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    1. Past hour
    2. This matches my experience as well. Rates per word vary hugely depending on a range of factors.
    3. Freelance writers I've personally worked with bill by the word. However there are freelancers that bill hourly, and by the project. How much you charge can greatly depend on your customer as well... and what you're writing. Maybe someone else can offer more insight to billing as I'm not a freelance writer myself, I've only hired them.
    4. Honestly, it's hard to even give a ballpark idea without knowing a lot of details about the team and project. At this stage we don't know if this is a well run hobby or an actual business, how many people are involved, how important narrative actually is to the project, etc. You can probably get some ideas by searching for guides to setting reasonable freelance rates to get an idea of factors to be considered. If you have an idea of what the other writer is being paid you might judge your own pitch relative to that. Think about how much time and effort you're likely to be putting in to the project, and what you think might be a reasonable compensation for that time. Think about whether your contract allows for additional payment if there is more work than you expected. Do you need the job to pay your bills? If so, you'll need to figure out a sufficient amount, ideally with an added buffer in case you don't find the next job immediately. If it's more of a side project you might accept a lower amount for the experience - but I would still suggest trying to value yourself fairly.
    5. Thank you all for the quick replies. I will ask about how payments are made and the contract itself. My next(hopefully last) question is about the fixed amount. As I am being asked directly, what is a good amount to ask for exactly? I know for certain that there is one other dedicated writer besides myself. Up until now, the whole team had been pitching in to help with the narration, but only one was really working on it. I'm being hired to work directly on the main narration and am expected to be the one primarily focused on it once I begin. I understand that there are a huge amount of variables at play here. I am just trying to get a general understanding before I begin negotiations. Thanks in advance.
    6. Gnollrunner

      Bumpy World

      Yeah explaining stuff in text is away hard for me. I think in my mind I was assuming familiarity with marching cubes but yeah, I probably need more diagrams and stuff. Thanks for your input.
    7. Still wishing for that Android and Steam release. I cannot wait!
    8. In my experience, revenue sharing isn't really standardised at all. In the worst case people promise it without even creating the legal framework required. Typically in my experience, new independent studios will split equity (ownership of the company) between the workers... Traditionally, royalty payments occurred between a game's publisher and the development company (instead of the development company and its staff). In this traditional model it was extremely common for not a single cent of royalties to be paid out though -- the contracts would usually stipulate that the publisher's costs would be paid off first... And seeing they're hiring themselves to market the game, they can charge themselves whatever they like for their own work. e.g. They can say that their marketing services that bought $10k worth of advertising space were valued at $10M... So even though your game made $1M in revenue, you actually cost them $9M and they're not paying you a cent in royalties. Fun... So, read the actual contract to see if it's actually worth any money at all, or if it's just theoretical. Make sure there actually is a contract, a properly registered company, a framework for how royalties will be paid, and what the tax implications are. If they can't explain how their payments are going to work to you, then they're putting the cart before the horse. As for a fair percentage... I don't think you can come up with than in isolation. A fair method would be to add up the amount of work done by each team member and give everyone a slice of the revenue that's comparable to their slice of the work... e.g. If there's one artist and one programmer, you should get a bigger slice than if there's 50 artists... That said, most games make like $100 in total revenue, so don't put tooo much stock in a rev share promise if you actually need that money to live off.
    9. Welcome to the forums! How "Rev Share" usually works is that each member depending on their deal is provided a % of the income the game generates. Depending on your agreement this might be NET or GROSS. If the developer understands how finances work they will usually never provide a rev share deal based off GROSS earnings. You're not going to be asking for a dollar amount in such a deal, you should ask for a % and that % should be paid in perpetuity. Make sure you get everything in writing and signed, and make sure you have your payment terms clearly defined. I would suggest having a lawyer review the draft if you're new to this. Negotiating your amount depends on a lot of factors. How much negotiating power do you have? How many other people are asking for a % of NET earnings? As you're the Co-Writer, how much are you contributing to the project in comparison to other writers? What value do you put on your contribution to the overall success of the project? Nobody can give you consulting on what to ask for because we don't know anything about the project and the parties involved. I would suggest taking a higher salary and a lower % as opposed to lower salary and high % unless this studio has a track record, or the team has people with industry experience developing commercial titles. People can sometimes under estimate their true costs to acquire a sale, which can leave a company with a negative net profit regardless of high gross revenues, and that is if the game sells at all...
    10. Today
    11. In general, truthfully? Very poorly or not at all. Expect the amount of revenue shared with you to be close to zero. As a model, revenue share is often offered by less experienced developers who are less likely to successfully complete, release, and market a game. However, you're also getting a fixed payment, so revenue share as an added bonus is nice to have, especially if the developer has a good track record of successful releases. I would negotiate for the highest fixed payment you are able to get, and treat potential revenue share as a nice bonus that may not actually eventuate - that is to say, that if you had the option to do so it would likely be better financially to trade your revenue share for an increased fixed payment. Whatever you agree to, make sure you've got it in writing.
    12. Howdy, I'm a programmer/designer mainly focused on making story driven RPG adventures. I'm looking for a project to work on as my current project has gone silent Last project was a metroidvania RPG shown below Show me some cool ideas
    13. @WitchLord, one quick idea that made me wonder - the only difference is creation through global "factory function", not factory itself - isn't it like: for factory behaviour, AS does not increase refcount on top of what it does for handling of the call, because it assumes user is setting refCount to 1 when returning new object - but global function does not assume this, and it additionally increases refCount of the object returned from it? So we end up with 1 refcount from constructor and 1 refcount from Angelscript, even though we don't want it because method is acting like factory and already returned refcount 1? That's why I had idea to initially set it to 0 for creation from method and not factory behaviour, but the order in which it happens is: ++, --, ++, RETURN which meant that if we 0++, then 1-- it ends up deleting itself. I think I can't do much because once I return that object from my C++ makeBox(), it's gone. Andreas, can you confirm the above behaviour for registered global function that would increase refcount when returning something declared like this? And that its indeed different than factory behaviour? asCHECK(engine->RegisterGlobalFunction("CollisionShape@ makeBox(const vec3 &in)", asMETHOD(CollisionShapeFactory, makeBox), asCALL_THISCALL_ASGLOBAL, this)); I guess it totally make sense for non-factory type of functions, especially when Foo@ is a script object (this has to happen because on script side you have no way to increase refcount), but if FooCpp@ is actually on C++ side we can do this manually when returning the object. Most of the time we also want this, but not for factory functions. How to work around it when one can have more factory methods and not necessarily just create through constructor. Here I'd actually need "CollisionShape@-" kind of thing it seems. I wanted to make it explicit by the func name what's created: makeBox, makeSphere, makeCapsule because if I did it thorugh ctor it would not be encapsulated and have to be more in way of CollisionShape(Shapes::Box, boxparam1, boxparam2) which is not really good and can cause problems if user mismatches params & type enum. So the possibility to have global factory functions not registered as behaviour would be great. Although according to the docs this should be possible: A function that creates an object and returns it to the script engine might look like this: // Registered as "obj@ CreateObject()" obj *CreateObject() { // The constructor already initializes the ref count to 1 return new obj(); }
    14. Hello! I am new to this forum, but I have decided to make an account in order to, hopefully, gain some clarity on the topic of Revenue Sharing. Recent, I have been offered a position at an indie game company as a Co-Writer on their RPG project. Everything about the position looks good and I can't wait to begin working with them. However, their budget is limited so they have offered me compensation with a fixed price plus revenue sharing. They then proceeded to ask me what amount would be fair. The biggest problem right now is that I have a limited understanding of how this process works, as this is my first jump into this type of field. I have been a long-time freelance writer, but this is foreign territory for me. My question(s) is: How do I know how much I should ask for? How does Revenue Sharing work? What is a fair fixed-price + Revenue sharing model? Finally, are there any references that I can utilize after this? I want to go into this process with as much information as possible, so I seriously appreciate the help. I apologize if this comes across strangely worded. I'm having a hard time putting my thoughts to words right now. Thank you in advance.
    15. Please delete this thread. I have reposted it in the correct location. Thanks..
    16. Explains our development & planning cycles. Reader's note: This is an edited version of what we just posted on our moddb page. I literally spent almost all of yesterday, and all of today perfecting this. I was literally up till 4AM last night writing and proofing, and I still adding more and more, this is easily hands down one of the longest and detailed PR Articles I've ever written, and I'm really proud of it. (I've removed several sections that aren't relevant to design, such as direct updates to our community, as well as our Discord.) The full Article, can be found on our moddb page. There is a lot of backstory as to why I decided to put this all together, but instead of being my usual self, and telling all the related stories and tangents, I'll just say, Simone quit yesterday, and he tried to accuse me of not having a any kind of plan for what we were doing,and how never knew what was going on in the protect despite having access to all our documentation. Dear Community As yall have noticed, we've been in development for over 7 years, and we've not released until December of last year. There are countless reasons, some known to the public, others not. The thing that most don't understand is that an RTS is literally one of the longest and hardest game types to make, not to mention one of the most expensive to make, manage and maintain, even for AAA companies. It's literally a war simulation that is a problem solving machine. By that I mean we plan for and design interactions for individual and systematic problem-solving. I know some of you have been hesitant to review an unfinished work, as well as a little disappointed that we are only releasing the ASI. I know we have shown 3 new factions, and I understand that some may feel that getting 1 of 3 new things is not as satisfying as getting 3 new things all at the same time. I trust that most of our community understands that this is a mod, like The Forgotten, where they also add a fully new faction. Please remember that we are all volunteers here, and with any kind of short term or long term project, there are inevitably a lot of ups and downs; some made public, some not. Despite this, We have a very rich history and a lot of experience, and connections that we've developed since we started, much of which is documented here on our ModDB homepage. As many of you look to play our current build of 1.3: You may have noticed more concrete examples of the quality standards we hold ourselves to, and the differences between 1.0 on our current build. We are doing our best to balance and refine as much as we can, and we are adding more descriptive in-game descriptions to tell everyone what we added in 1.4, as well as full project credits, which we are hoping to make public soon, as well as add them in-game. This will potentially be a list of 120+ people that have been somehow involved through the years; some of them here for a short time, others longer, and yet others not a fit, but still came in and out of our doors. We are still figuring out the best way to pay respects to everyone who has been here, no matter what they did or didn't do. We learned from them just being in contact, and them trying to make this work. We have been fortunate enough to get both quality and quantity in our applicant pool, and we strive to continue to give them the best project experience we can. Where most mods can easily present all their tweaks and changes, it's much harder for us since we literally almost changed everything about our new faction. We didn't fully explain what all the new features and mechanics were off the bat because we wanted to give the players the experience of playing the game for the 1st time and figuring things out. As said, almost everything is custom made. We didn't reskin or replace things, and now that the original factions are open for development, we are finally getting to what most would consider "conventional modding" Also, it's important to note the ASI, and our plans for the new factions, are/were never meant to directly balance with the vanilla factions as they are currently in C&C3: Tiberium Wars. The AI currently has a very hard time countering the ASI, which some of yall have mentioned, considering ASI completely overpowered, and in some cases, not finding it as interesting to just see ASI win without a challenge. We also realize we need to be more transparent; both to help bridge the gap between our community, and everything we do behind the scenes. We don't want to just show everyone "what" we did, but more background of "why", and when we can, "how" we got to where we are. We hope to also eventually make tutorials for both in house and public consumption. showing how we do what we do. This is something Fandore has always wanted to do, but we never got the time to. Too often in the games industry players just see the end polished product, and they don't have any idea how, and why things are the way they are. This is to emphasize that the PR of the games industry has really done almost "too good of a job", to push and value product over process. Countless people think just because they enjoy playing games that they will enjoy making games. No other form of industry has that consistent and critical disconnect. No one ever thinks that because they love reading books, they will love writing books, nor watching movies, and making movies, nor listening to music and making and composing music. But somehow, when you put all those forms of media together into a game, it's suddenly different. I personally know several people who have gone to college, and in one who went to Digipen, who told me they were dropping out, because of this fallacy. Think of it, entire generations of college students, paying thousands of dollars, for degrees that they think will be that golden ticket into the Games Industry. Some schools actively take advantage of this dream and sell it hard. Later, people with game degrees find themselves pigeonholed. Where no one will hire them, not even in the games Industry, because they don't have any "real experience" in managing and developing for long-term projects. Some can't even find jobs because most people outside the games industry don't know what to do with people with games degrees & experience. You'd think this disconnect happens less in tech companies, but many "real tech companies/ tech professionals also by into the notion that making games = playing games. It's definitely partly a generational thing, but despite research and stats saying the average gamer is in their 30s, this hugely damaging fallacy and misconception continues to be perpetuated. We hope to do our best to dispel this way of thinking and educate as many as we can "We choose not to do these things because they are easy, but because they're hard." In the interview with Mark Skaggs, he says: "Ya, making games is like playing games in the sense that you're playing the same game over and over again, and it's broken", I'd add, "and it's your responsibility to fix it". Planning The project: If you've seen any of the parts of our Game Design Document (GDD) you may notice it's a bit different than other GDDs. We explain the overarching themes and designs, but we don't go into all the details other GDDS go into. Other GDDs explain in painstaking details as to what something looks like, it's stats and technical/UI layouts, etc. if your indie and building a game from Scratch, you need that. As a mod, we need significantly less, however, the trick to writing a GDD is to allow it to map out the macro of everything you're doing, while also conveying the vision. Most GDDs I've seen are too restrictive, telling people too much information, and potentially stifling creativity to some degree. You may also notice that we try not to put pictures in our GDD. This is because we allow and encourage varied interpretation of our factions and themes. Separating out all the written documentation from all the pictures of all the current assets is how we encourage imagination and creativity, of not just our team, but you the community as well. Fun fact, I wrote the 1st draft of our GDD in an airport at the end of 2011. Our GDD, like many GDDs, is a living document; And it has gone through many revisions and had a hand full of editors in leadership, me being the principal author When me and Fandore joined the project back in June of 2011 (literally a day apart, even though we didn't know each other) the project originator Umbrella secrets told us that he was getting the feedback that people felt disconnected, in the sense that they have no idea how the new factions relate to Command & Conquer, or the Tiberium universe. He asked me to fix it. So I, being the Co-lead, PR manager, and lead writer recently from the failed Tiberian Eclipse mod, did my best to connect all the lore together. I also created a full faction build list in excel, that planned out all 3 new factions, alongside all 3 original factions. (Template adapted and expanded from my work with TE) I crossed referenced all of this by role so that when we made anything, we knew it had a specific function and role. Putting in all we planned for the new factions, as well as what I planned for the original factions. (Mainly slotting in things from Kane's Wrath, as well as some new stuff to diversify the factions. I went a bit overboard, at that time, and Umbrella Secrets got a bit overwhelmed, decided we would not do anything for the original factions, besides the few assets he had made under Tiberium Eclipse. I was actually the one who recruited him to that project, and back in 2010, we were actually discussing the idea of merging the two projects. I've asked Fandore if he would have joined if we had the main focus of the original factions back then, and he said likely not. Back in the day, I also asked Umbrella secrets why he joined TE, and he said it was something that he couldn't pass up. This core build list document allowed us to have holistic planning for all factions, across all roles. And once you know the base role of a unit or structure, then you can begin to adjust the formula, to accomplish the same thing, in different ways and also mix and match roles, for true faction diversity. Furthermore, this allows for theoretical and potential experimental balancing by role and by tier. Back then, I was told to put all original faction development on hold, so we could focus on the new factions. Obviously, I was disappointed. But things turned out for the best. Because of that moratorium, I put all my energy and passion for the original Command & Conquer Tiberium universe factions into writing and design, and ever since then, we actually consistently get the comment from our community that our lore and designs are so cohesive with the Tiberium universe, that at times, they're unsure where TW/ KW/TT end, and where TS begins. Here is the 1st season of our Official TS canon: We've had people describe us as an expansion, a total conversion, an entirely new game, etc... and we are happy many others see our potential. Modding VS. Indie: Our new factions are completely original intellectual property (IP), and that is one of the things that make us stand out. Because of this, and other reasons, we do have contracts, perhaps one of the few mods that do. Many throughout the years have questioned why we don't just go indie and make a full standalone game, totally separate and divorced from the C&C franchise, given all the custom work with the factions. The answer to that is for multiple reasons: This project was started in 2010/2011 before most of the modern engines, such as unity and unreal were fully developed. Not to mention, how at the time, and still, now, there are few engines that are built to support and maintain an RTS. If we tried to build a 3D RTS from scratch, it would likely take orders of magnitude longer, and require an even bigger and more dedicated team. 3D RTS is already one of the largest investments in scope, scale, and budget. Traditionally this kind of game takes at least 20-30 full-time veterans across all departments, working round the clock for at least 4-5 years. As a mod, we get the brand recognition of the franchise, and almost a banked on the community of people that may already be interested in what we're doing. Our core leadership has a passion for C&C. By building off an existing game, by the mere fact of being "technically a mod", it allows us to drastically expand our scope and scale of our vision, far beyond a traditional indie game. We were beginners when we started, so we weren't weighed down by the pessimism of experience. Faction Build Lists Here is a picture of part of the build list template started for another unreleased RTS indie game, for a rev share C corp, Animus Interactive called Ascendancy that I made back in November of 2016. They ultimately decided not to use it, and I was only a project manager/ game producer for 2 months. (I worked directly with their CEO, and due to circumstances and timing, it didn't work out. (They decided not to use the template, even tho their GDD was like at least 50 pages long, and they had all these roles they were planning for) (I extracted all our roles and put them side by side, so they could get a sense of what it was for.) Here are the currently updated ASI build lists: I know spreadsheets aren't the sexiest thing we can show, and most people don't want to read, but these are one core pillar of how and what we do, and how we do it. Arguably one of the main reasons we've been so successful and consistent for so long. Furthermore, if you're still having a hard time with learning how to use the ASI, this literally tells you what everything is, and how to use it. And like our GDD, this is a living document. (This might possibly be the 1st time anyone has shown a spreadsheet on all of ModDB/IndieDB) We can't show anyone in the public the other tabs until the factions' are released, but I assure you, they are all filled out to a large degree. The key thing to understand is that not everything is filled out for the new factions. We have roles, but we don't always have something created for that role. We left them blank, not just because we weren't there yet, but also because you the community are on this journey with us. We have some upgrades and support powers, but there is much that hasn't been finalized and put in-game yet.Most of the sections of upgrades and support powers are in our GDD for all factions are also largely empty. (and have been for a while, since we'er not there yet.) The moratorium on original faction development was lifted after the ASI was released, for a lot of reasons, but mainly due to our current resources and staff. The build list was, and are finally being updated, after being archived for all those years. As said, having me, and the community wait for so long for original faction development actually worked in our favor, to a large degree. If some of you will remember back in the Summer of 2012, I looked at the ASI build lists, and realized we were actually missing an anti-structure unit for the ASI, Umbrella secrets didn't want to make one, because well, at that time, he was mainly the principle artist as well as principle coder, but Fandore realized I was right, and hence we put it out on our Forums. Hence the Athore was born: We actually later switched it's role with the Pharaoh hound, which was the artillery unit at the time. Our Development Cycle: Games usually need to strike a balance between story and gameplay, often, a game will prioritize or sacrifice one over the other. The thing about C&C is it always tried to bring both to the table, and have them work together in a holistic and unified way. We've held true to this vision across everything, and our development cycle is meant to be cyclical, ASI > Colony > D51 >ASI Colony >D51, etc. Now, we are going to GDI, > Nod >Scrin. All the buildings for ASI, Colony, and D51 are done, but that is most that is finished and finalized. There are of course some units for colony and D51 that are complete, but not that many. Remember, you the community can help us shape this project. (Perhaps in ways few mods and games allow) We mainly need support powers and upgrades for the ASI, right now. Because of this cycle established near the beginning of the project, we are constantly going through development as well as what usually happens in preproduction. We did have an original preproduction phase back in 2011, but we didn't maximize the potential of that time, due to many behind the scenes reasons, and this is an oversight that has really continued to bite us in the back. (preproduction is almost always the most active part of a project, because nothing is really finalized, and literally anyone can chip in.) However, back then and now, we had, what I just call core 4. This allowed us to keep and maintain a unified vision of the project, and we still keep that vision, 7 years later. Even though the project originator Umbrella Secrets is no longer with the team, and hasn't been on the team, since the Summer of 2012. That's the thing we do is respect the direction and decisions of people who were once here. It's all too often and easy to throw them under the bus, or reverse something they did right after they left, or even present it like they were never part of the project at all. But if we did that, we'd constantly be going backward, and then things would take oh so much longer, not to mention changing fundamental things just because you don't like it is not a good enough justification. Furthermore, If this happened, this would just beg for a long line of baggage, drama, and ruffled feathers. Changes to foundations are usually judged on quality, function, and simplicity. The thing I've learned from putting the original factions on hold for so long is what they are, and what they could all be about. It's allowed me to plan and thing beyond what C&C was, to what C&C could be. In the interview with Louis Castle, he said, one of the best things you can do for a game is deciding what it's not. Knowing what your not doing, and what you need to cut will tell and inform you as to what your core game is, and allow you to focus on the things that will make the most impact This point really struck home with me, and I realized, that not developing the original factions at all, for so long, it allowed us to better define what those were all about, and to use that to define what the new factions could and should be. This is how I usually think of it. There are 6 variables in an equation, you have no idea what's what, but you have some solid knowledge about what 3 of them could be. so, you do your best to understand, explore and flesh out those 3 known variables. (the original factions). Now you have an equation with 3 known and 3 unknowns. So, now, you use all those 3 known variables to systematically test refine, balance and explore each new variable, one at at a time, until you know all 6 variables, and can finally solve the equation and answer the question of what each variable is, including It's proper place, form and function in the entire system. We basically started defining, and building each variable, each faction, and as we continued, the vision and plans of what the new factions were started to crystallize. There's a big difference between letting the data lead you to a conclusion, and jumping to the conclusion, and finding data that supports your view. One is scientific while the other is just telling yourself what you want to hear. Once you have a new variable, that is well enough defined, you use it as a control, to test and refine and check your previously known variables, adjusting them as needed. You keep doing this, over and over and over until your fully satisfied with all variables. Why Command & Conquer was successful: The other core thing that made C&C such a groundbreaking and global success, is it hit on geosocietal politics of the day, in such a way that that it would be relevant and resonant for generations to come. Asking anyone to create that, in any game, let alone in an RTS, is very difficult. It requires a depth of planning and future insight that is almost uncanny it in it's accuracy. It requires forward thinking, while respecting and learning from the past. You are literally trying to propel your audience into the future, and get them to experience things, not just as they are, but what they could be. It requires you to propel them into the past, and realize and recall that time in such a way that they can feel and remember it like it was yesterday, no matter how many years ago it was. We don't pretend like we have all the answers, but we do have a lot of questions, and by knowing the right questions to ask, we can figure out where we are going. Too much of the C&C community, and much of all modding communities are all focused on recreating the past, that definitely has it's place. But it's all nostalgia, and that has it's limitations. In doing what we do, we continually look to the future. Take a listen to what Louis Castle had to say on the topic from Community Battle CastPrimetime. (mark 35:55) As for me, I look forward to serving my teammates and communities in learning from the past, listening to the present, and leaving a legacy for the future. And Remember, Building something is relatively easy, it's the maintaining it over time that's hard. Hope this helps you all see a bit more... Tiberium Secrets ASI track 6 -Behind the mirage - Mod DB For Our Full ASI Sound Track: To Quote Mr. Ancient Aliens... "Long Ago, In The Distant Future..." This could look familiar.... April 9th, 2012: January 23, 2015 Grey Goo humans node and conduits Fandore said he actually got a message from someone in Petroglyph years ago, saying we were on the right track. “For those with drive, and for those who endure, they shall be bonded forevermore.” For everyone here @ Tiberium Secrets: Jist (Project Coordinator/producer, PR Lead, Lead Writer)
    17. Thanks for looking at it! The problem is, I can't see any obvious trace of it, nor I recall writing any. Searching through the code also does not show anything, especially when compared to other classes behaviour which is fine. Also - wouldn't it not show like this on the callstack where it looks like 2 refadds are initiated from within script engine, not from the outside? There should be refadd & refdel when AS is dealing with the returned object, but where does that second refadd comes from? It's also initiated within scripting. Here is how makeBox looks: CollisionShapeScriptProxy* CollisionShapeFactory::makeBox(const glm::vec3& halfExtents) { auto handle = store_.emplace(CollisionShape::Type::Box, std::make_unique<btBoxShape>(btVector3(halfExtents.x, halfExtents.y, halfExtents.z))); return makeCollisionShapeScriptProxy(handle); } That's makeBox - it creates an instance (store_.emplace) but this has nothing to do with scripting, it's C++ only and not refcounted. Then it passes the created instance to proxy, which does this: CollisionShapeScriptProxy* CollisionShapeFactory::makeCollisionShapeScriptProxy(CollisionShapes::Handle& handle) { return new CollisionShapeScriptProxy(store_, handle, 1); } Last parameter is initial refCount passed - I was trying to work around the problem, knowing there is one refcount too many coming from the scripting, and for this class only I tried to pass 0 (->release() would not work because it would cause object to be prematurely destroyed) but it didn't solve the issue and crashed. So that's all I have on non-Angelscript side, this call above is what is registered as asCHECK(engine->RegisterGlobalFunction("CollisionShape@ makeBox(const vec3 &in)", asMETHOD(CollisionShapeFactory, makeBox), asCALL_THISCALL_ASGLOBAL, this)); later. When CollisionShapeScriptProxy is created above, its refcount is 1 and then something happens inside the script that changes it - the code for script itself I already pasted. Just for the sake of completion this is part of the base ScriptProxy class that implements refCounting for all the classes (the ones that work and CollisionShape): ScriptProxy(SlotMap<T>& container, const typename SlotMap<T>::Handle& handle) : ScriptProxy(container, handle, 1) { } ScriptProxy(SlotMap<T>& container, const typename SlotMap<T>::Handle& handle, int16_t initialRefcount) : containerRef_(container), handle_(handle), refCount_(initialRefcount) { } void addRef() { VLOG(3) << typeid(T).name() << "[" << this << "]++ (" << refCount_ << ") -> \n" << getCallStack(2,6); refCount_++; } void release() { VLOG(3) << typeid(T).name() << "[" << this << "]-- (" << refCount_ << ") -> \n" << getCallStack(2,6); CHECK(handle_ != SlotMap<T>::NullHandle); if (--refCount_ == 0) delete this; }
    18. Here: How We planned Tiberium Secrets RTS, Development Cycle Explained + Discord Open to All It's all here: https://www.moddb.com/mods/tiberium-secrets/news/how-we-planned-tiberium-secrets-development-cycle-explained-discord-open-to-all View full story
    19. Here: How We planned Tiberium Secrets RTS, Development Cycle Explained + Discord Open to All It's all here: https://www.moddb.com/mods/tiberium-secrets/news/how-we-planned-tiberium-secrets-development-cycle-explained-discord-open-to-all
    20. Unity sounds Iike overkill for what you’re doing. SharpDX is the way to go and Direct2D is very easy to get going and is ideal for what you’re looking at doing. Performance is surprisingly good under ANY .NET language.
    21. Here: https://www.moddb.com/mods/tiberium-secrets/news/how-we-planned-tiberium-secrets-development-cycle-explained-discord-open-to-all
    22. I was just warning you in case you didn't know. As for tech, conceptually a game is not very complicated. Input is keyboard/joystick/mouse. Output is an animation, a sequence of full-screen images generated at a 20-50 fps. You have a number of different game-parts (intro, high score, instructions, market (for selecting weapons, oil, tires), and at least one for actual playing a level 😛 ) Each game-part does something like setup_data() # game loop while not done: render_current_situation_to_screen() input = get_user_input() # can be empty if user didn't do anything update_situation(input) # could also use time here to move things that have non-zero speed end where at the end you have to select a new game-part to perform next. You likely also want to update higher level data structures with results or settings (like currently selected goodies, played levels with results, new score, etc.) To generate a full-screen image, you typically load many small images in the setup step, and you draw them many times at the appropriate points in the screen. For tetris, you could have 7x20 grid of squares, where the data says what each cell contains (empty or 'square of block x'). You load an image of an empty square and an image of a full square (with different colours for different blocks) during setup(), and you render the grid of using the correct image as indicated in the data. In update, you move all the non-empty cells one level down every now and then, and when you render it again, it looks like the blocks have fallen a level. SDL has a home-page libsdl.org, with the SDL function reference documentation. It also points at various other resources like tutorials. When I learned SDL1.2, I used the LazyFoo tutorial. Today you'll want to learn SDL2 instead. LazyFoo has that too. I don't think "C for game programming" is a thing, it's C code, except you need more. Maybe you want you look into how to write larger programs. To be honest, I don't think C is a good choice, but ymmv.
    23. Hi everyone, To get ready for a spooky Halloween we got everyone a treat in the form of a new update for with some bug fixes and extra contents for Stitched! Return to the doll factory for some surprises! Check out Stitched here Below are the changes: - 10/21/2018 Hotfix: Addressed an issue with the screen turning completely black after a hiding segment - Updated blood mechanics - Made adjustment to several areas with dolls - Made minor improvement on a few icons - Made several changes toward the end of the game - Added more areas to explore - Added additional notes to the game - Other minor bug fixes and tweaks Join Catherine once more in her journey through the doll factory What will awaits Catherine in this mysterious room? Also, check out some awesome let's play of our game from youtube! Keep an eye out for future surprises we have in store! Cheers! Fluffex Studios
    24. I'll throw out option four which has not been mentioned, learn more about procedural generation and take your generic assets and kick them up a notch with shaders.
    25. Game Title: "Marbelous" Hi everyone. I'm looking to get together a team to conduct a collaborative project on Unity. I have the ideas and I will be studying the game code, design of levels in every bit of my spare time to get this completed by the end of 2019. However if There is an experienced Blender 3d level designer or texture designer I would very much like to have you on the team and discuss the ideas I have come up with so far while also listening to yours. If anyone has played the regular Nintendo game called "Marble Madness" That is the original inspiration of my game. The intention is to release this game free, with ads, while providing and ad free version for a small price. I am open to speak with anyone on the side just let me know.
    26. Hopefully you can submit an entry.
    27. Title Shiba's Adventure Description If you are a dog lovers, you must not miss this epic RPG roguelike game that you've never seen. In this turn-based roguelike RPG game, you have to pick your cute favorite dog and dive into the perilous dungeons. Simply move by swiping on your screen when you are exploring the dungeon. • You have to avoid all the bad people whom trying to catch you to be their pet because of your cuteness! When you go into deeper dungeon, more bad people will try to catch you, just stay away from them! • Besides avoiding those bad people, you also need to keep your stomach full in order to survive through the deep dungeon. Don't forget to ingest some foods while you are crawling the dungeon, otherwise you will be starved to death. • Plan your move carefully as every move will cause you energy and you will be perish once your run out your energy. • More than 15 kind of adorable and cute dogs to unlock and play! Many more are coming soon! • Turn-based gameplay • Simply swipe to move your dog • Randomly generated levels provide a different game experience every time! • Compete with your friends and see who can survive the dungeon longest! Leave your review or feedback to us if you can't find your favorite dogs in the game and we will create for you! Download now from App Store: Coming soon Download now from Google Play: Coming soon
    28. Are you enumerating the SharpDX.DXGI.Output objects connected to each DXGI.Adaptor? If you want to render on an Output which is not considered your “Primary Display” by Windows, your application will need to create its main window at the co-orxinates which translate to that Output. Otherwise, it will just be created on your Primary Display and will render using the default Adaptor.
    29. Very nice... I haven't start anything froggy.. because I was assigned in the remote area : - D
    30. babyjesus

      The Total Beginner's Guide to Game AI

      This is amazing. Thank you.
    31. ROGRat

      Direct2D for 2D games

      I’ve implemented a complete engine using DXGI (for access to a SwapChain and Output devices) and Direct2D. If used properly it’s very fast and is easy to work with. Of particular interest to game developers is the SpriteBatch class, which can punch out thousands of sprites, with transforms and effects, per frame on modest hardware
    32. Septopus

      Some New Tools, and Progress on the new Theme.

      Haha, Thanks! I'm really grooving on the new story, so expect some more updates soon.
    33. CrazyCdn

      rotating using trig functions

      Link to the previous discussion where this likely should be discussed anyway instead of in a new topic on the same subject would be helpful to see what has been done already. I also agree with @Lactose, you've been told how to compose "questions" before, it's not difficult in the least either. Also, comment your code! What have you done to debug it? What does that code even do? What is your problem? What is not happening? Extracting information from you is much like getting blood from a rock.
    34. Yep. That's enough. Stop trolling threads, please, Fulcrum. As a last note: As well as technical skills and degrees, interpersonal skills are also a key to employment. Failing to realise that you are being obnoxious can be quite damaging to your career.
    35. Awesome! I'm very glad there is an extension! @Awoken Now you have no excuses!
    36. WitchLord

      Destroying reference counted objects immediately

      It seems to me that your makeBox function is returning the reference to the collisionShape with the refCount already set to 2. Besides creating the actual instance is makeBox keeping a reference somewhere to warrant the refCount to be 2 when returning?
    37. I've been seeing some people say that they didn't have enough time to enter the latest GameDev Challenge: Frogger, so I'm extending the Challenge to the end of November 30. Hopefully that helps bring in more participants. Cool entries being developed so far!
    38. Yesterday
    39. Rutin

      Some New Tools, and Progress on the new Theme.

      Great stuff for sure. I really enjoy your updates.
    40. jbadams

      Some New Tools, and Progress on the new Theme.

      Hello Mk1! I don't really have much specific to say, but just wanted to comment that I'm enjoying following your progress!
    41. CrazyCdn

      Requesting a code review

      I think he was referring to beginners in the field of game dev. Which I would agree with, fixed time steps do a lot to help them learn. UE4 is NOT a beginner project nor something you should compare to pong 😉
    42. Lactose

      rotating using trig functions

      When posting a question, what are you supposed to include in the post? Hint: You've been told probably a dozen times or more.
    43. well rutin has helped with this problem, but I wanted to get more input. I am still working on my rotation algorithm. I want my bullet sprite to rotate around my plane sprite and shoot in the same direction as my plane is facing. glTexCoord3f(0.0f, 0.0f, 0.0f); glVertex3f(cos(angle) - sin(angle), sin(angle) + cos(angle), 0.0f); glTexCoord3f(1.0f, 0.0f, 0.0f); glVertex3f(cos(angle) - sin(angle), sin(angle) + cos(angle), 0.0f); glTexCoord3f(1.0f, 1.0f, 0.0f); glVertex3f(cos(angle) - sin(angle), sin(angle) + cos(angle), 0.0f); glTexCoord3f(0.0f, 1.0f, 0.0f); glVertex3f(cos(angle) - sin(angle), sin(angle) + cos(angle), 0.0f); glEnd(); here is the code I am using.
    44. You just did. We don't like to change the topic to solved etc as people might still have things to add to it that could be helpful to someone else later. Glad you got it worked out though!
    45. @Fulcrum.013 You really don't have that voice in the back of your head that tells you when enough is enough do you? When a moderator AND an administrator both tell you to stop, you just keep on pushing it. No sense a ban might be in your near future? Most people have those spider senses but apparently with your amazing degree you didn't do well in that course 😉 That or you are one amazing troll just out to get this thread closed. Either way, enjoy!
    46. The original post can’t possibly justify 11 pages. This needs to be split or closed. L. Spiro
    47. JoeJ

      wavefronts in-flight

      I think this takes much longer too, even accessing LDS takes longer than 4 cycles i guess (anyone knows some numbers?) What you mean is probably to read data from registers. You want to have data in registers if possible, (which now is accessible even from neighboring threads with SM 6.) Secondly you want to cache data to LDS memory which is much faster than global memory. This is also the common way to share data over the whole workgroup and mostly key to efficient parallel algorithms. It's also the main difference between pixel and compute shaders. If the term 'Prefix Sum' is new to you in this context, i recommend the OpenGL Super Bible chapter about compute shaders no matter what API you use - it was enlightening to me Finally you want to access global memory as less as possible. The 4 cycles per instruction should be correct, because one GCN SIMD is 16 lanes wide, and a wavefront is executed in 4 alternating steps. But AFAIK this has no effect on how we should program.
    48. So I'm getting to the point in my engine design that I'm trying to implement some dynamic menus. It's going well, until I've hit a recent conceptual stumbling block that I'm not how to sure to get around. It has to do with drawing resizable, internally scrollable windows inside each monitor. Some background first. I'm creating a multi-monitor capable game, so I needed to roll my own GUI. The window & menu system works, for fixed sized windows. My menus are all made many sprites, utilizing DirectXTK SpriteBatch, and text via SpriteFont. I load the images using WICTextureLoader. For the case where I have activated elements in a window exceed the size of the window, that's okay. They need to be visible, and there's only one active element at a time. The problem comes with hiding passive elements as they are scrolled out of their parent window, and then drawn outside of it. Also of note: I have a *single* application drawing to all of the monitors, not multiple applications drawing to multiple monitors. So solutions based around options that use the singleton pattern are not workable. (This, sadly, omits most GUI frameworks). I've looked at using viewports, but I can't seem to get them to work properly when I'm dealing with multi-monitor displays, especially when the monitors have different resolutions, and are not aligned perfectly. I'm not even sure where to begin if I have overlapping viewports, ie, overlapping windows. Should I keep struggling with viewports, or should I look into a way of dynamically clipping the images/text/sprites as they are edged out of the windows? If so, what is such a technique called, and where can I read up more on it? Or am I missing a forest for the trees, and there's an easy solution to my problem that I've overlooked?
    49. _Flame_

      wavefronts in-flight

      Wow, it takes 4 cycles to read data even if it's already in cache and 4 cycles to execute one wavefront(since it takes 1 cycle to run 16 items and one wavefront is 64 items)). Thank you, now it's very clear.
    50. Satharis

      Requesting a code review

      Not sure I agree, at the very least many of the most popular engines in use today don't use this method (UE4 doesn't even used a fixed physics timestep, it is semi-fixed.) Most commonly I see systems get ticked at a fixed rate if they need it (like physics usually is). Other systems tend to just be fed a float delta time, which works fine in practice as long as you don't accumulate large numbers, since those result in significant floating point deviation. Then again I could say the same for globals and/or singletons, almost every major game engine uses them despite them becoming a warzone-topic whenever mentioned here. A more useful distinction is to understand the benefits and negatives of different architectures and pick one that suits your needs. A fixed timestep for physics updates isn't a bad idea.
    51. Septopus

      Unsettled World

      Album for Unsettled World
    52. Say hello to the new Mark1 Android, this one's dressed up for some general labor and/or construction duties. There might be a few versions in the game (mk1,2,3,etc.) but those will only be simple cosmetic changes from a modeling perspective. Still working on the textures/etc.. More bots in the works. I found a free procedural texture software that seems pretty legit. http://pixaflux.com/ It's getting the job done for me so far. Still learning it though, will probably post a more detailed review of it later. I've made some simple changes to the environment as you can see above, here's a better view: a Setting the stage a lot better for a Massive Garbage Moon now. For the stars I generated a quick cubemap using this very cool software I also just found: http://alexcpeterson.com/spacescape/ It seems to crash if I try exporting to 4k, but 2k works just fine so far. Again, I'll probably post a better review of this one later as well. Time permitting. haha! No big technical or code progress reports, still cleaning things up and working on the new look and some more bot characters to work with. Once I have all the bots modeled, I'll have to break them all up into bot parts that will be strewn about and piled high all over the landscape. All for now, will post more pics later.
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