Best of GamingAugust 2024

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    Video
    Avatar of youtubeYouTube·2y

    Making a Game with Java with No Experience

    An enthusiastic developer, inspired by childhood favorites like RuneScape and Minecraft, embarks on creating an RPG game using Java from scratch. The journey begins with revisiting Java basics using a mobile course and then downloading Eclipse. After a successful 'Hello World' program, the developer progresses to creating a game window, implementing entity classes, and developing a tile map system. They also work on NPCs, dialogue systems, artwork, and basic game mechanics, emphasizing the rewarding experience of building a game without a game engine. Useful resources like RN’s Java tutorial series and Brilliant are mentioned for those interested in learning more.

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    Video
    Avatar of youtubeYouTube·2y

    6 Years of Learning Game Development

    Over six years, the author transitioned from a novice game developer to a seasoned professional, utilizing Unity and Unreal Engine. They shared experiences from early arcade games and 2D projects to complex 3D games and indie releases. The post touches on team dynamics, solo projects, feature creep, and the challenges of VR game development. The author also highlights their career as an instructor and their pivot to creating game development tutorials.

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    Article
    Avatar of communityCommunity Picks·2y

    shadps4-emu/shadPS4: PS4 emulator for Windows,Linux,MacOS

    shadPS4 is an early PlayStation 4 emulator for Windows, Linux, and macOS, written in C++. Although it's still in the early stages with limited game compatibility, small games like Sonic Mania and Undertale are already working. Interested developers can check the build instructions for various platforms and contribute to the project via GitHub.

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    Video
    Avatar of twoninutepapersTwo Minute Papers·2y

    NVIDIA’s New AI: Game Changer!

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    Video
    Avatar of youtubeYouTube·2y

    1 Year of Developing My Game in Godot

    The author has spent over a year developing a game in Godot, transforming a simple prototype into a more complex, fully-featured game with over 1,200 commits and 25,000 lines of code. The development process can be divided into three phases: getting something playable, finding the fun, and production and polish. The game, named Bloodthief, incorporates elements from Quake, Hotline Miami, and Titanfall, with a focus on fast-paced movement and challenging mechanics. Throughout the journey, the author faced various challenges, including refining animation, improving code quality, and optimizing performance. The flexibility and features of Godot were praised, despite occasional bugs. The post also discusses the use of tools like FMOD, Trench Broom, and Jolt Physics, and emphasizes the importance of quick iteration and continuous playtesting.

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    Video
    Avatar of communityCommunity Picks·2y

    Writing a game the hard way - from scratch using C. #1

    The post explores creating a retro-style video game from scratch using a C compiler and basic tools, mimicking the development processes of the 1980s and early 1990s. The author delves into the historical context of game development during that era, highlighting the use of shareware, lack of internet resources, and the simplicity of games driven largely by hardware limitations. The project is not intended as a tutorial but as a narrative journey, where the author plans to build a basic top-down arena shooter with rudimentary elements before expanding its features.

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    Article
    Avatar of unityUnity·2y

    Learn and Build Multiplayer Games this Summer with Unity 6

    This summer, focus on building multiplayer games with Unity 6. Take advantage of new learning materials, webinars, and live streams designed to help you utilize Unity's latest multiplayer features. Learn how to implement LiveOps for better player retention and get up to speed with Unity 6 Preview packages like Multiplayer Play Mode and the Multiplayer Services Package. Join community sessions on Twitch and download the new VR Multiplayer Template to create immersive games for Meta Quest and other OpenXR devices.

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    Article
    Avatar of game_developersGame Developers·2y

    Preparing My First Unity Game

    Starting with Unity 2017.4.40f1, the author is learning the engine to develop their first game, overcoming challenges with C# integration and UI understanding. Opting for a pixel art style, they share some assets and tease a unique game concept.

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    Article
    Avatar of hnHacker News·2y

    Yesterday's Pixels, Today

    The post discusses the creation of retro-style 'thick pixels' graphics for the game 'Restricted Airspace' using Three.js. The author breaks down the process into key elements such as low rendering resolution, lines and points, flat shading, and constrained color palettes. The guide demonstrates how to achieve a chunky, low-resolution aesthetic reminiscent of early 90s games like Star Fox and emphasizes practical tips for implementing each element using WebGL.

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    Article
    Avatar of hnHacker News·2y

    Are We Anti-Cheat Yet?

    A detailed and community-driven list of games with their anti-cheat compatibility on GNU/Linux or Wine/Proton. The post categorizes 455 games into supported, running, planned, broken, and denied statuses. Presenting a clear picture of the current state of gaming on Linux, highlighting challenges and successes.

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    Article
    Avatar of godotGodot·2y

    Gamescom here we come!

    The Godot team will be present at Gamescom 2024, although without a booth. Attendees can meet key team members in Cologne and take part in various meet-ups and activities. A Thursday offsite event at a local German restaurant offers networking opportunities, while Friday includes a casual gathering at the Indie Arena Booth. Advance sign-ups are encouraged due to limited capacity.

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    Article
    Avatar of game_developersGame Developers·2y

    Question

    A newcomer to game development questions the value of creating games in a market dominated by AAA industries and seeks understanding on why indie game development is still relevant despite the competition.

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    Article
    Avatar of hnHacker News·2y

    How WASD became the standard PC control scheme

    The WASD control scheme became the standard for PC gaming primarily due to its adoption and popularization by notable gamers like Dennis 'Thresh' Fong, especially after his success in the Quake tournaments. Initially, various control schemes were experimented with in early FPS games, but WASD gained momentum, solidifying its place as the default. Key games like Half-Life and Quake 3 helped cement its popularity. Despite this, some influential developers and players still prefer other configurations like ESDF or ASXC.

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    Article
    Avatar of game_developersGame Developers·2y

    I am following "The 20 Games Challenge": this is Game 4!

    The author shares their experience with the 20 Games Challenge, providing a video of their progress for Game 4. The challenge involves playing and potentially mastering 20 different games, with updates available via a linked YouTube video.

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    Article
    Avatar of hnHacker News·2y

    bvschaik/julius: An open source re-implementation of Caesar III

    Julius is an open-source re-implementation of the classic game Caesar 3, featuring the same game logic and look with some UI enhancements and quality of life improvements. It supports widescreen resolutions, windowed mode, and MP3 files from the original game. It runs on several platforms including Windows, Linux, MacOS, PS Vita, Nintendo Switch, and Android, but requires the original Caesar 3 files to function. For gameplay changes, there is a fork named Augustus.

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    Article
    Avatar of hnHacker News·2y

    Below the Root: A story, a computer game and my lifelong obsession

    The post discusses the author's lifelong obsession with the 1984 computer game *Below the Root*, which inspired his art and programming career. Starting from its conception as educational software, the game captivated the author's imagination with its intricate world and mystery. The author later explored game development, touching on the challenges of maintaining retro aesthetics in modern platforms and the eventual move to HTML5 for game creation. Additionally, the author sought to remake *Below the Root* for iPad and developed an original project inspired by it. Various resources for the original game and its connection to *The Green Sky Trilogy* novels are highlighted.