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    Saturday, November 27, 2021

    Screenshot Saturday #565 - Nice Aesthetic

    Screenshot Saturday #565 - Nice Aesthetic


    Screenshot Saturday #565 - Nice Aesthetic

    Posted: 26 Nov 2021 10:29 PM PST

    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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    Why does every devlog do this?

    Posted: 26 Nov 2021 11:19 PM PST

    This really confuses me... Every devlog has completely random cuts of people walking or cooking. Even working out. It feels so out of place. It doesn't even make any sense, what's with this trend? I've seen a devlog where I swear 60% of it was just a regular "vlog". Don't get me wrong, it doesn't bother me, this is not a rant. But I do think it's really weird, and kinda funny. Am I the only one?

    Cheers

    submitted by /u/blurhitz
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    What do you think of minimalistic art games ?

    Posted: 27 Nov 2021 03:07 AM PST

    Recently I stumbled upon a post asking people what is stopping them to finish/work on their projects. After some thinking, the art portion of gamedev is always giving me problems as purchasing assets is not an option for me. See, I encourage people to learn to draw/model/whatever as I am learning myself, but these category of games are worth a discussion.

    So, what about games with minimalistic art ?

    What I mean by minimal is that the time to create and skills needed is way lower than actual art, these games compensate with other things such as shaders and using simple shapes, shadows, symbols for the visual part. Picking a small colour pallete is also an option. As for pure gameplay they must be really well designed to keep the player entertained, despite the visuals being subpar. An example of such games would be VVVVV, Thomas Was Alone, SNKRX, Dwarf Fortress and others.

    When analysing what I do as a consumer/player, a tendency is that mostly I would open/click on games that look good and rarely give chance on things not catching my eye. Maybe it is personal preference, but why would someone not having knowledge about two games choose the uglier one ?

    What do you people think about games with such minimalistic art? How would they attract players when the first thing that people see is the visual side? Is it possible for solo developers to utilise this approach effectively or are these games more of an one hit wonder? I would love to hear your thoughts as I may not be right about my observations.

    submitted by /u/VulgarDisplayOf
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    Hand-Painted Texture Tutorial for a game character!

    Posted: 27 Nov 2021 07:12 AM PST

    Screen compatibility

    Posted: 27 Nov 2021 10:44 AM PST

    Fairly new to game developing. How does one make it so a game looks good on every monitor? Do I just make the FOV bigger or smaller (2D game, by the way) or do I scale everything?

    submitted by /u/r0chard
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    For all devs that works on 2d platformers, how many colors the game palette should have/ how much do you use?

    Posted: 27 Nov 2021 09:10 AM PST

    Hi, all is in the title.

    I used to try making a platformer game, that at that time, 238 colors in the palette. I got a problem, and lost my palette, and with it, my motivation. But recently, i was thinking of taking a different approach... What if the problem was the number of colors i used?

    So here i am, asking you this, to get a little idea.

    How many colors a game palette for a 2d platformer should have basically?

    Thanks for reading, have a nice day!

    submitted by /u/DarkEater77
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    Creative Commons for gamedev

    Posted: 27 Nov 2021 11:14 AM PST

    Hey, im making a rhythm game and need alot of songs for my game. I don't have the skills to do it myself, and dont have the money to have someone make it for me, nor have i found someone whos willing to do it for free. So, i was wondering whether i should use the YouTube CreativeCommons license thing for my rhythm game. Can i use those songs and make charts for them in my game?

    submitted by /u/SRC_Corp
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    Advice for an amateur game dev?

    Posted: 27 Nov 2021 11:11 AM PST

    Hey, I'm a new dev. I've been working in RPG Maker and I've been having trouble with my games popularity. Do you guys know any tips on how to get a following? Thanks!

    submitted by /u/TheyCallMeEggs
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    Are there any Python gamedev frameworks with complete beginner tutorials? (for a usual Godot dev)

    Posted: 27 Nov 2021 11:06 AM PST

    Hello there, so...

    I have to make a seminar project in my programming class. However, our teacher insists that we have to work in Python. So, because i want to make a simple text-based game, i looked up some gamedev frameworks for python, and installed Cocos2d. However, there are no proper tutorials for this framework, the only english one that actually attempts a proper introduction is terrible, it doesn't explain anything, the person just writes code without explaining anything of what he does.

    Are there any python frameworks, somewhat intuitive for someone working in Godot, that actually have proper tutorials? Could you please provide links to these tutorials?

    Thanks!

    submitted by /u/Mymokol
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    Jam Skills: Quick, Iterative Prototypes - LameJam 2021

    Posted: 27 Nov 2021 07:11 AM PST

    Working on solo passion projects or team projects

    Posted: 27 Nov 2021 03:57 AM PST

    I feel I'm at a crossroads of what direction to go in.

    1. I have 1 or 2 (big) passion projects in mind that I want to develop. However I haven't gotten the impression from other devs that they would be interested in helping me out with my game(s) because these games are not up their alley. It seems that most gamedevs are interested in a few genres (roguelikes, FPS etc.) and my ideas are not in those popular (for gamedevs) genres.

    2. I like working with people and I definitely think other people can motivate me to spend more time on gamedev and teach me things I wouldn't learn about on my own. Over the last year I've joined more than a handful of teams. The problem has however been that either the teams have not had enough of the skills necessary (mostly art skills) to actually get somewhere on a project, or there been a general lack of direction for what we are making. Most team members (including myself) seem to lose interest after a few weeks/months as well.
      Another issue I've had with these projects is that I'm either working on someone else's passion project or an idea someone thinks will sell (well it's oftentimes both). But the problem for me is that I'm not that familiar with the genres we go for usually and when I've tried playing games in those genres I haven't really enjoyed them. I don't really play that many games or genres to be honest. So a lot of energy is spent for me to try to get an understanding of this potential game that I have not much interest in playing myself and that I have no reference for how the mechanics would work.

    I just want to mention that my background is as a software developer. With that in mind keeping with alternative 2 makes a lot of sense because then I can focus on solving problems with software and not trying to understand every other aspect of development, along with not having to worry about managing someone else. Career wise it also makes sense for me to improve my software development skills because I don't see myself having another career.
    But with that said I've had the same idea(s) for a long time now and I'm not sure working on other people's projects actually brings me much closer to being able to handle all of the challenges that will inevitably come with my own projects. I think I might be fooling myself with "busy work" when trying to jump on other people's ideas. I have a real fear of diving into something that would take years and lots of mental anguish.

    Has anyone else been in similar situation?

    Edit: I just remembered that I have tried starting my own project once. What ended up happening was that I ended up spending lots of time in 3D modeling and the other team member ended up ghosting after a couple of months. So I probably lack some fundamental project management skills.

    submitted by /u/Exact-Table-6451
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    What advice would you give to game devs considering a switch from 2D to 3D?

    Posted: 27 Nov 2021 08:18 AM PST

    Asking for a friend :) He might be interested in switching to a 3D project soon.

    Is it exponentially more complicated, slightly more complicated, etc..?

    submitted by /u/Potential_Audience27
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    Weapon Mesh Between Draw & Holster | Unreal Engine 5 Action RPG Tutorial

    Posted: 27 Nov 2021 06:34 AM PST

    Making my first game, had a question about purchasing assets at an Asset Store

    Posted: 27 Nov 2021 01:30 AM PST

    I'm making my first game and I'd like to buy an asset (an apartment model) , since I work on the game alone and have no modeling skills.

    Do players usually recognize re-used environments from different games? Or do devs change up the
    purchased models a bit? I'm curious into finding out what you experienced devs recommend

    Thanks!

    submitted by /u/el_doctor_coomer
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    I need help understanding dedicated servers

    Posted: 27 Nov 2021 08:28 AM PST

    So I've been playing around with a little card game for the app store. It's a 1v1 turned based game. I'm just wondering if servers are actually required. Could the two players not just send their actions over the internet rather than through a dedicated server. And if not, what kind of server set up would I be looking at.

    submitted by /u/doublestufffed
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    Keyboard brands for game music?

    Posted: 27 Nov 2021 11:40 AM PST

    I have been working on a game, and my partner REALLY wants to make the music. For Christmas I'm getting them a music theory book (they're a mathematician so I think that'll tickle their fancy) and a midi keyboard. My budget is limited (I'm not a well person, so money is freelance/commission based, unpredictable, and therefor limited) so HOPING under $200-- FULL SIZE KEYS ARE IMPORTANT, we're a family of people with bear paws, so I think keys that aren't full sized will be problematic.

    TIA!

    And good luck to all of you in your dev efforts!

    submitted by /u/BluuSkaduu
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    Is Epic Games Store full of shovelware games like Steam?

    Posted: 27 Nov 2021 11:39 AM PST

    I heard that EGS have a moderation that allows only good indie games to release while Steam doesn't have rules about quality and everyone can post a trash game. I haven't used EGS for long time.

    submitted by /u/Lolstation_Vita
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    Godot Tutorial: RPG Character Animations

    Posted: 27 Nov 2021 11:14 AM PST

    Unity & Unreal Engine 5 Comparison ( Pros & Cons )

    Posted: 27 Nov 2021 10:45 AM PST

    Is it actually cheaper to make games in other regions and turn a profit on games in other regions?

    Posted: 27 Nov 2021 10:39 AM PST

    This has been something Ive mulled over and wondered for YEARS. And I dont mean by releasing the game internationally or in a certain region, but say you are a Japanese developer and release your game only in Japan vs an American company that released their game only in America. Was the cost of that Japanese dev to make their game less and was it easier for them to turn a profit?

    The reason Ive always had this question is because, years ago on a Siliconera issue I read how a Japanese game was successful even though it had only sold little over 120,000 units. Here in America, for most games that would be considered a flop, and by no means was the Japanese game from some small indie studio either. Even here, your game's sales only really get mentioned and notoriety if they pass the million mark. I get there are the rising costs of development from even back in the early 2010s when I read these articles, but still some would hit the million mark and still be considered a flop in articles I was reading. At the same time however, I was reading sales articles on Japanese games that had just past over 50,000 and were considered commercial successes, which here would be a bomb/flop.

    What brought this up recently is that I remember Predator Hunting Grounds not doing so hot during its release in terms of performance, reviews, or sales, but I recently found out that apparently in Japan it managed to hit the 10th spot on the bestselling retail games list for Ps4 in its first week of release there despite only selling 9,172 copies.

    Is it because the cost of development is just so much higher here specifically? Are engines cheaper to use and create with in Japan in comparison? I would chock it up to GDP, but that would explain how something could be financially considered successful in one region just because the populace is smaller. Money is money, and your studio can still be shut down if you dont make enough. So how come selling 50k to 100k units there is a grand slam, but its paltry here?

    submitted by /u/Izzy248
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    How to check if XR Device input (Grip input) is true or false

    Posted: 27 Nov 2021 10:07 AM PST

    Hey everyone, I am making a game and one of my mechanics is picking up objects and having them interact with the environment via a raycast. I have 3 separate "if" statements that run, which check if a button is down, if a button is up, and then the third just gets the button state in general.

    I have been looking through tons of different examples and this tutorial from Andrew's XR Toolkit helped get the functions somewhat working. But I don't know how to specify that I only want to check if the device is returning a specific value (True/False) from an if statement like this:

    if ((device.TryGetFeatureValue(CommonUsages.gripButton, out gripButtonAction) && gripButtonAction) && isRayTouchingSomething) { }

    (The documentation also hasn't been much help, any ideas?)

    submitted by /u/GrowingPaigns
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    Questions on traversal movement/climbing.

    Posted: 27 Nov 2021 09:00 AM PST

    Since I'm going to be using Unity, I wondered if I should ask here or on their subreddit but I think I have a broader question: where do I event start with traversal movement/climbing? Up to this point I was making small, 2D games with minimal movement (left, right, jump) for gamejams so I have a very little experience with gamedev. This time the idea is to utilize 3D and climbing. What readings do you recommend? GDC talks? Tutorials? Demo projects? What parts of Unity docs to look at? I'd love to be more specific but I never made a 3D game let alone any climbing or traversal movement.

    submitted by /u/hedgie000
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    What's wrong with this character design?

    Posted: 27 Nov 2021 08:26 AM PST

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