Im looking to make a 2D cozy open world game but so far i have found no tutorials, i haven't made any games before and im really new to making games, and im a bit unsure what game engine i should use, can any of you guys help me out? although this is a big ask

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The only way to make it secure it to have all the calculation and validation occur on the server side. That's how it's done on pretty much all online games. The client can never be trusted in online communication and you must always make sure on the server side that the user is actually doing something valid. (In theory anyway, in practice you have to trust the client somewhat for lag compensation and offloading some noncritical stuff to the client side).

For this reason, javascript is not a very good language for developing an online game, as every action does need to be processed and validated by the server. For other programming languages it is not such a huge problem, because you can build your own communication protocols using TCP/IP for the server and the client. However, for javascript there is no such possibility, because you must rely on the HTTP protocol and the XMLHTTPRequest handlers, which make for a very inefficient live client-server communication.

Well, to do a pokemon game you should be able to imagine how to set up a videogame. To properly imagine how to set up any game you should start understanding game logic. In order to understand game logic you should learn the very basics of game developing and practice a lot. To learn the basics and practice as well you should start following the GDevelop beginners tutorial and then make some extremely simple games.

Since Godot was released, I saw many developers work on awesome projects with it. The biggest strength of Godot is that, due to its design, it makes it really easy to throw in code that works (and scales to large projects) without worrying about the game architecture. Many games were released, but a large amount were abandoned.

Just make it clear that every programmer in the team has a clear role and area of responsibility. Let them work the way they like, quick and dirty, but just make sure they write clean APIs to communicate with other programmers. What you lose in organization, you win by orders of magnitude in development speed.

The first big mistake most developers make is starting with pretty art, making a simple prototype, and then expect to develop the rest of the game the same way. Over time, a number of situations are highly likely to arise:

A Mainstream Game: These games sell with a lot of investment in publicity to reach their users (and they also cost a lot of money to make). If you have enough experience developing games, you can attempt to go this route.

What makes things worse, you must be able to communicate this differentiator very easily and with just one sentence, image or short video. If it fails to impress, it will most likely fail. If it looks too similar to other games, it will also most likely fail. It needs to be different.

The rationale behind seed capital investment is that they invest tiny amounts on a large amount of unproven, high-risk projects. If one of them is a critical success, they make a huge amount of money.

As an example, if your game has 30 levels (missions, scenes, locations, etc), you make 2 or 3 of them. They need to be absolute and final quality. Even references to the rest of the content must be there and visible, even if trying to access it does not work.

Many publishers and investors may not have enough money available to make a game for the length and content you want. The vertical slice allows you to extrapolate how much content you would need to cut in order to fit their available budget.

This is where most developers make another fatal mistake. Do not add any more final assets (art, sound, etc.) until you hit the Alpha stage. Always use placeholder art. The only exception here, if the type of game requires it (e.g. a fighting game), is animation.

What defines your game is good gameplay. It must work as best as possible, so it only makes sense to develop all the content first. Make sure all features are implemented and that the game can be played from start to finish. Control must feel great, usability must feel great.

What makes GDevelop unique and so easy to use is the event system. Events are a powerful way to express the logic of your game: it's as efficient as coding, but without the complexities of a programming language.

Look, I am a beginner in ue4, I accept that.

I wanted to make a game something similar to the Mortal Kombat,

Can anybody please leave me a link to a tutorial which may help me to achieve this or can someone give an answer that could guide me to do so?

if your just starting out then your scope is to large. you are going to want to focus on learning to make smaller things first. learn to make a character blueprint for example. do a bunch of tutorials like this one to learn the basics of the engine and how to make basic games. if you dont know how to build the basic parts of your game then you cant make the whole of it. also fighting games are pretty advanced. they can be very complex to make given that so many things are based on proper / exact timing. the tutorial i linked will get you started in creating a player character, getting it to move, and animating it. that tutorial series is a set of videos that are only about 10 mins each and should only take you maybe a few hours to get though.

In this tutorial you will learn how to make a DIY Giant Jenga Game that is surely fun to play. Be sure to watch the video (above), as it shows a lot more of the how-to steps and details of this project.

This is a great, fun project to make with a friend or family members. This Giant Jenga Game is a hit at wedding receptions, family reunions, bbq's, or any other get together. See how long you can play until it all falls down! Have fun and build a DIY Giant Jenga Game!

I want to make video game content like YouTube videos or screenshot pictures. Like game playthroughs or something. I also want to be able to monetize somehow, like with ads, affiliate marketing, or linking to Patreon. 


But I'm worried about getting in trouble with copyright or getting sued or something. I see other people doing it on YouTube and other places, and they seem to be making money off of it too. Is it legal to do things like that? If it isn't, why do so many people do it and get away with it? I've read that video game companies don't pursue copyright claims on things like YouTube videos with their content. Is that true? 


Also, what about video game mods? Do I have to get permission from the mod creators themselves if I make content with their mods in them? I read that, technically, video game mods are copyright infringement on the games themselves, so mod makers don't have any copyright rights. Is that true?

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I used blender a long time, but I just know the blender game engine , I usually make games using Unity. I do not know about Blender game engine, can make game faster ?, how about adding UI in blender game ?, can i add box collider in blender game engine?

Sorry man i really do not know, but blender still okay, i can make ui with script, and i can combine with unity, i think if blender can make android game, it make blender could be better, i wish blender can support html ui Or flash ui (like scaleform) it makes a wow blender

About Scaleform, I really like scaleform, especially in combination with UDK3 and Flash, I can make a great game, but UDK3 can not make android game, then UDK4 now no longer use Scaleform as UI, why? I really liked the UDK4 feature that can make android games,

I think because Autodesk makes their own GameEngine (Stingray Engine) Autodesk uses Scaleform only for Stringray, but I do not know for sure, I think UI scaleform is good, but I do not know Game Engine that has supported scaleform, I hope in the future Scaleform can be free And can be used with Blender,:evilgrin::evilgrin::evilgrin::evilgrin::evilgrin::evilgrin:

Steam is pretty saturated too. I actually had $15 that I was trying to get rid of on steam, and there was so much stuff that I ended up just getting some DLC for Fallout 4.

If you are really good. You could hijack a mod. What I mean is you do something like Enderal in the Skyrim engine, and then you make the sequel in your own blender engine with all your own assets. (Like I said, you would have to be very very good).

By the way if any of you decide to do this, let me know. I want in.

i am trying to make a mobile game just a simple game to make money to invest in my big project so please give me a mobile game tutorial i know how to make a pc game but mobile game no so a tutorial would be great or source code of a game to read to know how i works

I think you are underestimating how difficult it is to make any serious money on a mobile game. The user acquisition costs are huge and you really need to spend a lot of time on polishing your core game and optimize for monetization. e24fc04721

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