Update: You can still make your own music with AI for free! |
- Update: You can still make your own music with AI for free!
- How does cheating in multiplayer games work?
- LittleJS My new HTML5 game engine is open source!
- Advice on leaving a well paid job that doesn't seem to go anywhere
- Is it possible to get sued for discussing or making comparisons to competing games on public channels, eg: discord or forums.
- Is it worth to run a weibo account for pr? Anybody tried it?
- Compiling SDL2 on Windows both Windows and Linux builds
- Hyper Games Conference
- How to create a Starry Sky SVG in 223 bytes. Can serve as a micro-asset to web-based games
- What is your tolerance for download size on a mobile game? Casual game with good graphics, but not open world?
- How do people plan their team resources? Using Excel? In People Months?
- I'm looking to make a dress up style game but for online graphics, but I dont know where to start?
- Talking to npcs in a game using a made up language
- Completing your game?
- Best custom character maker.
- How do you guys write motivational letters for companies your only motivation to want to work for is to have a paycheck?
- 15 recent post-mortems
- Which game should, I make?
- Steam doesn't show the buy button for buying my game
- Unity3D for an oldschool tilebased 2d game, could you give your opinions please?
- The Game Development World Championship 2021
- How exactly do game engines manipulate game builds?
- Where to start on this project? Having trouble getting into NVIDIA API...
- How to learn Unity Vr Game Dev ? Best resources/courses
Update: You can still make your own music with AI for free! Posted: 28 Sep 2021 09:54 AM PDT I've been getting a bunch of messages asking about whether Strofe is still free (because we were planning on launching our business model Sept 1) so I wanted to be sure to clarify that you can still make songs for free! Anything you make until we launch our business model belongs to you forever. For those who didn't see our previous post, we are Strofe and we're making an AI-powered music composition tool to help people make their own music regardless of their experience level. We'll be launching our business model soon™, likely within a month or less. I'm pretty excited for it! We've really been paying attention to what you all have been saying in building this thing out. It'll be inexpensive and we're also building out a way for people who can't pay to still pick up the songs they need. Until then, make as many songs as you'd like - they'll be tied to your account and be available as MIDI or .mp3s. You can keep up with our Development at our community Discord channel! We've built out some exciting updates to the library and more! Also - there's a secret music style hidden on the site. See if you can find it! [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
How does cheating in multiplayer games work? Posted: 28 Sep 2021 06:23 AM PDT Hi, I am not a game dev but I was wondering how cheating in multiplayer online game works, especially the kind of cheating that change the game mechanics (changing bullet trajectories, wall hack, etc.). I get that game logic is processed on player local computer and that a mod could use information that should not be communicated to the player like other players position to cheat. But when a game requires to be always connected to a server, can't the server check that the software used by all players is not modified, using some kind of required checksum to play? Moreover, most multiplayer games are not open source, I don't understand how a cheat could be developed? Sorry if it some trivial question, and thanks. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
LittleJS My new HTML5 game engine is open source! Posted: 27 Sep 2021 02:48 PM PDT
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Advice on leaving a well paid job that doesn't seem to go anywhere Posted: 28 Sep 2021 08:57 AM PDT Hi there, obviously a burner account since my regular one is identifiable. I'm soliciting any feedback on what you'd do in my situation. I work for a large game company and am paid a lot relative to my location, since the salary was based on me working in a high cost of living area at the time it started and I've since moved to a cheaper area. From talking to recruiters, I believe I'd lose 6 figures USD if I took an equivalent position in my current area. So why would I do that? Well I don't know how long this job will last. The direction of the company is not good in my opinion and I don't know if I can affect it. In theory it's part of my job description but I have come to believe the autonomy is not going to be there because we keep making random decisions and turnover / burnout is super high. Nobody is being forced out or laid off but people are just losing faith in the vision which is always changing and the results so far are awful. My position is senior enough such that if I stay and am ineffective it wouldn't look great on me but it wouldn't be the end of my career either. I am currently not that happy with my job since I don't enjoy feeling like I'm making stupid things that won't work. So I see 3 options #1: find another job which aligns to a vision I believe in and take a huge pay cut #2: try to change the direction of whats happening and probably ruffle feathers and maybe get pushed out #3: just milk this thing for a couple more years until it ends poorly What do you guys think? I'm trying to be kind of vague intentionally but can try to answer questions if you have them. I'm especially curious if anybody has been in a position where they worked on some real stinkers in a senior capacity and if this seriously set back their career going forward. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 28 Sep 2021 10:35 AM PDT Let's say, for example, you are making fps, and discussing let's say how Battlefield 1 implemented some mechanics, and how you would also include it or why you would not. This discussion is between devs and players, or other devs. So can EA in that case have any grounds for a lawsuit? [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Is it worth to run a weibo account for pr? Anybody tried it? Posted: 28 Sep 2021 10:47 AM PDT Hi! My core audience at Steam are Chinese players, so I want run a weibo account. I run mostly twitter now, but there're no Chinese. I couldn't even register at weibo cause I can't receive confirmation mails for some reason so I have to find somebody to help me. Maybe you can share you knowledge about running weibo accounts and if it even was worth after all? Thanks! [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Compiling SDL2 on Windows both Windows and Linux builds Posted: 28 Sep 2021 05:38 AM PDT Hey everyone. I'm very new with SDL and still learning the ropes. One of the first things I wanted to setup was crossplatform for SDL applications in both Windows and Linux. I can compile in Windows using Visual Studio and I can compile on Linux using g++ and a Makefile. Using the same source code (which is the point, I guess). Now, I was wondering if there was a way for me to build both the Windows build and the Linux build directly on Windows using Visual Studio, in a similar way you would build for different platform using Unity or Unreal. I'd like to handle this on a single Visual Studio solution, if possible. If with Visual Studio is not possible, how could I compile for Linux under Windows? I'm assuming that using the correct compiler that could be achieved (or maybe using WLS?). Any help is appreciated :-) Thanks! [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 28 Sep 2021 07:26 AM PDT Don't miss a chance to register at Hyper Games Conference — the biggest online event dedicated to hyper/hybrid-casual games 🚀 The conference will be held for two days on October 21-22, 2021! 🔥 The program of the event includes: • solo speeches and panel discussions by industry leaders; • success and failure cases; • direct meetings with C-level managers; • two stages — twice as many useful insights! Choose your ticket now not to miss the Hyper Games Conference! 🚀🚀🚀 [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
How to create a Starry Sky SVG in 223 bytes. Can serve as a micro-asset to web-based games Posted: 28 Sep 2021 08:28 AM PDT
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Posted: 28 Sep 2021 01:05 PM PDT This is probably my biggest obstacle when developing for mobile: do I include some awesome looking assets or do I keep things simple & low poly to reduce the download size. So I need to know: how big would be "too big" for the download size of a casual mobile game? A: if the game had high quality graphics and lots of levels B: if the game was NOT open world Ball park estimate: less than 200MB? Less than 500MB if it had really amazing, Unreal Engine graphics? Unreal Engine can't go lower than 100MB even for a completely empty mobile game, so I'm hoping nobody says above 150MB is too much. But if that's the case then I'll just accept it. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
How do people plan their team resources? Using Excel? In People Months? Posted: 28 Sep 2021 05:52 AM PDT I'm doing some research to under how game producers and studios plan their work with regards to their team size / shape for the coming months / years. What's important in terms of visible data? Do you plan using people months? If so for how long in advance? 6m / 1y / 3y? What's your resource allocation profile look like and do you have examples of this? T. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
I'm looking to make a dress up style game but for online graphics, but I dont know where to start? Posted: 28 Sep 2021 08:25 AM PDT So to explain a bit more: I'm an artist and want to make a program or "game" similarly to dress up doll games, but for streaming overlays so people can make custom streaming overlays for free using my art/assets. I have created assets such as chat and game windows, notification bars, etc, and I could just make a few completed overlays and offer them free, but I thought it would be a neat idea to give freedom to people where they can drag and drop where they want said items, adjust the size, and maybe even add and adjust text. I know there are plenty of doll makers out there but none really go to 1080, and don't allow the resizing part. So if this is something I wanted to build from scratch, what would be the recommended program? My programing knowledge is limited, but I'm willing to learn. Any help or suggests would be appreciated. Thanks! ^^ [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Talking to npcs in a game using a made up language Posted: 28 Sep 2021 09:39 AM PDT I had this thought about a game mechanic that would allow you to talk with npcs by typing words. I know that natural languages are really complicated and that there are way too many concepts to cover but I had an idea today. What if you would make completely new made up language? This would allow you to determine exactly how much can be expressed. It even gives you the power to decide what is proper grammar in this language. You could make it mandatory to express who the player is talking to in a sentence which makes it easier to program conversations. Every time you add a word you might need to add more concepts that npcs can understand. If it is for example possible to ask for a favor then there needs to be the concept of favor. Some entity requesting other entity for an action. Npcs need to be able to decide whether to accept or deny. I think that with small enough dictionary you could make conversation complex enough to be fun for the player. I recognize that there are some problems that might be encountered with this approach. One problem is to determine how the npcs respond. It could be boring if they always respond in exactly the same way. Also when the dictionary grows it might introduce exponentially more cases to cover. What are your thoughts about this? Has someone already done something similar? Do you know a potential way to solve some of the problems that could be encountered? [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 28 Sep 2021 11:23 AM PDT My game is fun. Like really fun. I'm patting myself on the back and shit. Problem is, it just isn't ready to complete, but when I head onto trello to create a list of stuff I need done to classify it as "complete", I just don't know what to write! Anyone else get this? [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 28 Sep 2021 08:54 AM PDT Hey everyone, while I am not a game developer (sorry to intrude), I am interested in working with 3d models for a website I'm going to be building. My question is what are the top avatar creators you use for high quality 3d models? I have played around with MakeHuman before, but I was curious what the professionals use. Thank you all. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 27 Sep 2021 03:59 PM PDT I've been looking for a job in the games' industry for a very long time. I'm awful at writing motivational letters, and the fact that I've been getting rejection after rejection is taking a toll on me. At the moment, my only motivations are that I need money to live and would appreciate getting work experience in my field. I can't, for the life of me, write a cover letter that doesn't seem like generic copy-paste. I have no love for the companies I'm applying to. My love is for creating video games. When I get asked "Why do you want to work for THIS company?", nothing comes to mind related to the company itself. How do you guys do it? I'm sorry if I sound arrogant or something like that. I'm not in a good place right now. I don't know how to make myself sound more pleasant at the moment. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 28 Sep 2021 02:03 PM PDT Recent thread inspired me to search r/gamedev for post-mortems and answer the question (implicitly) posed by OP: can you blame failed launch of a game mainly on poor marketing skills? I found a few post-mortems of self-described failures from the last year (at least 100 upvotes):
And you can compare them with self-described successes from the same period:
Is it marketing, market match, quality of the game? It's obviously all of them, but - without sounding too harsh - you can spot a few patterns differing between the two groups... (I know that the sample is pretty low, but I wanted to focus on the last year only. Vast data of steamdb and previous years follow similar distribution) [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 28 Sep 2021 10:08 AM PDT Games that I want to make: - Stardew Valley kinda game - A 2d top-down survival sandbox game. Hello! I want to make a game but, I don't what to game to make. But I cant make both of the games because I'm busy a lot of the time. Which one should, I make? (and yes I have prototypes but I cant tell which is more fun to play) [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Steam doesn't show the buy button for buying my game Posted: 28 Sep 2021 09:39 AM PDT I just released my game on Steam, but Steam doesn't show the buy button for buying my game and there is only the button for downloading the demo. The full game worked fine when I download it for testing on Steam and also when I gave Steam keys for other people to review it. Why this is happening and what should I do?! [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Unity3D for an oldschool tilebased 2d game, could you give your opinions please? Posted: 28 Sep 2021 01:15 PM PDT These days I'm starting a new 2d game. I have been using Unity3D to create 3D games and everything went fairly smooth but for 2d games, it's not being such a good experience. First of all I must say that I'm not a fanboy of anything. I just move (usually) based on facts. So, said that: I have a little prototype built into unity that uses tilemaps. The first thing that really shocks me is the impossibility of working in pixels. I did a lot of 2d dev in the old days and working in pixels is something that I really miss. On the other hand unity tilemaps seems to favor the creation of colliders for the tilemap (grouping adjacent tiles into an edge collider) that could be ok for some type of games but for me I prefer to do oldchool object bbox vs bbox. I know I could do something like this using the GetTile() method of the tilemap but feels weird. In the end all thes 2d tools seems like a patch to the 3d engine to show you can do 2d in unity. Sure you can do anything with them but they do not seem neither intuitive nor treating 2d games as first citizen. So, why not just use another engine that seems to have better 2 support like Game maker or Godot or ... Well, to be true, I like godot but not being able to export to consoles is a big incovenient for me. Game maker seems pretty nice too but I can't stand GML. So, I would really appreciate if anyone with experience creating 2d games in unity could change my mind and make me stay and do not switch to another engine because I really want to stay because I haven't been able to find anything that fully convinces me neither. Thanks in advance. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
The Game Development World Championship 2021 Posted: 28 Sep 2021 05:29 AM PDT The sign-up for this year's GDWC is still open for a few months. The final day to enter and submit your games is the 31st of December 2021. Note that the submissions automatically close at 23:59 Finnish time (GMT+2). The Game Development World Championship is an annual competition for Game developers, game development students, game development hobbyists, and anyone interested in game development to join in. The competition has Pro, Hobby, Game Jam and Fan Favourite categories. We have launched a weekly vote system for the Fan Favourite category, where different games can get featured weekly on our website and social media. At the end of the year all weekly vote winners will go to the final voting phase where one game will be awarded the Fan Favourite title. The Pro, Hobby and Game Jam category winners will be picked by a professional jury after the submission deadline is over. Sign up now at https://thegdwc.com/ and check out our other social media channels: [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
How exactly do game engines manipulate game builds? Posted: 28 Sep 2021 12:51 PM PDT This is probably a trivial thing to ask but I really don't know. When you do something in a game engine (for example, adding an entity to a scene), how does the game engine make sure that when you build and run the game, the entity is in the scene? Does the game engine automatically add lines of code in the game's initialize method? for example Entity entity = new Entity("MyEntity"); entity.AddComponent(someComponent); Entities.AddEntity(entity); Or does the game engine create a text file that lists all of the entities and their components and then the game build reads that text file to know what entities to put in the scene and what components to add in those entities? [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Where to start on this project? Having trouble getting into NVIDIA API... Posted: 28 Sep 2021 11:50 AM PDT I have tried a lot of tutorials/examples, but it seems like I am running into problems that comments of "if you are using NVIDIA drivers, you have to use the NVIDIA API" are pointing out. All I want to do is take a video input to my video card, be able to modify it slightly, and output that video on a video output on the same video card. Could anybody point me towards a simple example that would just redirect an input to an output? [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
How to learn Unity Vr Game Dev ? Best resources/courses Posted: 28 Sep 2021 05:37 AM PDT Hey guys, I've been into programming for some time but only recently have i started being interested in VR Game dev with unity. Now the thing is, i find it hard to find a good up-to-date course to follow. Do you know any that you could recommend ? Might be books, youtube channels, udemy courses or anything else. Thanks ! [link] [comments] |
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