Planet Gamedev

Gamasutra Feature Articles

How Jonathan Blow found the roots of The Witness inside Braid

June 22, 2016 11:24 PM

Speaking with Time Magazine, Jonathan Blow offers some insights on how he arrived at the central puzzles of The Witness, and how the game connects back to his earlier title Braid. ...

What The Last Guardian developers learned about long game dev cycles

June 22, 2016 10:30 PM

The Last Guardian's Fumito Ueda explains to Kotaku how he remained motivated and focused after nine years of game development. ...

Get a job: Turbine is hiring an experienced Android Engineer

June 22, 2016 07:55 PM

The house that built Lord of the Rings Online and the Infinite Crisis MOBA seeks to hire a senior Android engineer to work on mobile projects at its Needham, Massachusetts office. ...

Video: How to get the funding your game needs

June 22, 2016 07:38 PM

Game industry veteran and Execution Labs cofounder Jason Della Rocca gives an indie financing reality check and shares advice on getting the funding your game needs in this GDC Europe 2015 talk. ...

Check out the results of GameCareerGuide's latest Game Design Challenge!

June 22, 2016 07:24 PM

Gamasutra's education-focused sister site GameCareerGuide offers info for game industry students and beginners -- and every 3 weeks, it also hosts a Game Design Challenge that anyone can take part in. ...

Don't Miss: Mario maestro Koji Kondo on composing the classics

June 22, 2016 06:53 PM

In this classic interview, The composer behind everything from Ocarina of Time to Super Mario 64 (which turns 20 this week!) offers timeless advice to fellow video game composers. ...

Game From Scratch

Defold Engine Tutorial Series: Getting Started

by Mike@gamefromscratch.com at June 22, 2016 06:51 PM

 

Welcome to a new tutorial series covering the Defold engine, recently released for free use by King.  You can learn more about the Defold Engine in this video which contains a quick hands on.  It’s a powerful, cross platform Lua powered game engine for 2D game development.  This tutorial series will ultimately walk through all aspects of using the Defold game engine, in both text and video formats.  All of the assets used in creating these tutorials is available on the Patreon dropbox, although I will make source and asset files available as they are needed in text tutorials.  This first tutorial simply walks through getting the Defold engine installed and creating our first project.

 

You can watch the video version of this tutorial here or embedded down below. [Coming Soon]

 

Getting And Installing Defold Engine

 

Getting started with the Defold engine is very easy, however you will need to log in to Defold.com using a Google account.  First head on over to Defold.com and click the Get Defold button.

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At this point you will have to log in using a Google account.  Once authenticated, you will be redirected to the Defold dashboard.  There are a number of download links available on this page.  Simply pick your appropriate platform:

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This will download an archive file, extract the contents somewhere.

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Defold is run by double clicking the Defold executable.  Before doing so however, let’s create a new project.

 

Creating a New Project in Defold

 

Creating a new Defold project is currently done using the Defold dashboard.  On the left hand sidebar of the dashboard, locate the Add Project button and click it.

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You will now be brought to a very simple configuration form:

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Name your project and click Save.  In my case I am creating a blank project, however Defold have made some sample projects available as a starting point.  If you would rather start there check “Yes, show me your tutorials”.  You will be presented with a list of options:

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Your project is now available.  Let’s load the Editor.  In the folder you extracted Defold, double click the Defold executable.

 

Loading Your Project

 

Now with the editor open, select File->Open Project.

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A list of available projects should now be available.

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Select your newly created project and click Next.  Behind the scenes Defold is creating a git repository for your game.  Since this is the first “checkout”, you need to create a new branch.  Click New Branch then call it V1 or whatever name makes sense to you.

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Defold will now download your project.  Here is the project structure of an empty new project:

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Double click game.project to edit many game specific configuration setting:

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Although our “game” doesn’t actually do anything, you can run it by hitting Ctrl+B or via the Project Menu:

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Certainly not the most exciting game, but it’s a start!

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Managing Your Projects

 

Back in the Defold dashboard, you can edit and delete your projects as well as add additional users.  Your project(s) should now appear on the left hand side of the dashboard, like so:

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Click the gears icon above your project will bring you to the configuration section:

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Clicking Team enables you to add users to your project:

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Of course, they will have to authenticate using Google as well.

 

Finally by clicking Settings you have the ability to change the name and description of your project, as well as delete it entirely:

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Code Hosted on Defold’s Server??? DEALBREAKER!

 

Don’t like the idea of your git repository behind hosted on Defold’s servers?  Well that’s an understandable concern and using the above process, this is exactly what happens.  When you create a project, it’s created as a Git repository on Defold’s servers and when you open it, you are downloading (or more accurately, checking out) to your local server).  It’s understandable that this isn’t for everyone.  Fortunately there is an alternative.

I am not going into details here, but if you want to bypass Defold’s servers complete, follow this guide here.

 

The Video

 

[Coming Soon]

Gamasutra Feature Articles

Blog: Ideas are worth more than you think

June 22, 2016 06:41 PM

Game developer Jukka Hilvonen discusses the relationship between ideas and execution, and why the former isn't necessarily less valuable than the latter. ...

Hotline Miami 2 gains a full-fledged level editor

June 22, 2016 06:39 PM

After roughly seven months of beta testing, indie developer Dennaton Games today released the full-fledged level editor for its 2015 top-down shooter Hotline Miami 2. ...

As Quake turns 20, John Romero looks back at how it all started

June 22, 2016 06:10 PM

It's an intriguing collection of ephemera to peruse, as it sheds light on id's culture of '90s game dev and serves as a reminder that the game you aim to make isn't always the game you wind up shipping. ...

Sukeban Games' beguiling VA-11 Hall-A makes cyberpunk sexy

June 22, 2016 05:31 PM

Who knew that tending bar in 2070 could be so engaging? This indie title from Sukeban Games tasks you with mixing drinks, and listen to fascinating futuristic pub banter. ...

Learn to make your game run better on mobile devices at GDC Europe

June 22, 2016 05:06 PM

Intel's Antoine Cohade will lead a session at GDC Europe this summer about how to efficiently reduce your games' power consumption and optimize it for better performance on today's mobile hardware. ...

Blog: How we tweaked the dash mechanic in our action game

June 22, 2016 04:35 PM

Game designer Wytze Kamp explains how he tweaked a speed boost gameplay feature in his game, Antegods. ...

Game From Scratch

Complete Video Of “Adam” Unity Tech Demo Now Available

by Mike@gamefromscratch.com at June 22, 2016 04:30 PM

 

Adam is a technology demo, created using Unity 5.4 and first show at the Unite Europe conference a few months back.  It was created to showcase features in Unity such as real-time area lights and high fidelity physics created using CaronteFX.  The demo ran at 1440p on a GeForce GTX980.  While the demo itself isn’t yet available (coming soon), a video of it is, embedded below.



You can learn more about Adam here.

Gamasutra Feature Articles

First standalone VRDC debuts in November, call for talks now open

June 22, 2016 04:00 PM

GDC organizers are proud to announce that the first ever standalone Virtual Reality Developers Conference, the premier event for VR/AR creators, will be held this November in San Francisco. ...



G2A hits back at TinyBuild after studio claimed it lost $450k to key reseller

June 22, 2016 03:48 PM

"Finding a better medium price here would give a true overview. TinyBuild should explain to the media why they omitted their sales data from the revenue projection." ...

Supercell CEO on why $8.6 billion Tencent deal was a no-brainer

June 22, 2016 02:17 PM

"Tencent understands that our unique culture of small and independent teams is what makes Supercell. All of this is very important for us." ...

Blog: Nintendo is in trouble and E3 didn't help

June 22, 2016 01:20 PM

"Nintendo may have a great 2017 if Nintendo NX is any good. Unfortunately, E3 didn't give us any guidance in either direction," says game industry business consultant Bryan Cashman. ...

Fable Fortune Kickstarter canceled after private investor steps up

June 22, 2016 01:13 PM

The team of former Lionhead devs at Flaming Fowl have pulled the plug on the Fable Fortune Kickstarter campaign after securing private funding. ...

Blog: Bounds, bottlenecks, and digital marketing

June 22, 2016 11:11 AM

Programs can be CPU or GPU bound. Is your game audience-bound, appeal-bound or ability-bound? What's limiting your success? ...

Defender dev Eugene Jarvis on the bright future of arcade games

June 22, 2016 06:59 AM

"Whenever I talk to people about arcade games, they're shocked to know the business still exists," Eugene Jarvis says. "I, too, am amazed. We should have packed it up in the last millennium." ...

Gamasutra Feature Articles

Overwatch losing 'Avoid this player' feature after top players can't find games

June 21, 2016 11:02 PM

Blizzard removes a feature meant to help Overwatch players avoid toxic competitors after it backfires against high-skill players. ...

Sony agrees to potential settlement in 6-year-old Linux lawsuit

June 21, 2016 10:06 PM

After a lengthy amount of litigation, Sony has agreed to pay PS3 owners who felt slighted by the removal of Linux functionality on the Playstation 3. ...

Opinion: We need more Marcuses

June 21, 2016 09:24 PM

Marcus Holloway is a brilliant hacker and the new protagonist in Ubisoft's upcoming Watch Dogs 2--he's also a young black man. Katherine Cross argues how video games need such morally complicated characters of color. ...

Hearts of Iron IV becomes Paradox's fastest-selling historical game

June 21, 2016 09:17 PM

Paradox's latest game Hearts of Iron IV shoots past 200,000 units sold, becoming the company's fastest-selling historical game. ...

Get a job: Be an AI Software Engineer at Respawn

June 21, 2016 07:45 PM

The house that built Titanfall seeks an AI engineer to work on its upcoming third-person Star Wars game alongside the rest of the team at Respawn's Southern California HQ. ...

From PS4 to 1.44 MB floppy: Porting Retro City Rampage to MS-DOS

June 21, 2016 07:33 PM

In this video recorded at GDC 2016, Vblank Entertainment's Brian Provinciano walks through how (and why) he ported his modern throwback game Retro City Rampage to run on MS-DOS. ...

Razer aims to spur (OS)VR game development with $5M VR dev fund

June 21, 2016 07:17 PM

Heads up, VR devs: This month Razer launched its OSVR Developer Fund, which has a starting pool of $5 million and a mandate to aid VR developers with funding, marketing and promotional support. ...

Video: See some of the many prototypes inside Valve's VR lab

June 21, 2016 06:48 PM

Make magazine recently travelled to Valve's headquarters in Washington to check out the game company's VR efforts, and they brought some cameras with them. ...

Analysts weigh in on Tencent's $8.6 billion purchase of Supercell

June 21, 2016 06:27 PM

We asked industry analysts for their take on Tencent's purchase of an 84.3 percent share of Supercell's stock for $8.6 billion. ...

Hadean Lands dev offers 'no-hint pledge' certificate as $35 DLC

June 21, 2016 06:23 PM

"It might be easier to stick to that [no hints] promise once you've laid down some cash on it," reads a post from the developer on the DLC's Steam page. "Just a thought. It's up to you." ...

Longtime Angry Birds frontman Peter Vesterbacka is leaving Rovio

June 21, 2016 05:49 PM

Finnish developer Rovio is saying goodbye this week to longtime Angry Birds frontman Peter Vesterbacka, who -- after over six years with the firm -- is stepping down as chief marketing officer to focus on being an entrepreneur. ...

Toys-to-life game Fabulous Beasts renamed after Warner Bros. trademark dispute

June 21, 2016 04:06 PM

Sensible Object has been forced to change the name of its toys-to-life mobile game, Fabulous Beasts, after Warner Bros. decided it infringed on its own 'Fantastic Beasts' trademark. ...

Dead By Daylight sells over 270,000 in first week

June 21, 2016 03:17 PM

"With this launch, we've proven that the concept we developed with our own Payday franchise can be replicated and utilized for other games." ...

E3 media coverage analysis (or 'Who won the E3 media battle?')

June 21, 2016 03:13 PM

Consultant Thomas Bidaux once again analyzes media coverage for E3. Which company came out on top? ...

Tencent agrees to $8.6 billion Supercell purchase

June 21, 2016 02:35 PM

Chinese internet giant Tencent has agreed to purchase an 84.3 percent stake in Clash of Clans creator Supercell for $8.6 billion. ...

Blog: Why it's been an exciting month for accessibility in games

June 21, 2016 02:24 PM

"Accessibility in gaming is never a dull field to be working in," writes game accessibility advocate Ian Hamilton. "The past month - mid May to mid June - has been no exception." ...

Vivendi ups stake in Ubisoft to 20.1 percent, edges toward takeover

June 21, 2016 01:47 PM

With its acquisition of mobile studio Gameloft all but complete, French media conglomerate Vivendi has upped its stake in Ubisoft to 20.1 percent.  ...

How to take advantage of textures in the vertex shader

June 21, 2016 01:35 PM

Two Tequila Works (Deadlight, Rime) devs run down their unique tricks for taking advantage of textures in the vertex shader. ...

A few niche RPGs that brought something new to the table

June 21, 2016 11:07 AM

From Cobra Mission: Panic in Cobra City to Chinese Paladin, computer RPG enthusiast Felipe Pope runs down some CRPGs with designs that sported intriguing mechanics worth studying. ...

Blog: What to do before asking a publisher for money for your game

June 21, 2016 08:25 AM

Political Animals dev Ryan Sumo wraps up his blog series on finding a publisher (in Positech Games) by detailing the work and research that went in to getting ready to pitch a publishing deal. ...

City management, mayhem and Sid Meier's wisdom: Making Civilization VI

June 21, 2016 08:24 AM

6 years on, Firaxis is preparing to ship Civilization VI. Here, producer Dennis Shirk reveals how the game's design incorporates everything from Sid Meier's 33/33/33 rule to a novel "Mayhem" mechanic. ...

ReCore developers had to consider accessibility for its color-driven gameplay

June 21, 2016 12:14 AM

To build its color-coded combat system, ReCore's tells reporters that they needed to build in accessibility features for colorblind players. ...

Gamasutra Feature Articles

Fantastic Contraption adds built-in mixed reality and Twitch chat functions

June 20, 2016 11:12 PM

The latest update to Fantastic Contraption includes integration with Twitch chat and a new Director Mode to help players show off their virtual reality creations. ...

Ex-Ubisoft devs' crowdfunded game ReROLL cancelled without warning

June 20, 2016 09:56 PM

Montréal-based studio Pixyul cancels crowdfunded game ReROLL, leaves backers with only a key for its Steam Early Access game. ...

Blog: How a single key reseller cost us thousands in game sales

June 20, 2016 09:44 PM

TinyBuild's Alex Nichiporchik shares a story of how he believes online game key reseller G2A sold $450k worth of TinyBuild's games, including SpeedRunners, Party Hard and Punch Club. ...

Get a job: The Odd Gentlemen seek King's Quest Cinematic Animator

June 20, 2016 08:12 PM

The studio, based in Pasadena, California, is looking to hire an animator to create cinematics alongside the team working on the final King's Quest chapters and future Odd Gentlemen projects. ...

Video: Making Hellblade, Ninja Theory's indie game with AAA values

June 20, 2016 07:58 PM

How does a team of 15 work to create a game with AAA production standards? British indie studio Ninja Theory is figuring that out, as cofounder Tameem Antoinades explains in this GDC Europe 2015 talk. ...

Employee estimates 'about a third' of Valve now working on VR/AR

June 20, 2016 07:21 PM

While Valve's work on VR/AR may have started off small, it's now grown to encompass a significant part of the company's efforts, according to a post on Reddit today from Valve employee Alan Yates. ...

Don't Miss: The strange, unresolved conflict in Animal Crossing

June 20, 2016 06:55 PM

In this classic feature Ian Bogost explores how, through the years, Animal Crossing's overall themes remain constant: the strange, unresolved conflict between consumption and naturalism. ...

Square Enix chief champions development of premium mobile games

June 20, 2016 06:37 PM

As part of an E3 interview with GamesBeat Yosuka Matsuda, CEO of Square Enix, speaks to how he intends to guide the company towards a deeper focus on premium (i.e. not free-to-play) mobile game production. ...

80 Days dev debuts Inky, an editor for its Ink scripting language

June 20, 2016 05:50 PM

The folks at Inkle Studios, best known for interactive fiction games like 80 Days  and Sorcery!, have released a new editor, Inky, to aid developers working with their Ink scripting language. ...

Game From Scratch

This Week In GameDev–June 20th/2016

by Mike@gamefromscratch.com at June 20, 2016 04:46 PM

The following is a recap of major events in the world of game development for the week ending June 5th, 2016.  I do a weekly video recapping the news available here with this week’s video embedded below.  This post is a collection of links mentioned in the recap.

 

The Video

OpenGL

Book: OpenGL Game Development By Example

June 20, 2016 04:16 PM

The book “OpenGL Game Development By Example” starts off by showing you how to set up a development environment using Visual Studio, and create a code framework for your game. It then walks you through creation of two games–a 2D platform game called Roboracer 2D and a 3D first-person space shooter game–using OpenGL to render both 2D and 3D graphics using a 2D coordinate system.



Gamasutra Feature Articles

Come to GDC Europe and see how LawBreakers' gameplay is designed

June 20, 2016 04:15 PM

At GDC Europe Boss Key Productions' Dan Nanni will deliver an expert talk on how to design a game that's both fun and functional, using the studio's work on multiplayer shooter LawBreakers as example. ...

Blog: A game of chess...in which you can't move the pieces

June 20, 2016 03:30 PM

Winning third-place for innovation at the last Ludum Dare game jam was a game about chess. "Moveless" chess. ...

Bethesda implements Steam-linking to protect modders from piracy

June 20, 2016 03:26 PM

Anyone who wants to upload a Fallout 4 mod for PC or consoles will now need to link their Steam account to Bethesda.net.  ...

Geeks3D Forums

TechPowerUp GPU-Z v0.8.9

June 20, 2016 03:17 PM

GPU-Z is a lightweight utility designed to provide you with all information about your graphics card and GPU.

 Version History 0.8.9

  • Added AMD Polaris support[/li...

Gamasutra Feature Articles

Xenoblade dev Monolith Soft co-developing The Legend of Zelda: Breath of the Wild

June 20, 2016 02:08 PM

In order to perfect its open-ended version of Hyrule, Nintendo has enlisted the help of Monolith Soft, the team behind open-world action RPG, Xenoblade Chronicles. ...

Analyzing core character movement in 3D

June 20, 2016 01:33 PM

Here some tools and tips for analyzing core character movement in 3D, along with some source code to get you started, from a triple-AAA vet gone indie. ...