I'm working on Warriorb for about 2,5 years now and recently we made a playable version of the first part of the game. There are still some elements missing (mostly vfx and sfx) but most of it is close to final.
I would love to hear what do you think about our game so far. Any critique, feedback, idea or tip is appreciated.
If you are interested send me a pm and I will give you a steam key for the game.
I'm eager to receive your feedback:
By Erik Nivala
So, as the title says i am trying to figure out a good way sync all that information with other players in Unity. My problem is that i can't come up with a good solution since i am used to creating classes for everything e.g. attachments are its own class and then the weapon would save a reference to that attachment. But since you can't send custom classes over [Command] & [ClientRPC] i am a little stuck. A solution for this would be giving each attachment for a slot a unique ID and then passing the ID to other player but i feel like that is very error prone if other ppl add a new attachment or the IDs get mixed up.
Is there a "standard" way that this is usually done that i am missing?
I am fairly new to programming so any help is appreciated!
The Big GameDev AMA Series
Who and what would you ask if you had the chance to ask renowned game developers and producers? Write it in a reply.
Now you can ask the man who introduced Tetris to the western world or the man who launched Tomb Raider in ’96 or the man who designed Disney’s Aladdin and worked on the mobile versions of Plants vs. Zombies, or the man who designed Total Annihilation, Dungeon Siege and Supreme Commander. Or the man who got SEGA to spend millions on advertising one of their games, or a producer who has successfully shipped to market over 70 titles.
Check https://moleman4.com/ama/ for details.
By Catalin Danciu
In the hopes that my thread is not off-topic or offensive in any way, I dare to ask the following "noob" question:
what would be the correct way to create sprite animations from 2D *.bmp files?
I have for reference the 2001 game Desperados:Wanted Dead or Alive.
with the help of some tools i found , I was able to extract files containing what seems to be animation frames and frame shadow masks for animating a horse.
Attached are the archived assets.
My goal is to recreate the demo level of the game using Unity, for educational purposes.
I have started by loading the background map layer (also a large bmp file), and next step is to load a 2d character object and animate on the perspective.
While going through a Game Design Document Template, I came across this heading - Core Game Loop & Core Mechanics Loop.
What's the difference? Can you provide some examples of an existing game? Suppose if I am including these topics in a Game Design Document, how should I explain it so that my team can understand?
I'm looking to get into the gaming industry. I've skirted around the idea for a long time, always thinking that I couldn't do it. I've finally decided to take the plunge.
My question is whether it's worth going to school for game design/coding etc. I've been writing content for paper games for a while, and have a good idea of story and some basic design. But I have next to no technical know how.
My instinct is that such things can be learned with a lot of practice, video tutorials, and more practice. I've also heard that a degree is not really that important, since you get hired based on your portfolio/prototypes. Why not just make the games?
But won't a degree help with contacts and mentoring--I'm not a great networker.
Of course, it'll plunge me into more debt, but...
If anyone has advice, let me know. Also any idea of a program to start with: Game Maker, Unity, Godot, Construct, Stencyl--I've heard good things about them all, so much so that I don't know which would be best to start with!
I'm making an small 2D engine using Kha and I have a timer class, which basically simply either waits a certain amount of time to call a function, or repeatedly calls a certain function after every x seconds. I simply want to know if I should have timers run on different threads. I'm aware that makes sense, but I might use many timers in a game for example, would that still be okay? Also I'm currently writing an animation components, which waits every x seconds to draw another image using the timer class. And in a normal 2D games, I would have many objects with animations on them, other than the other timers. So I just wanted to ask people who have more experience and knowledge than I have what I should do for timers: Either leave them on the same main thread, or make them run on different threads. Thanks in advance.
By Developer Dre Reid
Hello fellow game devs I am seeking some answers to a somewhat simple question. Now I always thought that when a dev was going to work on a new game to publish he/she should keep some aspects secret infill time to release then he/she can give out needed information pertaining to the game to the public as a marketing tactic. However I had a discussion with other game devs who stated that my way was somewhat not right and the only reason I had such thoughts was due to me being a smaller indie dev who was afraid of having my idea stolen.
Therefore I would honestly like to know if my way was right or were the other devs correct. If I were to start working on a new game and give out information about it online via social media would I be risking my idea being stolen and it being made faster and better by another developer or team of developers. Am...Am I paranoid???
By Aaron Marsden
My name is Aaron and I’m a writer, gamer, and marketer/campaign manager for PowerSpike, a startup in the Twitch space. For the past two years, I’ve had the opportunity to build and run professional Twitch influencer marketing programs for some great brands (a few clients include Soylent, Camp Mobile, CreativeLabs, and more).
I’ve been obsessed with Twitch as both an entertainment and marketing platform since 2014. Before entering the world of marketing, I was a broadcaster and a content creator myself and made YouTube videos in my spare time.
Recently many game developers have shown interest in collaborating with Twitch streamers to promote their games -- and I think I can help!
I’ve learned so much about entertainment and community development from studying the growth of popular streamers since then, and my current position has allowed me to learn an incredible amount about the process of promoting a product/game/service’s message to a large audience with the help of Twitch streamers.
I’d love to share what I’ve learned with anyone who has questions. Ask me anything!
If you’d like, you can follow me on Medium at https://medium.com/@aaronmarsden -- that's where I'll be posting both personal and PowerSpike articles on game dev marketing. I also just released my first article, "The Ultimate Guide for Promoting Your Game with Twitch Influencers," here on GameDev.net! You can check it out here:
so i had this idea of a game i wanted to make that i had in mind for years and i wanted to try to execute it (at least partiality).
problem is, i don't really know what kind of game style this game can fall under and i don't really know where to start learning sources and design wise :/ .
i want to create a management style game and all the controls the user has are through a menu of some sort similar to this (this particular example is from a game called '911 operator' by jutsu games):
to find more information about how i can create such a game i really want to know what's the name of this style of game, mostly GUI controlled game.
aside from that i'm looking for a bit of advice,
which engine would be best for such a game? i'm fluent in C++,C# and python so any game engine you can throw at me is great!
are there any good sources to learn from before jumping into this kind of game, tutorials of some sort perhaps?
thanks so much to anyone who answers, this really means a lot to me!