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    1. Past hour
    2. Aldacron

      Symmetry Autumn of Code

      The D Language Foundation and Symmetry Investments have partnered to host the Symmetry Autumn of Code. We're looking for three university students (undergrad or postgrad) who are interested in getting paid to hack on some D code for four months. Each participant will be paid $1000 for each of three milestones, with one participant being selected at the end of the event for an additional $1000 and a free trip (transportation, hotel room, conference pass) to DConf 2019. Applicants are free to propose any project that will benefit the D ecosystem, either as contributions to existing projects or something entirely new. Preference will be given to projects where the primary development occurs in D. If you've never programmed in D but have experience with C, C++, Java, C#, or similar languages, it won't take you long to get up to speed to the level you need to participate. There's enough shared with other C-family languages for instant familiarity, and the differences can be learned as you go. While actual game projects are unlikely to be selected, there are plenty of opportunities for participants to put their game programming skills to use. For example, one of the suggested projects on the Wiki is a 2D rasterizer for resource-constrained embedded systems. There's no need to limit yourself to what's on that page, however. Any sort of 2D or 3D, or even GUI, library is fair game. Something related to networking or AI, or VR, maybe port a project you already maintain in another language. Wherever your skills and interests lie, if you think it can enhance the D ecosystem, then don't be shy. This is a good opportunity to add a new language to your skill set (or put your existing D knowledge to use), make some extra cash, and potentially get a free trip (the past three DConfs have been in Germany, the previous three were in the States). If you're interested, the details are on the D Blog. If you're just curious about D, then dlang.org is the place to start. Checkout the DLang Tour or Ali Çehreli's excellent (and free!) book, Programming in D. There are a number of people in the D community doing game development (including a couple of former Remedy employees who were able to use D in Quantum Break). Good luck!
    3. Today
    4. PhReyGibbons

      Where to find music ?

      I see. Thank you for explaining all this. Very usefull information. ;o) I guess the very large majority of mobile and casual games use music from libraries nowdays. Of course you can hear the same music in different games, but the chances are still thin, because there are so much games and so much music that are created...
    5. polyfrag2

      DMD Branefold

      Sorry probably just entered my password wrong. Just trying to hussle my game.
    6. HI Eddie, looking at the images, my 2 cents would be: - on the base images, you've got what looks to be metallic shapes. Could you add a height / normal map to add some more 'visualness' to it, or even use tessalation? - Same with the grass. This looks excessively repetitive, can you have a number of different textures and then randomise them? Dry patches? darker patches etc. - on the item with the rings, the rings appear to be highly lit but then they cast a shadow, that looks a bit weird to me Obviously neither of the above make any difference to the gameplay, but they would add to the initial appeal. Steve
    7. polyfrag2

      DMD Branefold

      Why don't people try it? It's awesome.
    8. LorenzoGatti

      How to react when people say my game looks like shit?

      As already suggested, you can try to extract more articulate criticism by asking nicely, but you need to be aware of the difference between useful opinions and merely respectful and meaningful ones. Many people are going to expect something different from what you are trying to do. For example, my opinion is that Your screenshots show more than decent "production values" (your models are too good, i.e. too expensive, if you are still at the stage of figuring out gameplay). On the other hand, what are cannons doing in a nice garden? Realistic graphics demand realistic settings; tower defense games are usually not very realistic. The low and close overhead camera promises to be very inappropriate for tower defense: the player needs to see the whole battlefield all the time, not one turret and one enemy. Seeing turrets well is (up to a point) unnecessary, but not occluding enemies is very important. Satisfactory handling of jumping cars probably needs a lot of effort and a better physics engine than you have the performance budget for. Is it all relevant advice? Am I really understanding what you are doing? Take criticism critically.
    9. I'll echo wintertime: the grass floor texture doesn't fit with the futuristic/military base look of the rest. Try some concrete textures with hazard yellow/black lines, or some such similar thing, at various places of the floor.
    10. The strange grass-like texture on the first pictures really didnt fit well with the futuristic towers. You did well in trying to change it, as its pretty easy to do. Maybe try some concrete texture, too. Otherwise, as others said, gameplay should work well first.
    11. Cacks

      Combine 2 Physics objects

      @Scouting Ninja my main reference book is 'Essential Mathematics for Games and Interactive Applications' + information from the internet I considered using 'Bullet SDK' for my physics but the documentation was lacking so I decided to build my own physics engine
    12. Imo Don't get too involved with critics (except maybe gameplay) until you have that minimal viable product (MVP) For your own sanity, you yourself should be critic numero uno. Although you should use other critics to help guide you, the main factor should be whether you are happy with your work A criticism of 'it looks shit' is too vague to be any use anyway (they could be referring to graphics, gameplay, anything), you either engage to get more info (as Hodgman suggested) or just pay attention to critics with more brain cells Don't spend a massive amount of time trying to refine graphics until you have that MVP. It's a massive potential time sink that might prevent you ever finishing. If practical, try not to let your design of your early version limit the potential for refinement later on. These critics are probably some spotty 11 year olds, who are comparing your game to the latest 'insert title here', which cost a billion dollars to make and had 500 people on the dev team. To us that is an obvious factor, to a slightly en-retard child it won't even occur to them. When you do go for refining graphics, go for that low hanging fruit which will be easy to implement and give a lot of bang for the buck. In this case I suspect a bit of programming may yield more than a lot of time spent on artwork, especially as you are new to Unity and it may have a lot of options where a lot of the work is done for you. If you are looking at things to improve visually (perhaps once you have the MVP): Firstly decide what you are targeting, minimum spec, and work so that on low quality it will work good on that low spec machine. If that is mobiles that does mean big limitations on e.g. fill rate and shaders. Some random ideas: All our tower defence games ended up looking a bit 'griddy'. Decide whether you want to go for this completely, or take some steps to break up the grid and make it look more natural. The terrain and background. Single textured box is fine for development, but once you get to refining, look at texture splatting and procedural generation of the terrain texture. You can also potentially do this with PBR channels like roughness and normal mapping. Terrain height. This actually is potentially important in a lot of design issues, so if you are going with varying height decide upon this early on. Be aware that it will potentially open up a barrel of worms (units needing to be on flat ground, foot IK, projectiles flying through mountains etc). You could e.g. limit this to non-gameplay areas. Water. Adding some lakes, sea etc could add some variation to things, and you could have some water based attackers. Are the units you place and the attackers going to be the only things on the map? Other things could add some interest to the map and perhaps affect gameplay too. Camera angles. If you are building your world in 3d, take advantage of this and show a bunch of camera angles. This will really help show up any e.g. PBR shading because it depends on the angle with the light. The wall should help with the viewdistance and you can have e.g. a skybox or something behind it. If you go with procedural terrain, or not, it is worth having a procedural layer on the terrain, you can splat in stuff like explosion marks, tyre tracks, etc etc. Have a think about lighting. Top down daytime lighting is easy, and perhaps realistic, but doesn't look very dramatic. Having things like the action take place at night, with local lighting (or moving lighting) might really take things up a notch. I'm sure there's loads of other gameplay suggestions people will have too, because I think it will be worth having some unique selling points to distinguish it from all the other tower defence games.
    13. LorenzoGatti

      Pixel rounding problem... (c++)

      Can you explain why are you using as counterproductive a drawing call as that gfx.picPartRel? A sane API should have parameters in pixel units: either 2 (screen position, possibly floating point) to render a whole sprite, or 6 (screen position and 4 integers) to cut an arbitrary rectangle out of a texture atlas. If the 4 gfx.picPartRel parameters between 0 and 1 are texture coordinates, can you use texture coordinates in pixel units instead? For example, OpenGL has the ARB_texture_rectangle extension for this purpose.
    14. Jon Alma

      And More Robots ...

      Glad you like them - it took a while to get a look for the characters that fitted in with the art style being used for the wider world, but I think I've got it now. As for the comparison with Borderlands, I hadn't noticed that before (mainly because I've never quite got round to playing the game) ... but it's true there is a similarity. In part this is probably due to the black borders on all objects (although I actually got this idea from Hob with this game really influencing the art style). And looking at the texturing / colouring there are also a few similarities to Borderlands. However, the gameplay experience should be a little different Next step is to get the robot flying ... could be 'fun' as that will firstly involve combining joint based animation for the robot with rotating gyrocopter blades (rotating components are already implemented for static objects, but not for characters). Second up will be testing the collision code for flying objects .. as the code was developed for ground movement this could be interesting ...
    15. Scouting Ninja

      Combine 2 Physics objects

      Have you considered getting the book, or maybe you already have it: Real-Time Collision Detection by Christer Ericson? For a long time back when I was using Irrlicht it was my goto book for making games. If you aren't into reading books have you considered using a physics library for the game, or maybe you are already using one?
    16. mr_tawan

      Where to find music ?

      Well I think the reason is, they know what they are gonna get. Hiring someone means you have to wait until the composer finish his work. If you end up don't like the outcome, most freelancers will allow a few changes without charges. Too many changes make you have to pay extra for further changes. Also it means more time is needed. Also, some developers (especially new faces) don't know where and how to hire a composer. In the past, these people ended up using illegal copy of another game's OST (for example). Having library make their life easier. And many indie developers don't know how to communicate with sound designer/composers. So, knowing upfront how the song/sound is is quite a benefit here. But when it comes to larger scale commercial game, a custome-made tailored game soundtrack/sfx are still needed. It shows the level of polish of the game. Of course, both library and custom-made can be used together (especially in the sfx area).
    17. Seriously, if that doesn't come with some kind of suggestions or possitive crticism, then I'd ignore it.
    18. Fulcrum.013

      Combine 2 Physics objects

      Rotation/scalinf/shifting of equations is just a basics of linear algebra that widely used into analitics and computation geometry field. It is a main tool used to perfom objects transformations into 2D/3D and other D spaces. Im not used mesh modeling since seen solid body modeling at 2003 . Hybrid curved body representation always have a glide surfaces that can be transformed to meshes with preordered complexity an precious normals and surface UVs/tangents and so on.
    19. NyticianX

      GameDev Game Design Query

      Hey thanks for the response that’s great news! When I get a moment I’ll take a browse and go from there. Regards, Nyt.
    20. Scouting Ninja

      What could I learn about AI in a short amount of time?

      That is actually a very good idea. So far I have only used Behaviour Trees in engines with tools for the Behaviour Trees. Implementing such a system on my own shouldn't take as long as trying something new that I am unfamiliar with.
    21. masskonfuzion

      How to react when people say my game looks like shit?

      Does your game run at 240 FPS at 8k resolution? No? Then it's crap.. I'm kidding. I'm echoing the sentiment that game development is hard work, and it often goes unrecognized or under-appreciated. Your game looks like a solid work in progress. Keep at it!
    22. https://kotaku.com/in-the-wake-of-arenanet-firings-game-studios-rethink-t-1827591298 I think we need to solve this with better web GUIs, similar to >format c: -> Are You really sure [Y/N]?: "!@##@!!!!" -> [Submit Reply] -> "Please wait one hour and click Submit again..." -> Captcha -> [Finally Submit] This is hard to deal with. Many people really want sharp graphics. They do not perceive the fact of realtime CG being too sharp as a problem - they want it this way. They are only happy when my eyes start to bleed. An option would be to offer a sharpening filter (operating after AA and any blur). Kane and Lynch 2 did this well and even i loved it, and it also made the graphics super realistic (looks like filmed with real camera). This is underused in games i think. Maybe all the people that can never get enough sharpness and texture resolution would be happy with this too.
    23. Scouting Ninja

      AR Infused board game

      One place where AR boardgames could thrive is in the party games market. Werewolf https://www.playwerewolf.co/rules/ actually has a mobile version (Not AR). A lot of the people I know have it on there phones for game nights. It has a huge amount of downloads on the app store. It is simple but one of those things to do when you are with friends, family or just bored of the normal games on board game night. I bet if your AR boardgame is marketed as a party game, easy and convenient to play anywhere a person hangs out with friends; you could build a decent player base around it.
    24. There are many ways, as many as your creativity allows. If you want the entire domain redirected to a different server, you might be able to handle it with a DNS entry and a line in your web server to treat one domain as the other. That is, set the IP address of a.com to be the same as b.com and allow the server for b.com to acknowledge a.com as the site's name. A more typical approach is the HTTP server redirect. This requires code on your server. Normally a page gives a 200 OK response. The 404 page you described usually isn't just the text, the server also sends a 404 NOT FOUND response code. Redirection response codes are 301 MOVED PERMANENTLY or a 307 TEMPORARY REDIRECT which will bounce a web browser to the new location. There is also the 303 SEE OTHER response which is usually handled after a POST, PUT, or DELETE and tells the browser to issue a GET request at that other page. Exactly how you do this depends on how you create your pages. If you watch a web debugger on large sites you'll see it is quite common to get a series of 3xx responses to move from a friendly URL name to a specific resource, or to bounce around on corporate servers to the final resource. If you're looking to do it client side in JavaScript, probably the best is to replace the window's location: window.location.replace("..."); to cause a redirect without a back-button trail, or window.location.href("..."); to leave a back-button history. Wrap it up in a timer if you want a short delay: window.setTimeout(function(){ window.location.replace("...") },3000); You could do something with JQuery if you want to. However, since this is all client side you have no control. Browsers with scripts disabled, web spiders, embedded browsers, and other systems may not redirect the way you expect. Each approach has different merits. Handling the entire domain is probably best at the DNS level. If you want to make sure everything moves the HTTP 3xx redirect responses are best done by the server. Relying on the client to do it with JavaScript will be the least reliable approach.
    25. frob

      AR Infused board game

      Basically: Go for it, but it probably isn't where the industry will end up. I've had many design discussions about it over the years. In tabletop games there is a strong physical component of manipulating all the little pieces, placing them in their spots, throwing the dice, and more. The physical presence is a draw. However, those small physical tokens are a cost. It takes effort to take everything out of the boxes, construct the play area, set out the pieces, sort through the cards. There are many tabletop games I'd enjoy far more if they didn't require an hour of setup and cleanup. From all the discussions the biggest factor of AR would be to have an open playing space with completely virtual tokens. This reduces the setup time down to nothing. Having the computers do that can reduce the slow parts of the game of counting out individual tokens, hunting for them in the token box, or searching for the corresponding card. However, it also removes the physical presence and physical manipulation that are a big part of the experience today. If you can find a good mix between the two then players will rejoice and you'll be swimming in well-deserved money. However, the industry will probably end up not a mix of the two, but instead being entirely virtual with only a physically-delineated play space on the table, or only with physical dice or similar minimal objects. Players can still sit together and enjoy their drinks and food while playing, but nothing gets damaged from unwashed hands or spilled drinks.
    26. For this type of strategy game a part of the fun is balancing combat strength and power against cost. Your list includes some of that, but it doesn't seem well defined. You mention "tech", you mention units having costs, you mentions melee and range. Those are part of the balance. It is generally good to have a mix of strengths and weaknesses, with the relative values depending on the cost of the unit. This gives the player the ability to create strategy. A good strategy game allows a skilled player to come up and win under difficult positions if they can exploit strategic weaknesses. You've started with five types, but you've not really figured out strengths and weaknesses. You'll want to start figuring them out with something like this: Peasants: Strength - cheap, quick to train, probably can build things. Weakness - very low defense stats, low offense stats. Spearmen: Strength - Spears are extremely strong against cavalry, pikes in the ground slow incoming opponents. Weaknesses - Low defense stats. Swordsmen: Strength - High defense stats, high melee damage stats. Weakness - High cost, slower due to armor, requires technology. Archer: Strength - Ranged damage. Potentially agile/fast unit. Weakness - very low defense, possibly as low as peasants. Requires technology. Catapults: Strengths - Very high ranged damage, possibly splash damage. Weakness - Extremely slow to move, slow to fire and reload, extremely low defense against melee, cost. When you've figured out all the strengths and weaknesses, you've got to figure out approximate power and cost ratios. How many of X should be able to defeat a Y? Generally if two have equal cost the strategic value should be equal. That is, of a light infantry costs the same as a basic archer, then if you put an archer versus an infantry the archer has a chance to kill the infantry as they approach, but if they reach it the infantry can quickly overcome the archer, making it about a 50/50 since they cost the same. Paying a higher cost like an archer digging in or embedding in a tower makes the archer more powerful, paying a higher cost like better shields reduce the risk to the infantry from inbound arrows. Every character type should have some weakness that can be exploited. In real life navies, consider how aircraft carrier groups are configured. There is generally an aircraft carrier that is quite weak and slow and serves as a hub but has very low offensive or defense capabilities in itself; several airplane wings that are maneuverable and can do a wide range of damage but have limited range and few individual weapons; 1-4 cruisers with guided missiles that can handle large distant surface targets; 1-6 destroyers with anti-submarine and anti-aircraft capability, 1-4 submarines to counter other submarines and other ships, and can sacrifice secrecy to launch missiles; fuel and supply ships and other vessels for logistics and maintenance and mission needs. Note how each ship has weaknesses and strengths. On their own each ship can be overcome by others. Subs are easily destroyed by destroyers and by air-dropped armaments. Cruisers are vulnerable at close range. Destroyers are vulnerable at long range. Aircraft are weak and easily overcome by nearly anything, but extremely mobile and versatile. When they are working as a group they are strategically solid. Similarly in the Star Wars universe, a Death Star can destroy entire planets, has high power long-range defenses, and carry over a million military personnel, but could be overcome by weak points from small ships. Their fleets generally include a collection of craft each with a different mix of offensive and defensive capabilities. You also asked about making it interesting. That's harder. You need an incentive to get players moving as quickly as possible. The opening moves are critical, and a player who stalls up front will have more difficulty later. You've got to have increasing entropy. In some other games the contest is about balance and reducing entropy, encouraging the loser to come from behind, such as cart racing games giving high-power bonuses to last-place players and weak rewards to those in first place. In RTS games the goal is increasing entropy. You want the end to be explosive, even when one side is completely overpowered. That generally means the end game is decided by enormously powerful battle fleets in games like Starcraft, or by fully-leveled characters in LoL that can do enormous damage with every hit. And you've got to have a chance for players to win from behind. This generally means the win condition (or loss condition) is not defined by the accumulation of power. Consider sometimes in League of Legends where a team can strategically distract their opponents into major battles and conflict, and even though they are weak they win the objective by opening a hole for their minions. The "winion" strategy works amazingly well if you can distract the opponent. If you can see other strategic openings depending on the game it can be enough. In the old Command and Conquer games, if you knew where the target was you could focus on building a huge fleet of aircraft. All the defenses would be fired at the first few airplanes, so a set of 8+ aircraft flying directly to the construction target could destroy most players. A Zerg Rush feels like a dirty trick but wins the game. And of course, all it takes is one incredibly lucky X-Wing to take down a Death Star. The trick in strategy is to find and exploit strategic weaknesses, while building up your own layers of strategic defense.
    27. I had actually run into an issue using any debugger. My JVM was closing my Engine whenever it found a hook in OpenGL. The issue was that the JVM is spitting out Access Restriction Errors, so I'm looking for other alternatives. As GLSL is a C style language, I'm trying to figure out if I can force it to print to the console whenever it does something, so I can find out where any errors are, or at least where the pipeline gets 'clogged' so to speak.
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