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    1. Past hour
    2. The third edition of the book Physically Based Rendering: From Theory to Implementation is now available for free online at http://www.pbr-book.org. The book by Matt Pharr, Wenzel Jakob, and Greg Humphreys describes the mathematical theory behind a modern photorealistic rendering system as well as its practical implementation. In 2014 the authors earned an Academy Award for Scientific and Technical Achievement from the Academy of Motion Picture Arts and Sciences based on the knowledge shared in the first and second editions, and the Academy called the book a "widely adopted practical roadmap for most physically based shading and lighting systems used in film production." Learn more and browse the contents at http://www.pbr-book.org/. View full story
    3. The third edition of the book Physically Based Rendering: From Theory to Implementation is now available for free online at http://www.pbr-book.org. The book by Matt Pharr, Wenzel Jakob, and Greg Humphreys describes the mathematical theory behind a modern photorealistic rendering system as well as its practical implementation. In 2014 the authors earned an Academy Award for Scientific and Technical Achievement from the Academy of Motion Picture Arts and Sciences based on the knowledge shared in the first and second editions, and the Academy called the book a "widely adopted practical roadmap for most physically based shading and lighting systems used in film production." Learn more and browse the contents at http://www.pbr-book.org/.
    4. supermikhail

      A simple language game

      Yeah, it's probably best that I focus my mental energy on something more productive at the moment. Just to figure out, what.
    5. Last week, there was a lot of thinking going on... There's still is least one new room plus many different refactoring. The Spa Firstly, there's a new room: the spa. This is a relaxing and zen room filled with classical Vaporwave aesthetics. I've based it on really generic Vaporwave images around the internet. The gist is that the player can cure its status effect by interacting with either massage table in the back. You may or may not have seen the fountain in the middle of the room. Its water is purely refractive with a solid, almost emissive colour when perpendicularly facing its surface (like some kind of Fresnel). This shader is part of Unity's Standard Asset, so it wasn't a hassle to get it up and running. The water is also being used in the restroom's toilet. There might be other places where it might pop up in future rooms. Minor Changes I've modelled and imported a generic spherical light that makes lighting a tad more tangible and credible. Most lights are now coloured using blackbody colour temperatures, adding a little bit more reality to most rooms. Changed the palette texture. Colours are now more distinct from each other and more contrasting for at least the default palette. This is due to some feedback saying that the palette was too much pink... Changed how most solid colours meshes are being rendered so that they rely more on the palette texture. This means that changing the current sub-pallette or even the texture itself will dynamically change the colour of those meshes as well. Made the palette initializing run within the Unity Editor. Now there's no need to run the game only to look how models are shown. This really speeds up room designs and model previews, mainly because I previously needed to compile the game and regenerate the levels until the wanted room was generated. Refactored the RNG. Now each level has its own isolated RNG state. This means that actions taken in one level won't influence the next one anymore. This also means that a given seed at a given chance (or luck if you fancy) stat will always produce the same level with the same loot. There's still some tweaking to do, but overall the isolated RNG system is in place. Many bugs were corrected, particularly with shaders. Next Week Most significant rooms are now in the game. There are still some minor rooms left, but these can wait: those might not even make it into the game so my energy could be better used on more critical stuff. Right now, normal rooms are in dire need of polish. Like in The Binding of Isaac, there will be different types of regular rooms. Each room would have different types of decoration in them. For example, some might have loads of rocks while others won't. There are currently only two placeholders kind of regular room... I do not know how many kinds of disposition there'll be: all of this needs research, sketches and design... There's a lot of work ahead. The good news is that heavy modelling is momentarily stopped. The following week will be fundamentally a coding one...
    6. Tom Sloper

      Graphics and Art Style

      Agreed. Is it a fountain, or just a floor decoration, or a table? Hard to tell. If fountain or table, there isn't sufficient walking room around it. Good.
    7. FuriousTribble

      Free art assets

      I helped create this one over at GameTextures.com. A set of shaders for Unreal 4 that includes: A terrain shader A basic material A blend material A Decal DP that has some really awesome PoM power to it, makes them really pop out. https://www.unrealengine.com/marketplace/gametextures-com-shade-material-pack
    8. A single level struct X foo[3] = { {...}, {...}, {...} }; A 2D array needs an additional set of brackets, ie your example compiled here using struct dynamic_pfl arr_dynamic_pfl[5][20] = { { {false, 1,4,2, 40,0,0, 420,580,0, 128,64,0}, {false, 2,4,2, 40,0,0,1200,580,0, 128,64,0}, {false, 1,4,2, 40,0,0, 111,580,0, 128,64,0}, {false, 2,4,2, 40,0,0,2222,580,0, 128,64,0}, {false, 2,4,2, 40,0,0, 666,580,0, 128,64,0} } }; I also changed the "level" to 5, since my gcc compiler complained about it: x.c: In function ‘main’: x.c:25:10: error: variable-sized object may not be initialized struct dynamic_pfl arr_dynamic_pfl[level][20] = {
    9. thank you for the answer. I want to stick all the Gamelevel Plattform of dynamic_pfl into one Array. I want something like this. //highest_amount_of_dynamic_pfl_in_this_game on level 6 are 20 instances //level 1 contains 5 Plattforms of dynamic_pfl; struct dynamic_pfl arr_dynamic_pfl[1][highest_amount_of_dynamic_pfl_in_this_game] = { {false,1,4,2,40,0,0,420,580,0,128,64,0}, {false,2,4,2,40,0,0,1200,580,0,128,64,0}, {false,1,4,2,40,0,0,111,580,0,128,64,0}, {false,2,4,2,40,0,0,2222,580,0,128,64,0}, {false,2,4,2,40,0,0,666,580,0,128,64,0} }; //level 2 contains 3 Plattforms of dynamic_pfl; struct dynamic_pfl arr_dynamic_pfl[2][highest_amount_of_dynamic_pfl_in_this_game] = { {false,1,4,2,40,0,0,111,280,0,128,64,0}, {false,2,4,2,40,0,0,111,380,0,128,64,0}, {false,1,4,2,40,0,0,111,480,0,128,64,0} }; //level 3 contains 4 Plattforms of dynamic_pfl; struct dynamic_pfl arr_dynamic_pfl[3][highest_amount_of_dynamic_pfl_in_this_game] = { {false,1,4,2,40,0,0,131,2180,0,128,64,0}, {false,2,4,2,40,0,0,141,3180,0,128,64,0}, {false,1,4,2,40,0,0,151,4180,0,128,64,0}, {false,1,4,2,40,0,0,161,4180,0,128,64,0} };
    10. Ye, you send a prepared sparse octree, basically an array of the tree's nodes. you can use vertex shader to do some translations and then use the fragment shader to raytrace it. or you use OpenCL/CUDA for the actual tracing, but fragment shaders would do. a sparse tree uses (in most cases) a lot less data than the raw data, on top of that you have kind of builtin multisampling for far away nodes. i advise to read this excellent paper from NVIDIA on the subject: https://www.nvidia.com/docs/IO/88889/laine2010i3d_paper.pdf also if you do not need transparency (which i would assume you don't with medical scans) you can raytrace front to back and stop at first hit. and if you only need to see the surface and not be able to dynamically slice the scan, you can store only the surface in the octree, drastically reducing its size. for a simple introduction check out this cpu-only example: https://github.com/tunabrain/sparse-voxel-octrees should you find that SVOs aren't for you, consider using multiple compressed 3d-textures. you prepare each "cube" by quantizing non-surface areas of the scan. this will let the compression achieve better ratios without reducing the visual niceness too much.
    11. Today
    12. lawnjelly

      Frogger - animation

      I have now added some animations from blender to Godot. Mostly they went in very easy, and the AnimationTreePlayer makes it easy to set up node graphs for the animation logic. Although I couldn't work out how to do certain state changes, I gather this is being changed in new version though. The animations look good in the game, especially the frog. I also added logic for controlling the yaw of the frog as you move. The only bug I've encountered in the animations is that, particularly in a window, sometimes it is showing streaked corrupted black triangle down the screen. I initially thought it was to do with shadow mapping but now I think there may be bug in the engine vertex buffer / shader code somewhere. I did maybe wonder if I had exported my animations wrongly, but the process is pretty simple so on balance I think it may be an engine bug in 3.05. Will see if it fixed in the 3.1 alpha or my compiled from source version. Next I aim to work some more on the core game, fixing collision / river, and adding progression in skill / variation through levels. Then I will look at some different cameras, and dealing properly with traffic leaving the screen in different aspect ratios. Also I want to look at revamping the background graphics, not quite sure what to go for yet. https://www.youtube.com/watch?v=Tf1VJsWWq54 Don't know why gamedev is not picking up the youtube link.. here is as a url just in case: https://www.youtube.com/watch?v=Tf1VJsWWq54
    13. You mean applying the locks only to new players and keep the existing player unchanged? we discussed this too, however, this would handicap new players and also bring in confusion. Your first idea would definitely reduce the impact, thanks for the advice. @Dramolion Its planned to only lock the purchase and don't touch the existing items, but we are still concerned about the backlash :/
    14. Max Power

      MorphTarget: Delta Normal / TangentZ ??

      Oh wait... I think I get it now. I'm probably just supposed to subtract one from the other, just like with positions. ... right??
    15. Iris_Technologies

      Creating a language - Static Libraries

      Linkers not only work with native calls, they are also used to link functions and calls inside your code. One feature of my language needs to have access to the memory offset of the instructions, so I need to do it for myself.
    16. 'Heavy Metal Impact Sound Effects' from Bluezone Corporation contains a selection of 126 carefully recorded metallic impacts. This sample pack offers a wide variety of different clanks and clunks: from big and weighty industrial container to deep and large fuel tank, old and rusty sheet metal to huge steel door, this hyper-detailed sample pack is a powerful addition to any contemporary sound design production. Moreover, all sounds in this collection are ready to use and perfect for all sorts of projects: the metal clanking and dropping sounds are carefully processed and can be easily used in modern electronic music productions. All audio files from 'Heavy Metal Impact Sound Effects' have been meticulously recorded at 24 bit / 96 kHz and are royalty-free, so that you can use them in your commercial projects without having to worry about any additional licensing fees. Editor : Bluezone Reference : BC0251 Delivery : Download link Download size : 327 MB Extracted size : 361 MB Format : WAV Resolution : 24 Bit / 96 kHz Channel : Stereo License : Royalty free Total files : 150 Total samples : 126 WAV More info and download: Heavy Metal Impact Sound Effects View full story
    17. 'Heavy Metal Impact Sound Effects' from Bluezone Corporation contains a selection of 126 carefully recorded metallic impacts. This sample pack offers a wide variety of different clanks and clunks: from big and weighty industrial container to deep and large fuel tank, old and rusty sheet metal to huge steel door, this hyper-detailed sample pack is a powerful addition to any contemporary sound design production. Moreover, all sounds in this collection are ready to use and perfect for all sorts of projects: the metal clanking and dropping sounds are carefully processed and can be easily used in modern electronic music productions. All audio files from 'Heavy Metal Impact Sound Effects' have been meticulously recorded at 24 bit / 96 kHz and are royalty-free, so that you can use them in your commercial projects without having to worry about any additional licensing fees. Editor : Bluezone Reference : BC0251 Delivery : Download link Download size : 327 MB Extracted size : 361 MB Format : WAV Resolution : 24 Bit / 96 kHz Channel : Stereo License : Royalty free Total files : 150 Total samples : 126 WAV More info and download: Heavy Metal Impact Sound Effects
    18. MordredX

      Fundamentals of Horror

      Excellent! I recommend everybody to read The Uncanny (Freud). It's a great piece of work that helps you understand and conceptualise horror. I also recommend Foundations on Literary Studies on the uncanny and Frankenstein.
    19. wintertime

      Creating a language - Static Libraries

      It might be easier if you use a premade linker and library archiver, while your compiler only produces object files in the standard format. Thats at least one step less you need to worry about.
    20. suliman

      A simple language game

      I wouldnt pay for a "game" like that. But MAYBE i would install it if it was for free. Then you can have some ads maybe. But again, if you start out fresh, to deploy this to mobile will still take alot of work from you. You wont see and profit soon (and quite possibly never). There is ALOT of competing apps out there. If you want to do it for fun and learning, that is another thing. But this "game idea" will not be a safe cash cow for you
    21. Hi. I am looking to procedurally create morph targets for Unreal Engine 4 meshes from variations of a common base mesh. There's a simple-enough struct that contains the per-vertex morphing info: http://api.unrealengine.com/INT/API/Runtime/Engine/Animation/FMorphTargetDelta/index.html The problem is I don't know how to define a delta for a normal vector. I have both the unmorphed and the morphed normal, but what to do with them?
    22. Hi! Im still planning what resources to include. Imagine a total war-like game, turn-based empire builder on a earth map. It's around the year 2100 after some cathastrophy so empires are starting to form: you control one of these upcoming empires. Large regions (such as south-western europe) are what you control (similar to the map of the boardgame Risk). You contruct infrastructure ("buildings") and train armies/navies/aircrafts/nukes! Focus is on war and building up your regions. Resources: Funds - Used for most things like infrastructure and units. Also for upkeep Influense - Used to affect others, diplomacy etc (not sure about this one...) Research - Used to unlock stuff and boosts (like +20% agriculture, unlock battlemech, +2 happiness from markets etc) Funds will come from these sources: Taxes. Main source. Causes unhappiness in your regions. Income based on regional ratings: Mining (regional rating. Can be boosted with infrastructure). Agriculture (gives mostly pop growth but also some funds) Drilling (oil and gas is still important). Logging? Infrastructure like manufacturing plants, ports etc. Thoughts? Influense (political power) is used in some strategy games (like Stellaris, hearts of iron) but would it work in a nuclear post-apoc when there is not much interaction between empires? Or maybe more interaction would be good? (also makes trade a viable mechanics). Influense could also be skipped and simply use funds (e.g. for bribing other empires) How would you gain influense? Research is gained from population - but strongly boosted by infrastructure (labs etc).
    23. Fulcrum.013

      Check Collision in advance

      Ok. Imagine a shеet of paper that lies on desk and have a u and v axes on it. You can move a point over sheet changing a values of u and v. Now lift up a sheet to make a some angle betwin desk and table. It not change ability to move a point over sheet (it coords on basis drawn on sheet still same and have same operations set to move it over sheet), But coords of point in 3D space has changed. So 3D coord of object that placed on some surface depends from u,v coords that relative to basis of its surface (aka surface coords) and properties of surface determined by equation of surface. Really lifting list up you dont changing a coords of point respectively to surface, you chaning a orientation of plane respectively to space where its surface placed. And to find a 3D coords from u,v coords of some point of surface it required only to substitute u,v to parametrical equation of surface. So you can just move a object placed on plane over its plane and recalculate its 3D point for rendering that is much eaily than move it in 3D and then align it to plane. Now imagine you have 2 sheets of paper. One of it lies on desk but other lifted up by some angle and aligned to first sheet along some edge. Obviuosly that second sheet have a other plane equation than first. so to move poiint from first sheet to second you have to recalculate a resulting point from surface coords of first sheet to surface coords of second sheet. It can be eaily done for points of alligned edge becouse its have same 3D coords for both planes. So you can move your object until central point reach portal edge , then recalculate a u,v respecively to second sheet basis (that require to solve simple equations system) and continue to move object but along second sheet.
    24. Daniel Pacheco

      Rocky Knight

      Wow! and the game is running on Itch.io. What are your plans with this game?
    25. You don't need a two dimensional array here. You only need an (one-dimensional) array of dynamic_pfl, and you can access the structs with arr_dynamic_pf[0].x, arr_dynamic_pf[1].x and so on. The entire struct (all the fields) are one element of the array, so you have only one dimension (the level number)
    26. I'm a beginner in C, maybee I don't understand arrays in C because as Webdeveloper I used Languages like ASP, Python, PHP, Javascript and Actionscript it was easier. My Goal is a two-dimensional array. First dimension: should contain the current level of the game, second dimension: object structure. When I compile and execute it seems, the first dimension is used as a structure. C:\_dev>gcc struct_def.c -o struct_def.exe -lmingw32 C:\_dev>struct_def.exe result x = 420.000000 x = 0.000000 < instead of 1200.000000 C:\_dev> The Game is very small and I would like to hardcode all the level data. without having to load the levels dynamically and without malloc. I want to iterate the array and refresh all the positions and making collision checks etc. then iterate the array again to calculate wich object are inside the camera to draw. How can I use the array as I would like it? First dimension: Level, second dimension: all the struct data? thank's for helping 😊 C ISO C98 <code> #include <stdio.h> #include <stdlib.h> #include <stdbool.h> struct dynamic_pfl{ bool player; int type; int pause_time; int moving_dir; float mspeed; float hspeed; float vspeed; float x; float y; float friction; int width; int height; int state; }; int main(){ int level = 5; //max levels of the game struct dynamic_pfl arr_dynamic_pfl[level][20] = { {false,1,4,2,40,0,0,420,580,0,128,64,0}, {false,2,4,2,40,0,0,1200,580,0,128,64,0}, {false,1,4,2,40,0,0,111,580,0,128,64,0}, {false,2,4,2,40,0,0,2222,580,0,128,64,0}, {false,2,4,2,40,0,0,666,580,0,128,64,0} }; printf("result\n"); printf("x = %f\n",arr_dynamic_pfl[0][0].x); printf("x = %f",arr_dynamic_pfl[0][1].x); return 0; } </code>
    27. Jonty K.

      Jittering in game

      will check and report....tx btw
    28. Scott Browne

      Graphics and Art Style

      It's a castle garden so it was designed for whatever they use them for, meetings weddings etc. It would be designed by a gardener. I think I will bring some flowers back and just do a better job at making it look better. I'll work on that brick again.
    29. Mirko Rossetti

      Check Collision in advance

      Actually i doesn’t have any udea to how do it.
    30. The user reports that the release version of it works without sending any loose DLLs so this seems what I need to (and should) do Thank you all for the explanations!
    31. Gnollrunner

      Mountain Ranges

      For this entry we implemented the ubiquitous Ridged Multi-fractal function. It's not so interesting in and of itself, but it does highlight a few features that were included in our voxel engine. First as we mentioned, being a voxel engine, it supports full 3D geometry (caves, overhangs and so forth) and not just height-maps. However if we look at a typical world these features are the exception rather than the rule. It therefor makes sense to optimize the height-map portion of our terrain functions. This is especially true since our voxels are vertically aligned. This means that there will be many places where the same height calculation is repeated. Even if we look at a single voxel, nearly the same calculation is used for a lower corner and it's corresponding upper corner. The only difference been the subtraction from the voxel vertex position. ...... Enter the unit sphere! In our last entry we talked about explicit voxels, with edges and faces and vertexes. However all edges and faces are not created equal. Horizontal faces (in our case the triangular faces), and horizontal edges contain a special pointer that references their corresponding parts in a unit sphere, The unit sphere can be thought of as residing in the center of each planet. Like our world octree, it is formed from a subdivided icosahedron, only it is not extruded and is organized into a quadtree instead of an octree, being more 2D in nature. Vertexes in our unit sphere can be used to cache height-map function values to avoid repeated calculations. We also use our unit sphere to help the horizontal part of our voxel subdivision operation. By referencing the unit sphere we only have to multiply a unit sphere vertex by a height value to generate voxel vertex coordinates. Finally our unit-sphere is also used to provide coordinates during the ghost-walking process we talked about in our first entry. Without it, our ghost-walking would be more computationally expensive as it would have to calculate spherical coordinates on each iteration instead of just calculating heights, which are quite simple to calculate as they are all generated by simply averaging two other heights. Ownership of units sphere faces is a bit complex. Ostensibly they are owned by all voxel faces that reference them (and therefore add to their reference counter) . However this presents a bit of a problem as they are also used in ghost-walking which happens every LOD/re-chunking iteration, and it fact they may or may not end up being referenced by voxels faces, depending on whether mesh geometry is found. Even if no geometry is found we may want to keep them for the next ghost-walk search. To solve this problem, we implemented undead-objects. Unit sphere faces can become undead and can even be created that way if they are built by the ghost-walker. When they are undead they are kept in a special list which keeps them psudo-alive. They also have an un-dead life value associated with them. When they are touched by the ghost-walker that value is renewed. However if after a few iterations they are untouched, they become truly dead and are destroyed. Picture time again..... So here is our Ridged Multi-Fractal in wire frame. We'll flip it around to show our level transition........ Here's a place that needs a bit of work. The chunk level transitions are correct but they are probably a bit more complex than they need to be. We use a very general voxel tessellation algorithm since we have to handle various combinations of vertical and horizontal transitions. We will probably optimize this later, especially for the common cases but for now it serves it's purpose. Next up we are going to try to add threads. We plan to use a separate thread(s) for the LOD/re-chunk operations, and another one for the graphics .
    32. Stragen

      OOP is dead, long live OOP

      I'll be heading to PAX, will have to give the game a run... will see how polished your shaders look in person.
    33. Esteban5XG

      Begginer at writting for video games.

      Hi there! I'm new at this forum. Working on a new game, doing all the writing. It is my believe that writing is still important in the game procedure, not because of how much the gamer is gonna read about, but for the unconciouss listening. I mean, it is all the lore behind what makes a game richer. for example, in this new game I working on, the point where the gamer starts playing is completely far away from the point where I started the whole history. And that¡s because I really need to create a complete new atmosphere, with all the past character's, the origin indeed, in order to make everything have sense. Well, timeline is like the line I wanna show to the gamer but only the parts I think the player needs to know in the very moment he is playing. Obiously, if you are playing a chess game, for example, it is not necessary to write a complete story. But you do realize how important it's gonna be to enrich the game. Thanks for the thread, it's good to share opinions about this part of the game.
    34. Hello there! I'd like to show you my new game - Hurry Birdie. It's an endless game where you have to dodge tree brunches and stones falling from above. Your birdie flies from side to side and speeds up when you press the screen. Features: * Nice design; * You can unlock new birdies; * Easy to play; * Leaderboard; * Good timekiller. Download here: iOS: https://itunes.apple.com/app/id1434970622?mt=8 Android: https://play.google.com/store/apps/details?id=com.abdullakh.hurrybirdie
    35. Naturally it still have G acceleration but also it have a horisontal velocity that not affected by gravity and allow to reach downhill side of loop prior to fall down significantly. Overdue of gravity force works for cost of accomulated kynetic energy. So common simulation of Newton laws and collision response performed by any phisical engine complitely enought to simulate effect that you want.
    36. KevDev

      Texture Crafter

      Texture Crafter is a package that contains several textures that can be combined and edited to create new textures. Currently, the pack contains 5 base textures and a total of 13 secondary textures. The secondary textures work as a layer over the base ones. The textures are tileable and of course you can import your own custom textures into the editor so you can combine your custom textures with the textures from the pack. ► Get it at Unity Asset Store Roadmap: Possibility to add more different fields around the main one to check how it tiles with other textures. Possibility to generate automatically an autotile from a few textures of the same type of terrain. Contact: contact@keviniglesias.com www.keviniglesias.com
    37. The force you are looking for is the centripetal force. Here's an article that has the formula for the minimum speed needed to complete the loop, it may help: https://www.dummies.com/education/science/physics/calculate-the-velocity-necessary-to-counteract-gravity-in-a-loop/
    38. Miss

      Enum size

      I just ran into an issue with a function in C++ returning an enum with 1 byte in size (enum "inherits" from uint8_t). The function was registered as a thiscall. Angelscript seemed to assume it wasn't 1 byte in size, causing it to return an invalid value. I had to write a wrapper function work around this. Is there a way to specify size for enums? (This was on x86 on Angelscript 2.32.0 by the way.)
    39. glararan

      Device lost

      Ok so problem was in QVulkanWindow implementation of Qt framework. Because I was unable to activate debug callback I wrote my own implementation which works.
    40. LorenzoGatti

      Graphics and Art Style

      Regarding the purpose of this space, think about people: the old version shows a much higher time and money budget for gardening (those flowers don't grow themselves) while the revised version shows a rather lower effort (neat but plain). Whose courtyard is it? Who is the gardener? Design advice: Brick textures are still too repetitive the round table (?) in the middle is too large for its space, put more pavement around it (and compensate it with more grass around the walls, particularly in the corners by the flowering trees) The columns are extremely inappropriate. If you insist about them, they should end below the balcony; arches or pillars would probably look better.
    41. on any location in the Source Code like in my example?
    42. #include does exactly that - copies the source code out of the requested file and pastes it at that location.
    43. For standalone games, gamejolt.com or itch.io are great. I’ve been using gamejolt, and I highly recommend it.
    44. LorenzoGatti

      Improve Property System

      Post code to let us understand what you are talking about. To begin with, what it is that you are calling a "property" or a "setting", what the corresponding classes do (if they are slow, they are nontrivial), and what is "editor mode" .
    45. Which the compiler then composes? Like in PHP? #include <stdio.h> require `inc_struct_declarations.c`; require `inc_functions.c`; int main() { require `inc_var_declarations.c`; require `inc_keyb_events.c`; require `inc_game_logic.c`; require `inc_gfx_output.c`; return 0; }
    46. Maybe you should find a publisher. If your game is great they share with you their know-how for a percentage of revenue. Great Google strategy for visibility in long-term is very important too. I mean for keywords related to your game. For example "strategy online football game". Marketing and active community is key to success. Facebook Ads. Contest with prizes, Facebook Ads, collecting feedback - everything from this is expensive but without it will be very hard. I do not know how it works but I know that also good relations with Google Play and iOS Store are very important. I am sure that mobile game devs are positioning their games in stores. The hard topic at all.
    47. Hi everybody, Me, Xylvan, announces Xilvan Design are building 3D games. Since 1993, our kindly official gaming related pages. (please click on each links, download games & bookmark the pages): Soul of Sphere Platinum v4.37. Age of Dreams:Abyss of Atlantis v1.5. Lights of Dreams IV: Far Above the Clouds v9.27. Candy World II: Another Golden Bones v9.47. Candy Racing Cup: The Lillians Rallies v3.01. Candy World Adventures IV: The Mirages of Starfield v7.57. Candy to the Rescue IV: The Scepter of Thunders v7.17. Candy in Space III: A dog to the Space v5.47. Candy's Space Adventures: The Messages from the Lillians v17.47. Candy's Space Mysteries II: New Mission on the earth-likes Planets v7.47 New Xilvan Design Websites. Xilvan Design's Youtube Channel. Friendly, Alexandre L., Xilvan Design.
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