• Breaking News

    Sunday, September 12, 2021

    I'm releasing the last two years' worth of music I've written for you to use in your games for free!

    I'm releasing the last two years' worth of music I've written for you to use in your games for free!


    I'm releasing the last two years' worth of music I've written for you to use in your games for free!

    Posted: 12 Sep 2021 07:51 AM PDT

    This has been my pet project for a long time. I want game dev to be accessible to as many people as possible, and getting high quality music can be a major roadblock. That's why I'm releasing my work for you to use in your games for free!

    https://soundcloud.com/user-411047148/sets/the-hero-approaches

    You can download songs from here directly, and they're all designed to loop so you don't have to do any editing unless you want to.

    The last time I did this I got a great response, but my favorite thing about the entire process was seeing the games people made that used my music. So if you wind up finding this useful, please send me your games!

    All I ask for is attribution in your work. This album is released under Creative Commons BY 4.0.

    submitted by /u/Hero_ofCanton
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    What "leveled you up" as a game developer or accelerated your learning?

    Posted: 11 Sep 2021 09:54 PM PDT

    I'm curious what things have made you become a better game developer, or a better student of game development. I have a fair amount of Unity experience and am in the process of learning Unreal which is somewhat slow going due to the intimidating/overwhelming nature of it's functionality. The common threads I see a lot are "make more games" (which becomes easy when those games are small) and "play" with the engine/your tools instead of only strictly following the tutorials.

    Things that have worked for me:

    • Waking up early and doing it every day, Github commit graph as a reminder/proof that I did something every day
    • Game jams with other people
    • Keep a journal of things you learned and review it regularly
    • When following a tutorial, keep 2 projects, one for following, one for experimenting/expanding on concepts
    • Follow different tutorials to see how different people approach similar problems
    submitted by /u/hex37
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    Do you think this level teaches the player how the blue platforms work in a good way?

    Posted: 12 Sep 2021 06:07 AM PDT

    What are some architectures / design patterns /principles that changed the way you code and could be useful to others?

    Posted: 12 Sep 2021 09:00 AM PDT

    As you advance in the world of game dev, intermediate concepts get rarer and rarer. See this as an opportunity to share knowledge. Weird / Not popular concepts are very welcome.

    For example, I just found out about S. O. L. I. D code. You can find more information on how it's used in Unity here: https://youtube.com/playlist?list=PLB5_EOMkLx_WjcjrsGUXq9wpTib3NCuqg

    submitted by /u/EternalStud3nt
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    Triangle sphere collision detection

    Posted: 12 Sep 2021 03:46 AM PDT

    Ive been following the tutorial at https://wickedengine.net/2020/04/26/capsule-collision-detection/

    but I cant get the code to work properly. if anyone has an idea what I could be doing wrong or maybe have a simpler solution I would really appreciate it.

    https://gist.github.com/TarrierHoney61/c492e38201e9dca23b99c2a69ac37dde

    submitted by /u/Dramatic_Ad6347
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    Lost in thinking and afraid of writing actual code

    Posted: 12 Sep 2021 04:20 AM PDT

    Hi,

    I´have learned programming a few years ago and started my first professional job as a backend developer at the beginning of this year (java). I once enjoyed writing code in my free time but now I do only the minimum to get stuff done. Most of the time I`m overwhelmed with things like:

    • How many classes do I need ?
    • What should be abstracted away for "future" reuse ?
    • Is there any fancy algorithm or design pattern which can be applied to this task ?
    • Is my solution smart enough ?
    • ...

    There also seems to be a holy war for every possible paradigm most notably OOP. If you think you understand something there is a blog post or a video or a conference which bashes your understanding and beliefes in the ground. I´m completly unsure how good code should look like and how I can write good code myself.

    It was way more fun to program without "knowing" things. Now its a real pain and I dont know how to clear my mind and get things done.

    Do you have any tips or similar experience ?

    submitted by /u/NaturRadler
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    Free 3D Modeling Software?

    Posted: 12 Sep 2021 10:56 AM PDT

    Hello everyone! I'm looking to start my game dev journey, and I'm downloading the necessary software before I start so I have everything.

    I already decided on Unreal Engine (I like the visual scripting), a genre (roguelike/lite), and a camera perspective (first person). I'm stuck on 3D modeling software for weapons. I want pretty unique weapons since I was inspired by Painkiller (2004).

    That brings me to my question, what 3D modeling program works best with Unreal? I'd like seamless export/import so I don't need to jump through a ton of hoops.

    submitted by /u/Dogrules23
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    Where/how to animate what body parts

    Posted: 12 Sep 2021 06:14 AM PDT

    I have made a humanoid character model in Blender, and want to import it into UE4. However, I'm not sure what to do about animations. My goal is to be able to control the arms with the mouse using Inverse Kinematics (kinda like VR hands), and I might also want some IK animations for the legs for a smoother look.

    This is where I'm stuck, because I don't know where to start really. I guess any IK animations has to be done in UE4 (as they'll be influenced by the environment), but should I do animations in blender for the rest of the body only, or just override the animations for the arms/legs with IK in UE4?

    Any suggestions would be helpful!

    submitted by /u/Valdemeer
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    Revenue share between team members on steam?

    Posted: 12 Sep 2021 05:51 AM PDT

    Hi, I'm wondering how to make a revenue share between team members after releasing a game since apparently steam doesn't have this function integrated. If I understand correctly, steam makes the payment on the 30th of every month, so I'm supposed to make the share myself? Every single month? For the rest of my life? Is there a way to automate this? I'm sure there must be a way.

    Sorry if this is a really dumb question, I have never released a game on steam and I'm kinda lost here.

    submitted by /u/newaccount_whosdis
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    Are frameworks/libraries a viable/productive way to learn a new programming language?

    Posted: 12 Sep 2021 06:40 AM PDT

    Like the title asks, are frameworks/libraries a viable/productive way to learn a new programming language? Such as using SFML to learn C++ or Monogame to learn C#. Is it just more optimal to learn using an engine such as Unity, Godot or Unreal? Sorry if this is a redundant question.

    submitted by /u/AaronEDU
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    $200 Is A Risky Budget For Making A Game!

    Posted: 12 Sep 2021 12:12 PM PDT

    ways to sell ideas

    Posted: 12 Sep 2021 11:53 AM PDT

    so i have a question i used to be on the fence of game dev, and software dev, but i decided on software. I have some ideas i created mainly only 1 i think is worth selling, and its an mmo idea, but im not really sure if theres a way to sell the idea to a company naturally i imagine a project proposal? or is there like a competition of sorts to sell ideas and the best one would get the right to production?

    submitted by /u/scalpelsensei
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    I created a high quality low poly sword pack that can be used commercially and non-commercially for free!

    Posted: 12 Sep 2021 11:28 AM PDT

    Anime Hair - Anisotropic Reflections Easiest Technique Tutorial

    Posted: 12 Sep 2021 11:21 AM PDT

    Do I let a player see of what's coming up when it comes to new building types?

    Posted: 12 Sep 2021 05:21 AM PDT

    So basically im working on a building system for my game and the player basically has this book, like in the game The Forest, where he can select something to build, but my question is, do I let the player see future buildings and make them "Locked" or do I only show them once the player unlocks them?

    I think the first one? Because it could sort of excite the player and incentivize them work for something? Let me know.

    submitted by /u/giltine528
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    inventory looks

    Posted: 12 Sep 2021 11:12 AM PDT

    how do I make my inventory system look like the one from resident evil 4. i know there's a way to make it I just can't find any that talks about it. nor can i figure out how to make it look similar to the re4 inventory system

    submitted by /u/DaReaperboi321
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    What is a easy game programming language to start with?

    Posted: 11 Sep 2021 08:26 PM PDT

    Is there a easy game programming language for people who don't know anything about code

    submitted by /u/doopnotpoop
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    Top open source project founder mentoring session

    Posted: 12 Sep 2021 11:02 AM PDT

    The founder of the open source project Veloren is doing a mentorship session with our community and I thought I would invite you to come join in: https://discord.gg/6yyhbRF8Jy

    submitted by /u/RedEagle_MGN
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    Industry Skills

    Posted: 12 Sep 2021 05:01 AM PDT

    Good Evening everyone,

    I am a current game art student who is looking to further develop their skills in Maya, Photoshop, time management and team work. Do you think these skills are important to focus on improving?

    (Basic yes/no answers are welcome)

    Thankyou :)

    submitted by /u/No-Moment1687
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    How would a solo developer go about creating car engine sounds?

    Posted: 11 Sep 2021 07:24 PM PDT

    Im trying to create an arcade racer but figuring out how to do the vehicle sounds are a nightmare. Is there some sort of sound effect synthesizer where I could create something that resembles an engine at different rpms?

    submitted by /u/invincible_blaze
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    Best Place to Make a Pixel Horror Game

    Posted: 12 Sep 2021 10:09 AM PDT

    Title basically. Have some experience programming and familiarity with Unity and GameMaker. Was planning on using Unity for this project, but had great difficulty with importing art and creating cutscenes. What is the best game engine to make a pixel top down style horror game? If unity is the best, is there any good tutorial on importing artwork into unity and cutscenes using 2d sprites?

    Thanks

    submitted by /u/SwegMaster64
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    Hi all! We've made a project to learn sorcery using a brain-computer interface :) Jokes aside, we hope this will be interesting for you!

    Posted: 12 Sep 2021 10:07 AM PDT

    UI, HP bars and magic pixel scenario

    Posted: 12 Sep 2021 09:39 AM PDT

    There are many instance of video games that have combat, and characters have health points shows presented to the player using HP bars. Inevitably, there will be a scenario where a character has the bare minimum amount of HP to stay alive (by the game's design), which I'll refer to as "magic pixel". The game's UI might not be designed in a way that transmits this clearly to the player, and what's displayed is an empty HP bar (or a 1 pixel wide vertical line).

    What strategies would you adopt to prevent this situation form happening? Would you tilt damage values (for example, if a character has 30 HP, and takes 29 HP of damage, adjust the damage value to 30 points)? Or would you adjust the way this information is portrayed in the UI (maybe show a different graphic when a character is 1 HP away from death)?

    submitted by /u/tonebacas
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