrays can be in a modern game engine, to aid me in my design decision, and future improvements of the engine.

    submitted by /u/xstkovrflw
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    Physics Engine Development Resources

    Posted: 25 Aug 2021 03:33 AM PDT

    I'm looking into building another physics engine for fun. It's not my first time around, I already had a few (more or less successful) attempts at it in the past. I mostly based them on Erin Cattos publications. I also have 'Real-Time Collision Detection', 'Game Physics Engine Development' and 'Game Physics' on my bookshelf.

    I do struggle to find newer resources though. Are physics engines really still essentially the same as they have been 10 years ago? Any newer publications or resources I should consider?

    Thanks a lot!

    submitted by /u/x29a
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    Does anyone have a BASIC example using ENET? (For networking in C++)

    Posted: 25 Aug 2021 10:54 AM PDT

    I'm trying to figure out a simple networking library to use in my projects (C++) and I've found about ENet here in this sub. But after reading their tutorials, I'm very confused on how to get a basic stuff working.

    Like a basic echo server with a client that just connects, send a message, receive it back and close. So does someone have a sample code like that?

    Or a simpler library, if even possible (but ENet seems ok to me). Thanks!

    submitted by /u/UnidayStudio
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    Simon Carless answers 10 most popular indie game marketing questions

    Posted: 25 Aug 2021 10:27 AM PDT

    Don't fully understand the math behind diagonal movement calculation

    Posted: 25 Aug 2021 12:33 AM PDT

    Going through the haxefixel tutorial and it's teaching me about how to calculate diagonal movement. This was their explanation:

    After that, we need to determine which direction to move the player in, and by how much. A common mistake in games that allow diagonal movement is something like this:

    velocity.x = speed; velocity.y = speed;

    While this will, technically, move something diagonally down and right, it will actually move much FASTER than it really should be moving. This is because of the way triangles work. So, for our player to move, we're not just going to set its velocity
    to speed
    - that would be too easy! Instead, we're going to calculate exactly what its velocity should be with angles!

    The first part of this is to figure out what angle we want to have the player move based on the keys that are being pressed. With our player sprite's asset, angle 0 is to the right, and -90 (or 270) is up.

    Full doc here: https://haxeflixel.com/documentation/groundwork/

    It shows how basically we calculate an angle where based on what combination of keys are pressed.

    Their explanation of "cause pythagora's/triangles" wasn't sufficient for me. Can someone break down the intuition behind this math a little more for me? Thanks!

    submitted by /u/FactoryReboot
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    How to Design Evolving Weapons in Computer Role-Playing Games

    Posted: 25 Aug 2021 01:01 AM PDT

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