Game Development

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Welcome to the game development community! This is a place to talk about and post anything related to the field of game development.

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Through mentorship, training, and project-based investment, SIE strives to lower the barrier of entry and showcase the most incredible talents emerging from this region. We’re pleased to announce this new initiative and our call for submissions.

The MENA Hero Project will support game developers based in the following countries: Saudi Arabia, United Arab Emirates, Bahrain, Iraq, Kuwait, Oman, Qatar, Jordan, Egypt, Morocco, Tunisia.

Interested developers should apply to the program by reading the FAQ and applying here.

There is hope for us yet.

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submitted 2 days ago* (last edited 2 days ago) by mac@programming.dev to c/gamedev@programming.dev
 
 

Last year for reference

And the year before that

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I guess the question is straightforward. I'm creating a simple 2D game with a few animation and 30 or 60 fps are more than enough. I'd like to cap the fps to reduce power consumption on my laptop when testing my own game. I can manage that from the nvidia control panel, but I can do that from ingame code? I can see many games provide a fps cap option. How do they achieve that? Sleeping/calling Sdl_delay doesn't seem a great option and neither is active waiting while checking for passed time. Is there an hardware mechanism I can block to?

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UI Pack: Adventure is now available ✨This completely free pack includes 128 sprites for HUD/UI, both in PNG & SVG vector files!

Download (free, no registration, no tracking, no ads etc.): https://kenney.nl/assets/ui-pack-adventure

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I really enjoyed Danny's costume for this gamedoc😂👌

man games like 🪸Dredge🕳️ really helps stoke my enjoyment and interest❤️‍🔥 in seeing how the next generation of games will shake up the industry and bring new cool designs and 🐋world creation✨

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Cross-posted from: https://lemm.ee/post/39614495

Hi all,

I've been working on a side-project after needing something to handle UIs for a game I work on, and came up with InputLayers, which is basically a layer-based filtering system for Input handling.

My main issue was having a clean and consistent way to handle taking input availability away from something (a character, UI, or anything else) when something should take over (a menu opening, a popup, etc.)

So I ended up using this as an opportunity to learn the new Unity UI system, and set up a clean editor window. In the end, it was close enough to a packageable asset, that I felt it'd be cool to make it available to others!

It's free, so if anyone wants to give it a try, I'd love some feedback =)

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submitted 1 week ago* (last edited 1 week ago) by Berin@mastodon.social to c/gamedev@programming.dev
 
 

New Rules for Steam Store Page Descriptions

TLDR You may no longer add:
- Links to external sites (use dedicated fields instead)
- Links or images pointing to other games on Steam
- Images that mimic Steam UI elements

https://store.steampowered.com/news/group/4145017/view/4201376568915048835

#Steam #GameDev #IndieDev #GameMarketing
@gamedev

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How does it look? What do you think? It was bad i think before, because many people complained about that. So, i worked hard to make a new one.

Here is the link of my game if someone interested in to add wishlist and get 40% discount at launch: https://store.steampowered.com/app/3054440/Short_Snow/

note: Free demo coming this month

What features would you like to see in this survival game, that you never saw on other survival genre games?

Thanks for reading

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How does it look? What do you think? i have a video of that here too, you may check it the video here: https://www.tiktok.com/@shortsnowgame/video/7397678540273110304

Here is the link of my game if someone interested in to add wishlist: [https://store.steampowered.com/app/3054440/Short_Snow/](Short Snow game)

note: free demo coming this month

What features would you like to see in this survival game, that you never saw on other survival genre games?

Thanks for reading

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Hello everyone here on the Fediverse

I'm making a free and open source platform fighter featuring FOSS mascots (like Tux, Nolok, Konqi, Wilber and others). I'm doing it on my free time, but it's something I'd really like to get it done. It's been brewing in my head since May/June, and that's really when I got the basics done using SDL2 (I will use SDL3 when it gets officially released). Right now I'm working alone while also having a job in the meantime, and that's basically to get contributions from you that I wanted to post it here. Right now, I got the 2D rendering engine done using OpenGL 2.1, and I'm looking to add OpenGL 3.3 support as well.

For those interested, the repo is already on Github at this link.

And if you don't think you can help me with the development, feel free to also talk about it around you and tell me what you'd like for this game. I will be happy to see your suggestions (and contribution if you can ^^).

Best regards and hoping to see you here

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I am currently working on a video game project, It's 3D, and in a particular feature where players can listen to the radio. I want to pull data from Odysee (LBRY) and a specific channel that I want to play in-game.

If I can't pull data from the network, Is there another way for me to access either music or video content without breaking a ToS.

I'm working with python if that helps.I am also new, or semi new to Python.

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Draknek just announced their "New Voices Puzzle Grant" for 2024!

It's a USD$15,000 grant for developers from traditionally underrepresented groups who are working on puzzle games!
Includes 1-on-1 mentorship and super flexible terms when it comes to how the money is used.
Deadline is October 7th 2024.

More info in the link here: https://grants.draknek.org

@gamedev

#GameDev #IndieDev #PuzzleGame

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The Melbourne Queer Games 2024 Festival is open for submissions until August 23, 2024

There are no geographical restrictions regarding the submissions. Queer games from all over the world are eligible, and entry is free!

http://mqgf.com.au

@gamedev

#QueerGames #IndieDev #GameDev

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How To Market A Game: What Steam’s big demo update means for your marketing strategy

New blog post by HTMAG on what to do after the steam demo changes:

https://howtomarketagame.com/2024/07/31/what-steams-big-demo-update-means-for-your-marketing-strategy/

@gamedev

#GameDev #IndieDev #GameMarketing #GamesMarketing #Steam

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For context, I am using the bevy engine.

I know that you aren't supposed to store stuff that might contain a lot of information, such as dialogue, NPCs and skills.

I already found a library that helps me store dialogue (bevy_yarnspinner), but I've yet to find such a library for other ressources.

So I was wondering, usually in RPGs, where and how are stats, skills, NPCs (including enemies) and maps are stored? And how does leveling up work?

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