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Developer Journals


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Lessons learned while switching to Unity


http://media.indiedb.com/images/articles/1/184/183456/auto/epistory_c_to_unity2.jpg Paradigm Shift When we started working on Epistory, we had to choose whether to use our proprietary engine or not. For reasons that go beyond the scope of this post we decided to go with Unity. While the prospect of working with a tool as streamlined as Unity was stimu...
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Revel Immortal v23 is now live!


http://edigames.com/images/revelimmortal.png Greetings All, As the title says, Revel Immortal v23 alpha is now live; it addresses a handful of issues found in v22 and adds a few small features. As always you can find it here: http://edigames.com/revelimmortal I would like the highlight the developer feedback button; which appears as a speech bubbl...
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States, Firms, & Households Release


I'm releasing on Desura on May 17th. http://www.desura.com/games/corporation-states-ii Check it out if you've been following my economic RTS project. The best part is multiplayer and I hope there will be a big enough turnout of players, or at least some people play with friends. You can read how to play on the given page. Also there's more information...
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PPP - Pixel Perfect Picking for Vertex and Face Selection


Disclaimer Credit for the concept of Pixel Perfect Picking in D3D11 belongs to gamedev member unbird , a wizard with shaders. However, since I'm basically lazy, I coined the acronym PPP, and adapted the idea to my needs. N.B., some of the implementations below require SM5. The PPP Approach The idea is to pick objects (in my editor that's vertices an...
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Advanced asset handling


Last entry: http://www.gamedev.net/blog/1930/entry-2260953-asl-geometry-tessellation-shader/ Despite being extremely busy the last weeks, I still found some time to put into developing the engine. This time around, I decided to tackle one of the ealierst features/problems I originally put in: The asset management. The beginnings: K.I.S.S. A short ov...
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HTTP for gamelogic... are you insane ?


Well, maybe a little bit. In my answer to this post over here , I mentioned, that I use HTTP as guideline to refer method/function calls in my game. I expected, that some developers will think that I'm insane, and this might be true to some degree http://public.gamedev5.net//public/style_emoticons/default/biggrin.png . Still I had my reasons to go this w...
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GameSaveSystem - Alternate Implementation: Save & Swap


Github Link: https://github.com/dbeals/GameSaveSystem The initial implementation of incremental saves is great and I'll be sticking with it for most of my games, but there are instances that it simply isn't a good fit (games that have large save files for example.) So, to get around this I have added a new implementation: save and swap. I want to point...
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Planetary Biomes


Oi there once more! Not many images or videos this time around, unfortunately. It's mostly about updates about what I'm up to and what I'm working on. So, first off, the non-euclidean stretchy game thingy. Turns out that some people in my art class had taken an interest in it when I was working on it in class, and they offered to help offload some of th...
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Fluffy trees


So, I downloaded Blender 2.74 and did an experimental tree using the normals trick mentioned in the previous post. The trees do, indeed, look fluffy now: http://i.imgur.com/X00JnXa.jpg http://i.imgur.com/yOlMt3m.jpg The official Blender exporter for Urho3D doesn't as yet support the normals modified by the normal edit modifier (although I was linked...
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What Happens in Update?


Introduction In a previous post I talked about my game loop and mentioned that the Update method was where a lot of the calculations for the engine are done. I've highlighted the method in this picture of the UML diagram: I extracted most of the calculations from the RunEngine loop for a few reasons. The RunEngine loop was getting rather long and h...
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Fixed fake bugs!


So, I spent the first hour of my time today debugging my combat system. I made a really nice overview of where I had last been hit where the monster was aiming for etc. However, it turned out to work perfectly so I wasted my time. Next, I redid my speed potion. Modified my getspeed() function to take into account status messages, used by old but unused E...
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It all starts with (good) intentions


http://media.indiedb.com/images/articles/1/183/182487/auto/epistory_post_1.png The beginning When you start creating a game. When you think you have a great idea to turn into a great game. When that idea has just been tested and when your team thinks it may become that great game you have in mind. There is something you have to do without waiting. You...
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Allocator Pools


After a brief battle with a bad phase of mental health issues, I've yet again restarted Om from scratch. I want to try a different approach to look up of variables this time as I was encountering some problems using the approach of storing indices from top of stack backwards. Instead this time, I'm going to try storing a stack offset when a function is ca...
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First investor pitch result: mediocre


Alright, I did my first ever pitch to a large group of investors last night. I gave a two minute pitch to a room of 150 people. I fucked it up. My rehearsed pitch was three and a half minutes long. I had two minutes. I wasn't going to care about going over time, but then I did when I got up there. That was my first mistake. I should have said, "fuck it,...
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Combat System - Part I


I'm going to talk here about how you fight in Pantless Hero. We wanted to implement a combat system where it is not enough to mash the attack button to win over an enemy. Firstly, because we think challenging games are more fun and secondly, because it is more interesting to implement (code wise). The hero is using a war axe, so it's heavy to manipulate,...
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I'm A Voxel CyberPunk


I'm A Voxel CyberPunk Welcome to Xammond's journal! A place to post details of my ongoing works. Hi, my name is Jez Hammond (@xammond ) and I love to develop videogames since forever. Not many get finished but I do have several prototypes, often these contribute to the next! Right now I leave just one app published - an iOS sand app called 'BubbleSand '....
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Developing for WebGL with Unity 5


Hey All ! The slides from our presentation on "Unity and WebGL" are now available here: http://bit.ly/1G8Ju5f We talked about the process of getting our game "Wonderball Heroes " to WebGL, and all the challenges, optimizations and other bugs we faced along the way. It's pretty technical, but may be really helpful for all of you planning to support thi...
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BooH beta: deadline achieved & done


Good news guys, I've managed to meet by 'Beta release' deadline. BooH version 0.9 is now available for trying out: http://www.crealysm.com/games/booh_setup.exe Some facts & figures: - 5 levels (2 more will be added in the Final release) - in the Original GDD I've planned to spend 3 months to achieve beta. The reality is that I've spend 4 months, but...
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Cathedral Battle


I've been working on the animation editor all day but took a break to work on a few campaign events... finally fixed up some bugs in the Aduro Cathedral and promptly got beat down http://public.gamedev5.net//public/style_emoticons/default/dry.png http://media.indiedb.com/images/games/1/34/33717/empyrios_ss16.png Also the proper loading screen is now w...
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The Continuing Voyages of a Developer...


I've been thinking for some time of a more "professional" title for this editor and engine. A lot of this goes to the intended "mental mindset" that I want to convey for the project as a whole. Some time ago, I changed the working title of this meta-project to something a little more attention-grabbing than the generified "alternative rpg maker", to a mo...
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3D Flappy Bird - Unity Project


This is the source code or the unity project of my Flappy Bird clone which was recently released on the Google Play Store. In this game, you're playing from the perspective of the bird and rest of the stuff is same as the original Flappy Bird. You can download this game from the Google Play Store from here . The link to the Unity project of this game is...
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Machine Made: Steampunk JRPG demo available


Introduction Immerse yourself in the captivating world of Machine Made -- the Steampunk JRPG. Story A young woman wakes up in the infirmary of a place called Skycity to find herself completely without memories. She's been convicted of murder. Her people -- the Zephyrim, have a procedure for dealing with murder -- they wipe out all trace of the crime,...
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Revel Immortal, Alpha version 22 is now live!


I am happy to announce that Revel Immortal, version 22 Alpha is now live! Some of you may remember about this time last year, when we set out to take some time and make Revel look better and play better. ...well sadly it took a lot longer than we hoped; but for all that, version 22 is a great improvement. Keep in mind, Revel Immortal is still...
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RPG Project Post 12


I'm procrastinating on beginning the next thing I want to work on for my project so I thought I might as well post something here. Unfortunately, there's not really much progress that can be shown with screen shots or video. So for the heck of it, I thought I'd more or less just copy & paste the descriptions I have on my back up folders. 2014-09-25 -...


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