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    2. VoxycDev

      First Person Catcher?

      Thank you, this looks very useful. Will try. Also, this game is probably going to be all sprite and voxel based, at first, so performance shouldn't be as much of an issue. Android maxes out at 60 fps, so maybe I can rely on that, at least for the time being.
    3. DenysTheRover

      Bitcoin Miner Farm: Clicker Game

      We are a small enthusiastic team(3 person without gamedev experience). Games are our passion, we like to play and discuss them. We decided to try create our own project. As you can see, we have done first small mobile game Bitcoin Miner Farm. It was not easy, but we had a lot of fun during development. It is extremely new experience for us and we decided to continue improving our skills in development and working in this sphere as indie developers at ours free time) We like it.
    4. Hi, my name is Liam, founder of TheIndieGamesLab! The hub of gaming experimentation. We believe that testing and experimenting with new and unique ideas is incredible important at TheIndieGamesLab. We also understand that when people have created something so different it is important to bring it into the spotlight, whether that be a new mechanic in a game, a new type of visual or even a streamer play testing and experimenting with new games. It is important to break pattern! If you feel your work is something unique and fresh we are here to help you not only promote your work but share ideas and experiment further with you. The idea of experimentation is fascinating to us. This is why the name TheIndieGamesLab has been chosen. We are fully aware of the importance of bringing great work and discoveries into the eyes of the public, ESPECIALLY when it’s a new and unique idea! Not only will we do our very best to help Indie Game Developers, we are helping any gamer with a new and fresh idea that they want to bring to the table or be displayed in front of the gaming community. This means we are here to help Indie Gamers, Indie Game Devs / Studios and so on! As well as helping the gaming scientists out there trying to bring something fresh to the lab, we want to inspire gamers to start experimenting and create something memorable. This is the start of something special. Together we can make TheIndieGamesLab the hub that gaming content creators can come to gain the recognition and support their work deserves! And become a movement! A movement to inspire and create! I have also created a discord server providing a platform for indie game developers to communicate with one another to help support each other and upcoming and existing projects. This server lets people get instant support from indie game devs that are just as passionate about it as you! You can also promote you new projects or post updates to your current projects, please com along, I look forward to seeing you there. Let's support each other in this crazy world that is indie games! Join now at https://discord.gg/efa6j3a
    5. Today
    6. Green_Baron

      Newbie on the block

      Welcome 🙂 From noob to noob, so to say. I only have no idea about the tools you named. And, yep, are you up to something ?
    7. Hi there, I am an audio person who specializes in Foley and sound design for visual media and I would love to possibly get involved in this project and help you out! Shoot me a message if you are interested! Joe
    8. fleabay

      Newbie on the block

      That just looks wrong. It maybe right but my OCD is eating me up inside.
    9. Hi there, I see that you are only in need of two more positions currently, however I would be more than happy to do the sound design for the game as well as any additional audio (apart from music) including Foley, SFX, or anything of the sorts. Shoot me a message if this interests you at all. Thanks, Joe
    10. Hello, I'm looking for somebody with Unity or UE4 experience in rigging / general character programming to collaborate with me on a 1v1 Player VS Computer combat prototype. I'm a VFX developer / Character Artist / Modeler. I just need someone to help with my controllers and bring this to life. I wanted to just have a character that can cycle through like 4 to 5 combat animations, make contact with enemy, contain a hitbox and health pool for win / lose scenario. I'd like to polish this to see what the combat could look like. So including jump animations, timing, possibly setup cool down timers for abilities. up for ideas. If it takes off, I'm open to ideas for bigger projects. Nothing serious, just minor prototype projects (at first)
    11. Hi mjpowell, If you are still looking for someone to do SFX for you, I am really interested in designing those sounds. I am experienced in sound design as well as Foley if you need any of that done as well. Shoot me a message if you want to know more about my work. Joe
    12. SIr Pep

      Newbie on the block

      Have you set any goals for what you wanna learn in Game Dev?
    13. ArcanaDragon

      New Hero Added 05-23-2019

      New Hero Added: Tennis Player Click here to play Hero Land for free in your browser
    14. GoliathForge

      Newbie on the block

      The quote I like to toss around is, "The more you learn, the more you realize you don't know" Every day, something new, no matter how trivial, is the goal.
    15. FinnCurranMusic

      Newbie on the block

      Welcome to the world of game design! If you need some free sound design or music I'd be happy to help you out! Have fun doing what you love! Fionntan Curran Music
    16. I'm a musician interested in writing soundtrack music for games. This isn't an area of music that I have professional experience in, so I'd like to be involved in a project that allows me to take a shot at this format. It doesn't need to be a paid position, I'm happy to get the experience. I've not written fully fleshed out OST music in the past, but here are some samples of my music that display soundtrack-type elements. https://soundcloud.com/lazybonebandit/nukes-at-high-noon https://soundcloud.com/lazybonebandit/stone-circle-dub https://soundcloud.com/lazybonebandit/were-all-secret-skeletons I'm open to considering all types of games and musical genres, though for reference, my favourite games from an OST perspective are Borderlands (1 and 2), Fallout (3 and 4), Timesplitters (2 and Future Perfect), and Ty the Tasmanian Tiger 2.
    17. nWay, multiplatform developers of games such as the recently launched Power Rangers: Battle for the Grid, Power Rangers: Legacy Wars and ChronoBlade, today announced the upcoming commercial availability of its nWayPlay platform, making the development of crossplay, real-time multiplayer games easier, faster and more cost-effective than ever. The platform gives development teams a firm foundation on which to build their game backend and delivers everything developers need to launch a stable, scalable backend stack with support for real-time multiplayer and live data. nWayPlay features continual platform updates and source access to ensure developers are getting the latest features available, that can be fully customized to match their game. nWay has spent over five years building the nWayPlay platform and initially applied it on its first game, ChronoBlade, which enabled real-time multiplayer and crossplay across iOS, Android, and browser platforms. Using the existing platform, in just nine months, nWay was then able to build its current flagship mobile hit, which now has over 50 million downloads and over 600 million live matches played globally since March 2017. With nWayPlay, developers can easily and cost-effectively: Build crossplay games -- Game creators can use nWayPlay to easily develop crossplay games, expand their install base, improve social and matchmaking functionality, and ultimately increase engagement and revenue. The nWayPlay platform supports platform-portable accounts, so users can take their progress across multiple devices and formats. Create real-time multiplayer games -- nWayPlay allows developers to easily build fast real-time synchronous player-vs-player games -- games that are action-oriented and have complex inputs. For these games to be successful, networked play must be a central engine component so that the gameplay experience is smooth even over spotty WiFi and LTE networks. nWayPlay has been battle-tested to provide low-latency real-time multiplayer experience under various conditions for consoles, PC, and mobile. Access real-time arena servers across the globe -- The nWayPlay platform provides a framework for deploying server infrastructure across the globe to give each local player the best networked gaming experience. The platform supports deployments in over 16 regions around the globe, including several inside China. Geo-distribution of users is built into the platform matchmaking/lobby systems and can be extended with custom logic. Engage players with live ops -- The nWayPlay platform provides user-level live ops targeting in real-time. Real-time segmentation and cohorting allow for precise user targeting. nWayPlay allows the developer to script dynamic offers for user-level personalization of in-app products. Moreover, nWayPlay comes with world class customer service tools featuring an intuitive UI for modification of player data, a robust mail system with built-in localization support, and a full audit log of all customer service tool usage. Be ensured of server stability and scalability -- nWayPlay has a proven scalability and stability record with a 99.99% uptime on its current products. To further ensure stability, the platform comes with best-in-class alerting and monitoring features. “Competitive gaming and esports are becoming ever more important. A robust online multiplayer game today needs to solve a host of development challenges -- it has to be latency and packet loss tolerant, have crossplay functionality, have good live ops tools, and be on a rock solid backend that can scale. This is all very hard to do and requires a lot of server engineering resources to build from scratch,” said Taehoon Kim, co-founder and CEO of nWay. “We have spent years solving these problems for ourselves, and we are proud to now offer our powerful solution to other developers, enabling them to more cost-effectively bring their best versions of competitive online games to the market.” Pricing and Availability nWayPlay is currently in beta and will launch towards the end of this year. The technology is free to use for development and payments will be based on Monthly Active Users once the game is live. More information on nWayPlay can be found at http://nway.com.
    18. nWay, multiplatform developers of games such as the recently launched Power Rangers: Battle for the Grid, Power Rangers: Legacy Wars and ChronoBlade, today announced the upcoming commercial availability of its nWayPlay platform, making the development of crossplay, real-time multiplayer games easier, faster and more cost-effective than ever. The platform gives development teams a firm foundation on which to build their game backend and delivers everything developers need to launch a stable, scalable backend stack with support for real-time multiplayer and live data. nWayPlay features continual platform updates and source access to ensure developers are getting the latest features available, that can be fully customized to match their game. nWay has spent over five years building the nWayPlay platform and initially applied it on its first game, ChronoBlade, which enabled real-time multiplayer and crossplay across iOS, Android, and browser platforms. Using the existing platform, in just nine months, nWay was then able to build its current flagship mobile hit, which now has over 50 million downloads and over 600 million live matches played globally since March 2017. With nWayPlay, developers can easily and cost-effectively: Build crossplay games -- Game creators can use nWayPlay to easily develop crossplay games, expand their install base, improve social and matchmaking functionality, and ultimately increase engagement and revenue. The nWayPlay platform supports platform-portable accounts, so users can take their progress across multiple devices and formats. Create real-time multiplayer games -- nWayPlay allows developers to easily build fast real-time synchronous player-vs-player games -- games that are action-oriented and have complex inputs. For these games to be successful, networked play must be a central engine component so that the gameplay experience is smooth even over spotty WiFi and LTE networks. nWayPlay has been battle-tested to provide low-latency real-time multiplayer experience under various conditions for consoles, PC, and mobile. Access real-time arena servers across the globe -- The nWayPlay platform provides a framework for deploying server infrastructure across the globe to give each local player the best networked gaming experience. The platform supports deployments in over 16 regions around the globe, including several inside China. Geo-distribution of users is built into the platform matchmaking/lobby systems and can be extended with custom logic. Engage players with live ops -- The nWayPlay platform provides user-level live ops targeting in real-time. Real-time segmentation and cohorting allow for precise user targeting. nWayPlay allows the developer to script dynamic offers for user-level personalization of in-app products. Moreover, nWayPlay comes with world class customer service tools featuring an intuitive UI for modification of player data, a robust mail system with built-in localization support, and a full audit log of all customer service tool usage. Be ensured of server stability and scalability -- nWayPlay has a proven scalability and stability record with a 99.99% uptime on its current products. To further ensure stability, the platform comes with best-in-class alerting and monitoring features. “Competitive gaming and esports are becoming ever more important. A robust online multiplayer game today needs to solve a host of development challenges -- it has to be latency and packet loss tolerant, have crossplay functionality, have good live ops tools, and be on a rock solid backend that can scale. This is all very hard to do and requires a lot of server engineering resources to build from scratch,” said Taehoon Kim, co-founder and CEO of nWay. “We have spent years solving these problems for ourselves, and we are proud to now offer our powerful solution to other developers, enabling them to more cost-effectively bring their best versions of competitive online games to the market.” Pricing and Availability nWayPlay is currently in beta and will launch towards the end of this year. The technology is free to use for development and payments will be based on Monthly Active Users once the game is live. More information on nWayPlay can be found at http://nway.com. View full story
    19. SoldierOfLight

      How to create IDxcBlob ?

      You can create your own class that implements the interface of IDxcBlob around the data you loaded. The interface isn't hard: it's IUnknown (which probably won't even be used by the reflection layer), plus a getter for data and size.
    20. Brazil’s Independent Games (BIG) Festival, the largest indie gaming expo in Latin America, announced today that a cluster of prominent international mobile gaming companies will be attending its 7th edition, making the gaming application business front and center at this year’s event. As part of Brazil Games’ efforts to further consolidate and promote the Brazilian Game industry internationally, local attendees will be treated to panels and talks whose participants will be composed of companies that have contributed to the creation of the most recent trends in the mobile video game publishing business. Representatives from major publishing houses with proven track record will present their latest case studies to explain their involvement with helping mobile game developers to reach profitability by developing customized marketing and monetization campaign strategies. Part of the focus will aim at explaining how to develop and deploy the necessary tools in order to reach the KPIs threshold that have become standards in the industry in terms of user acquisition, engagement, valuation and retention. The Brazilian Independent Games Festival is honored to welcome this year the mobile video game companies listed below which will host the debates and discussions over the fundamentals on how to become successful in the mobile video game publishing business. Tilting point Lion Studios Superscale Glu Mobile Miniclip JoyPac Samsung BIG Festival 2019 Edition will be taking place in Sao Paulo, Brazil from June 27 to June 30. The event covers competition between national and international games with cash prizes, exhibition of the selected games, awards ceremony, lectures and business rounds. For more information visit https://www.bigfestival.com.br/home.html.
    21. Brazil’s Independent Games (BIG) Festival, the largest indie gaming expo in Latin America, announced today that a cluster of prominent international mobile gaming companies will be attending its 7th edition, making the gaming application business front and center at this year’s event. As part of Brazil Games’ efforts to further consolidate and promote the Brazilian Game industry internationally, local attendees will be treated to panels and talks whose participants will be composed of companies that have contributed to the creation of the most recent trends in the mobile video game publishing business. Representatives from major publishing houses with proven track record will present their latest case studies to explain their involvement with helping mobile game developers to reach profitability by developing customized marketing and monetization campaign strategies. Part of the focus will aim at explaining how to develop and deploy the necessary tools in order to reach the KPIs threshold that have become standards in the industry in terms of user acquisition, engagement, valuation and retention. The Brazilian Independent Games Festival is honored to welcome this year the mobile video game companies listed below which will host the debates and discussions over the fundamentals on how to become successful in the mobile video game publishing business. Tilting point Lion Studios Superscale Glu Mobile Miniclip JoyPac Samsung BIG Festival 2019 Edition will be taking place in Sao Paulo, Brazil from June 27 to June 30. The event covers competition between national and international games with cash prizes, exhibition of the selected games, awards ceremony, lectures and business rounds. For more information visit https://www.bigfestival.com.br/home.html. View full story
    22. BingBong

      Newbie on the block

      Not much to say, except I am a newbie on game development, been studying MDN Firefox, know some HTML, CSS, Java, just touching on python,, getting it down pretty good, got a ways to go on python, but I am going over some of the math right now, doesn't seem real complicated. Kind of a self taught physicist I find it very interesting. Would like to develop games as I get better at it. Hope to benefit from this site, kind of extra learning I need other than MDN. . And maybe help as I get better. Thanks a bunch !
    23. Thank you, that is helpful! I'm fairly certain bindless is a safe bet for the other console, as well, since it's supposed to be Tegra X1-based, and bindless textures are specifically called out on this page: https://shield.nvidia.com/blog/nextgenx1.
    24. You are violating the one definition rule; with the resulting Undefined Behaviour anything can happen. You shouldn't rely on that always being the same.
    25. I can only comment the second question. On AMD GCN, accesses to a vertex buffer and a constant buffer go via different caches (K$ for constants, standard L1/L2 for vertices/indices if I recall right). So your performance might vary a bit, although I don't expect too much. The AMD GCN chips do support 'bindless textures', in the sense that they already fetch the texture/buffer descriptors from memory based on constants or anything else. It's even possible to synthetise a descriptor out of thin air in the shader. That should answer about the consoles
    26. I don't like your design, because you are creating a circular dependency between track and keyframe, adding O(N) useless copies of the track pointer. It is better if the keyframe never needs to know that there exists a track.
    27. Silly question - how to create IDxcBlob ? I have result from IDxcCompiler loaded from disk (say std::vector<uint8>) - how can I create IDxcBlob from it to for example explore content of those data using IDxcContainerReflection (IDxcContainerReflection::Load accepts only IDxcBlob)
    28. We are currently working in a new indie Survival Crafting game, the project "Putrid" is looking for focused resource farming and modifiable environment. The project have an advanced state of development with many items and assets. We want a programmer with experience in c# to handle the main mechanics of the game. here's our Discord: https://discord.gg/hZQYapv and here's my mail for any doubts: tyxefield@gmail.com
    29. hplus0603

      Connections to/from India/UAE/Etc.

      There are at least three problems you can run into: 1) Latency (packet delay) because of both packet inspection, and the simple long transit with many hops going to where you're going. 2) Throughput ("bandwidth") will be lower if connections are shared or of limited capacity, because of distance of older technology or cost. This could be true even for the backbone/s of the country, or even shared trunks going into a cluster of countries. 3) Firewall blocking. Some countries (China) simply cut off a large number of sites they don't like, or that they can't "vouch for." Other countries will just "inspect" packets, or have a smaller block list. These are seldom well documented, and change based on policy and whim. All of these interact -- when latency goes up, the TCP window opening that's important for throughput takes much longer, leading to lower throughput. When backbones get clogged, packets are dropped, which leads to higher latency of the data in the packets that need re-transmission. You may be able to work around some of these problems, depending on what the application is. Caching data and updating it in the background is a good design pattern that lets the user interact with the application right away, assuming that data model makes sense. Moving data transmission to UDP, possibly with encryption, may avoid some TCP bandwidth and latency problems. However, testing and tuning these things really needs to be done from the locale in question, which makes development much harder.
    30. GoliathForge

      First Person Catcher?

      The blog entry title...not a question mark, proclaim that with exclamation. And, from observing your last project, [ fix your time step ]
    31. Nope, this is C++, where you are in full control of what happens. The language has lots of things to assist you in avoiding programming mistakes. Nobody is however forcing that on you though, and if you choose not to use them, that's fine by the language (ie you are in full control). The other side of the coin is of course that you are also responsible for not messing up. The language is not coming to rescue you from yourself. If that bothers you, use a different design.
    32. Main question: How are you all nowadays abstracting resource binding between D3D12 and Vulkan? The graphics backend for my engine was initially written in Direct3D 12, and the abstraction layer very closely mimicked that with the goal of being as thin as possible (many calls basically amount to passthroughs). I've recently started porting my graphics backend to Vulkan. I've actually found this to be very straightforward for the majority of the effort, the two largest differences of course being render target/framebuffer management and resource binding. Of those two topics, resource binding is the main area I have hang-ups on for best abstraction and implementation, and that is where I'm hoping for advice. I've got this working "well-enough", which is to say I can bind resources and they get where they need to go, but the setup I have feels brittle, for lack of a better word, and I consider it to be very much in a rough draft type of state. I've read a few posts here on the topic, but many are a few years old at this point. I'm sure best practices have evolved over time as people become more accustomed to working with both APIs. For example, this post is almost three years old to the date (https://www.gamedev.net/forums/topic/678860-descriptor-binding-dx12-and-vulkan/). Secondary question: Mostly out of curiosity, how universal is support for bindless textures? More specifically, if the targets are PC and current generation consoles, can a bindless model be fully adopted, or are there any platforms in this set that do not support it? Last question: What are your thoughts on a root constant/push constant versus a draw ID vertex buffer? I implemented this type of side-along vertex buffer a long while back in the engine's D3D11 days in order to bind one large constant buffer and index into it with an instance offset at draw time, and have honestly just not revisited its necessity until I reviewed it while making notes before I started working on the Vulkan port. Basically, I bind the actual vertex buffer and additionally to a known slot bind a draw ID vertex buffer that is just incrementing 0-4095 where the index is accessed through the startInstanceLocation parameter of draw calls. It certainly works well enough and keeps the number of setConstantBufferView-type calls very low, but it seems a root/push constant would achieve the same outcome without the additional vertex buffer being bound. Honestly, I should probably just profile and see, but figured I'd ask for general consensus while I was here Thanks for your time!
    33. Pepsidog

      Texture/Material issue in Unity

      I don’t know of any way, but I’m sure there is. If you have a budget, then the asset store can help. Otherwise, I can probably code you a solution.
    34. ethancodes

      Texture/Material issue in Unity

      I mean there has to be a better way of doing this. I just need to figure it out. lol. There are way to many references for me to manually reassign them every time a model gets a texture or material change, or a new component added to it. That's just insane. I'm positive there is a better way.
    35. Pepsidog

      Texture/Material issue in Unity

      I guess you’ll have to import everything manually : (
    36. I am looking for freelancers for my first professional project, but I don’t know where to find them.
    37. An interesting discussion, giving my two cents to that topic; I think a game engine is more than the game that is set on top of it. The game engine is at least at some point a genarlized framework that offers a feature set you make your game with. This feature set should include Basic platform handling and API abstraction (in C like languages) Provide some kind of memory management (in C like languages) Have a math library Have an input library Provide some kind of render engine because such features is what you need in every game regardless if it is 2D/3D or a text adventure (yes folks, text is also rendered!). I don't think a game engine needs a lot of asset pipelines, a complex editor or online.store capabilities as a must have to call them game engine.You could even have your game engine read a lua file and create the level from it without a visual editing feature, have a Blender plugin that converts assets into a format that could be directly loaded into the game etc. Unity, Unreal and Game Maker are designed as a whole in one solution what is absolutely ok but dosen't make them more a game engine as for example Urho 3D is a game engine. Today we are familiar with tools like a full blown level editor or even Intellisence when we code but I think convinience is ok for some point but convinience also makes us lazy. In my case, I designed my code to be modular, small and flexible, write my own tools and try to do as much on my own as possible. First this was the reason when I started learning all these stuff but today I came to the conclusion that doing stuff on my own has brought me to where I'm and I would rather use my own Array implementation than using the STL one, even if it takes longer to come to see results, even if my results don't 'look' that fancy as those from a million $ busines company. But back to topic, I also disagree with the statement of @1024 per se but just for the fact of the feature set that a game engine must have. For me a framework begins at the point of general code reuse, a game engine begins at the point when a framework reached certain feature set that is but not most entirely related to games (as described above) and anything beyond is a game creation suite. This said, lets be nice to each other 🤗
    38. Zaoshi Kaba

      Connections to/from India/UAE/Etc.

      At work I have encountered network issues with users in India. Main issue was slow internet speed - both, upload and download, were only 200 KB/s. But there weren't any issues with timeouts.
    39. DerTroll

      Rendering Order, Blending and Performance.

      What is usually done is that you separate opaque objects from transparent ones before rendering. Then you draw all opaque objects in front to back order. Afterward, draw the set of transparent objects from back to front. You can keep lists or separate them during the ordering of the objects. It's just one additional condition. However, there is another Issue: If you have transparent objects which intersect, you won't get a correct back to front order, regardless of what you do. So there is another technique called Order Independent Transparency (https://en.wikipedia.org/wiki/Order-independent_transparency). This might also be an alternative for you. Greetings
    40. I am not really sure how you are doing things, but it sounds to me like you are doing memory management yourself with new and delete. From what I understand, I think your class layout is suboptimal. Please provide a little bit more code, so that I could get a better understanding of what you are doing. It is definitely sub-optimal for various reasons. You listed some of them yourself. As @Gnollrunner mentioned, in C++ you should think about using smart pointers and STL/Boost/etc.-containers to handle memory management. They exist to avoid the problems you mentioned. You can use shared_ptr and weak_ptr in this case. Weak_ptr help you to avoid problems when the keyframe is deleted. Before you use the object it is pointing to, you have to check if it is still valid. Of cause, this introduces an overhead to your program. Additionally, shared ownership introduces a whole bunch of other issues, that might haunt you later. To my experience, situations like you described result from suboptimal and too complicated class layouts - not always, but often. Maybe you should check if the way you are doing things is really the optimal solution to your problem. Why does another class need direct access to a specific keyframe? Can your track class provide interfaces to do certain operations on a keyframe instead of exposing them to the outside? Again, a problem of your layout. If your object deletes itself from its owner then nobody else but the owner should be able to create such a class. What happens if you create a keyframe and don't add it to the track? What is deleted from the track in this case? So m_Track.Add(...) should take care of the construction. You can use a private ctor for Keyframe and give friend access to the track class to restrict construction outside of a track. Not the best solution, but works. I think the best solution for you would be to put some deeper thoughts into your ownership relations. In case I misunderstood you, forget about all the crap I wrote. 😛 Greetings
    41. So I've heard that rendering front-to-back can increase performance due to the z buffer. I understand how this works but what happens to blending? In order for blending to work you need to render from back-to-front. Moreover: For blending, the technique I know and use, is that in every frame I calculate the distances of all the objects from the camera, then order the objects in descending order from larger distance to smallest and then render first, the objects which are farther from the camera. This has two disadvantages, first the calculation of the distances and the ordering take some time and secondly I can't use front-back rendering. The first disadvantage can be optimized with a tree queue quite well but still I need to go through all the objects in order to generate that tree (nlogn total time). Is there a way to mix this blend technique with front-end rendering? or am I stuck except if my scene does not use transparent objects at all?
    42. We are currently building a team for a Narrative-Based 2D-Adventure. Examples for inspirations are Night in the Woods and Life is Strange. The Screenshots are from a technical prototype (Character & Art only dummy for demo-purposes) We are looking for a writer and an artist. Detailed Infos can be found here: https://meneither.itch.io/me-neither If you're interested, write to: MeNeither@web.de
    43. Hi all. Today I have published my second game for mobile devices. Swipe, Stop is a kind of super addictive puzzle game. The game contains over 200 unique levels. Try to find the best way to complete each level. Every level is possible to solve. Yet not everyone can do it! Do you think you can do it? Currently, the game is available on google play. Google Play: https://play.google.com/store/apps/details?id=com.Worthout.SwipeStop Any feedback will be appreciated.
    44. It's not really bad practice, in fact it's quite common. To do something like this in C++ you will typically use smart pointers. To support single ownership you can use std:unique_ptr. To support multiple ownership you can use std::shared_ptr. Alternatively you can write your own smart pointer system or implement a garbage collector but these options are less often taken.
    45. Hi everybody, Let's take the example of one keyframe class and one track class. The track contains an array of keyframe, so the track own the keyframe. Is it a bad practice to get the pointer of the track, the owner, in keyframe and remove from the track in the destructor? Basically doing "delete keyframe", you don't have to do remove from the track before the delete. But then the issue of this design is if multiple class share the element, it's not safe because it will remove only on the track but not the other place. Another issue is if you create the keyframe on the stack and add this keyframe in the track: { Keyframe keyframe; m_Track.Add(keyframe); } At the end of this scope, the keyframe will be removed from the m_track, it's not safe on this case too. What do you think about all that?
    46. Let's say we have multiple game engines, and they are all open-source. If we have a common way to be able to plug features in and out and transfer them between engines, this provides for the most flexible environment. If somebody only needs 2D sprites, input and basic collision detection, like OP, let's collect all necessary code into 3 files: Sprites.cpp Input.cpp Physics.cpp If somebody wants more, let them dive into and build from a codebase as complex as needed. I look forward to a day when it won't be a matter of choosing U-something versus framework versus bare C++, but only a matter of getting the right .cpp files into a directory (hopefully all licensed MIT or similar) and hitting play, as far as technical features go. The game is scripts, models, textures and audio. Individual title publishers should retain all the copyright to that. At the end of the day, it's not a matter of what the engine is, but whether the game is out, what it looks and sounds like, how many players it has and what the rating is.
    47. What's wrong with just calling it "a game"? Does it sound too simple if it doesn't have a tech-sounding name? Are developers afraid that they won't be taken seriously unless they are making "something bigger than that"? These things are supposed to be reusable, right? I propose a limitation: you can't call your game code "an engine" until you use it to make more than one game. Until then, it is "just" a game. And there is nothing wrong in just making a game.
    48. Gnollrunner

      Help, a question regarding Game Development..

      We could compromise and call it a frame-gine 😁
    49. Green_Baron

      Help, a question regarding Game Development..

      How about calling the home brew to support the flow of a game a "framework" instead of "engine" ? With "framework" being api specific, game specific, maybe some platform independence built in, resource management, that stuff, while an (lowers voice in awe) "engine" (back to normal) contains much more middleware than that, more editors, more abstraction layers, more independence, more bugs ? 😎 That's a rectification for writing an own framework and leave the tedium of an "engine" ... Ok, that wasn't 100% serious. But hey, if it is a simple thing, why not write an own "framework" ?
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