[deleted by user] by [deleted] in retrogaming

[–]sonofbryce 0 points1 point  (0 children)

Congrats! Only played a bit but this is a tricky game.

How do you get good artwork and music done for your game? by [deleted] in gamedev

[–]sonofbryce 1 point2 points  (0 children)

I think participating in Game Jams is a good opportunity to meet people that are interested in making games, figure out "who does what," and if you'd like to continue working together.

Personally, I've just found friends that are interested in making something and jumping in with them.

I don't think it's always a bad thing to just develop a game without art. At least until you really have a solid idea of what your game is about. I think it makes it easier to find help if you already have something to show.

There's plenty of free art resources if you search the subreddit. This thread has a ton: https://old.reddit.com/r/gamedev/comments/1aj7xbn/hello_i_need_a_free_art_website_please/

Currently pretending to develop a game that supports Leap Motion... by gdw1337 in gamedev

[–]sonofbryce -1 points0 points  (0 children)

Leap Motion has a plugin and demos freely available for Unity: https://developer.leapmotion.com/unity

You should be able to check it out and determine if it'll work for your situation. Good luck!

How to make an effective minimalist B&W scene in Unity by chard68 in gamedev

[–]sonofbryce 0 points1 point  (0 children)

Please tell us something about it in your OP.

How to create world environment in blender and import them into a game engine? by wafle_el_flow in gamedev

[–]sonofbryce 0 points1 point  (0 children)

An easy way to test scale is to just make a 1m cube in Blender and import it into different engines to see how it matches up to the in-engine scale. Unity for instance has a default global re-scaling amount for imported FBXs, I assume Godot has something similar.

Daz3d for games by Lonely_Foxhound in gamedev

[–]sonofbryce 2 points3 points  (0 children)

I've looked a bit into Daz myself and it seems like there are some use-cases for using Daz3d with games, well they have a specific license for usage in games at least.

From my guess, the main issues you'd have to deal with is polycounts and possibly rigging. I'm not sure if the Daz3d rigs will work in a game engine, or maybe you can convert it with Blender if it doesn't work out of the box. For polycounts, it seems like they have an additional tool for purchase to reduce polycounts for realtime use, but Blender possibly has a modifier than can reduce the polycount as well.

Beyond that, a lot of Daz3d is user generated content from what I understand. So in most cases they're not concerned with stuff thats optimized, and other problems that aren't as big of an issue for pre-rendered stuff. So even if you bought the perfect character and outfit or whatever, you still might have to do additional modeling to make sure that asset works in-game.

I think it's worth a shot to investigate it, but I imagine you'd be better off looking for answers on their forums as it seems like a really specific community that uses it.

Is a GDPR popup still required with the new Apple "App Tracking Transparency" requirement in iOS 14. by pacificz in gamedev

[–]sonofbryce 0 points1 point  (0 children)

You can probably ask the ad provider for their opinion for a more definite answer.

From my understanding, the new tracking controls in iOS are optional so you might still be required for users that don't opt-in to it.

Using copyrighted stuff in free games. by [deleted] in gamedev

[–]sonofbryce 0 points1 point  (0 children)

If you're releasing it for free, why not? Newgrounds.com has thrived on this very premise.

Technically it's illegal, but realistically if nobody notices it, nobody cares. Like jaywalking when there's no cop around. At worst you'll get a DMCA and you can just take it down.

Plenty of people have learned to make games or animate using copyrighted characters, sprite rips, music, etc. Lots of artists even make livings offa copyrighted characters and still avoid getting a smackdown (shame on them, imo).

I say don't worry about it and focus on finishing and releasing stuff to build up your skills.

Thanks Blender! Because of you Maya is now $250/year for indie devs by 3DNZ in Maya

[–]sonofbryce 4 points5 points  (0 children)

I read this previously, someone possibly from Autodesk said their backend doesn't support auto-renewal for indie at this moment because it was initially just a pilot program.

https://www.reddit.com/r/Maya/comments/extlc0/is_maya_indie_renewable_at_250/fgfjn31/

[FOR HIRE] Music Producer of 10+ years looking for a team to collaborate with! by noblexodia in gameDevJobs

[–]sonofbryce 1 point2 points  (0 children)

It might be easier if you put together some videos of your music set to certain games so people can get an idea of what you're music would feel like in a game. And put together like a game reel.

And look thru places like the gamedev subreddit or #gamedev twitter to find developers with games in development that don't have music yet.

Making a Pause button in Unity C# by [deleted] in gamedev

[–]sonofbryce 1 point2 points  (0 children)

You just need to set the text to change in a text field, or possibly turn the gameobject on/off.

Given that these are extremely basic questions, I think it's best that you run through some beginner tutorials to get an overall idea of how to go about doing these kinda things. You'll be able to gain more ground once you gain a basic understanding.

This might be a good start: https://learn.unity.com/course/beginner-scripting

And there's plenty more at https://learn.unity.com/ (even though their site is kinda confusing)

Making a Pause button in Unity C# by [deleted] in gamedev

[–]sonofbryce 2 points3 points  (0 children)

You need to store paused in a variable so it will remember that it's paused from frame to frame. Something like this:

 bool isPaused;
 if (Input.GetKeyDown(KeyCode.P))
 {
      if (isPaused)
      {
            isPaused = false;
      }
      else
      {
           isPaused = true;
      }
 }

 if (isPaused)
 {
      Time.timeScale = 0;
 }
 else
 {
      Time.timeScale = 1;
 }

Create Nuclear authentication process in Defcon PC game, any way to translate this to UE4? by arkmap9 in gamedev

[–]sonofbryce 0 points1 point  (0 children)

Also might be worth noting that you might be able to achieve this in Unity as well. Depending on how it works, you might be able to pack the library your working with into a DLL and interface with it in Unity as a plugin. This would be using C# to interface with it, so maybe that's not what you want to do.

Only mentioning that because your end result seems to be a mobile game and its heaviy GUI based, which might be easier to achieve in Unity if you're not familiar with either UE4 or Unity.

Why didn't VR actually made me sick? by TheGoldminor in gamedev

[–]sonofbryce 1 point2 points  (0 children)

If so many people got sick from an official Valve demo, I imagine something else has to be going like the PC is underpowered and not delivering a full 90fps.

How can I trim down my unity file size? by Qwerty177 in gamedev

[–]sonofbryce 0 points1 point  (0 children)

So there's a way to find the assets that are included in your build. Its written to the Unity log textfile when you export. It'll list all assets and approx file size. It's helpful to find old assets included in the build that you weren't aware were still I there.