Screenshot Saturday #565 - Nice Aesthetic |
- Screenshot Saturday #565 - Nice Aesthetic
- Why does every devlog do this?
- What do you think of minimalistic art games ?
- Hand-Painted Texture Tutorial for a game character!
- Screen compatibility
- For all devs that works on 2d platformers, how many colors the game palette should have/ how much do you use?
- Creative Commons for gamedev
- Advice for an amateur game dev?
- Are there any Python gamedev frameworks with complete beginner tutorials? (for a usual Godot dev)
- Jam Skills: Quick, Iterative Prototypes - LameJam 2021
- Working on solo passion projects or team projects
- What advice would you give to game devs considering a switch from 2D to 3D?
- Weapon Mesh Between Draw & Holster | Unreal Engine 5 Action RPG Tutorial
- Making my first game, had a question about purchasing assets at an Asset Store
- I need help understanding dedicated servers
- Keyboard brands for game music?
- Is Epic Games Store full of shovelware games like Steam?
- Godot Tutorial: RPG Character Animations
- Unity & Unreal Engine 5 Comparison ( Pros & Cons )
- Is it actually cheaper to make games in other regions and turn a profit on games in other regions?
- How to check if XR Device input (Grip input) is true or false
- Questions on traversal movement/climbing.
- What's wrong with this character design?
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. [link] [comments] | ||
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 [link] [comments] | ||
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. [link] [comments] | ||
Hand-Painted Texture Tutorial for a game character! Posted: 27 Nov 2021 07:12 AM PST
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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? [link] [comments] | ||
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! [link] [comments] | ||
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? [link] [comments] | ||
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! [link] [comments] | ||
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! [link] [comments] | ||
Jam Skills: Quick, Iterative Prototypes - LameJam 2021 Posted: 27 Nov 2021 07:11 AM PST
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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.
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. 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. [link] [comments] | ||
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..? [link] [comments] | ||
Weapon Mesh Between Draw & Holster | Unreal Engine 5 Action RPG Tutorial Posted: 27 Nov 2021 06:34 AM PST
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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 Thanks! [link] [comments] | ||
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. [link] [comments] | ||
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! [link] [comments] | ||
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. [link] [comments] | ||
Godot Tutorial: RPG Character Animations Posted: 27 Nov 2021 11:14 AM PST
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Unity & Unreal Engine 5 Comparison ( Pros & Cons ) Posted: 27 Nov 2021 10:45 AM PST
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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? [link] [comments] | ||
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?) [link] [comments] | ||
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. [link] [comments] | ||
What's wrong with this character design? Posted: 27 Nov 2021 08:26 AM PST |
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