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Game Development

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kryllic , in What game development engines or frameworks are you currently using, and what do you like about them?

As a hobbyist, Godot is probably the most "fun" engine I've worked in. The software itself feels like a toy, similar to Gamemaker (at least from what I remember when I used it like 10 years ago as a kid lol). Coming from C# background, using GDscript wasn't as bad as I thought, and making small projects in a weekend has really itched the problem-solving part in my brain. I'm trying to re-create popular flash games that I remember playing back in the day and seeing what improvements I can make.

SurvivalMariner , in What game development engines or frameworks are you currently using, and what do you like about them?

Unreal Engine. I've been enjoying learning it and building it. It's powerful and so far has solved every problem I've had without much pain.

mapto , in What game development engines or frameworks are you currently using, and what do you like about them?
@mapto@lemmy.world avatar

https://phaser.io/ - web-first, so Easy to distribute even games made for game jams

saintshenanigans ,

I had to build a game in phaser 3 for my "html" course and I swore I would never try to game dev in js again.

I know we were using a very old version and we had very minimal guidance... have I missed something big that makes it tolerable to work with or do i just need more js experience?

mapto ,
@mapto@lemmy.world avatar

The way you put it, it sounds that you have issues with the language. I can relate to that, but JS is what browsers understand natively. Probably using TypeScript is a good alternative, as static typing helps you keep afloat as the project grows.

As for Phaser itself (can be used with TypeScript), it depends what kind of game you're making. Even older versions of phaser have the typical programming affordances to make 2D games like assets and physics. Having said that, it's fair that other engines have visual editors, and possibly more tutorials and other resources.

But yes, phaser is hardly HTML, so weird choice for the course.

ArmainAP , in What game development engines or frameworks are you currently using, and what do you like about them?

Professionally: Unreal Engine 5
Hobby: Godot and Unreal Engine 5

Godot is fun, quick and small. Unreal is powerful, bulky and big.

SirMino , in What game development engines or frameworks are you currently using, and what do you like about them?
@SirMino@feddit.it avatar

for my little silly experiments I use Raylib (C or the Go bindings).

Klear , in What game development engines or frameworks are you currently using, and what do you like about them?

Defold. Fast and powerful, and so easy to deploy on any platform.

ExtraMedicated , in What tools or resources do you recommend for creating game art and assets?

Blender is the obvious choice, and a longtime favorite of mine.

If you have money, I also like Houdini Indie.

breadsmasher , in Can I connect PS2 Controller to my Android Wirelessly
@breadsmasher@lemmy.world avatar

Specifically Playstation 2? Is it an OEM controller or aftermarket? I wasn’t personally aware of any OEM PS2 Bluetooth controllers

kakes ,

Are we entirely certain they don't mean a controller that uses the PS2 port?

Feyter , in Can I connect PS2 Controller to my Android Wirelessly

Dude... Your talking about mixing ancient technology with space age hardware. What comes next? Watching VHS on the switch?

Good luck getting your setup to work. The drivers for PS5 are completely open sourced by Sony so I think it would make your life much easier by investing in a new controller 😅

pearsaltchocolatebar , in Can I connect PS2 Controller to my Android Wirelessly

To make this work you'll have to start playing around with firmware writing. I know people have done similar projects using a pi pico to handle the translation, but I don't know if they did it with a ps2 controller.

My recommendation is to just buy a Bluetooth controller with a ps2 layout.

superduperenigma , in What tools or resources do you recommend for creating game art and assets?

For Pixel graphics I really like Aseprite

rubikcuber , in Can I connect PS2 Controller to my Android Wirelessly
@rubikcuber@feddit.uk avatar

The PS2 controller isn't wireless/Bluetooth, it's got a big old PS1/PS2 wired connector. You should be able to pair a PS4 controller with an Android device and it has (more or less) the same layout.

paultimate14 , in Can I connect PS2 Controller to my Android Wirelessly

"Wireless" is going to be the challenge. The Dual shock 2 needs power somehow. Theoretically there could be some sort of device that could accept the PS2 controller port and have either a battery or plug in to external power, then send the Bluetooth signal, but I don't know that any such hardware exists.

There are wireless PS2 controllers from 3rd parties. There are also adapters to convert the PS2 controller port to USB. I got a couple of them on AliExpress for a few dollars each, and they work well. I have not used them on Android, but Linux interpreted them as Dualshock 3's (the listing advertised it as allowing you to use PS1/2 controllers on PS3's that are not backwards compatible).

So you could take a wireless 3rd party controller, then the adapter to convert to a PS4 controller signal. You'd need a USB hub to get that into your phone, and depending on what You're trying to do from there you might need an app to interpret that signal before getting to its final application. Alternatively, you could use a Mayflash USB adapter to convert from a PS3 signal to something else your phone would recognize.

If you just use a Dualshock 3 that cuts out a lot of hardware and allows you to use a 1st party controller. You can also get new fake ones on the Internet pretty cheaply that aren't all that terrible (usually the downside is a lack of sixaxis functionality). From there a Mayflash adapter or an app should be able to convert that. Some apps might even be able to accept it without any conversion. I've used DS3's on my NVIDIA Shield with Steam Link, for example.

The best experience would probably be to just get a more modern controller like a Dualsense or some 3rd party controller. I do wish a company like Retrobit or 8Bitdo would make a modern version of the Dualshock 1-3, similar to what's been done with Genesis, Saturn, and other controllers. Maybe one day.

saintshenanigans , in What tools or resources do you recommend for creating game art and assets?

I just use blender and my old OTP version of clip studio for as much as I can.

I would really LOVE to see more AI tools for texture and model generation to help with the basic things like walls and clutter objects, but I need to know the AI is trained ethically and I won't get sued first..

po_tay_toes ,
@po_tay_toes@lemmy.sambands.net avatar

I'm more into audio assets, but on that side AI has really impressed me. I don't know how it works with the ethics involved in the production of the systems themselves, but I run training on my own engineered soundsamples to train the AI to reproduce specific voices. Makes it really easy to know where that part of the output comes from - 100% my stuff.

saintshenanigans ,

Oh actually I forgot about audio, I would love to see some more AI voice stuff done. I think, for AAA at least, they should be paying actors to do their usual lines that are scripted, then also pay them to make a voice model for that character using the lines they recorded for the game already. Then we can still have the same kind of spoken dialog we have today, except they can also have the characters respond intelligently to events in game, or even talk to the player through mic like that one game I saw recently.

Then hopefully there will be some free use voice stuff that indie devs could use to accomplish similar stuff, kinda like mixamo does for animations

sheepishly , in Screenshot Saturday!
@sheepishly@kbin.social avatar

https://krcdgamedev.tumblr.com/post/741962568439103488

I've been working on a Pokemon-like game engine in Godot for which I plan to open-source the base code. At the moment I'm working on cleaning up the code for a first release that can show off some of the basic functionality. And also being very careful that none of the, ah, borrowed models I'm using as placeholders end up in the release.

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