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    2. joeclark77

      Use orbiting planets in 4x game?

      Aurora4X simulates orbital movement not only for planets but for moons around planets and for asteroids around the star. The main problem with this is that there quickly get to be thousands and then tens of thousands of objects and it slows down the game incredibly. Fortunately, you can turn orbital motion off. If you have a big game like this, you'll want to find some kind of trick to reduce the work of calculating all these object positions.
    3. For some gamers out there, platformer games can be the main deciding factor when considering which console to buy (when buying all of them is not a realistic option). Personally, I have been playing Playstation consoles my entire life, dabbling in other consoles and portable gaming platforms, yet I always seem to return to Playstation because of the exclusive games only available through their platforms. The Last of Us is an award-winning 3D action platformer game available only on Playstation consoles. The single player campaign opens in the midst of a zombie virus outbreak among the entire world. The narrative follows two characters Joel, a father to a recently deceased daughter due to the outbreak, and Ellie a teenager who is believed to hold the cure to the virus in her immune system. Joel encounters a militia group, known as the Fireflies, that formed after the outbreak and is quickly tasked with the mission of delivering Ellie to other members of the militia outside the quarantined zone. Due to the initial conflict set up by the narrative and the undercover nature of the main mission, the suggested way to play the game is by remaining out of sight as much as possible and engaging enemies in a sly manner. However, games are places people flock to when looking for an escape from reality, a place with no rules or direction in some cases. For this reason, gamers approach games from different perspectives, causing them to play the game using different strategies. Some player types such as the Killer player type defined by the Bartle player dichotomy the would prefer to take tactical approach to the task at hand, rather than a strategic one. For these type players, the combat they seek would include more face-to-face and traditional battles. For a strategic player, playing the game as if they themselves were in the shoes of the character, it is more appealing to remain as hidden as possible. The Last of Us also does a nice job of including both perspectives in specific instances. Players do not have to actively seek out or play intentionally with a certain strategy, the elements that Killers and Achievers enjoy most are built into the narrative at some main turning points, whereas most minor engagements are left up to the choice of the player. In addition to the two polarizing player types mentioned previously, The Last of Us elegantly includes elements favored by the scavenger and artisan player types as well. Above the main mission of transporting Ellie to the Fireflies, there is obviously a larger responsibility to remain alive. There are several mechanics contained within the game that players can use to increase their chances of survival. Some of these mechanics include looting and crafting. It is possible to “loot” in virtually every scene of the game, although it is entirely the player’s choice whether to spend time looting or continue on with the main story line. Looted items can be used to craft items to boost health, melee weapons, and throwable items such as Molotov cocktails and nail bombs. These items are crafted with smaller parts players find by looting abandoned place and of course, classic to most Naughty Dog games, some of the better items require more exploring. Although all players must use items and crafting to some degree in order to play through the game successfully, the game will reward players more who spend more time searching for these items. This is also a positive feedback mechanism because players who are excelling in the game will be given opportunities to make the game easier through the use of the items they are able to craft. Crafting can also allow players to make improvements to Joel’s abilities and, at certain work benches found throughout the story, his firearms. Dylan Richmond The craft-able items also introduce a variety of combat techniques that appeal to the wide array of player types. Certain enemies require some sort of tactic or craft-able item in order to defeat. A “clicker” is a type of enemy players encounter who uses its sense of hearing to detect players, making it easier for players to sneak around in plain sight, however players cannot engage this enemy without a weapon of some sort, or they will instantly die. This encourages players to come up with a clever and stealthy way to defeat this type of enemy. One option is to sneak up behind a clicker and use a craft-able item called a shiv in order to defeat the enemy. This is designed for rational players because this technique requires a great deal of thought and concentration in order to prevent the clicker from noticing the player. Aggressive players might ignore the clicker’s abilities of enhanced hearing and strength and face the clicker straight on with a gun or a melee weapon, such as a crowbar. Casual players may attempt to defeat the enemy from afar with one of the easiest methods, a Molotov cocktail. This item will attract the clicker to its flames and if the clicker has been standing in the flames for long enough, it will be defeated. This method is also best for defeating large hoards of zombies or clickers and might be chosen by a strategic or tactical player. People have all sorts of play styles, approaches, and ways of enjoying video games, many beyond the scope of merely one game. Including these alternative pathways throughout video games increase their appeal to a greater number of people, which is ultimately the goal in creating a video game, yet having these various routes also increases the overall enjoyment of the game for everyone. For any player type, it is reassuring to know that if one of the options are situationally unavailable, another option is always at hand. The Last of Us artfully combines its narrative and combat mechanics with a multitude of viable player types. It’s the cross between elements and approaches from these player types that keeps The Last of Us fresh with every new engagement. Keeping a single consistent play style throughout the entire game is not an easy task for most, often times players must use a combination of strategies, abilities, and interact with various features in order to successfully complete The Last of Us.
    4. Thanks for helping me clarify. My main display would be about 3/4 of the screen typically showing a game map (planets, stars, spaceships, and information) with a terminal/console on the right edge of the screen. There would be buttons that open various modal screens from time to time. To clarify, I'd like to use an HTML/CSS renderer, but don't want the user to have the experience of "opening up his web browser" to see it. I believe there must be a library somewhere that would allow me to embed the HTML/CSS rendering engine into a window that I control. I don't know what's the best way to accomplish that.
    5. Damnwing0405

      Form a team

      Still looking for programmer, if got any one interested please contact me at damnwing0405@gmail.com
    6. Gon'Interactive

      Week #48 - New character design

      @Rutin Hi Rutin, You like the character so far ? more update should start appearing regularly now. Stuff are more visual and fun. Currently I am working on the first level, the tutorial. Unlike other game where you just want to skip because it is too basic, this one is very story driven and play like any regular level. Its more of an easy-normal level with some puzzle and challenge so you can get a good feel of the control and game mechanic. We will be able to test and showcase some core feature in that level so it is a really important step right now. Screenshot soon
    7. Guy Fleegman

      To prototype or not to prototype?

      I don't have much experience with game development, but I feel I can offer some food for thought because I too have thought about starting a game project and what I'd like to see when joining a game project. I assume you have a strong vision for the game. Make a design document that explains the game clearly and concisely from a purely functional point of view (don't worry about the technical aspects yet). I use mind mapping software to begin my game planning before proper documentation. Do not be wordy or convoluted with your ideas. I'd post your game idea (mechanics, setting, style, etc.) and use that to entice people that have a passion for YOUR vision of the game. Drawings, diagrams and descriptions will be important because you're selling an idea to people that have to pay with their time and energy. Treat your request for developers very seriously and as professionally as you can. What strengths do you bring to the table? You have a game idea, but how do you see your role in the project? Be honest and upfront with everyone you communicate with. I'm not entirely sure that you need to make a prototype though. I mean, if you can articulate your idea well enough, what will a rough prototype truly accomplish? Unless the concept of the game is based on a unique mechanic that really hasn't been seen before, what games are you borrowing your ideas from? If you want to make a prototype mostly to hone your skillset, that is another matter entirely and I'd urge you to not drag others into a project that you are still figuring out the basics in. I hope that helps you. You're already braver than I am by taking these first steps towards making a game.
    8. SoldierOfLight

      Capture constantbuffer in commandlist

      This is true, unless the D3D11_FEATURE_DATA_THREADING::DriverCommandLists flag is true. In that case, it's possible for the driver to actually use real GPU resources to hold the data and eliminate the temporary you described. I've hooked this up in D3D11On12 in a recent release, but outside of 11on12, I'm not sure how common it is to see this type of functionality actually supported.
    9. Since no one's replied yet, I'll ask a couple questions. I gather you intend for this to run in a browser, but correct me if I'm wrong. Assuming that's the case, what sort of display do you have in mind? (E.g. text, 2d graphics, 3d graphics, etc.) Apologies if the answer is clear from the context and I just missed it.
    10. Yesterday
    11. iamyoukou

      Snow physics in Red Dead Redemption 2

      So much useful information! Thanks : )
    12. Hodgman

      Missing pixels in mesh seams

      Firstly, it's very similar to view-space shading. In view-space shading, you send model-to-view (aka worldview) and view-to-projection matrices through to the shader (or model-to-view and model-to-projection matrices (aka worldviewproj)), and do all your shading using view-space positions. If the CPU sends through lighting data, they should be pre-transformed into view-space on the CPU as well. The "floating origin" technique is basically the same, but only using the camera's origin and not orientation. "model-to-view" (aka worldview) is typically "world * view", which is also "world * inverse(camera)". "model-to-floating-origin" is the same, but only using the camera's position data -- "world * inverse( TranslationMatrix(camera.position) )". As with view-space shading, the CPU will have to pre-transform all the lighting data into "floating origin space". This is slightly easier because only position data needs to be transformed -- directional data doesn't need any changes.
    13. Hodgman

      Capture constantbuffer in commandlist

      I'm confused? If you know that you're submitting commands in the wrong order, can't you just, submit them in the right order?? Using multiple command lists / multiple threads to record commands in D3D11 actually increases the amount of work that the D3D runtime/driver have to do! When recording the commands, extra work is required to serialize them into a temporary command list format. At a later point in time, a single-thread belonging to the driver has to actually deserialise and process the commands from the command list. Using a single thread to record all commands is the fastest option in D3D11, if that's possible for you. Also, updating resources using a deferred context in D3D11 is especially wasteful. When you map/update a resource from a deferred context, the runtime has to allocate a new memory buffer to store your updated data. You copy your data into that buffer. Later, when you submit the deferred commands, the runtime actually maps the resource and copies that temporary buffer into the mapped memory (and free's the temporary allocation)... Using multiple command lists / threads only helps to increase performance if it allows you to offload your own application's work onto those threads. For example, if when drawing objects, your applicaiton has to do a lot of work to traverse the scene -- for example, perhaps it interleaves frustum culling work with D3D drawing commands -- then by using a deferred context, you can move that workload onto another thread. The performance improvement in that example does not come from moving the D3D commands onto another thread, but actually comes from moving the frustum culling work onto another thread.
    14. Hodgman

      Snow physics in Red Dead Redemption 2

      This might be useful to you too:
    15. NyquistVelocity

      Bad Texture3D Sampling in Volume Renderer

      I figured it out. It had absolutely nothing to do with the Texture3D, sampler, or anything else that I was wanting to blame. Upon zooming in really far, I noticed that it probably wasn't the 3D texture's fault - it looked like the ray directions were being somehow miscalculated. The pixelated areas are looking slightly different directions from each other, causing tight gradients to get broken up. It turns out issue was the textures I was drawing the front/rear faces of the geometry to. They were initialized as B8G8R8A8_UNorm. As soon as I changed them to R32G32B32A32_Float it worked. It was just insufficient precision all along. Now it works properly:
    16. Znippy

      To prototype or not to prototype?

      My opinion on this topic is pretty clear: ALWAYS start with a prototype. You never know how good any gamedev idea actually is unity you created the first prototype. During this process, you will find out how much fun certain gameplay ideas you had in mind really are. A lot of times ideas sound super interesting on paper but after making the first prototype you realize it is actually not viable. It would be pretty bad if you found that out after trying to find additional members for your team. How difficult making your first prototype will depend a lot on what the core gameplay elements of your game are. When it comes to MMOs you have to think a lot about networking stuff and scaling of your game for a lot of players. I would recommend getting a good idea about the network part of your game first. It usually is pretty tough to add network stuff to a project when a lot of parts of the game are already done. For a very first project, this sounds like a big challenge. I would recommend starting small. Try to build a simple multiplayer game to understand what to think about when it comes to multiplayer games. After this try focusing on the main core gameplay elements. Last but not least let other people test your idea. This is usually the easiest idea to find out how good your idea actually is. As Septopus already said. Starting a blog here on GameDev is a very good idea. Good luck with your project!
    17. Zombibonez

      To prototype or not to prototype?

      I am sorry. I misspoke. It is more of an online multiplayer game, not an MMO. There is no persistent, open world that MMOs tend to have. A close competitor would be Darwin Project, and similar games.
    18. Lactose

      To prototype or not to prototype?

      When you say "MMO", how do you define that? What would be a close competitor when it comes to scale, content, concurrent players, etc.?
    19. I'm going to post it but it's a long code anyways here you go: #include <windows.h> #include <stdio.h> #include <conio.h> #include "resource.h" #include "entree_sortie.h" #include "prog.h" #include"TP3.h" #define BUFSIZE 4096 #include <commctrl.h> const char g_szClassName[] = "myWindowClass"; const int ID_TIMER = 1; const int BALL_MOVE_DELTA = 1; void addcontrols(); typedef struct _BALLINFO { int width; int height; int x; int y; int dx; int dy; }BALLINFO; BALLINFO g_ballInfo; HBITMAP g_hbmBall = NULL; HBITMAP g_hbmMask = NULL; HBITMAP hbmMask; HDC hdcMem, hdcMem2; HBITMAP CreateBitmapMask(HBITMAP hbmColour, COLORREF crTransparent) { BITMAP bm; GetObject(hbmColour, sizeof(BITMAP), &bm); hbmMask = CreateBitmap(bm.bmWidth, bm.bmHeight, 1, 1, NULL); hdcMem = CreateCompatibleDC(0); hdcMem2 = CreateCompatibleDC(0); SelectObject(hdcMem, hbmColour); SelectObject(hdcMem2, hbmMask); SetBkColor(hdcMem, crTransparent); BitBlt(hdcMem2, 0, 0, bm.bmWidth, bm.bmHeight, hdcMem, 0, 0, SRCCOPY); BitBlt(hdcMem, 0, 0, bm.bmWidth, bm.bmHeight, hdcMem2, 0, 0, SRCINVERT); DeleteDC(hdcMem); DeleteDC(hdcMem2); return hbmMask; } void DrawBall(HDC hdc, RECT* prc) { HDC hdcBuffer = CreateCompatibleDC(hdc); HBITMAP hbmBuffer = CreateCompatibleBitmap(hdc, prc->right, prc->bottom); HBITMAP hbmOldBuffer = (HBITMAP)SelectObject(hdcBuffer, hbmBuffer); HDC hdcMem = CreateCompatibleDC(hdc); HBITMAP hbmOld = (HBITMAP)SelectObject(hdcMem, g_hbmMask); FillRect(hdcBuffer, prc, GetStockObject(DKGRAY_BRUSH)); BitBlt(hdcBuffer, g_ballInfo.x, g_ballInfo.y, g_ballInfo.width, g_ballInfo.height, hdcMem, 0, 0, SRCAND); SelectObject(hdcMem, g_hbmBall); BitBlt(hdcBuffer, g_ballInfo.x, g_ballInfo.y, g_ballInfo.width, g_ballInfo.height, hdcMem, 0, 0, SRCPAINT); BitBlt(hdc, 0, 0, prc->right, prc->bottom, hdcBuffer, 0, 0, SRCCOPY); SelectObject(hdcMem, hbmOld); DeleteDC(hdcMem); SelectObject(hdcBuffer, hbmOldBuffer); DeleteDC(hdcBuffer); DeleteObject(hbmBuffer); /***********************************************TEXT************************************************/ addcontrols(hdc); } void UpdateBall(RECT* prc) { g_ballInfo.x += g_ballInfo.dx; g_ballInfo.y += g_ballInfo.dy; if(g_ballInfo.x < 0) { g_ballInfo.x = 0; g_ballInfo.dx = BALL_MOVE_DELTA; } else if(g_ballInfo.x + g_ballInfo.width > prc->right) { g_ballInfo.x = prc->right - g_ballInfo.width; g_ballInfo.dx = -BALL_MOVE_DELTA; } if(g_ballInfo.y < 0) { g_ballInfo.y = 0; g_ballInfo.dy = BALL_MOVE_DELTA; } else if(g_ballInfo.y + g_ballInfo.height > prc->bottom) { g_ballInfo.y = prc->bottom - g_ballInfo.height; g_ballInfo.dy = -BALL_MOVE_DELTA; } } BOOL CALLBACK AboutDlgProc(HWND hwnd, UINT Message, WPARAM wParam, LPARAM lParam) { switch(Message) { case WM_INITDIALOG: return TRUE; case WM_COMMAND: switch(LOWORD(wParam)) { case IDOK: EndDialog(hwnd, IDOK); break; } break; default: return FALSE; } return TRUE; } BOOL CALLBACK ToolDlgProc(HWND hwnd, UINT Message, WPARAM wParam, LPARAM lParam) { switch(Message) { case WM_INITDIALOG: return TRUE; case WM_COMMAND: switch(LOWORD(wParam)) { case IDOK: EndDialog(hwnd, IDOK); break; case IDCANCEL: EndDialog(hwnd, IDCANCEL); break; } break; default: return FALSE; } return TRUE; } HINSTANCE hInst; LRESULT CALLBACK WndProc(HWND hwnd, UINT Message, WPARAM wParam, LPARAM lParam) { BITMAP bm; switch(Message) { //static HWND hButton; case WM_CREATE: { UINT ret; g_hbmBall = LoadBitmap(GetModuleHandle(NULL), MAKEINTRESOURCE(IDB_BALL)); if(g_hbmBall == NULL) MessageBox(hwnd, "Could not load IDB_BALL!", "Error", MB_OK | MB_ICONEXCLAMATION); g_hbmMask = CreateBitmapMask(g_hbmBall, RGB(0, 0, 0)); if(g_hbmMask == NULL) MessageBox(hwnd, "Could not create mask!", "Error", MB_OK | MB_ICONEXCLAMATION); GetObject(g_hbmBall, sizeof(bm), &bm); ZeroMemory(&g_ballInfo, sizeof(g_ballInfo)); g_ballInfo.width = bm.bmWidth; g_ballInfo.height = bm.bmHeight; g_ballInfo.dx = BALL_MOVE_DELTA; g_ballInfo.dy = BALL_MOVE_DELTA; SetTimer(hwnd, ID_TIMER, 50,0); } break; case WM_KEYDOWN: { switch(wParam) { case VK_LEFT: { int retour = MessageBox(hwnd,"Vous allez quitter le programme, êtes vous sûr?","ATTENTION!", MB_YESNO | MB_ICONWARNING); if(retour==IDYES) PostMessage(hwnd, WM_CLOSE, 0, 0); break; } case VK_RIGHT: { DeleteObject(g_hbmBall); DeleteObject(g_hbmMask); break; } case VK_DOWN: { } } } case WM_COMMAND: switch(LOWORD(wParam)) { case ID_FILE_EXIT: PostMessage(hwnd, WM_CLOSE, 0, 0); break; case ID_HELP: { int rett = DialogBox(GetModuleHandle(NULL), MAKEINTRESOURCE(IDD_ABOUT), hwnd, AboutDlgProc); } break; case ENP: ShellExecute( hwnd,"open","enp.pdf",NULL,NULL,SW_SHOWMAXIMIZED);break; case TP2: ShellExecute( hwnd,"open","tp2.pdf",NULL,NULL,SW_SHOWMAXIMIZED);break; case TP3: ShellExecute( hwnd,"open","tp3.pdf",NULL,NULL,SW_SHOWMAXIMIZED);break; case TP4: ShellExecute( hwnd,"open","tp4.pdf",NULL,NULL,SW_SHOWMAXIMIZED);break; case TP5: ShellExecute( hwnd,"open","tp5.pdf",NULL,NULL,SW_SHOWMAXIMIZED);break; } break; /*****************************************************************************************************************************/ case WM_PAINT: { RECT rcClient; PAINTSTRUCT ps; HDC hdc = BeginPaint(hwnd, &ps); GetClientRect(hwnd, &rcClient); DrawBall(hdc, &rcClient); EndPaint(hwnd, &ps); } break; case WM_TIMER: { RECT rcClient; HDC hdc = GetDC(hwnd); GetClientRect(hwnd, &rcClient); UpdateBall(&rcClient); SetTextColor(hdc,RGB(255,0,0)); DrawBall(hdc, &rcClient); ReleaseDC(hwnd, hdc); } break; /*****************************DESTROYING THE MOVING OBJECT *****************************/ case WM_CLOSE: DestroyWindow(hwnd); break; case WM_DESTROY: KillTimer(hwnd, ID_TIMER); DeleteObject(g_hbmBall); DeleteObject(g_hbmMask); PostQuitMessage(0); break; default: return DefWindowProc(hwnd, Message, wParam, lParam); } return 0; } int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { WNDCLASSEX wc; HWND hwnd; MSG Msg; wc.cbSize = sizeof(WNDCLASSEX); wc.style = 0; wc.lpfnWndProc = WndProc; wc.cbClsExtra = 0; wc.cbWndExtra = 0; wc.hInstance = hInstance; wc.hIcon = LoadIcon(GetModuleHandle(NULL), MAKEINTRESOURCE("")); wc.hCursor = LoadCursorFromFile("curseur.cur"); wc.hbrBackground = (HBRUSH)(COLOR_WINDOW); wc.lpszMenuName = MAKEINTRESOURCE(IDR_MYMENU); wc.lpszClassName = g_szClassName; wc.hIconSm = (HICON)LoadImage(NULL, "Icons/menu_one.ico", IMAGE_ICON, 32, 32, LR_LOADFROMFILE); SetCursor(wc.hCursor); if(!RegisterClassEx(&wc)) { MessageBox(NULL, "Window Registration Failed!", "Error!", MB_ICONEXCLAMATION | MB_OK); return 0; } hwnd = CreateWindowEx( 0, g_szClassName, "Mini-Projet-C-Programming", WS_POPUP|WS_SYSMENU | WS_MINIMIZEBOX, CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT, HWND_DESKTOP, NULL, hInstance, NULL); SetWindowPos(hwnd, HWND_NOTOPMOST, 0, 0, GetSystemMetrics(SM_CXSCREEN ), GetSystemMetrics( SM_CYSCREEN ), NULL ); if(hwnd == NULL) { MessageBox(NULL, "Window Creation Failed!", "Error!", MB_ICONEXCLAMATION | MB_OK); return 0; } ShowWindow(hwnd, nCmdShow); UpdateWindow(hwnd); while(GetMessage(&Msg, NULL, 0, 0) > 0) { TranslateMessage(&Msg); DispatchMessage(&Msg); } return Msg.wParam; } void addcontrols(hdc) { TextOut(hdc, 0, 0, "Première lignedqsdqs", strlen("Première lignedqsdqs")); }
    20. If you post your actual code somebody should be able to help you out pretty quickly I would imagine.
    21. i don't how to begin i've a lot of problem and i've been searching for more than a month (everyday) i'm really tired so i'm gonna ask maybe some of you would help me and it will be really appreciated. Anyways i'm just gonna say one problem. I wanna execute a program from Window i mean u know with stdio.h normal C program i get the .exe file when i do my prog but in windows.h i don't get it the .exe file and idk where to type my prog. I have feeling that it's something related to createProcess function but i don't know how to use it and where to put the program. For now i just want that .exe file appears and it shows a simple thing like printf. To be more specific, when i launch my program i get a window i want to read some variables, like Insert a variable 'N' or something. In a normal C program we get the .exe file where i can insert my variables etc but in WinAPI i don't get any execution panel that's what i'm searching for. Program used: CodeBlocks Language : C, not C++. Thank you.
    22. Septopus

      To prototype or not to prototype?

      Any place is a good place to start. As long as there is motivation behind it. My advice is to start small, Unity is a lot of game engine to digest. Begin with pen and paper, or text editor/etc.. of choice. Get every aspect of your game worked out to the finest detail you can. While you are doing that, work through as many Unity intro level tutorials and c# scripting/coding intro level tutorials as you can find. Through some of this you should be able to figure out what aspects of this you want to/can tackle yourself. As well, you will also be building up the documentation and knowledge you will need to recruit assistance. If you are truly motivated to make this happen, I recommend starting a project blog here on GameDev.net. It's a great way to stay motivated and to get help/feedback on your progress. Best of luck with the game idea!
    23. andriyndev

      How to work with index buffer in LibGDX

      Thanks everyone who helped. I've solved the issue by using Mesh class, but if someone know how to solve the issue with IndexBufferObject, I would be glad to find it out too.
    24. I have an idea for an MMO that I want to create, but I am not a game developer. I would like advice on how to go about creating the game, given that I have little to no experience. Currently, I have been learning how to use Unity and planned to create a prototype of the game myself. This way I am not just a girl with an idea, and I have something to show when recruiting indie game devs. I do not know how difficult creating a prototype is for a beginner or if that is actually the place I should start. Any advice would be greatly appreciated.
    25. Hi everybody ! Check out my Giant Attack and Torture sound effect atmosphere ! Hope you like it ! You can find this sound and loads more at: http://www.ogsoundfx.com
    26. GuyWithBeard

      Where to buy vehicle sound effects.

      Cool, thanks, I'll check out those sites. For the record, I also found this one: https://www.soundsnap.com/
    27. I want her to be a psychic girl with telekinesis powers but the idea is she is supposed to stay young but I can't make her a little girl because it might not suit well hitting or punching an underaged girl or killing her would be too violent. Even if I made her 17 would still be pushing it. So I'm thinking at least 19 years old would be ok? And how could I epxlain how she doesn't age? Make her a ghost? Or make her some genetically engineered psychic girl that just stays young?
    28. Dustin Bean

      Looking for a team

      Hi Jamie, I am putting together a team for a project called Bloodlines: Exile. An ancient military sandbox similar to Arma but set in an ancient fictional world with factions based around Rome and the Gaulish tribes. I can give you more info on it if you are interested.
    29. Hello everyone. There is a simple program: package com.xxxxx.yyyyy; import com.badlogic.gdx.ApplicationAdapter; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.graphics.Camera; import com.badlogic.gdx.graphics.GL20; import com.badlogic.gdx.graphics.PerspectiveCamera; import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.graphics.VertexAttribute; import com.badlogic.gdx.graphics.VertexAttributes; import com.badlogic.gdx.graphics.glutils.IndexBufferObject; import com.badlogic.gdx.graphics.glutils.ShaderProgram; import com.badlogic.gdx.graphics.glutils.VertexBufferObject; import com.badlogic.gdx.math.Matrix4; public class YyYyY extends ApplicationAdapter { float vertices[] = { 1.0f, 1.0f, 0.0f, 0.6f, 1.0f, 1.0f, 0.0f, 0.0f, 0.6f, 0.95f, 0.0f, 1.0f, 0.0f, 0.4f, 1.0f, }; short indices[] = { 0, 1, 2, }; VertexBufferObject VBO; IndexBufferObject IBO; String vertexShader; String fragmentShader; ShaderProgram shaderProgram; Camera camera; int projectionUniform, viewUniform, modelUniform; Matrix4 transformations; Texture texture; @Override public void create () { transformations = new Matrix4().idt(); VertexAttribute vP = new VertexAttribute(VertexAttributes.Usage.Position, 3, "a_Position"); VertexAttribute vT = new VertexAttribute(VertexAttributes.Usage.TextureCoordinates, 2, "a_Texture"); VertexAttributes vAs = new VertexAttributes(new VertexAttribute[]{vP, vT}); VBO = new VertexBufferObject(true, vertices.length / 5, vAs); vertexShader = Gdx.files.internal("shaders/vertex_shader.glsl").readString(); fragmentShader = Gdx.files.internal("shaders/fragment_shader.glsl").readString(); shaderProgram = new ShaderProgram(vertexShader, fragmentShader); VBO.bind(shaderProgram); VBO.setVertices(vertices, 0, vertices.length); /*IBO = new IndexBufferObject(true, indices.length); IBO.setIndices(indices, 0, indices.length); IBO.bind();*/ camera = new PerspectiveCamera(45, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); camera.position.set(0.0f, 4.0f, -4.0f); camera.lookAt(0.0f, 1.0f, 1.0f); camera.up.set(0.0f, 1.0f, 0.0f); camera.near = 0.01f; camera.far = 1000.0f; camera.update(); projectionUniform = shaderProgram.getUniformLocation("projection"); viewUniform = shaderProgram.getUniformLocation("view"); modelUniform = shaderProgram.getUniformLocation("model"); texture = new Texture("texture.png"); texture.bind(1); } @Override public void render () { Gdx.gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT); shaderProgram.begin(); shaderProgram.setUniformMatrix(projectionUniform, camera.projection); shaderProgram.setUniformMatrix(viewUniform, camera.view); shaderProgram.setUniformMatrix(modelUniform, transformations); shaderProgram.setUniformi("mainTexture", 1); //Gdx.gl.glDrawElements(GL20.GL_TRIANGLES, IBO.getNumIndices(), GL20.GL_SHORT, 0); Gdx.gl.glDrawArrays(GL20.GL_TRIANGLES, 0, VBO.getNumVertices()); shaderProgram.end(); } @Override public void dispose () { VBO.dispose(); //IBO.dispose(); shaderProgram.dispose(); texture.dispose(); } } It works fine without an index buffer, but it displays nothing with the index buffer (if uncomment all comments and comment out line with glDrawArrays). I haven't completely figured out with creating index buffers in LibGDX due to lack of the information on the Internet. May someone help me? What am I doing wrong?
    30. _Engine_

      Atum game engine is here

      Now precompiled binarias of Atum engine are available via github - https://github.com/ENgineE777/Atum/releases/tag/Public
    31. Hello! Thanks for taking some interest! I am trying to put together a small group of professionals that want to work on indie games and small projects in our spare time. If anyone is interested I am a Game Designer, and I fiddle around with coding and blender. If you are interested just notify me via my Discord@ Tyler Manis#4252
    32. It isn't that we don't want to give a number. It is impossible to know the number and types of people without all the details. Without knowing details, exactly what you have in mind may take a team of 50, or a team of 40, or a team of 10, or a team of 5, or 3, or 2, or even one person. Something you think is a small detail may require work-months or even work-years to implement. If you don't have the ability to break it down, you need to hire someone who does.
    33. Gabz

      Special Effects For Games

      Unity Shader Graph - Flames Shader Cool way of generating procedural FLAMES in Unity Shader Graph! Available here too: https://www.patreon.com/posts/23328203 Enjoy!
    34. CyberFlash

      The break is over! - Too soon though

      So like 4 days before the new forge comes out on Destiny 2 and maybe - finally - possibly the new exotic stuff... The challenge starts so its back to work! It was cool to watch the poll progress and dungeon crawler literally crawled ahead of doom. Puns, yes. I don't know about titles and names of things yet but like Unnamed Dungeon Crawler works for me. Its a challenge not a competition so I don't mind writing about ideas, I think that's the whole point really, to document the process and learn more and win the gold medal and beat everybo... wait no scratch that. Community and friendly stuff instead! I didn't practice Unity as much as I wanted before going back to playing Destiny 2 so I'm going with Game Maker Studio again for this. I feel like it definitely does everything I need. Breaking down mechanics, Main menu and a way to return, Easy, I always do this. Even if its just the escape key to return it technically meets the requirements.. I haven't really done a whole lot of pausing before. I remember I'd starting learning a method in Game Maker when messing with RPG which would simply deactivate everything but this could cause you issues if you have an object that was going to 'draw' something, it would stop drawing it and you'd no longer see it when 'paused'. I think a work around to this was something to do with a screenshot command and then printing the screenshot over the screen then adding pause menu stuff on top of that... Then deactivating yourself when unpaused so everything returns to normal. Simple enough. Player navigating the maze, Simple top down navigation, walls and floor different via code, walls solid, floor below player etc etc... Its pretty straight forward for now --- Until I remember that I forgot something and then come and ask on the forums for how to make a solid wall 😂 One protagonist character controlled by player, I'm really tempted to attempt a character select or custom build your own character BUT that's just extra bonus stuff for laters. Go plenty of time I think. Maneuver the player are moving and stationary obstacles, Stationary could be simple stuff like a table, Don't know if walls count as this.. but they'd have same code as walls to make them solid, I'm not sure if I'd go with making a randomly built map or for the sake of simplicity make a prebuilt level and decide exactly where things go... As for moving obstacles though... Couldn't really control moving obstacles with random levels.. Or could I ? A simple 'patrol' system with wall detection could have an 'object' moving... Would this count if I used the enemies as moving obstacles... Water or Spikes!! Spikes could be fun to setup actually... (This is why I like writing breakdowns like this cuz I get ideas whilst writing that I have no idea :P) Minimum one level, easy but what defines a level? Make a several 'floor' maze, completion of first floor is level 1? We can go further if we want to but at least for prototype just make 1 floor with a win/lose condition and build upon it from there.. Might not even need a lose condition I suppose... but when adding enemies if you're not going to lose.. Hmmm. Yeah need a YOU LOSE! screen lol Must define the end goal, tell them to escape, have instructions explaining on screen when starting the level. I think this is a simple one to achieve, "Your goal is to reach to center of the maze!" technically defines the end goal but I'm thinking maybe a mandatory how to play screen when starting or something like that.. Enemies or antagonists, can give player ability to hack n slash or shoot a spell fireball type thing to hurt enemies actively, can run past and ignore enemies if you want, will set up a tracking radius for enemies, make them 50% slower than player so can escape easy if you don't want to fight, Can make them drop items randomly... But what? Potions? Bombs? Scrolls? (Like ammo but for spell attacks) keys? Torches? Etc Ability to carry is easy, top down shooter gun menu mechanic used, expired like a life/health system, when it's gone it's gone, Additional item representing credit... Gold per kill, Might use 'pixels' for that GDNet Easter egg Items via killing already stated, random chests for loot too, or have secret walls... both for the discovery of items.. I'm looking forward to doing this! I joined like near the end of the Frogger challenge and sort of panic made something just to be involved and realized that I could have made something wayyy better had I took the time to think it through and I made what I made in a couple of days so it was also a good thing to learn that not trying to finish instantly can be helpful 😂 I'm interested to see how other people do with this challenge also because I think this sort of game can 'build itself' once you've got the base level done, you just gotta add a little bit more to it and you've basically got an entire game 😮 so maybe people will go for full blown releases... We've certainly got enough time to go big with our ideas if we ever wanted to :P. Good luck to everyone I hope we all do really well!
    35. nsmadsen

      Where to buy vehicle sound effects.

      Go to sites like: https://www.soundrangers.com/ or https://www.sounddogs.com/ or https://www.pond5.com/ and search for the sounds you want. Or just google "royalty free sound effects" and you'll find TONS of options. Or you could hire one of the many sound designers on GD.net and have us make the sounds for you. https://www.gamedev.net/contractors/audio/
    36. I would hire an experienced lead engineer, then have him create a TDD (a tech plan). The plan will tell how many people are needed.
    37. BitsNPiecesMusic

      Bits & Pieces Music

      Good morning! I finished a new track! It's still being based around the R.O.A.R. project. I hope you like it! Thanks for listening!
    38. I just saw some examples of games made with flixel, and yes, it is exactly what I'm trying to achieve with mine
    39. I'm interested only in the engine. I like the idea, I was thinking about something like a Flixel port to Java. I will take a look.
    40. The goal is to have a simple and lightweight game framework Simple means something similar to slick2D (but with modern opengl) At the moment, if you ask someone which game framework should we use in java, the answer will be "libgdx" except that most games do not need like 90% of the features, and require opengl understanding, and in my opinion, too difficult to make beginner want to make games, it is really personnal, but I do not like libgdx, that's why I want to make my own So, I do not have "advanced features" planned, libgdx is already doing the job, I want something simple, make the programmer think about the game and not about how creating it, java is a high level language Anyway, the main purpose of this topic is to present the game I want to make, the engine is only a part, if someone is interested but want to make it using another engine, I can think about it
    41. Vaclav

      Shooting a ball in java

      I think this is the best/easiest way to get started: libGDX with Box2D tutorial
    42. Hi, I am working on a vehicle game and I am in need of some good sound effects. The engine sound is the most important but I am looking into other sounds as well (skids, gearbox noises, etc). My plan is to start with the engine sounds. I will need engine sounds at several different engine speeds and I plan to layer these on top of each other in FMOD studio and have the game mix them based on the RPM of the engine. This, AFAIK, is how engine sounds are usually done (feel free to post any and all info about how to do these things, in case you have good links). So, where should I look for sounds like this? I don't expect to find good ones for free some I am ready to pay (a bit) for them. Naturally the sound needs to fit the particular vehicle, but I figured I should start somewhere, so the exact engine model does not matter all that much right now. Thanks!
    43. Vaclav

      Java's Weaknesses in Game Creation

      Hello RidiculousName, In my opinion, Java is much easier to get started with than C++ and its libraries are higher level. I recommend checking out libGDX. However, the best engine to go with would be Unity, it uses C# which is quite similar to Java. As for performance, you don't have to worry much about it in indie games, only one thing to keep in mind: use pooling for frequently created/destroyed resource heavy objects, for example bullet sprites. Most java game libraries provide an easy to use implementation for such object pool.
    44. Hello, What was the reason behind starting a new game engine for your game vs using an existing one? What are the selling points or advanced features planned for your game engine?
    45. Septopus

      SlingBot Sounds.. and A Rabbit?

      So, I've built v0.2.0.. and it's well after 3:00am my time this go-round. haha In this build I've started to implement sounds, currently I have a wind sound for ambiance and a fairly rough(sounds much better in the editor) board/snow sound. For some reason it sounds like the High Pass Filter I applied in Unity isn't making its way into the WebGL build.. more troubleshooting. But it does sound better than NO sound at all... WAY Better!! Game Link:https://www.kongregate.com/games/WilliamOlyOlson/slingbot-boarding Oh yeah, I have the first NPC working too. It was a simple test of NPC steering, and it turned into an entirely new feature of the game! It's called a Rabbit Hunt! Click the Rabbit button and you have 2 minutes to beat the high-score. All you have to do is stay close to the NPC. haha! Within 50m scores 1 point for each frame, outside of 50m loses 1 point. Your direction arrow fades away if the rabbit gets further than 200m away. Just noticed the Courses button is still visible during the rabbit hunt... Shoot... Oh well, hopefully it doesn't let all the bugs out when it's clicked during a hunt... Fix it tomo... later today! After sleeps. BTW, I'm really diggin on the easter-egg potential of this new Rabbit Hunt feature. (no there aren't any yet, but the potential is just ridiculous)
    46. jbadams

      I live

      Welcome back!
    47. Irusan, son of Arusan

      Geometry color flickering to black Uniform Buffers

      I'm sorry I wasn't looking closely enough at your code. But I still think you want to take the model matrix out of there and set it up in an array buffer which each instance of your mesh can use, rather than setting it for each call. Have a look at this tutorial on Instanced rendering in OpenGL. It's a bit long, but it goes through the steps of using instanced draw methods in a lot of detail; first in 2d and then in 3d. I think this is the method you should be using to do your draws anyway (because it is more efficient) but hopefully it will help with your flickering problem too.
    48. I think taking a text approach makes a lot of sense if this is your first challenge, I'd definitely consider this if I didn't have much time available. 2d is traditionally a bit easier, especially concerning artwork, but I think it comes down to what you are currently working with. As I'm pumping out 3d games, it's probably easier for me to do 3d than 2d, whereas for 2d guys the reverse is probably true. One thing you don't mention is whether you are familiar with any languages / engines / frameworks. That will help determine the path you take. Most frameworks will make playing sound effects / music pretty easy, almost something like 'PlaySound("bang.wav")', which isn't a big deal to put in at the right points.
    49. Zaoshi Kaba

      Jerking in D3D12HelloConstBuffers sample

      No. Both builds run over 60 fps. If I disable vsync triangle flies like mad. You're right! I created DXGIFactory without DXGI_CREATE_FACTORY_DEBUG flag and now it's all smooth. Graphics debugger doesn't seem to work so I couldn't check what's going on. Thanks!
    50. G'Day So GameDev.net seems to run these "community challenge projects". The next one is called "Survive, Loot, and Discover! It's Time for the Dungeon Crawler Challenge". I'm not sure this early into my learning process it is a good idea to try something so complex.. but I was talking to a mate of mine and he said the mnemonics created by working on a "real" project would help teach me in a way that is a little more fun than reading through text books and doing exercises. I mean in a way this is a big exercise right? The issue I have is that this has a tight timeline. I strongly believe that setting time restrictions on your goals is the ONLY way to do things, least you find out it is 6 months latter and you have done exactly jack all but memorized all the words to Babylon 5 Season 1. Been there, done that! lol. The problem is that the project runs over Xmas and New Year. Which is a historically super busy time for my family. I come form a ginormous extended family and it is traveling and eating and playing with kids well into late January. Still, that being said a "Challenge Project" satisfies a few things that I think could be really cool for a terminally lazy hobby guy. It gives me needed focus, as in a task to attempt which would use my fledgling knowledge in a practical way. It also gives me an arbitrary deadline to work to. As I said above, I think deadlines are crucial for effective task management and goal achievement, at least for myself. Probably most importantly though is that these project are probably going to get genuine feedback. As a solo, self-educating, hobbyist it is all to easy to loose motivation if there is no feedback of any kind. This is the main reason for my blog. It may be narcissistic I suppose, but seeing the blog getting likes and the view count going up translates as a motivational force for me. Putting my project into a public group with much more skilled people commenting and possibly advising is very appealing. Yeah, but not so much : ( This is a list of the requirements, and it just seems to be so much. There is a lot of stuff here that I have not ever tried.. like sound and music. I have been thinking over the course of the day exactly what I would like to do and how I could use the project to advance my own needs. As I said in my 1st Blog Entry my initial short term goal is to produce a text adventure game. I'm a big adventure game fan. Now a text adventure and a text dungeon crawler have a lot in common. A maze is pretty much just a set of interconnected rooms, inventories, items, currency... there is a lot of overlap between these projects. In fact the engine I develop for a text adventure could look nearly identical to a dungeon crawler for most of it's systems. How it handles maps, items, inventories, object tests, console printing and stuff. Even direct combat is not out of sight for a adventure game. Though it was not something I planned on. The thing is even if I was able to get this project done, and I think I would be able to, eventually. It would probably not have all of the required aspects. Particularly the music and Sound Effects part. I wouldn't even know where to start on that, well I guess I could google it.. there is probably some console command in c# that can just play a wav file or something. The Decision! There is a lot going on at the moment for me hobby wise. I have a paid run through for a new BoardGame called HeroPath on my uTube Chan that is starting on Wednesday, and a scheduled play through of Arkham Horror (3rdEd) that my subs have been bugging me about for months, this on top of the Xmas and New Year stuff, plus I need to continue with my "studies" by working through the books... PLUS all my regular social stuff and actual work that pays my mortgage. I just do not think I have the time, or the present skills to do this project. Yet there is always no time to do anything. People always have excuses for not doing something. I think you just need to go for it... there is never a perfect time to start.. you just gotta START!! So what I will be doing is in the same time frame as the challenge I'll be working on my Adventure Game Project. Basically I am setting my own Challenge Project. The main goal of which is to produce the language processor. Text Adventure Challenge Project Produce a language processor that can phase commands from user input. The processor has to behave either by being a natural language processor or giving the impressions that it's natural language processor I can not use any external NPL libraries. The processor should be able to understand combined commands form the user. "Pick up the ball and throw it at the target". "Walk to the chair and sit down". Stuff like that. Produce a program that allows the player to test the parser on objects in a scene. Well, that's it.. Have fun -A4L
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