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    Monday, December 6, 2021

    Lights!💡Camera! 🎥 Action! 🎬 Learn how to use Cinemachine in Unity so that setting up your game’s camera systems and landing the perfect shots become so much easier! (Link to the full tutorial in comments)

    Lights!��Camera! �� Action! �� Learn how to use Cinemachine in Unity so that setting up your game’s camera systems and landing the perfect shots become so much easier! (Link to the full tutorial in comments)


    Lights!��Camera! �� Action! �� Learn how to use Cinemachine in Unity so that setting up your game’s camera systems and landing the perfect shots become so much easier! (Link to the full tutorial in comments)

    Posted: 05 Dec 2021 06:16 PM PST

    Why indie dev failed??

    Posted: 05 Dec 2021 07:26 AM PST

    I get asked over and over again about why so many indie developers fail. Is it the money, the experience, the right team, the idea or the support.....what is the most important factor in the success of the game for you

    submitted by /u/toumi25g
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    Math for Game Programmers: Building a Better Jump

    Posted: 05 Dec 2021 11:50 AM PST

    Productivity as Indie GameDev without an engine

    Posted: 05 Dec 2021 08:58 PM PST

    Greetings, I am new to game development but have been coding for quite some time and I code professionally as my job. I consider myself a very experienced developer in C#. I apologize if my question is difficult to frame as I am very new to game dev (only a few months).

    Despite my programming experience, I was really struggling to understand tools like Unity and Godot. The visual editor was nice for mocking up scenes, but it felt too much like writing code in VB6. In Godot, I didn't like the output wasn't code but rather just a bunch of Godot files. The visual editor wasn't a simple tool in the game pipeline, it was an irreplaceable piece. This felt wrong to me. When I write code in visual studio, I can push that code to a compiler without using visual studio. Otger tools in the game dev pipeline (Blender, Illustrator, Audacity) can all be replaced with substitutes while preserving the input format into downstream tools. In a similar way, IDE is there to help you write code, it doesn't influence downstream tooling. I can read and interpret that code with lots of tools. When building a game with Godot though, that is the end of the development pipeline, you are forced to use that for everything up to publishing. A tool that does that feels way too walled garden for me even if the visual editor makes layout, attaching scripts, etc very easy to do. Unity seemed to constrain development the same way.

    So I was impressed when I discovered monogame and I love that the framework is light and very clear. I am writing code but I can abstract over monogame API so I feel like I really own the code and I am not coding myself into a corner or being tethered to one framework.

    Unfortuantely, the absence of a visual editor makes some tasks difficult in monogame - for example most of my time is spent writing layout management, input handling, (i.e. implementing a generalizable stack panel) I only had to do this code once but still I know the code isn't a robust as what I'd get with a mature visual editor and extended game framework. I'm definitely reinventing the wheel.

    Ok, so I guess my question is how do others balance this? Is there a middle ground to using a framework vs an editor? Specifically does anyone working with monogame know of good visual editors that can act as companion tooling precursors to Visual Studio. Perhaps those tools spit out XML or TT templates for code generation that can intuitively fit into a build pipeline. I'd like the benefit of the conceptual framework of Godot with Nodes, Scenes, transforms, etc. And to allow my designer to build and edit those scenes and layout. But I want the editor to be a precursor to the code process which can then fully owned through traditional coding means in Visual Studio. In other words, I would rather attach data structures output from a visual editor to my code than attach my code as scripts to a proprietary editor's build pipeline. The former seems to give me way more control than the latter.

    Am I asking for something that doesn't exist or maybe I didn't give Godot a fair shake. I would appreciate the perspectives those with more experience have on this.

    submitted by /u/PetAlligator
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    Do average indie games earn over 100$ USD

    Posted: 05 Dec 2021 04:10 PM PST

    I'm wondering if they average indie game earn over 100$ as me and my friend are making a game and our only cost is steam publishing fee.

    submitted by /u/Fin55Fin
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    Does Peer-To-Peer Hosting Work On A 5 V 5 Match?

    Posted: 05 Dec 2021 06:36 PM PST

    I've never made a multiplayer game and was wondering how are games hosted.

    I want an mmorpg like Genshin Impact (I think they use peer to peer, not sure) where you can grind in your own world and have friends come join occasionally.

    Is it possible to have the same format where you can grind in your own world and have a 5 v 5 match with random people?

    I'm just trying to find ways on having players have a match where the server is cost free.

    or is any kind of hosting have a cost and never free, is peer to peer even free?

    submitted by /u/Lazy-Response2434
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    image puzzle game but I only known how to code in C.

    Posted: 06 Dec 2021 12:10 AM PST

    okay so im a newbie programmer and ive got alot of dumb questions in my mind.

    1- i need to make a basic 2D image puzzle game 2- what engine is there that supports C scripting? 3- where should i even start? (my first ever game project and I haven't zeroo knowledge) 4- don't ask me to change languages because using C is a requirement 5- and it can't be DoS/console base, it has to be GUI implemented.

    can you guys help a man out?

    submitted by /u/asherSiddique19
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    Is the industry ready ? or is it possible to develop a AAA game today (like Witcher 3, COD, Horizon Zero Dawn etc) totally in Rusht without any C++ whatsoever ? are the libs there for console PS4/5 Xbox etc or you still need C++ for Directx, Vulkan etc

    Posted: 06 Dec 2021 03:25 AM PST

    Is the industry ready ? or is it possible to develop a AAA game today (like Witcher 3, COD, Horizon Zero Dawn etc) totally in Rusht without any C++ whatsoever ? are the libs there for console PS4/5 Xbox etc or you still need C++ for Directx, Vulkan etc

    submitted by /u/Dereference_operator
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    Top down (Zelda Link to the past) vs isometric. Which is better for an action RPG? Is there a clear winner in your opinion? I'm talking more in terms of programming, but gameplay factors in as well.

    Posted: 05 Dec 2021 08:12 AM PST

    Just curious on everyones takes.

    submitted by /u/TFOAC
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    Merging skeletal mesh and static mesh question.

    Posted: 05 Dec 2021 05:55 PM PST

    Is this the correct method for properly exporting a fully rigged model into animation software?

    If yes, if I also have a physics file should I merge that too?

    submitted by /u/Theblackswordsman87
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    Any ideas for solo games for a Game Designer Portfolio?

    Posted: 05 Dec 2021 08:37 PM PST

    I'm a new game designer just out of college, and I'm trying to improve my portfolio with a new game or two that I can make completely by myself. I'm not a programmer so I'm using Unreal Engine and the Blueprints system is easier for me to use than learning to code from scratch in C# or C++. I'm also not primarily an artist (even though I can do the job) so I'm going to use free/cheap asset packs and focus more on my game and level design.

    I have a lot of ideas for games that I could make but they are way too complicated for me to do alone, so I thought getting on here and batting around some ideas with the community would help me to narrow down my focus on a game that will actually look good to a professional studio looking to hire a rookie.

    Some ideas I had were:

    • An arena PvP game with spellcasting and a fully player driven, in-game economy.
    • A PvP stealth-based first person shooter like paintball where you get hit once and you're out.
    • A Platformer centered around a grappling hook mechanic set in a cute world of pastels and fun that descends into a hard core, metal themed climax.
    • A full on Metroidvania centered around fighting the dead and demons of Hell alongside an angel of death.

    Any other ideas are welcome. I know these are VERY ambitious ideas and attempting them alone using only Blueprints would probably be impossible, but I'm also not sure what games are doable in a reasonable amount of time that will be a good showcase of my game design skills, system design skills, combat design skills, and level design skills.

    Thank you in advance for any discussion and advice given.

    submitted by /u/SilverFanng
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    Searching for 2D monochromatic art

    Posted: 06 Dec 2021 02:31 AM PST

    Hello there !

    I'm gathering references for a game project, and am searching for artworks with a monochromatic art-style, like Gris or this artwork from Firewatch.

    Preferably examples from 2D platformers games, or 2D short films.

    Thanks !

    submitted by /u/holybobine
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    Resources

    Posted: 06 Dec 2021 02:28 AM PST

    As a game developer, what are the best external resources that I can put into my game (codes, designs, hologram, etc.)

    submitted by /u/toumi25g
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    How i find job?

    Posted: 06 Dec 2021 02:25 AM PST

    Hello everyone, I am a level designer, I just graduated and designed some small games. I would like to join a game studio..... My question is what are your tips and how are the admission procedures and are there sites that make it easier for me to search for an available job?

    submitted by /u/toumi25g
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    How do you think the indie Game Maple County was made?

    Posted: 06 Dec 2021 02:17 AM PST

    I've always wanted to create a game like this, sort of point and click story telling. Ive tried looking for answers but haven't found any on how to make a game like this.

    submitted by /u/cubby_kunt
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    Free sound effect library for game devs? Please comment websites

    Posted: 05 Dec 2021 10:56 AM PST

    Need some sounds of doors opening and environmental noises.

    submitted by /u/forrestinpeace
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    Does anyone know how to program IPXnet in C?

    Posted: 05 Dec 2021 09:50 PM PST

    I am trying to make a retro multiplayer game in DOS that has multiplayer. I successfully can get IPXnet working, but I cannot figure out how to program it properly. Are there any source code/documentation pieces out there that I can refer to?

    submitted by /u/TheTurdSlayer
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    Question regarding Unity WebGL

    Posted: 05 Dec 2021 09:46 PM PST

    I am developing a 2D escape room on WebGL and it works perfectly fine on Unity but when I run it from the Build and Run menu in Unity, an error occurred. When I checked the console, it returns

    NullReferenceException: Object Reference not set to an instance of an object(Filename: currently not available on il2cpp Line: -1)

    which didn't happen when I run it on Unity. Any idea why is this happen?

    submitted by /u/YoshidaPorcher
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    Wanted to share something I found interesting.

    Posted: 06 Dec 2021 01:03 AM PST

    Hello folks, so long story short I am lighting artist, and I love talking about lighting.

    Lately I have been looking at Battlefield's Art blast on artstation (https://magazine.artstation.com/2021/11/battlefield-2042-art-blast/). And I basically did a review of one of the concept since I though it was quite a nice summary of how this games deal with it's lighting, and level design.

    https://youtu.be/jqfAFF7JuLE

    TL;DR this games put more empahsis on decals, than on actual asset. Think of of this way there's founding blocks in terms of Level Design, are light source, and decals. Video above does goes more indepth, but that's how the new game manages its visuals now.

    submitted by /u/Ambitious-Mouse-6430
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    Starting VR development with mac

    Posted: 05 Dec 2021 06:39 PM PST

    Hi there,

    I just got an oculus quest 2 to start learning and get into the VR world as a hobby(maybe my next career) as I have too much of a free time these days. So I've been building a PC for the past 4-5 days, not buying, only reading reviews and watching youtube videos on which cpu is the best, which gpu is good etc...

    But today, I was saying to myself, why can't I just start learning with my 2019 Macbook pro. (i9, 32gb ram, 5500 8gb) - I was a motion graphics artist/video editor before my company let me go due to corona)

    I know that Oculus Link doesn't work with macOS and my mac won't be able to handle it with bootcamp..I can just get the PC and jump right in or I can just start with mac and see how am i doing..?

    What do you think?

    submitted by /u/gracyloran
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    How do clouds work in Animal Crossing: New Horizons?

    Posted: 05 Dec 2021 12:34 PM PST

    I started playing ACNH about a month ago, and one of the aspects of the game I've been enjoying is the weather system. I've been trying to make sense of how the game renders clouds, but I think there's a balance of art assets and procedural generation that I'm failing to grasp. Here's what I know so far:

    • Clouds change over the course of the day, and can range from a clear sky to dark thunderstorms
    • Clouds can be seen to transition from one state to another during the second verse of Kappn's song while taking boat tours. It looks to me like some thresholding is occurring in 3D Perlin noise because the clouds "slice" in and out of existence.
    • If the clouds are made of Perlin noise and not an asset, it must be very fancy noise because I've seen undular clouds on some days.

    Does anyone here have additional insight on the ACNH cloud system? I would love to try building something similar.

    submitted by /u/hypothete
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    Should I start making Hyper casual games from Buildbox and connect adsense to it.

    Posted: 06 Dec 2021 12:05 AM PST

    I am an Web developer I have made websites for various businesses I really wanted to start a 6 figure income and I have analysed a lot of hyper casual games and they have filled a lot of ads and they are earning thousands of $, i have little investment amount for doing digital marketing.

    my question is:

    I). Shall I start making hyper casual games or focus what I am doing

    II).shall start making Hyper casual games using software of Buildbox or any other (please recommend easy to use and learn platforms)

    III).And after that which advertising network shall I use to advertise my game FB ads or Google ads or any other media...

    submitted by /u/Many-Gap4243
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    Magma Ball Spell Attack. Finally finished the Tutorial. Maybe a bit rushed whatever you have trouble with ask in the comments. Hope you like it!

    Posted: 05 Dec 2021 05:49 PM PST

    F3D 1.2.0 released, with FBX and COLLADA files support !

    Posted: 05 Dec 2021 02:36 PM PST

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