Jump to content
  • Advertisement
    1. Yesterday
    2. dilowagner

      Looking for 1-2 partners to build a game

      Hi Eugen! I think interesting idea... I`m programmer and I have a little experience with Unity and Unreal 4 Engine (C#, C++ and Blueprints). I would like to join with other partner. We can talk about this... I tried to find you in Discord channel, but i dont find it... My Discord profile is dilowagner#8874
    3. Hello everybody, my name is Eugen, I live in Germany and have about ~6 years of experience in programming (mostly Java and C#). I want to work on a game with 1-2 partnes in our freetime. I don't have any idea currently so I'm open for everything (We can brainstorm together about some ideas). It does not matter what your skills are (programmer, artist, etc..) or how much experience you have, I'm looking for somebody who is passionate about developing something as a team and willing to finish what we decide to do (learning and growing as we work on the project). Of course we will have to keep the scope of the project realistic. I plan to use git as the VCS for the project and would prefer Unity as the engine, but am open for alternatives (like for example Godot, or using a Framework). So if you are interested let me know (Discord username: Eugen#1354)! Eugen
    4. 8Observer8

      hex grid

      My favorite resource with problems: https://codewars.com/ Try to solve your first Kata.
    5. phil67rpg

      hex grid

      well I don't want to reinvent the wheel but I did post first the code I came up myself I just wanted to know how to draw a whole screen of hexes.
    6. Tom Sloper

      bug invaders

      Wish granted.
    7. Tom Sloper

      Is references to other products allowed?

      And it's not unusual to hire a rights professional to secure necessary rights so as to forestall legal actions.
    8. Hi everybody, Since 2004, Xilvan Design building 2D & 3D games in Blitz3D, we are now showing to you our kindly official gaming related pages. - The Xilvan Design Website - (please click on each links, download games & bookmark the pages): Lights of Dreams IV: Far Above the Clouds v12.07. Candy World II: Another Golden Bones v17.57. Candy Racing Cup: The Lillians Rallies v5.07. Candy World Adventures IV: The Mirages of Starfield v9.37. Candy to the Rescue IV: The Scepter of Thunders v11.57. Candy's Space Adventures: The Messages from the Lillians v22.75. Candy's Space Mysteries II: New Mission on the earth-likes Planets v12.75. -"Lately, I fixed the colors of the ambient lights, adjusted the starlight coming from Galaxies, now the dogs may Walk, Run, Jump, Fly together, Grab bones, Pastries, Golden Bones, Hearts, Crystals, attack with freesbies." -"Now, it will be possible to edit all the levels of the game in Candy World Adventures IV v9.37. All 28 levels and 8 more in the future." -"I Want to continue Candy Racing Cup: The Lillians Rallies. I want to add more circuits, characters & cars." -"In the near future, I'm up to create a whole new Spatial Mode in Lights of Dreams V. New Space travel possibilities will be available before 2020 in our games." Once more, here is my YouTube Channel, where we are showing Candy's & Lights of Dreams series. Each games is free to play for the moment! - My Youtube Channel - Hope you'll like our games, downloads & watching our videos! We also refreshed the screenies, now they are up to date! Friendly, Xylvan, Xilvan Design.
    9. fleabay

      Hill Data is Strange to me

      Yes, it is turned about 20 degrees to give a better sense of the geometry. When meshes are that low in poly, then the triangulated edges play a big part in the shape.
    10. phil67rpg

      hex grid

      sorry I get angry but I am doing best that I can , I read a lot and do simple little projects to better my programming skills
    11. Josheir

      Hill Data is Strange to me

      EDIT: Not counter clockwise, clockwise!
    12. JustinKase

      Battletech Developer Journal - 01

      🤐 Can barely wait as well !
    13. Kareem "Daigoji Gai" Harper

      Battletech Developer Journal - 01

      This was great and, without spoiling, awesome reassurance we're marching towards a summer of urban warfare.
    14. nsmadsen

      New composer, looking to connect!

      Wow - I love your stuff gh0stam! Soul of the Woods is really cool. I'd love to record some saxophone over something like that. I've been working in game audio since 2005, play piano and saxophone with some guitar on the side. Nice to connect with you! Thanks, Nate
    15. GoliathForge

      hex grid

      Hello friends...Everyone be cool. To fight among ourselves, could quite possibly have been the secret goal. (evil master mind, never know) This I know though, is my fault. I think I had selfish reasons. Being fully aware of the history here, I assumed it would be fair game to try to better myself with these tiny puzzles. Write out some psudo logic and have a fine time. There is a different agenda here clearly than trying to stay focused in the moment. Lesson learned. Apologies. Will not happen again.
    16. fleabay

      hex grid

      And when it comes to that I have the mentality of... and I'm grateful for the help.
    17. Lactose

      hex grid

      And answer questions on forums such as these.
    18. fleabay

      hex grid

      I do acknowledge that people know more than me in a certain area ( the area we are talking about and that you quoted me as such is general programming.) Those people write books and make tutorials. You learn general programming from books and tutorials (and searching) and then if you have problems that aren't easily solved and can't figure out a solution, then by all means, seek help.
    19. Lactose

      hex grid

      I strongly disagree. Asking for help is not a shameful mindset, it's acknowledging that other people know more than you in a certain area. It's an awesome way to learn more. It's not always the best approach, but it's certainly valid in many, many situations. I ask about various programming bits and pieces all the time. I have the luxury of working in development, so I have easy access to people I can ask. Others might not be as lucky. Asking for help does not mean not doing any research on your own. I do both. As do most people, I would guess. Like I said, for me it's more the part where one ignores advice, questions or suggestions and keeps on expecting handouts to every single little problem it becomes an issue. At some point, one needs to get past that level.
    20. Daniel Ricci

      hex grid

      I highly doubt that taking code from the net and pasting it as a solution to your problem promotes you to an order of magnitude higher in intelligence. From what I can see you have two downvotes which hardly matters. Furthermore you are lucky that GD is not like StackOverflow because your questions and style of programming would be destroyed within a matter of minutes. On the positive side I am happy that a quick google search was able to solve your problem for you, hopefully you have learned a valuable lesson the next time you ask questions without doing your due diligence. If you work at a programming company and go run to a colleague every time you hit a road block you will not hold that job for very long. And even if you are not programming on a serious note be aware that people such as myself spend most of our time programming so we do take these things seriously. If you are going to ask us questions then be aware that we expect a certain level of professionalism and curtesy on your part or you should not be posting at all.
    21. Josheir

      Hill Data is Strange to me

      I want to say the X and Z are two units, but really I think the image would look the same with lower height, except as mentioned it appears to be rotated. Josheir
    22. fleabay

      hex grid

      It should also not be par for the course and continuously met with open arms. Also I said 'almost' shameful and refers to a mindset. Some people seem to enjoy seeking help for general programming and that is not good.
    23. Lactose

      hex grid

      Asking for help is not shameful, and should not be even hinted as being so. That said, doing a bit of research on your own, and paying attention to advice that's been given to you for almost a decade should, at some point, be viewed as a requirement.
    24. Josheir

      Hill Data is Strange to me

      Looking at this it appears to be uncentered, like it's been turned counter clockwise around the Y axis. Or said another way, it appears to have been turned because the image's base is not square to the X axis. Maybe it was turned so we can view it?
    25. fleabay

      hex grid

      You learn far more from searching for answers and solving problems yourself. The people that think they are helping you are doing you a disservice. Seeking help for general programming should be a last resort and almost regarded as a badge of shame "I HAVE FAILED TO ( LEARN THIS / FIGURE THIS OUT ) PLEASE HELP ME" and not a "hey guys I'm trying to do this, is this ok?" mentality.
    26. I think I commented on your other related thread, so I'll try chipping in here as well. First, if you haven't already, you might find it useful to watch portions of the video you posted at reduced speed, or step by step (',' and '.' keys on YouTube, as of this writing at least). By doing so I noticed a few things: - The falling of items is 'staggered', by which I mean that an item falls, and then the item above it starts falling a bit later, rather than all items falling at exactly the same time. - The items seem to fall with simple acceleration, or close to it. - When the items reach their new positions, a tight spring effect is applied, starting with a downward motion consistent with the item's previous velocity. The next part just represents my personal inclinations. Others may recommend a different approach. Because the behavior involves physics, it might be tempting to try to leverage Unity's physics system to implement item behavior. If it were my project though, I'd probably use analytic rather than numerical/iterative solutions, because the physics is (probably) simple enough to lend itself to that, and using analytic solutions may have some advantages. For example, you can easily determine in advance how long the animations will take, and you don't have to worry about any of the vagaries of iterative physics simulation (not that there would necessarily be any issues with something this simple). The falling behavior can be implemented easily with so-called SUVAT equations. The spring is a little trickier. I've done that sort of thing before - I don't remember exactly how I did it, but I think I decided that a sine-wave-based animation with steadily decreasing amplitude was close enough (the initial amplitude was based on the item's ending velocity to effect a smooth transition between the falling and spring animations). For simplicity's sake, you could start by implementing the falling behavior using analytic equations, as that part should be pretty easy, and then tackle the spring animation subsequent to that. (Another possibility would be to do the falling animation analytically and the spring animation iteratively, if that seems easier.)
    27. Yeah. A few years back I wrote an entire Real Time Strategy game in DirectX 9, which is almost my age. Thank you!
    28. 8Observer8

      bug invaders

      I solved my task that I showed in my flowchart above. You can run my solution in sandbox. I wrote it in TypeScript + Unit Tests in Jasmine. Try to rewrite it in C#. Collisions.spec.ts Collisions.ts Point.ts Rectangle.ts Shape.ts
    29. This sounds awesome and the production quality of the game itself looks real smooth. I'd love to be a part of this! I enjoy studying languages, which has given me a range of different inflections and cadences to use for gibberish; I have also taken voice in University which gives me an ability to produce different vocal textures and timbres. Let me take some characters and make them my own! I have my own small studio set up here and can even add effects if desired.
    30. phil67rpg

      bug invaders

      yes
    31. I'm a total beginner with Directx/3D programming. I need help with implementing hardware instancing on Directx 11. I'm trying to render multiple cubes on the screen, to create some sort of Minecraft-esque voxel engine. The problem is, I don't know where to start to achieve this. This is how my "render frame" function looks: void RenderFrame(void) { D3DXMATRIX matView, matProjection; D3DXMATRIX matFinal; // create a view matrix D3DXMatrixLookAtLH(&matView, &D3DXVECTOR3(0.0f, 9.0f, 24.0f), // the camera position &D3DXVECTOR3(0.0f, 0.0f, 0.0f), // the look-at position &D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // the up direction // create a projection matrix D3DXMatrixPerspectiveFovLH(&matProjection, (FLOAT)D3DXToRadian(45), // field of view (FLOAT)SCREEN_WIDTH / (FLOAT)SCREEN_HEIGHT, // aspect ratio 1.0f, // near view-plane 100.0f); // far view-plane // create the final transform matFinal = matView * matProjection; // clear the back buffer to a deep blue devcon->ClearRenderTargetView(backbuffer, D3DXCOLOR(0.0f, 0.2f, 0.4f, 1.0f)); // clear the depth buffer devcon->ClearDepthStencilView(zbuffer, D3D11_CLEAR_DEPTH, 1.0f, 0); // select which vertex buffer to display UINT stride = sizeof(VERTEX); UINT offset = 0; devcon->IASetVertexBuffers(0, 1, &pVBuffer, &stride, &offset); devcon->IASetIndexBuffer(pIBuffer, DXGI_FORMAT_R32_UINT, 0); // select which primtive type we are using devcon->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // draw the Hypercraft devcon->UpdateSubresource(pCBuffer, 0, 0, &matFinal, 0, 0); devcon->DrawIndexed(24, 0, 0); // switch the back buffer and the front buffer swapchain->Present(0, 0); } Notice that there's a single vertex buffer containing the verteces of a cube, and index buffer containing its indeces. I want to render many (5000+) cubes on the screen at once on a single draw call, without performance issues, so I know instancing is the way to go, but I don't know how to implement it in my code. What changes do I need to do to my code in order to display multiple instances of the cube? Thanks in advance!
    32. phil67rpg

      hex grid

      well thanks for all the downvotes, you guys suck I am trying to do a new game and all get is downvotes, I might stop posting because I can solve problems all by myself.
    33. oh the old rastertek turorials, I loved them as they provided a lot of basic suggestions and ideas for terrain rendering... Anyway, here's you rendering issue: srvDesc.Texture2D.MipLevels = -1; which means 4294967294 mips setted in the SRV. If you want create a SRV for a texture without mips, just put 0. And now more serious things you need to fix: _m128 (aka SIMD registry vectors) need to be 16-byte aligned. Since SIMD performance is not you first goal (at least I guess this), I strongly suggest you to not use _m128 derived types (like XMMATRIX and XMVECTOR are by default), but more simple and beginner-reliable float[] structures (you can turn off SIMD implementation in DirectXMath using _XM_NO_INTRINSICS_ macro, otherwise switch to XMFLOAT4, XMFLOAT4x4 etc..).
    34. turnera

      Tech Tycoon

      Tech Tycoon is an isometric business management game based off of my experience in the IT and Customer Service industry.Every customer that comes through the door is unique, and will require a well-suited employee to get the job done properly and maximize profit. Badges and AttributesOur Badges and Attributes system is how we make every person, whether employee or customer, in the world of Tech Tycoon feel unique.AttributesAttributes are on a scale of 1 to 10, and work in the same way stats work in RPGs. An example attribute in Tech Tycoon for an employee is 'Customer Service'. Which affects service quality, dialogue, tip amount, and more!Badges Badges are binary. Either you have it, or you don't. Currently there are 17 implemented badges, with 36 total planned badges.Like attributes, both customers and employees can have badges. Some will have no badge, some will have 3+. Some badges are good, some are bad.An example badge for a customer is 'Entitled'. Which increases the chance that a customer will leave a review. Oh yea, reviews!ReviewsReviews are generated based off of the interaction between the customer and the employee. The chances of a review being generated are increased if the interaction was extreme. Meaning, that a mediocre employee won't get as many reviews as a really good one, or a really bad one.Also, reviews affect traffic! If you want a lot of customers you better be sure to have at least a 4 star average review rating!
    35. Hello. I'm pretty new in Unity and I wonder how and what should I use in Unity to create smooth and physics-like tile moving in my match-3 game? This is example of game, where tile movements are most attractive for me
    36. swiftcoder

      Is references to other products allowed?

      Insomniac and Microsoft also have the benefit of in-house legal teams, which puts them on a somewhat different footing to an indie developer. They can have experienced IP lawyers perform a risk analysis on those references, and they have already factored a certain overhead for legal costs into their budgeting.
    37. Hi SyncViews, Actually I have done with it. My data was too long in error log. When I used vaccum, I found the bug and shorted out. Thanks you !
    38. I don't know the exact reason but i can't load the model in your attachment into my viewer. It has a lot of materials and textures but they are messy too. For example it has references to textures like bob_body_d.tga, bob_head_d.tga that should be diffuse textures but as you see there are no such textures. I've tried to fix it but they are in total mess. I found similar model that works well in my viewer from this article - bob with lamp The model inside GPUAnimation.zip.
    39. Playing both kinds of games, as a player when the mobs scale along with the character's levels it feels like I'm not actually making progress. On the other hand, if I level up too much compared to the mobs, then it begins to feel too easy and not challenging. Do you think you could find something in between those two? Like for zone one in many JRPGs, when you first start battling monsters you get one mob per encounter, but as you level you will start to face two mobs at the same time. Sometimes the levels of the mobs will go up as well. So the player is advancing and getting stronger and the mobs are keeping the player challenged. Then the mobs hit a ceiling and start to become easier around the same time the player stops getting much if any benefit from killing them. To keep the player in the zone they're "supposed" to be based on their level, the mobs in the next zone start much stronger. After the player starts leveling through them, then the mobs scale a little bit in mob count per encounter and mob level. Then that zone hits a cap. So in your last dungeon, you might be able to make the place very tough so that the player has to level up before going in, but also scale the mob count per encounter and/or mob level a little with the player's level (to make sure that the equipment gained still matters), so that when the player completes all the side quests, the last dungeon isn't too easy.
    40. Tom Sloper

      Is references to other products allowed?

      There is a LOT of work that it's hard to imagine in making a mainstream game. Believe it.
    41. By posting in the Hobby Project Classifieds. This post now resides in Hobby Project Classifieds (it was moved there for you).
    42. Great morning read. I like the honest share. Maybe, but I don't know. In a perfect world, facebook has got to go. One day facebook decided on their own that there should be a facebook page for my personal company. Their position was that the 'public' wanted an empty 'face palm' page for that entity. Really? So, I jumped straight into the 30 day account deletion queue, made sure not to touch it and waited for it to die eventually. That was the day I realized that facebook skews their user page numbers. No thanks. So, I'm perhaps on the other side, where if I actually see your game on facebook, I'm turning my back to it immediately.
    43. Hello everybody, thanks for the answer _Flame_! It pointed me to the right direction, you were right, the d3d initialization code was a mess, i had to rewrite it from scratch. I think i've made a big improvement, now all the triangles show up correctly! Still something that bugs me though, the guy's face is totally black, but it gets brighter when i move closer to it... I attached an updated version of the source. md5-viewer-git.zip
    44. Gnollrunner

      Hill Data is Strange to me

      Well, desired I don't know. However if you've opted for that kind of mesh then yeah, That's what it will look like.
    45. wurstbrot

      Hill Data is Strange to me

      Maybe not like the *desired* output (only Josheir can tell this), but definitely exactly like the rendering in his first post. Where do you see a difference?
    46. fleabay

      Hill Data is Strange to me

      This is what the original mesh looks like when center vert is pulled up. It doesn't look like the desired output IMO.
    47. Lactose

      hex grid

      Obviously this isn't something you've written yourself. In case someone searches and stumbles onto this thread, the solution source (copied wholesale in the above post), alongside explanations for the logic, can be found here: http://csharphelper.com/blog/2015/10/draw-a-hexagonal-grid-in-c/.
    48. Player levels are not pointless, even with scaling. They also allow for spell unlocks and possibly equipment gating. And also psychological things, such as progression and short term goals. It's not like the only point of leveling is to increase your stats, so that increasing enemy stats would negate it completely.
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!