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    1. Past hour
    2. I'm using photoshop cs5 here, is it considered old at this point? I just tried TGA and it does save the alpha channel! The output from texconv is: reading .\cat_bmp.tga (512x512 R8G8B8A8_UNORM 2D) as (512x512,10 BC3_UNORM 2D α:NonPM) writing cat_bmp.DDS It says that the alpha is "NonPM", however it clearly seems premultiplied to me since the transparency effect is visible in the image. Shouldn't the transparency effect not be visible unless the alpha is premultiplied? Also interestingly texdiag.exe says that the alpha mode of the .DDS file is "Unknown". Maybe it's actually premultiplied?
    3. PNG should work. Are you perhaps using an older version of Photoshop? I had some problems with that in the past, TGA is your safest bet in such case.
    4. No not at all, I also tried with a PNG with no luck. Is there a better format?
    5. Do you have to use BMP? It's not exactly a convenient or portable format to use with alpha channels. Not to say the format is obsolete altogether. Try a more common format such as PNG and see how that works.
    6. Today
    7. I have a bitmap file that I created in photoshop that contains an alpha channel. When I try to use texconv to create the texture, the resulting texture only contains a fully white alpha channel instead of the alpha channel that I created in photoshop. The arguments that I passed to texconv are: -f BC3_UNORM .\cat_bmp.bmp -dx10 -y the output from texconv is this message: reading .\cat_bmp.bmp (600x400 B8G8R8X8_UNORM 2D) as (600x400,10 BC3_UNORM 2D α:Opaque) writing cat_bmp.DDS I find it suspicious that the output says that it`s reading alpha as "Opaque" since the result I get is an alpha mask that is fully white... which sounds like what the output means by an "opaque" alpha. What could be causing my alpha channel to turn all white?
    8. Pepsidog

      Which game engine?

      If you want visual scripting, then Godot engine has a visual script editor.
    9. Gidrek

      TDD and Simple Game Math

      Cool! I just bought one book about Maths in Game Development and your channel is very interesting.
    10. Rutin

      My Graphics Bin

      I'll occasionally share my "unpolished" and "polished" 2D and 3D art in this album.
    11. Awoken

      Introduction

      Welcome GameDev, here we are, finally. What I’m attempting to create is a strategy game unlike any-other I’ve ever played or anyone in my immediate social circles have ever played. What is yet to be determined is if it’s actually going to be any fun. I’ve got a lot of, what I think are, novel ideas and am curious to see how it will all play out. If you’re unfamiliar, the project I’m working on is called unirule. It’s a global strategy game involving 50+ players. The beginning of the game takes place during early human settlements. The world will be home to thousands of simulated people called simulin. Your goal in this game will be to gain majority influence over all simulin. The goal of this blog-series will be to explain further details about specific game elements. In this specific entry I will give a brief overview of the four main components of this game. I will then write a blog entry for each of the four main classes a simulin( simulated person ) can have at the beginning. I haven’t the foggiest idea how long this endeavour will take, could take 6 months, could take 6 years; however, what I can say though is by the end of this blog series you’ll have a full understanding of just how this game will work. Now, I’ve got some questions for you( rhetorically 😞 - Do you enjoy the Civilisation series? - Do you enjoy the SimCity series? - Do you enjoy MMO Browser games such as OGame, or Zelderex? - Do you enjoy 4x strategy games? If you answered yes to all of those questions then what I’m making is meant for you( and you should subscribe ), if you enjoyed two or three then you’ll want to stay posted, otherwise this project may not be your cup of tea( just saying ). Influence The most important asset you’ll aquire in unirule will be simulin. Each simulin will have 5 slots of influence available to the worlds players. Once a player has acheive influence over 3 of those 5 slots they will gain majority influence over that single simuin and their over-all Influnce Counter will increase by one. If there are 5000 simulin in the world, a player must gain influnce over 2501 simulin to achieve victory. Man-hour The simulated economy in unirule will be backed and bench-marked by the man-hour. All initial value will be derived from the number of man-hours it takes a specific simulin to complete a specific task. Of course no two simulin are alike and a simulin’s notion of ‘value’ is entirely relative. All actions you assign to simulin will require a certain number of man-hours to complete. And of course there will exploitable sources of man-hours such as animal-power, harnessed energy, and slaves. Intimidation With fear and awe you’ll challenge other players. The outcome of battles will be determined long before the first strike. The first to flee will taste defeat and those who rise to the occasion will have their spoils. Intimidation will come with training, moral and honour; however, one can choose to be ruthless and remove simulin from the simulation. Prestige The more socially organised and well defended players will acquire prestige. Word will spread of the Monuments, oral-traditions, and wealth of your people so as to attract others. Prestige will influence how successful you are during negotiations and how easy it will be to have demands met or awe and wonder through generosity. So there you have it, an glimpse into the game I want to make and have given so much thought to. There is much more to explain, specifically what the player will actually do. I’ll be explaining in further detail how the players will play this game when I explain each of the four main classes. If you’re at all interested in the technical underbelly of the framework, I have another blog series called unirule:framework. In it are more details about the logic and coding that supports this game but not so much the actual game-play. Updates to that blog will be done each time there are additional features added; however, they will be less frequent now as I’ve changed focus to the actual game. In my next blog in this series I will introduce the Farmer and explain in full detail what the player can do with their farmers. However, there is a ton of programming to be done so it may not be for some time. Ultimately, in the end I want the four bases classes functioning and have game sessions involving multiple players to see how this all works. And if in the end it lacks, so be it... I will haven taken my crack at it. 😄
    12. Hey, great music - I am a exp coder/designer, and here is a link to my new product, if you have any interest helping.
    13. A lot of RTS games almost ignore the 3D aspect, at least when it comes to movement and handling the map (ai/pathfinding/etc.). Steep slopes/cliffs are marked as unpassable tiles in some way (similar to water). In that case, you might do movement as I described. Then just get the height for the units location, and the pitch and roll according to the slope (e.g. by taking the angle between the heights in tiles ahead, behind, and each side of the vehicle). If your using a heightmap, well then that is exactly the data you need, if it is a free form mesh/model, see what the engine provides. But it should be similar to how people, trees, buildings, etc. determine their height on the map / "collision detect".
    14. Yesterday
    15. 8Observer8

      Which game engine?

      There are many specific things. For example, Unity is not the best for HTML5 games. Yes, you can build your game to HTML5/WebGL from Unity but Unity Team does not support WebGL build on mobiles. You can read about it in official documentation on this page: https://docs.unity3d.com/Manual/webgl-browsercompatibility.html If you want to make HTML5 game you will get, for example, Phaser or Pixi.js for 2D or Babylon.js or Three.js for 3D. It is difficult question why someone prefer one tools and do not want to use another's. I like to study these WebGL tools because you can run HTML5/WebGL games with one click from any OS. But someone do not like WebGL and I do not understand why. Tastes differ.
    16. 8Observer8

      Which game engine?

      Book was written in 2010. Modern OpenGL existed. Author said at the beginning of the book that the book are not about graphics and he chose deprecated OpenGL. I like that he uses TDD and the examples of his book are with unit tests. I rewrite examples in modern OpenGL 3.x using OpenTK. I think most of ideas from his book will be actual a long time. No, I did not know. Thank you! I knew only about his old website: http://www.godpatterns.com/
    17. Meovyle

      Which game engine?

      Im not really interested in tilemaps/physics and Godot looks more beginner friendly with its visual script. So is unity still better tho? So what engine is better in doing specific things? Like your personal favourite? Hm... going to check it out later.
    18. Hi, I would love to be a part of your project! :). I do 3D Modeling & Animation - Virtual Reality - Game Development (UE4, Sony, Xbox One and more). I also do video productions (editing/compositing as well as VFX. You can visit my portfolio showcasing my expertise in modeling 3D Characters, Vehicles, and Objects. I am very flexible and easy to work with so we can talk anytime if you have any questions or clarifications, some of my work below. Artstation: https://www.artstation.com/toussaintlouverture V3 Trailer: https://www.youtube.com/watch?v=Q8EVVWYDrRc V3 Short Demo: https://www.youtube.com/watch?v=diQPu9Iyygg CGI Realism https://youtu.be/MLOot9MqwKU , https://www.youtube.com/watch?v=Yem0UefREDY My website: http://eartisan.ca My Skills: Auto Desk Suite - 3DS Max/ Maya / Motion Builder Rendering System - VRAY / IRAY Modeling Systems - Z Brush / Mud Box Adobe System - After Effects / Photoshop - Illustrator / Premier Pro Game Engine - Unreal Engine/ Cryengine / Unity Thank you!
    19. Gidrek

      Which game engine?

      Yes, Unity is by far more popular than MonoGame. As you said, we have a lot of opportunities for making games, not just Unity, we have Godot, Unreal, GameMaker, RPG Maker, Buildbox, Cocos2D. I just gave my opinion and is because I like MonoGame and for now, just I am doing as a hobby, like a soccer player amateur. If you prefer Unity and OpenGL and is for your dream, go ahead and be happy. PD: I have C# Game Programming book too, but now is a little outdated, but is a great book! Do you know that the author has another site? (https://howtomakeanrpg.com/)
    20. 8Observer8

      Which game engine?

      But now we have a choice: MonoGame or Unity. It is a question: what is interesting for the concrete person: linear algebra, GLSL, reading of specification of OpenGL, game design? We will have very different answers. I do not worry about low-level API because I like to study it. If you worry about low-level API and GLSL you do not be motivated to study OpenGL specification. I write my little 2D and 3D game engine in C#/OpenGL and TypeScript/WebGL because I like to study these books: C# Game Programming and Build your own 2D Game Engine. They are my favorites books. And I spend my time on Unity too. Sorry but MonoGame is not popular like Unity. For example, I know 4 companies in my city that make mobile games in Unity but I do not know companies in my city that makes games in MonoGame. I need to study Unity in short time because I want to work like a freelancer with foreign customers. I need to study GLSL because HLSL is similar to GLSL and I should to know how to write shaders for Unity. I think I cannot write games in Unity without shader skills and with my terrible English skills If I to start MonoGame now I will spend my time because I need to start making portfolio. I know that Unity is more popular in freelance websites than MonoGame. I know that I can do it or else it will be death for me. The question is "death or life". My dream is my life. I have been learning Unity and modern OpenGL/WebGL since 2015. I cannot spend my time on MonoGame now. Sorry.
    21. Gidrek

      Which game engine?

      Thanks! MonoGame helps you to learn how to program a video game but without the worries about more low-level programming. I am learning a little of Direct2D and OpenGL just for fun and know some game internals.
    22. In this Blog Entry I will translate examples from the tutorial Math for Game Developers from C++ to C# and TypeScript. I will add unit tests to the examples. I use: NUnit and NSubstitute for C# Jasmine for TypeScript C# and TypeScript are very similar. TS has: properties and generics. TS has keywords like C#: interface, abstract (for classes and methods). Author of C# and TS is Anders Hejlsberg 001. Character Movement (Points and Vectors) TypeScript TypeScript Demo: Click to run the example in Sandbox TypeScript Source Code: 001_PointsAndVectors C# C# Source Code: 001_PointsAndVectors
    23. 8Observer8

      Which game engine?

      I want to add what I think about it. Everything depend on what do you like: coding or design. Some tools allow to minimize coding for example: Construct 2. Maybe GameMaker is similar to Construct 2. I can wrong. My idea is that some people hate to write text code they prefer to use VPL. I prefer to write code (excepting of UML, Flowchart or DRAKON). I like to use TDD (Test-Driven Development). Unity has built-in tools for TDD. If you want to know about TDD you can watch this video from the Unity conference Unite 2016 - How to Realize the Benefits of Test Driven Development
    24. I am looking to develop a 3D Graphic Adventure - Inspired by classic games like Beneath A Steel Sky and Monkey island; in style. The game will not be 2D, it will use a custom 3D engine/ide that has been in dev since 2017, called VectorEngine. The game focuses on a galactic war between two space-faring races in a galaxy far away, as it goes. The main story will resolve around Vince and his companion, Opia. It will have puzzles, story, cinematics, mini-games and some combat sections. So, we are looking for - 3D artists(Environment/Character/Props) and 2D Artists(UI/Menus/Textures) - Also we are looking for one or two creative writers. Finally, a C# coder with experience with 3D engines, and OpenGL(Via OpenTK) would be helpful. This is a product intended to be sold on online stores etc, so there will be royalties and future reward, but no immediate pay. Although the engine/ide are quite far along, the game is a new product intended to be made with it, so no screenshots yet. I am Antony Wells, and I am going to code and help design the game. All members who join can also help with design, whatever their main role. Reply here or email me at antonyrobwells@gmail.com
    25. Hello, My name is Noah Putrich, I have been making music for about 6 years now and would love to start working with other game developers, that share a creative passion, to make video games. My music is very unique and otherworldy so I am trying to find a game dev team that is making a new world and is very unique. Here is one of my favorite songs -
    26. 8Observer8

      Which game engine?

      I started learning MonoGame a few years ago. MonoGame uses OpenTK for binding with modern OpenGL. I use OpenTK now to study how engines works under hood. @Gidrek I saved your Intro in bookmarks of browser. I see that you make good tutorials. If I will start learning MonoGame I will study your tutorials. Thank you for your job.
    27. Gidrek

      Which game engine?

      Actually, I am doing some MonoGame tutorials. If you want to create a game with C# and learn about game development, I suggest taking a look at MonoGame. Because you're going to build from scratch a lot of things but you will know how to program a game. Intro to MonoGame
    28. khawk

      Leadwerks Game Engine 4.6 released

      Leadwerks Game Engine 4.6 is now available. The update adds Steam peer-to-peer networking, lobbies, voice chat, and more. A new multiplayer game template makes it easy to get started with your own multiplayer games, adding new depth and interactivity to the fun. The release also includes over 100 bug fixes. New Classes: Lobby P2P Voice Other changes: New parameters for better control over physics springs. World::Update() now has an optional parameter for number of sub-steps, can be used for improved physics precision. Model editor view range is calculated from model extents, so if you load a model that is huge it won't be invisible. Model editor displays number of limbs as well as vertices and triangles. Settings file is now saved any time changes are made in the options editor. Menu item added for Leadwerks Marketplace. Menu item added for Discord chat. Linux version of engine now built on Ubuntu 18.04. Learn more from the Leadwerks blog. View full story
    29. khawk

      Leadwerks Game Engine 4.6 released

      Leadwerks Game Engine 4.6 is now available. The update adds Steam peer-to-peer networking, lobbies, voice chat, and more. A new multiplayer game template makes it easy to get started with your own multiplayer games, adding new depth and interactivity to the fun. The release also includes over 100 bug fixes. New Classes: Lobby P2P Voice Other changes: New parameters for better control over physics springs. World::Update() now has an optional parameter for number of sub-steps, can be used for improved physics precision. Model editor view range is calculated from model extents, so if you load a model that is huge it won't be invisible. Model editor displays number of limbs as well as vertices and triangles. Settings file is now saved any time changes are made in the options editor. Menu item added for Leadwerks Marketplace. Menu item added for Discord chat. Linux version of engine now built on Ubuntu 18.04. Learn more from the Leadwerks blog.
    30. miniaturedog

      First steps for learning game development at home?

      I do use Android; thank you for the advice!
    31. Hodgman

      NVidea GeForce Experience

      I don't have an answer for the actual question... It probably uses a whole bunch of heuristics to guess whether an app is a game or not 😑 But you can use OCAT for performance monitoring and OBS for recording/streaming. If you select NVENC in the encoding options, it uses the same hardware as GFE's shadowplay.
    32. Bolt-Action Gaming

      This Week in GameGuru - 03/25/2019

      GameGuru News I'm going to change the title of this from 'official' GameGuru news to GameGuru news. This is for several reasons. One, I am not an official news source of GameGuru. Everything I do, I do without compensation as a service to the community at large. Second, my blog/report is not here to parrot what is already out there officially from TheGameCreators. As such, expect editorial-style analysis and things out of the box of the usual - along with a nod towards whatever actual news is out there. I do, however, appreciate their good graces of putting my blog/report on their site through blog syndication. So with respect to 'official news' - There isn't any. Nothing new has been posted. Unoffically? It appears that a recent update broke encryption in standalone games. This is only affecting the Feb 28th+, PP, and Beta builds. This is a massive bug that has been marked as urgent on github. Unfortunately the fixer of things, Lee, has not yet commented on this issue. What this means for you, as an end user, is if you make a game with custom assets or the like - when you make a standalone using the newest client it will make your _e file that is encrypted... except it isn't. Assets can be stolen/ripped from your standalones. The solution is to either not make a standalone at all, or to use a previous version until the issue is rectified. What's Good in the Store The store hasn't changed much this week. Mad lobster continued to add to his studio kit, as he frequently does. As a result, you can expect even more high quality assets to trickle their way into this very well made set. Third party tools and tutorials Big apology to Corno_1 whom last week I accidentally missed an update with respect to his 'EBE Editor 2.0'. You can use the editor to make new shapes for the EBE, to allow for some fairly interesting variations on the usual fare inside of GameGuru's editor. You can obtain your copy of this free utility here: https://forum.game-guru.com/thread/220618 Someone recently pointed me at a new site called 'www.scriptguru.net' - I cannot comment much on it other than it's nice to see a new resource in the community. They do have some interesting tutorial videos, however, so it may be worth a trip there to check those out. Free Stuff Graphix made a grappling hook. Looks great though I honestly have no idea what I'd use this for. https://forum.game-guru.com/thread/217932?page=14#msg2613556 Gtox made a hilariously weird dog with a man's head that's available for free: https://forum.game-guru.com/thread/220642#msg2613678 Grobyken made a massive tome of all of his free works in one location. Get them all here: https://forum.game-guru.com/thread/217711?page=5#msg2613666 Side note... people with a name that starts with G apparently are (G)enerous :) Random Acts of Creativity (WIPs) A new challenger appears! This user built a relatively rare isometric shooter. While I love these types of games for GameGuru, I know the limitations are going to seriously box him in. I do wish him the best of luck though! https://forum.game-guru.com/thread/220643 Cogwheel Chronicles is just.. man. This guy is something else. I'm really impressed at your level of work Cybernessence. In My Own Works So having wrapped up my book it's so hard to not go back and try to feature creep it. I want to consistently go back and edit things, but alas, that's in the hands of the publisher until we do a revised version. I'm sure I missed things. I KNOW I missed things. One interesting tidbit I'd love to have included was a user (Defy) recently posted this beautiful screenshot illustrating some problems with GG's memory usage. Make sure you look at the full size image. This in a nutshell captures the problems with memory usage and GameGuru. When I put my book together, fully 1/10th of the book was on testing, troubleshooting, and optimization. That's a minimum of 14,000 words on those subjects. Serious work needs done to get GameGuru cleaned up and I hope that work like this will spur fixes in the right direction. In my own works, I'm still putting together a nice 'freebie' sky to go with the pack. Thank you everyone who purchased it while it was on sale. Maybe it will find it's way into another sale in the future. Enjoy the skies and make sure you leave a comment! View the full article
    33. JAG-Robert Hashman

      Jaunty Ape Games - Modular Sci Fi Gun Kit

      My "Modular Sci Fi Gun Kit" is now 29.99! Get yours today! Also, it's the 4th search result! Cool! #assetstore #scifi #lowpoly #unity
    34. I think it's also valuable to learn about the underlying mathematics, physics, and hardware issues you are trying to solve in the process of creating an engine. If you don't understand the problems then solutions available in tutorials will be meaningless.
    35. Roles to Fill: 3D Animators/3D Modelers, C# Programmers , Game Designers/UI Designers, Game Sound Engineers We are small group with a 3-4 person crew looking for motivated individuals to join our startup game. The ideal participant can work from home. We welcome students and hobbyists of all ages to contribute to our project to help build, design, skin/model, or do sound engineering in this 3D game who are familiar with Unity3D. We are currently funding the project out of pocket meaning compensation will be rewarded to active participants in terms of revenue-share contract. Our projects involves Standard FPS Shooter Dynamics cloning that of Source Engine's Counter Strike Source and primary centered around the surfing mod and it's combat. Permanent employment is a potential opportunity here once we go live for public access within a year of testing. For a project comparison please refer to these clips of surf_greatriver gameplay: https://www.youtube.com/watch?v=PfOfPF2zKKA https://www.youtube.com/watch?v=aihvWDO16kQ https://www.youtube.com/watch?v=FXQa1G7VX0s The Project will be built using Unity engine, Unity 2019.1.0b4 beta to be exact. Any contributing skills would be helpful. Great River is a Unity game made with Forge networking. The final product will be a standalone & polished version of the surf_greatriver map from the Counter Strike: Source Workshop. This game will be developed as a NON-PAY-TO-WIN platform and will feature improved UI, map details/ systems, and textures that will make Great River a standalone title worth playing. Dakota is actively seeking developers to aid in finishing this project. All active participants of development and testing will receive Custom Skins unique to the developers and play testers at time of launch. You will also be credited within the game and you may include a little message to a loved one or a blurb that will be viewable by all players on the credits scene. If your contribution is vital to the operations of the game you will also receive production credit and royalty options. If you are a fan of surf_greatriver or the Counter Strike Source Surf Mod and wish to participate, please send me an email at: mgmt@prodbydakota.com Current Contributors: // Dakota (Prodbydakota) - Project Lead (Ongoing) // Simon (Pixelpoint) - Dev. Consulting Work // NFMynster - Systems Dev. Work // Shelby Juno - Animation and Rendering Work // Features! A fully working FPS shooter with a simple map and a main menu A networked weapon system with several weapons and easy flexibility Seperated world & view model system Player customization with player name and player skin, saved locally and fully networked! Animated & networked characters! Player health, respawn, spawnpoints HUD & UI Ragdolls! Incomplete Core Tasks: Master server registration. This is very easy to setup with Forge though. NAT Punchthrough server. Forge offers a natpunch which I'm not using for this project. Server browser. This project is direct connect only, however Forge comes with examples of both a lobby system and a server browser. An actual gamemode, however everything you need for creating your own is there (A gamemode class) Any sounds at all No options menu! The game is using some post processing that you can't turn off ingame. If you computer is struggling to run this, disable it on the player's camera. Bugs There are few minor bugs in the project, if you find some crucial one report them to: mgmt@prodbydakota.com Google Docs Dev Sheet If you wish to see more details about the tools and processes planning to be implemented you can so here : https://docs.google.com/document/d/1DRI1SISvLvwUHpyg1LEfn5ova_G8tR3ffZ0LVthLzfA/edit?usp=sharing
    36. Pasty Is Tasty

      Producer / Leadership conferences

      I went to the IGDA leadership summit last year, it was pretty good!
    37. Thank you for the replies! I should have been more specific. My main concern now is collision with the ground, how to make the vehicle correctly copy the ground. Thats why I was writing about line tracing.. Anyway the article is interesting. I also watched the talk about Rocket League, very good small ideas in that one. Maybe simplifed physics is the right approach. Still I would be interested to know, how is the movement done in 3D RTS games, when the units are going up and down hills or over obstacles. For example Company of Heroes.
    38. 8Observer8

      Which game engine?

      C# is my favorite language. A few years ago Unity supports three languages: UnityScript (similar to JS) Boo (similar to Python) C# But now developers of Unity focuses on C# supporting only. I like it. CryEngine 5 supports C# too but I think supporting of C# in Unity is better than in CE. I do not know what is favorite language on Godot. I think it is GDScript. And I think Godot Team supports GDScript better than Unity Team supports C#. I just like C#. And Unity is better for me than another engines.
    39. Lactose

      c# drawing sprites

      The answer is: The same as when you asked how to erase a sprite almost 2 years ago. The same as when you asked how to erase a character almost 3 years ago. The same as when you asked how to stop drawing text over 6 years ago.
    40. Psychopathetica

      NVidea GeForce Experience

      Well not only do you get an FPS counter, you also can use it to record and stream. Pretty useful if you ask me.
    41. I've been employed in the Serious Games industry for 6 years and I've been looking to move over to my life's passion, games for entertainment. That does come with a bit of a criteria that I need to have some admiration for the product being made before I apply to a studio. I expect to be taking both a cut in pay and an increase in hours from my current job, so the trade-off in my mind is that I'll be making something more interesting than what I currently make. To that end, I've been applying to jobs here and there for two years with little success, getting only a handful of interviews and no offers. I'm usually applying to mid-level producer roles. I'm searching everywhere in the US, with some willingness to go abroad. My Portfolio and Resume are here. My cover letters are often custom but tend to stress variety of experience, collaborative mindset, and cultural fit (when known). I hope you guys can help point out some deficits or red flags I may have. My personal best guess at how to improve is that I simply need to be applying to more jobs (or looking longer) than I currently am. Networking would be number two, but I'm struggling as to how best to go about that when I'm not looking for an entry-level role and I'm on the east coast. Previous efforts have not felt productive, with meet-ups generally resulting in juniors hitting me up for work rather than the other way around. I'm very grateful to anyone who can provide some useful info for me.
    42. phil67rpg

      c# drawing sprites

      well I have taken your advice and I have worked this into my code.
    43. I am building a new feature for my engine but out of nowhere DevIL started showing this error: I did not change anything related to loading images. The only things were some high-level engine initialization changes that only affected the level being loaded. For an in-depth code diff, see the PR here: https://github.com/sdslabs/Rubeus/pull/101
    44. Graphium_Studio

      Gems of Magic: Lost Family

      Gems of Magic: Lost Family It’s a magic, charming Match-3 game, where you will need to rescue magical creatures of Enchanted Forest. Beautiful hand-drawn graphics 90 challenging levels. Magical soundtrack Powerful boosters Unexpected foe try to block your moves! We think, it will be suitable for kids and for a gamers, who want to relax We think Gems of Magic have really great music themes, and we also created a playlist - https://www.youtube.com/watch?v=54SabBWs1UY&list=PLIfntwGvuycyWUAek53wmNDSRscR0r7aK Will be available on Steam 29th of March https://store.steampowered.com/app/970030/Gems_of_Magic_Lost_Family/ Game trailer: https://www.youtube.com/watch?v=PGjr2yUy0c0 Developer page https://www.facebook.com/Graphium-Studio-251200572481155
    45. 8Observer8

      First steps for learning game development at home?

      I like this resource. I refresh my knowledge of CSS/HTML here: https://www.codecademy.com/learn/learn-css I use CSS/HTML for GUI of my simple games. Goal of CodeWars just to give you a lot of problems or tasks for everyday practice. I like CodeWars because I can write code and unit tests in browser. CodeWars has two different fields: for code and for unit tests. I study Test-Driven Development (TDD) and Behaviour-Driven Development (BDD). CodeWars helps me in practice using TDD. I think you can use it from mobile devices. I have old Nokia and I cannot check it. If you use C++ and do you want to know about TDD I advice you this book: Modern C++ Programming with Test-Driven Development: Code Better, Sleep Better The best tools for C++: Google Test Framework (GTest) Google Mock Framework (GMock - it works with GTest) CppUTest and CppUMock P.S. Everyone can dislike it. You only inspire me with it.
    46. It may be in GPG 8, but it's also in GPG 1, for what it's worth (just in case the OP goes looking for it).
    47. It is called 'Shortest Arc Quaternion'. E.g. Stan Melax wrote about it in one of the Game Programming Gems (e.g. GPG 8 I think).
    48. 8Observer8

      First steps for learning game development at home?

      He can read that book from mobile. And he can open source code files of my example in OpenTK and modern OpenGL 3. I think if you want to be programmer it is good to start from scratch. And it is better to start with C# and modern OpenGL. C# skills will help him in Unity, Godot and so on. GLSL skills will help him when he will write shaders for game engines.
    49. Android or iPhone? If Android, you can use AIDE to code on your phone. It has built in tutorials to make games with GDX to get you started. When you progress, you can also use C++ in it via NDK/JNI and then your code becomes portable. This is what I do currently. I use C++ and switch between coding on my Android tablet and desktop/laptop, moving code around as necessary. If you're on iOS, you have fewer options, but there should be some. I used to use an app called "C Compiler" on iPad. It had decent C support and it had OpenGL hookups for graphics. Sadly, Apple is phasing out OpenGL, so that's no longer a sustainable option. But either way, look for apps with "compiler" and "IDE" in the title / description. Find out which ones have ways to display graphics with your code and you're good to go.
    50. Tip 7 is epic facepalm. Should have given her a complementary jiffy-bag with Carpenter's The Thing and Cronenberg's The Fly while he was at it. "Don't you worry, now - it'll be finished in time for Christmas!" 🤣 Being serious though, this article speaks the truth. Making games on your own is hard, as you simply don't have the support of others...
    51. You could try an online compiler, here the first one i've found: https://www.onlinegdb.com/online_c_compiler If it works on a mobile, it should be enough to learn a language and write a simple text game like 'guess a number between 1 and 10'. This is also similar, but it seems to assume some basic knowledge already. So an online programming course including online compiler to enter and execute code would be better. Maybe this one: https://www.codecademy.com/learn/learn-c-plus-plus (not sure if it allows to code). Maybe it's because most suggestions can't be done using a mobile. Does not justify downvotes ofc.
    52. Hi Im making a tactical fantasy rpg/management/survival game where you control a group of heroes set out on a journey. Lots of influences from Darkest dungeon and Battle brothers. Its good to have "civilized" enemy groups like goblins that can have different troop types, fortifications etc in each area. My idea for 4 areas to traverse is this: Temperate climate. Goblins and trolls and wolves to fight. Continue by travelling on with a caravan. Still temperate but more dangerous. Maybe similar enemies I havent decided, maybe orcs (goblin-like but thougher)? Take a ship across the sea! Desert. More undead, what else? Large lizards and scorpions? Maybe lizardmen (warhammer made them aztec-like but maybe they can be egyptian-like?) Take camel-caravan onwards. Wastelands. Dry, hostile lands with lots of demons. The end-boss rules these lands, so corrupted humans (cult?) might work? Any input? This is a bit similar to the diablo 2 setup (temperate -> desert -> jungle -> hell) but maybe that's not too bad? In each area these are some dungeons scattered (like ruined temple, catacombs, caves, abandoned jail etc) so areas should not be too different to let me reuse some of these in several area settings...
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