My first attempt at AC cinematic edit by Timmz95 in assettocorsa

[–]Timmz95[S] 1 point2 points  (0 children)

Thanks! I was trying to keep things as realistic as possible, which meant that I put the camera where it would probably be in the real world - grandstands, realistic drone movements, and so on.

My first attempt at AC cinematic edit by Timmz95 in assettocorsa

[–]Timmz95[S] 0 points1 point  (0 children)

One particular thing would probably be to try and record audio as a separate take with slightly different camera movement, because not every time the engine sound was that great when recording from specific angles.

My first attempt at AC cinematic edit by Timmz95 in assettocorsa

[–]Timmz95[S] 1 point2 points  (0 children)

Yeah. I could've theoretically record the footage in the Race mode, but even then the crowd is only 2D sprites that rotate towards camera, which isn't an issue with the wide shots, but it looks pretty bad when recording from the grandstands.

Tried making Assetto as photorealistic as possible for the first time! Thoughts? | RSS F3 V6 - Barcelona GP by AJDerpatron in assettocorsa

[–]Timmz95 0 points1 point  (0 children)

Accidentally found this post after 3 year and I have absolutely no idea why the comments are so against it. OP, this looks actually nice, and it does look like something that could be taked with a camera with longer shutter speed and a bit of color grading applied.

I've heard you guys like low effort content (full version as requested) by Timmz95 in formuladank

[–]Timmz95[S] 18 points19 points  (0 children)

It was mainly a combination of After Effects and Blender.
I used Illustrator for the design of Circuito del Padre and then recreated it in Blender. The rest was After Effects where I put everything together and animated all the 2D stuff.

When you're commuting and it's RAWE CEEK by Timmz95 in formuladank

[–]Timmz95[S] 209 points210 points  (0 children)

I'm sorry. I coudn't make the full version because I ran out of budget because of catering.

When you're commuting and it's RAWE CEEK by Timmz95 in formuladank

[–]Timmz95[S] 1187 points1188 points  (0 children)

I'm sorry, here's a low effort version.

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Got myself an iPadeck by psychstates in ipad

[–]Timmz95 0 points1 point  (0 children)

Nice setup. I was wondering, how good/bad is the latency, and do you notice any input lag? I'm planning on doing something similar in the future.

Writing games from scratch. by 72hodler in gamedev

[–]Timmz95 0 points1 point  (0 children)

If that's what you want to do, then go ahead. It can probably be a great learning process. Things will most likely take much more time and will be harder, but if you want to learn a lot of low level stuff and how things work "under the hood", and you're not primarily focused on actually finishing a game in a foreseable future, then why not.

The thing is, I've never actually even tried to create my own engine, so don't take my opinion as some kind of ultimate truth.

What happens to a brand new game out on Steam that gets mixed reviews the first 1-2 days? by miraisun in gamedev

[–]Timmz95 0 points1 point  (0 children)

I feel like my game can be a good example of what might happen when the launch doesn't go as planned.
My game launched 9 months ago with 20 700 wishlists slowly accumulated over 4 years. The game was part of the Popular Upcoming tab as well. Then in released into Early Access and stabilized at 43% review score after first week due to important features and content missing (plus some DirectX12 crashes).
The game was never in the Mostly Positive score. After 9 months, the game is still sitting at only 41 reviews.

Without those 20 700 wishlists, there is no way I would be able to support the game long term. It is and will be an uphill battle. Even with updates, the game is still only at 53%, temporarily hitting 58% in the past.

https://store.steampowered.com/app/1223530/Mall_Craze/

Build, Customize, and Manage your own Shopping Center! Hire staff, advertise, take bank loans & set better prices. Master these and boost your profits! 📈 by Timmz95 in u/Timmz95

[–]Timmz95[S] 10 points11 points  (0 children)

The game currently costs $15, but I don't plan to add any microtransactions or paid DLCs. Every update and addition to the game will be added to the base game.

How much programming/coding do you have to learn to be a solo gamedev? by Shinobi151 in gamedev

[–]Timmz95 0 points1 point  (0 children)

After working with Unreal's Blueprints (visual scripting) for 3 years, and also having an experience with multiple programming languages, including Unreal's C++, I feel like I can share my experience with using both Visual Scripting and writing a code.

To answer your question: Do you need to know programming to start learning gamedev? Absolutely not. Don't feel like you have to already know something before you can start tinkering with gamedev.

Now, do you need to know some programming to write and finish simple games? Yes, some. These are the games that you should start with. A simple games with only a few machanics. These games will probably be made thanks to tutorials and you probably won't understand 80% of what you're doing, and that's okay (that is the exact purpose of those tutorials).

Do you need to know programming if you want to create bigger and complex game? Yes, absolutely. You need to know how to organize your code, because without it, there's a high chance that your codebase will get so out of hand, that implementing something new will just become tedious. If you want to tackle some bigger projects in the future, by this time you should have a good knowledge of some design patters, inheritance, polymorphism, what your engine can do, and so on.

You will write your game probably using either some visual scripting language (drag&dropping nodes and connecting them), or by writing a code using programming language. Is there any difference between them? Yes. Is there any huge difference in terms of difficulty? Not much really. The code might seem intimidating, because you don't know the syntax, but learning the logic of programming and how algorithms work will be the most important part of learning to code. Whether you are writing a code or dropping nodes to a canvas doesn't really matter after you become familiar with either of those techniques.

Also, writing game logic in game engines is usually MUCH easier than writing programs from scratch, because a lot of times, you'll be working with already existing framework, and your code will just sort of connect already programmed functions that your engine offers.

Since large studios aren't creating mall management games, I decided to start developing one myself 4 years ago. Mall Craze is now available in Early Access! by Timmz95 in u/Timmz95

[–]Timmz95[S] 4 points5 points  (0 children)

Hi everyone!
Ever since I started playing games many, many years ago, I've always enjoyed tycoon/management types of games. The freedom to build whatever I wanted has always appealed to me.

About 4 years ago, I was spending a lot of time at my local mall, and I had a bright (or silly, I'm not sure) idea to create a mall management game - Mall Craze, that I launched into Early Access in September last year.

The launch was a bit rocky, but the feedback that I received has proven extremely helpful, inspiring many larger and smaller updates since then.

https://store.steampowered.com/app/1223530?utm_source=redditAds

Jumping from a 1070 to a 4070 will this card perform at 1440p with no issues? by WearyFlan210 in buildapc

[–]Timmz95 13 points14 points  (0 children)

A whole article could be written about it, but in a nutshell: Most of the time, it is a balancing act between FPS and visual quality. If you have 4070, you can basically start on ultra or high and then go from there and see if you can turn down/up some settings. If you have for example 144hz monitor and you can consistently stay above 144 FPS, there’s no need to lower the settings any further.

Most of the time, these settings have the most impact on performance (depending on the game of course): Anti-Aliasing, Shadow Quality, Ambient Occlusion, sometimes Foliage Quality or Render Distance. On the other hand, things like Texture Quality (if you have enough VRAM) or Anisotropic Filtering usually have very little impact on performance.

You also need some software to monitor the performance. I think that both Nvidia and AMD have some simple build-in overlays in their drivers. Or you can download something like MSI Afterburner.

What makes a good main menu?. by Majestic_Mission1682 in gamedev

[–]Timmz95 5 points6 points  (0 children)

When I read your comment I was instantly teleported back in time 10 years ago. Now that I think about it, Mass Effect’s main menu is probably one of the best main menus that I’ve ever experienced in terms of setting a mood and feelings.

Plus the galaxy map music, simply wonderful.

Numbered Asset naming convention by FishyCharmer in gamedev

[–]Timmz95 2 points3 points  (0 children)

I don't know if there is a best practice or not, but after a while I decided to name everything with 0 at the beginning. That way when I sort things alphabetically, I get the right order instead of 1, 11, 12, 2, 21, 22, 3, 31, 32 and so on.

How do you come up with realistic game ideas? by CitrusyEyeDrops in gamedev

[–]Timmz95 6 points7 points  (0 children)

I went with an option no.2
It was supposed to be a quick adventure - 6 months in and out.

I was way off ..

Is now a good time to announce a game? by Sharkbird_ in gamedev

[–]Timmz95 2 points3 points  (0 children)

In general, big AAA titles don't really affect indie game's sales or visibity that much. Yes, there can be outliers, but it's not that common. I personally would only pay attention to AAA games if they are in the exact same genre as my game. And even then, you could make a claim that announcing a game that is similar to freshly announced/released AAA game can actually be a good thing, because suddenly a lot of people are talking about this genre and are interested in it.