1. Past hour
2. ## Animator and Character artist needed for fun

Hey there, I've been playing around with unity lately and am working on a character controller with action rpg combat. I'm currently using mixamo animations which don't work all that great for me. After I got the controller done I'd like to use it for a game (which i have not yet decided on what it should be like) so if you are a Animator/Character artist and would like to help me out with this hobby project then feel free to reach out to me! Discord: Lumina#5613 E-Mail: erik04.nivala22@gmail.com
3. ## My project

I will definitely get in touch with ya. I'd love to build an MMO out of the gate, but short of a networking god appearing complete with empty server machines it's more likely the first iteration will be co-op or straight up SP and the second iteration will be on a larger scale. Bouncing around a bit right now between blueprints and 3d asset generation and maybe some music if I get time (lol). Getting some more textures together tomorrow if a package gets here earlier enough. Otherwise I'll probably finish up figuring out the currency system. Sounds simple until you actually go to build one. Single float value chopped into 3 "separate" currencies.
4. Today
5. ## C++ Simulating Archery

Hey thanks, everyone, I've found a bit more information last night. I appreciate the links and examples. On a side note, Green_Baron - Are you sure about the feather thing? I am almost certain they are used to stabilize flight. I recall watching a video actually a year or 2 ago running examples with and without them. Without them, they had an inconsistent flight and didn't go as far. If that is true, very interesting and perhaps I understood it wrong. Thanks for the information Thanks
6. ## Help To convert Excel to CSV then to binary

well i'm going to use NPOI library to read excel then i'll save it as CSV, my most confusing stuff is how should i convert it to binary, i never do something like this and i don't know exactly where to start...
7. ## DX11 Memory leak in my DX11 program

Thanks for the reply Johnny Code. I think what is making it hard to track down is that I don't intentionally call DWM anywhere (except for my tests where I tried to disable and flush it), so the use is quite opaque to me. To my understanding, DWM causes my program to render to a frame buffer instead of blitting straight to the screen. Perhaps there is some way I am mishandling winapi or dx11 calls, rather than to DWM itself?
8. ## Help To convert Excel to CSV then to binary

Sorry, I forgot to mention, you will need Office installed to use the interop as it actually loads the Excel program using API's. At work I install office on a server just to parse spread sheets like this. If this is a problem, look through the other NuGet packages that do excel, one might might work without office.
9. ## Rotating Sprite Around A Point Without Messing Its Drawing Point

I am trying to draw and rotate an arrow sprite based on a point,around a static circle body without messing its drawing starting point. Arrow should be directed to the same direction with user touch point,static body center vector. Let me explain it with an example. This is how i calculate arrow drawing point: fun powerIndicatorDownPointCalculator(playerPosition: Vector2,touchPosition: Vector2,distanceBetweenTouchPointAndPlayer:Float):Vector2{ // player position is static body center,touch position is touch point. val playerPositionHolder = playerPosition.cpy() val abVector = playerPosition.sub(touchPosition); val normalizedAbVector = Vector2(abVector.x/distanceBetweenFingerAndPlayer,abVector.y/distanceBetweenFingerAndPlayer) Gdx.app.log("normalized ab vector",normalizedAbVector.toString()) var pointToAddX = 90*normalizedAbVector.x var pointToAddY = 90*normalizedAbVector.y var newPointX = playerPositionHolder.x + pointToAddX var newPointY = playerPositionHolder.y + pointToAddY Gdx.app.log("NEW POINT", Vector2(newPointX,newPointY).toString()) return Vector2(newPointX,newPointY) } Here is a simple video showing it: This is how i calculate C point to use later on rotation(?) fun calculateAimingPoint(playerPosition: Vector2,touchPosition: Vector2):Vector2{ //playerPosition is staticbody center val abVector = playerPosition.sub(touchPosition); val secondPos = blackBody.position.cpy() val cPointPosition = secondPos.add(abVector) return cPointPosition } This is what i wrote for rotation but for sure it is wrong since not working as i wanted: var angle = atan2(aimingPoint.y - blackBody.position.y, aimingPoint.x - blackBody.position.x ) *180/ PI ; //aiming point is C point, blackBody is static body if (angle > 90) { angle = 450 - angle; } else { angle = 90 - angle; } // powerIndicator.setOrigin(????) // setOrigin is for rotation but i dont now what to write here. angle = angle*-1 powerIndicator.rotation = angle.toFloat() What i actually wanna achieve is this:
10. ## My project

I am extremely interested in this project of yours. I, of course, specialize in world-building, lore, quest creating and marketing. I think that a Co-Op game would be amazing, however creating an MMORPG wouldn't be the worst, especially in this current market, it's slow and dying. With a need for something that really appeals to the game and go market that is flooding the gaming community. I am interested in hearing back from you about this in the future. Honestly, if you shoot me a discord link or add me Balens#8069 we can get that ball rolling. I have a specialty in cooperative creation, ghostwriting lent me that unique ability. Taking ideas, improving on them, and handing them back is a task that most people take for granted but is what could be described as the most important goal of anyone creating something. I can produce from 1000-8000 words per day depending on the task.
11. Yesterday
12. ## Composing music for video games, and making effects.

Perhaps look up a "behind the scenes" or "making of" video of these games. But you need to know that the actual programs used (i.e. the DAWs - digital audio work stations) matter much less in most cases. That would be like asking "which pick up truck was used to move lumber around?" Most pick up trucks could do something like this. It's more the methods applied when using these tools that really make the big difference. So I would focus more on what approaches were used for creating that style of music and sound design. What plug-ins were used in the mixing and mastering as well as HOW were they applied. Same for sound design. That will teach you a whole lot more.
13. ## Help To convert Excel to CSV then to binary

Microsoft.Office.Interop will let you work with office files. You can get it from the NuGet package manager. Having a quick look, there are other packages for Excel but I have never used them. Check out https://docs.microsoft.com/en-us/dotnet/csharp/programming-guide/interop/how-to-access-office-onterop-objects
14. ## Help To convert Excel to CSV then to binary

XLS is the Microsoft Excel file format. I think C# must be the best language of XLS because these products are Microsoft products: .NET, C#, XLS. It is strange that you cannot find tutorials about how to read data from XLS. You need to find a lot of simple tutorials and practice with them. The practice is the one way that works.
15. ## Additional Composer and SFX artist needed

Hi everyone, I just wanted to add a quick note to say that both spots have been filled. If you'd like to contact me with your work and contact, I'd be happy to keep your information and contact you should I require your help in the future. I hope you're well and would love to hear your work! Daniel
16. ## Pixel Art Character

Nah, you've helped more than enough, I won't bother you anymore. Thanks for your input.
17. ## Pixel Art Character

I don't have anything else. The style looks interesting.
18. ## Pixel Art Character

Just a little bit I did to it, I tried to make the leg look a little better, hope it's a step in the right direction (no pun intended).
19. ## Console Hayfever - Steam Wishlist!

STEAM WISHLIST LINK || HAYFEVER WEBSITE RELEASE IN: First Quarter of 2020 About Hayfever Help Thomas the allergic mailman gather all his lost letters! In Hayfever, the player takes control of Thomas; a young postman with a strong sense of pride in his work. There is just one tiny little issue; Thomas suffers from terrible (and we mean TERRIBLE) allergies. His allergies are so strong in fact, that when Thomas was delivering his daily mail, disaster struck. A massive sneeze sent Thomas flying, and in the process, he lost all his letters! Thomas’ boss Harvey is an ill-tempered little monster of a man. And it is up to the player to help Thomas avoid his wrath by collecting all his lost mail. Together with his friend Carlie, Thomas will venture on an epic journey that spans the entire year, taking him through each of the four seasons. It is up to the player to use his allergies to help him traverse the dangerous world, turning Thomas’ weaknesses into strengths! Different allergens have different effects on Thomas - radically changing how he interacts with the world. Regular pollen allows him to build up a big sneeze to propel himself through the air. Smog, on the other hand, makes him swell up like a balloon. Peanuts… Well, peanuts are a WHOLE other story. About the Development & the Team The game was mainly made by two people, Jonas Roininen and myself (Conny Nordlund. We've been teaming up with Kristoffer Engman (aka Knasibas) for music, Pablo Sorribes Bernhard for sound, and Filip Andersson for tools programming. We are currently at the home stretch with porting the game. We're sending it off to certification in two weeks (fingers crossed!) The game has been in development for little over two years. I've been working on the game at night after work and Jonas has been on it full time for about a year. The journey has been really tough but also extremely exciting! This has been our first game together. We have previous experience with game development but this was our first go at making something from the ground up together.. and actually finishing it. It all started with an extended game jam where we gave ourselves two weeks to finish something polished, worthy of actually pitching and showing off. Once we were done, we started showing the game at local places and quickly realized that kids loved the game. So to try and make a long story short. We worked our butts off and we ended up pitching the game everywhere we got the chance to. We also entered every competition we could find. One of these competitions, we ended up getting first price and was awarded a booth at Gamescom 2018. We later got third place in Big Indie Pitch and was a Semi Finalist at Tencent's Game Without Borders. After all of this commotion, we bumped into a new publisher called Zordix. They loved the game and are now bringing the game to consoles. If you have any questions about the game or the development, I'd be happy to answer. Hope you check the game out, I'll post another topic when the game releases It will be on consoles at the same time as the PC release.

21. ## RTS movement asset

I made this asset in unity for directing units using flow fields. It can control over 300 troops with ease. You can get it here from the asset store https://assetstore.unity.com/packages/tools/ai/rts-flow-field-movement-system-149474
22. ## Large Number Class

This is an asset I developed for unity for working with large numbers in excess of 123^10 decimal places. You can get it on the asset store https://assetstore.unity.com/packages/tools/integration/largenumberclass-141445
23. ## Space Survival

This is my 1st Unity web build. It is inspired but the intellivision game Space Hawk. Play it on Simmer.IO https://simmer.io/@logicandchaos/space-survival Or play it on my portfolio http://triosdevelopers.com/~M.Timmermans/webBuild11/
24. ## The Adventures of Circules

I made this game for my final Unreal project in college, it takes inspiration from Donkey Kong, Sonic the Hedgehog and Super Meat Boy. You play as the brave warrior Circules and must rescue Princess Squarah from the evil Dr. Briangle!! Play it on GameJolt https://gamejolt.com/games/AOC/285035
25. ## Epic Prose Special Edition

This is a remake of my other project Epic Prose. It's not a sequel it has the same story but a lot more features! This is everything I wanted the original Epic Prose to be that I didn't have time for. It is like an old school text adventure mixed with a modern RPG. Play it on GameJolt https://gamejolt.com/games/epic_prose_SE/255989
26. ## Pixel Art Character

I think the hand looked better in the first image. For the arm I think that helps to break up the banding and give some more shape to it.
27. ## Pixel Art Character

Thanks for the feedback. This is a quick attempt at trying to minimise the banding.
28. ## Help for developing Game Engine Editor

As @mr_tawan mentioned options, I'd recommend the first one. I do the same, which is not a good selling point yet And indeed, a good point in this is my editor code is well separated from the engine/game, and modules like importing content from external sources are not "polluting" the engine. And also yes, some of my editing functionality have gone in the engine, but I believe with more careful interface planning it could have been avoided. The main difference between the two is the way the GUI is displayed. Using the op system, WinGDI in my case has the advantage of I can completely decouple the GUI and the engine. eg: in some long process, like light baking, I can simply pause the engine and spend all my cpu on rendering while the GUI can still display progressbar and messages..etc

30. ## GitHub

Something like 10 years ago, when I started seriously working on the SENG code that is behind my Merry Prankster RPG games (still going!), I needed a source control system for the code. At the time, Subversion ( https://subversion.apache.org/ ) was the safe, standard open-source SCS. However, I wanted to try out the new distributed source control that was just coming into fashion. At the time, Git ( https://git-scm.com/ ) was the leading SCS, mainly because it was used for the Linux kernel, but Mercurial ( https://www.mercurial-scm.org/ ) was also popular, and reputed to have better Windows support, so I went with that. For the past 10 years, I’ve been using SCS as a single-user, but with multiple instances, for example one on Windows for building Windows apps, and another on Mac for building iOS and MacOS apps. The benefits of SCS are source code history (which I can’t live without anymore), and easy sharing of code between those multiple instances. For backing up source code, I just zip up the whole source tree once a week and put it somewhere safe. Recently, since cloud hosting of source code has become inexpensive (free) and reliable, I’ve wanted to move over to that. When I started looking into that, I realized that Mercurial has sunk to a very low percentage of the open-source SCS market, and Git has basically triumphed. So, I made the call to move over to Git, with GitHub ( https://github.com/ ). I’ve just made the transition. I’m using GitHub Desktop as a UI, and haven’t had to go to the command line at all to use Git yet. Honestly, I am not really used to that yet, but I’m not going to use the command line (and create extra stuff to learn) for no good reason. Otherwise, I’m very happy with things thus far, and appreciate that I now have a cloud backup automatically for my source code. I do miss Mercurial a little bit, just from a nostalgia/plucky-underdog point of view. View the full article
31. ## 2D Visual Novel Dating Sim Currently in Ren'py looking for a programmer

Hello, I think that for the mechanics that you require, is better to use an RPG Maker , so you will have combat , exploration, growing stats and also still be able to show dialogs with animation and images.
32. ## Pixel Art Character

It mostly looks good to me. The right arm has some banding that sticks out. Breaking that up can help add more shape to the arm. There is a little bit on the leg as well. The leg around the calf looks odd to me, but that might be the kind of art style you're going for. Overall it looks good to me.
33. ## Swooden

Play Swooden in any browser! Swooden is a cute physics puzzle web game, from the balancing sub-genre. The goal is to place all the blocks in perfect balance. In some levels, the gravity is reversed, while in others, dangers abound. Try to beat all 28 levels and try to build most amazing structures! The game was developed in Cocos Creator/Typescript, with art made in Inkscape. Thank you for playing and please check my other games if you like physics puzzles!
34. ## Death Stranding: Deep or Dumb?

So I decided to actually try Death Stranding, and while I can't say it's as boring as I thought it'd be, it certainly is...strange. The premise, setting, and story are definitely the plus points of the game. I'm not sure how I feel about the deliveries aspect. So far I haven't had to do a delivery quest that lasted for hours or something, and that's where I begin to wonder if the delivery quests will get really tedious and boring. I generally feel this isn't a game to be played in large bursts.
35. ## Graphics Having the effect of simulated grass without having particles

So I asked the creative director of the dev studio and this is his reply. I hope it can help you guys. I'll figure out my own way.
36. ## Looking for the name of a certain game industry position

Something frob says above suggests an important thought: if you first get some development work for a publisher, then after you've done a great job developing that publisher-requested content, that publisher will be more receptive to looking at your own concepts. The longer you've been developing publisher-requested content, and the more publishers for whom you've done good work, the greater your chances of having your concepts looked at seriously.
37. ## Help To convert Excel to CSV then to binary

There's a small error though, line endings are encoded \0A (decimal 10) and not \0 (decimal 0, which obviously is the null-terminator for a C-string). Sorry for the mistake.
38. ## SAMA

Images & screenshots from "Something Ate My Alien" game by RoKabium Games. Steam: https://store.steampowered.com/app/1047870/
39. ## My project

Got a demo area setup to test blueprint functions in. Drag and drop inventory is up and running, item stats are functioning, working on building out the stat system (modifier coefficients) and currency system and then start the ability system. After that I have to build the templates for abilities and then the fun part of actually making the abilities. Not asking for help, but realistically the amount of work it will take to put together something people actually want to play.. you need like minded individuals to speed up the process. Someone could be building a proper zone while the blueprint work is being ironed out and another doing sound. Nevermind the networking's plate of work. And then there's the lore / world design aspect. Sure a single person could make the entire game start to finish, however by the time you finish you might already be ousted by competition or the markets tastes just straight up change. I have (several) projects in mind personally. A few of them are MMOs. Others are more open world story focused SP (and co-op). All the assets in here are created by me. The rocks and turtle are photoscanned. When I get a proper turntable setup I'll be able to create 360 degree assets with zero artifacts.
40. ## Pixel Art Character

I'm still kind of new at this, just need some feedback on anything that needs improving. Thanks.
41. ## Composing music for video games, and making effects.

I want to know, what programs they have used to compose music for games like crash bandicoot 3. I also want to know how they made sound effects to game like crash team racing.
42. ## Owl Shooter (Manager Killer) - DOOM like FPS

Making a character's animations needed for third locations: Monkey - finishedYouTube: lzWBQHqRLZg Wolf - finishedYouTube: DLn59S3tETU Owl - WIP
43. ## Owl Shooter (Manager killer) - Full 3D first person shooter

Making a character's animations needed for third locations: Monkey - finishedYouTube: lzWBQHqRLZg Wolf - finishedYouTube: DLn59S3tETU Owl - WIP
44. ## C++ Simulating Archery

I think what you want is just simple textbook projectile motion. https://www.khanacademy.org/science/physics/two-dimensional-motion
45. ## C++ Simulating Archery

Recalling a few numbers from back in the day, assuming a well made wooden bow with a draw weigth of ~60 pounds (needs a well trained person): Initial velocity: ~50m/s, velocity loss ~0,15m/s per meter, stored energy in the bow ~1600joule, edit 60% of which may be transferred to the arraw, arrow weight ~25g. All values can vary with material, make and weather (sic), but that may be a guideline.

47. ## C++ Simulating Archery

Very cool ! Bowmaking was a hobby of mine for several years, good strong wooden bows in mesolithic to medieval style. For prehistoric hunting games or medieval reenactment as well as experimental archeology. Can't do it any more because where i live now there is not the right wood and these things are weapons here and the country is pretty restrictive with that. Be it as it may, you said simulation, and like anything physical it is not trivial. The flight of an arrow is not just a parabolica under the influence of air drag. Let's start with the bow, when it is opened, there is stretched on the front and compressed on the back. The energy it can release before it breaks is determined by the amount of such deformation and the speed with which the material returns to the state of a stretched cord (except those shooting bycicles aka compound bows). Btw., bows are kept with the string taken off. An arrow is stabilized by its shaft and not the feathers, these are mostly just decorative props. The shaft is set into a swinging vibration when the arrow is accelerated. The "stiffness" is defined by tapering the arrowshaft so that its strength corresponds to the shooting strength of the bow. This is, of course, done by machines these days and one can buy sets with given strengths en gros in wood or plastic or fibre .... The shooting strength is measured in lbs, the spine of the shaft in grains (them 'Murricans, can't help ...). Every arrow in a set must be of equal strength, or some will turn the one or other way before they hit, which can be equally funny and annoying ... An arrow in flight: Arrow in flight Traditional Bowyer's Bible (Volumes 1 to 4) A whole lot of papers from experimental archeology, like for instance: https://www.cambridge.org/core/journals/antiquity/article/experimental-archery-projectile-velocities-and-comparison-of-bow-performances/2C1D9F880201D2EDBBAFDEB3A283048F ... and more. If they are behind paywalls, try arxiv.org with the doi as a search criterion. Further search terms will reveal a plethora of information: Physics of Archery, Experimental Archaeology, Bowmaking, Prehistoric Hunting. Hope that helps and isn't slightly overpowered 🙂 Edit: try this, it has some of the formulas you need. You will eventually want to model the air drag by yourself. Big feathers, short flight, small feathers, long flight 🙂

Yes, your assumption is correct. The vertex and fragment shaders are communicating through variables declared as 'in' and 'out'. It was 'varying' in older GLSL (deprecated as of GLSL 1.30) and it's still there in OpenGL ES 2.0, since the GLSL version is limited to 1.10 there. The vertex shader does its computations, and writes the data into 'out'/'varying' variable, and fragment shader picks up that data from the 'in' / 'varying' variable of the same name and type. As for the outputs, earlier the fragment shader would write its output into predefined gl_FragColor or gl_FragData[buffer] variables. That's deprecated now, and you have to explicitly specify the layout/location of output variable, and bind that variable to a fragment shader color number.

51. ## Help understanding how ECS should be structured

I'm under the impression that I need to go out, experiment, and not be too restricted by ECS, so I'll start making my game now. Thanks to everyone for your advice!
52. ## Music Fantasy Music !

Hi Vilem and Rutin ! Thank I appreciate it ! So far I only made the "Underground lake City" available for licensing either on my website (for $19): http://www.ogsoundfx.com/shop/single-sfx/music/ Or for$50 on pond 5: https://www.pond5.com/royalty-free-music/item/44817165-underground-lake-city I will be uploading the 2 other tracks soon, I'll let you know if you want. I can offer a package price for the 3 tracks for like 50\$ if you're interested. Thanks again !
53. ## 2D MipMap Offset

Ha yeah your totally right, i missed that as i tackled it from the math perspective instead of code then shuved it into a function as it was...
• ## Unity with AR Foundation Particles and Spawners

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