How to make UI sounds - Menu Navigation,Menu Open/Close, Option Select, Save, Error |
- How to make UI sounds - Menu Navigation,Menu Open/Close, Option Select, Save, Error
- What does it take to create a Games Studio?
- Unity patents "Methods and apparatuses to improve the performance of a video game engine using an Entity Component System (ECS)"
- Where do unartistic solo devs get 3d models?
- Non-toxic game studios
- Making a 2D Metroidvania-style camera system in Unreal Engine
- Why is GameMaker so Popular?
- Question for financial stuff
- I wanna develop my first paid game but I can't come up with a small-scoped idea that would sell
- Make a PS1 Cutscene with Blender and Godot in 5 minutes
- How to better understand optimization?
- [is::Engine 3.3.4] Use SFML Outline functions on Web (HTML 5) and Android
- How to legaly secure your share of game's profits?
- Game Logo Pricing for smaller devs?
- Behaviour trees for AI
- Unreal engine 4.26 - Getting 2 lines out of guns from the linetraceforobjects
- Featured free Marketplace content—September 2021
- Artists buying 3D models?
- What are some fun abstract game/game industry curiosities?
- The indie games market is fickle and unpredictable: A discussion
- Interfaz de juego Introducción | Tutorial Básico Axie infinity #axieinfi...
- Technical Art course - Ep 1 How images work
- I set the font to have high image quality, but it becomes difficult to see if the characters are made smaller.
How to make UI sounds - Menu Navigation,Menu Open/Close, Option Select, Save, Error Posted: 07 Sep 2021 10:21 AM PDT
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What does it take to create a Games Studio? Posted: 07 Sep 2021 03:19 AM PDT I find my brother and I occasionally returning to a conversation about the potential of building and running a Games Development Studio between us and friends. On my side, I have a lot of technically skilled friends (from STEM backgrounds) while he has a lot of creative and practically skilled friends (All arts and IT) so everything seems to be hinting at this new potential. I am curious to know what it really takes to at least get a good startup company going in Game Development and how we could become valuable assets to that. I (20M) personally have very little experience in coding generally though I am not scared by it as its on my list of things to pick up. I do develop a Minecraft Datapack in what spare time I have aside from my Physics Degree so I have basic knowledge of all things associated with that (reading JSON, understanding its syntax and similarly for NBT strings and Java strings). He has been working in IT and IT support for most of his career (24M). We are both from the UK and just exploring the possibility, hoping this was the right place to ask :p [link] [comments] | ||
Posted: 07 Sep 2021 11:38 AM PDT
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Where do unartistic solo devs get 3d models? Posted: 07 Sep 2021 10:26 AM PDT So I want to make some games in 3d, I have absolutely no visually artistic talent, or eye. Apparently all my uis look bad according to others and whenever I think something looks good other people don't think so. Clearly my talent is all in coding and audio. So how do unartistic solo devs like myself get models and whatnot and be able to have everything thematically and structurally cohesive? Because when using assets and whatnot it seems like the styles are going to conflict and you'll have some weird artistic shitmix of a game [link] [comments] | ||
Posted: 06 Sep 2021 04:16 PM PDT Is there a list of non-toxic game studios which don't have abusive managers who tell you that you're "Shit" and "Absolutely awful at your job"? Any recommendations? I'm about to give up and go back to webdev, pays more money and people actually respected me in webdev and treated me kindly. [link] [comments] | ||
Making a 2D Metroidvania-style camera system in Unreal Engine Posted: 07 Sep 2021 12:01 PM PDT
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Posted: 07 Sep 2021 11:26 AM PDT I am making this post out of genuine curiosity since from the research I have done, It seems that GMS (GameMaker Studio) is both an incredibly popular engine with a whole lot of controversy. The engine has been behind a ton of great games such as Undertale, Hotline Miami, Nuclear Throne, Spelunky, and many more still coming out to this day. I have nothing against the engine but I have heard a lot of negativity around the engine due to its "interesting" workflow and scripting language that differs heavily from other traditional engines such as Unity and Unreal. The main thing that I focus on is GMS's lack of a Entity Component System (ECS) and an Object-Oriented scripting language which I swore were such incredibly crucial aspects to developing a game that I can't even imagine what the development process is like without them. I could be very wrong so please tell me if I am but coming from a background in Unity and Unreal, as well as developing my own engines that felt like they needed the benefits of a ECS to have a smooth workflow, It just feels like such a detriment to not have these features that I'm curious why the engine is still just as popular as engines such as Unity. Especially the reusability aspect of both of these features which feels so important for speeding up the development process. Is there something incredibly beneficial about GMS that I am missing? Or Is it a case that the majority of developers simply choose not to explore outside of using GMS? From an outsiders point of view, It feels like a engine that you would use as a beginner and then switch from once you wanted to get more serious with games development and programming games. But I do know of people who use engines like Unity and Unreal, and still choose to come back to GMS despite the such drastic differences between them. [link] [comments] | ||
Posted: 07 Sep 2021 08:10 AM PDT So thanks to this sub, i found that working in a team is not easy especially if you are the leader. And yiu also need some budget before hand alongside more experience Is it a good idea to join a team but not be a leader so that you gain experience and do some other things that give money until you can form a team or are other strats better. If the other strats are better, then tell me in the comments [link] [comments] | ||
I wanna develop my first paid game but I can't come up with a small-scoped idea that would sell Posted: 07 Sep 2021 10:11 AM PDT (This turned into a rant :( TL; DR at bottom) Hello, I've been coding for about 12 years and now. Right now I'm still trying to graduate from university so I can't get into a full-time job yet. I'm really good at programming and I'm passionate about making video games but all of my ideas end up being too ambitious. I'm aiming for Steam or itch.io, currently developing mainly on Unity. I just want some game that people will be interested in and buy so I can fund my bigger ideas. I considered crowdfunding but I don't have the money to hire illustrators and whatnot to make a compelling pitch. I don't have a safety net so I can't risk taking out a loan. I also can't do game jams for the same reason, I always overcomplicate things and can't even finish the essentials, let alone art and music. I try stripping the game until only the central idea remains but I can't seem to develop even that. I always think I'm a really bad programmer because of this but I keep getting praises from my coworkers and bosses, and I actually worked as a lead developer in my first part-time job after I impressed the boss. Even now, I'm the lead developer in my current internship. I solve all sorts of problems and plan the project but I guess it's creativity that I'm lacking. It probably also helps that I'm a perfectionist and smaller ideas seem to fall below my threshold of "unacceptable game ideas." I worked at a hypercasual game dev company and it feels like I'm making something like that. Games that lack depth and that you wouldn't pay for. Alternatively I could make a free small game. I learned from working there that you have miniscule chances if you don't have a budget for marketing. Hundreds of free games are published every day. And that your ideas will get stolen anyways even if you make it and someone else with a bigger budget will market better. So your ideas need to be something that cannot be replicated easily if you wanna stand out. I also actually published a free game before but only 50 people downloaded it, most of which were my friends. So yeah, if there's anything you can say that helps, I'd love to hear about it. Sorry for the wall of text. TL; DR: I wanna sell a game but my ideas are too ambitious for my resources. Anything smaller feels inadequate for me, as I suffer from perfectionism. I could do with a smaller free game but my previous experience tells me it isn't worth trying. Target platform: Steam/itch.io - Unity - PC/Linux/Mac [link] [comments] | ||
Make a PS1 Cutscene with Blender and Godot in 5 minutes Posted: 07 Sep 2021 08:15 AM PDT
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How to better understand optimization? Posted: 06 Sep 2021 09:17 PM PDT Hi all, I have been very interested in the technical aspect of optimization lately however i am not really sure what to search for to gather more information on the subject, I know a bit about draw calls, tricounts, batches, overdraw on transparent surfaces, and the usual overcomplicated materials. But I am interested in learning to read further into the debugging side of things to more or less pin point issues or seeing where issues might crop up like texture streaming pool size, texture amounts, how to know what system works best with batch/tricounts etc. Thanks [link] [comments] | ||
[is::Engine 3.3.4] Use SFML Outline functions on Web (HTML 5) and Android Posted: 07 Sep 2021 05:16 AM PDT Hi all, I hope you are doing well and starting the new school year well! is::Engine 3.3.4 is released! Now your texts and geometric figures will become more beautiful with these new features:
Sample code : Have a nice day ! [link] [comments] | ||
How to legaly secure your share of game's profits? Posted: 06 Sep 2021 06:23 PM PDT Hi! In my spare time I work with my friends on a game together. We agreed to split the profits from the game equally (so total income divided by our number) but we didn't prepare and sign any legal document. Now that our game is a bit closer to finish than start I was wondering how to secure my share of income legally? How to write/prepare an agreement where everyone is promised to get an equal share of the profits? [link] [comments] | ||
Game Logo Pricing for smaller devs? Posted: 07 Sep 2021 09:46 AM PDT I wonder what's a good price for a game logo. I mean the mobile style, with nice 3D letters etc. from an artist you geniuinely enjoy (not giving a specific example deliberately, just hypothethizing a situation here). Also not aimed at triple A, since that's another ballgame entirely. Is 500$ cheap? 1000$? 2000$? I mean it is the face of your game in many areas. Yes, I know it's a huge grey area and the answer is "whatever they can pay you" or "how many hours it takes you times hourly rate" and things like that. I more just wondering about the ballpark figure and how reddit game devs and game artists look at this :) [link] [comments] | ||
Posted: 07 Sep 2021 03:00 AM PDT Hi, I am currently working on a behaviour tree implementation and was wondering what other good resources are out there beyond the famous article by Chris Simpson and GameAI Pro [link] [comments] | ||
Unreal engine 4.26 - Getting 2 lines out of guns from the linetraceforobjects Posted: 07 Sep 2021 10:55 AM PDT Hello everyone. I'm currently following an Unreal engine tut and I've had the line trace working for my weapons for a while now. The linetrace Node is set to persistent so I can see the weapons fire. I did some Node work in the anim bp for the Character skeleton to make it pull the gun down for the reload, then pull it back up. After I finished that I went back and fired all the guns and I'm getting two lines coming out for each trigger pull. It's also removing 2 ammo from the Mag each time. Is this a common enough problem (or common at all?) That someone can help me out here? I can post images of any Blueprints you'd like to see to my profile. I'd appreciate any and all advice. Thanks [link] [comments] | ||
Featured free Marketplace content—September 2021 Posted: 07 Sep 2021 08:35 AM PDT
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Posted: 07 Sep 2021 02:19 AM PDT What do you think of 3D Artists buying some 3D models instead of making those from scratch (while still giving credit of course). Does that make sense? [link] [comments] | ||
What are some fun abstract game/game industry curiosities? Posted: 07 Sep 2021 05:06 AM PDT To start with an example, something such as "The Door Problem" is what I am alluding to. The door problem looks to how doors are designed within a game respectfully. Not all doors can look the same and have different functions otherwise it will be confusing. Can they open? Can they be revealed? Are they just decoration? Do they have some greater purpose? The amount of thought behind something as simple as a door is incredible when putting it into a game design perspective. Another example of what the question is alluding to is something to the likes of "what is good quest design" and the intricacies that go along with that. Video game philosophical questions are fun ones to explore! Now as the title says, are there any of these conundrums that you have come across, discovered, or want to learn more about? [link] [comments] | ||
The indie games market is fickle and unpredictable: A discussion Posted: 07 Sep 2021 12:54 PM PDT The regular "I don't know if this is the subreddit to post this". Also, I'll mention some games as an example. I'm not endorsing or criticizing any of them. The metric I'm using to determine the success of a game is mainly through the number of reviews and multiplying them by a factor of 30-35 (I read somewhere that's currently how you determine number of sales), which is equivalent of minimum estimation of the number of sales. Also, the negative/positive review ratio and how valid some of the top reviews. So, I'm sort of new to the whole indie gaming thing, I've been trying to keep up with the news and subreddits of indie gaming since mid-2020, at least on weekly basis. My main sources are subreddits (such as Indie Gaming and Indie Dev), some YouTube channels, and trending pages on Steam. Tt seems to me that the market is wildly unpredictable on which game will succeed and which will not. It isn't always determined by the quality of the game (mainly the immediate metrics such as graphics, trailer, music, hook), even though games with horrible graphics are mostly ignored and don't gain traction. But a lot of times, apparently-good quality games do not make it far. The main example that I'm taking are "The Falconeer" and "Song of Iron" (both on Steam). Both of these games: - Action/adventure with interesting-looking gameplay - Have been to the top of indie subreddits over the course of their development period up until their release. - They have good amount of followings on social media, good marketing and engage with the community - People in the comments always seem to be eager for the release - They have good/excellent graphics - Follows the "inspirational" mythology of a single-game developer going all out to make an indie classic. - Nice and unique-looking hooks And yet those games didn't do that well. It is quite possible and a plausible argument (and such is mentioned in the reviews) that these games did not meet expectations (technical issues, bad controls, limited gameplay, others) So, did these developers just failed at making their game work but succeeded in gaining attention? I don't get it. Why does a game that seems it will succeed simply doesn't do as well as expected? (both of these games have under 150 reviews, so following the evaluation above that's: 150 * 30 = 4,500 sales * 20 USD = 90,000 USD returns. Steam takes 30% and assume 25% for taxes, that's 49,500. They probably paid for music, polish some art, some marketing, so they probably made below 40k for like 2 years of work. Now, moving on to another game "No Umbrellas Allowed" (also on steam). It gained 515 reviews (more than triple of the two games above). Its 2D desk/job simulator game that plays like Papers, please. And priced the same as the above two games at 20 USD (which I think is overpriced for such a game). So, my question becomes this: why two action/adventure packed games with good graphics, long development time, good following and can be seen on several platforms, with seemingly unique gameplay, do not succeed as much as a 2D game with simple premise with mediocre graphics and gameplay (and I wasn't aware of this game up until release). As in, if the first two games I mentioned gained some 2,000 reviews in the first week or two, and these reviews are mixed or negative, then it makes sense: these games look good on the outside and thus you have plenty of sales, but people didn't like them and gave negative reviews, yet there is disproportionate sales compared to the attention they had pre-release. Another example is Grime. I expected it to do well and come close to games like Celeste or Hollow Knight, but not even close. It also got plenty of coverage and were featured in several upcoming indie game videos plenty of times. Maybe it's a bit overpriced? A game that met my expectations is Twelve Minutes. It didn't sell like crazy (think It Takes Two) and didn't undersell compared to the coverage it got (like the first two games). Its reviews stand at 73% and that's fine, apparently it didn't meet the expectations of the players but it did sell based on the attention it got pre-release (as per my limited sense of the market). So, what am I missing? I couldn't find posts on the things I mentioned above. These games don't seem to be mentioned at all at post-release. It's like "ok, the game is released, now we can stop talking about it". [link] [comments] | ||
Interfaz de juego Introducción | Tutorial Básico Axie infinity #axieinfi... Posted: 07 Sep 2021 09:06 AM PDT
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Technical Art course - Ep 1 How images work Posted: 07 Sep 2021 12:52 PM PDT
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Posted: 07 Sep 2021 12:02 PM PDT I set the font to have high image quality, but it becomes difficult to see if the characters are made smaller. Is this a specification? Or can it be cured? [link] [comments] |
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