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    1. Past hour
    2. Game ratings are not enforced by most of countries - although when you break their laws, they will simply ban your game. Beware though here - certain topics can get you even jailed (even in Europe - like cheering and propagating national socialism (or other totalitarian regimes that killed millions), especially in Germany, will get you into problems ... on the other hand, when you are trying to make historically accurate game about that specific era, there won't be any problems). Russia, South Korea and Brazil do require each game to have rating from one of the agencies approved by their government. Taiwan requires you to self determine age rating. India has their own national rating company (they don't rate games usually, mostly movies - but they can ban your game). And so on... This being said, some distribution platforms require you to have game rated from specific organization (I believe ESRB and/or PEGI for most of them is enough). If I'm not mistaken ESRB costs were around $4000 for titles where development cost was higher that $250k and $800 for the ones that cost below. As for Steam I don't think they require PEGI or ESRB ratings, they definitely do require you to state whether your game has sexual content, or violence (among other things) - which will limit its visibility based on the age on specific Steam account (to anyone who recently released game on Steam - correct me if I'm wrong and something has changed since).
    3. First of all I want to thank everyone who is reading this and putting some though, it really means a lot. I have realized I am watching a lot of videos about geopolitics and economy, I tend to look at various statistics (numbeo.com for example) and maps, as well have tendency for history and society development. Surely this all sounds like Civilization game and that’s the one of two games I play the most, second one begins Cities Skylines. I play a lot of Minecraft too so you could say I love building stuff. So, I came to an idea of building my own game, mostly just for fun but if possible also to profit from it somehow. The whole idea is in its early stages and I would love to get some feedback on it. The game would be turn based, statistics driven strategy where you will control one randomly generated civilization in a randomly generated world. You start around first industrial revolution and finish around our time and in the meantime the goal is to create prosperous, happy society with good educational and health care system, quality of life, safe and clean cities, good welfare state and everything what makes contemporary state successful. The idea here is not to create a game with lot of micromanagement, but rather focus on stories, news or events that needs responses, or planning ahead by investing into technologies and new policies. These events would be randomly generated within constraints of your current situation, for example if there is high poverty rate except slums and high crime rates that obstruct trade route for example. Or, if you have too much liberty in your country, it might backfire and create protests about any small change you want to make. Or maybe something like Venezuela crisis for example. All of this would be driven by a huge statistical “excel” table that will contain many things that can be viewed in-game such as working class or elite salaries, property prices in different areas, beer prices, healthcare, birth rates, emigration/immigration, taxes, equality… I need to work out the mechanics behind this yet. I am not planning to make this overly complex and long game, unless you get swayed by comparing donut prices between your country and your neighbours, or looking into how many gas tanks and average salary in your country can buy J Do you think people would play this game and what platform you recommend? I was thinking to make it browser based game, or for PC. Any suggestion is welcome! Thanks! N
    4. Hello If i want to release a game - mainly on steam (not sure about retail), lets say a smaller project, PC (for starters), point and click adventure for example. My understanding, from interview i read with one dev, is that i NEED the approval of various "age rating" agencies like - ESRB, PEGI, USK (germany) and the australian one... (there are others aswell). My understanding is that although its "not written in any laws or agreements (not even on steam?)" you NEED (!) to get these ratings in order to effectivelly release the game. Meaning that if you dont get them, steam (and/or) even retailers etc. wont talk to you or will "play deaf"... so getting these ratings is a NECESSITY to release your game- which means additional cost for a smaller studio. My questions: 1) Is this really true...? Steam will not publish my game if i dont have the ratings? What about other platforms (epic store etc.) or retailers...? (we would not have any publishers BTW probably) 2) What organizations do i need to get the ratings from- which are the most essential in regards to the potential revenue from their regions/countries? ESRB for sure, PEGI for sure. These two are main and neccesary practicall for all games since they cover the majority of regions from which majority of revenue country/region wise is generated, overall for most PC games, correct? Then in additional since it would be a point and click adventure we would need to get the approval of the german USK organization? Since point and clicks sell a lot in germany. But doesnt germany accept PEGI ...? Why the heck do they need special organization only for their country? 2a) What about Russia - i read they have their own rating organization, but they accept (still?) PEGI ratings aswell so i do NOT need to pay additional cost for Russian rating only and use the PEGI one...? 2b) What about Australia... They have their own rating system but does australia generate a lot of revenue for PC games and point and clicks especially (smaller indie projects) to justify the even additional cost...? Australia doesnt accept PEGI or ESRB? 3) Im confused about trailers and maybe additional things about the game - Do i need to get approved even the trailers for the game...(!?).. What if i dont... steam again wont allow me post these trailers on their website... Do i need it even if i have a trailer normally on youtube? Thank you
    5. Thanks. With the postproductions cost you mean what...? - patches ok, but "supporting players" you mean what? Steam does customer support, correct? Im having in mind smaller indie project, i cannot think much about additional costs in regards to postproduction for a small "cheap" (small budget) indie game (not online or multiplayer)...? Thank you
    6. Today
    7. Way to much code in the morning (EU)... It's been a little while since I programmed a Worms clone and integrated a zoom function, but maybe I can help you find the problem. The following lines might contain errors or false assumptions since I am not a regular zoom function programmer: 2d-zooming is basically a coordinate transformation in camera space where the origin of the coordinate system is the center of the screen. Zooming issues occur if the objects are not correctly transformed into the camera space mentioned above. Possible pitfalls are, that your engines native coordinate system is some edge of the screen and not the center of the screen. The result is usually that zooming seems to approach one corner of the screen as in your case. So what should work are the following steps: - calculate the position of the screen center in your worlds coordinate system (the point you want to zoom into) - subtract that position from every object's position - multiply by your zoom factor - optional: If your engine coordinate systems origin is located at a screen corner, you have to add/subtract half the width and height of your screen. Be aware, that you must also apply the zoom factor to the screen width and height. - draw Apart from the optional step, I tested it with a fast Matlab script (inside spoiler) and it worked. So check your transformations and in which coordinate system they are done. Some general remarks regarding your code: - If you are using C++ 11 or higher: Don't use C-style casts --> (int)3.32 . Use static_casts or dynamic_casts, depending on the situation. Google will tell you why: https://www.google.com/search?client=ubuntu&channel=fs&q=why+not+use+c+style+cast&ie=utf-8&oe=utf-8 - Try to split your code into separate functions with meaningful names. Long function implementations are hard to read/understand, even for the guy who wrote it. - Add more comments so that other people understand what you are trying to do in the code section. Reading a comment is way easier than understanding code - I see a lot of new. I don't see any delete. That scares me. Don't know if you delete the objects anywhere in a function they are passed to but that would be even scarier. Look at this line: point vP = new point((graphics.PreferredBackBufferWidth/ adjustedZoomLevel), ((graphics.PreferredBackBufferHeight / adjustedZoomLevel))); Maybe I am suffering on a low caffeine level and miss something but I think what happens is the following: - You create a variable vP of type point (not pointer to a point ---> point*) - You create a new point on the heap with new and use it to initialize vP - Your point class needs a copy constructor that takes a point* as a parameter, otherwise, the compiler will complain since he can't convert a point* (which is created by new) into a point. Now the last point is problematic. Since you do not store the pointer to the point created on the heap, your constructor needs to delete that pointer. Otherwise, you get a memory leak. But what happens if you use the same constructor on a pointer which is still needed? Welcome to the land of undefined behavior. Why do you use 'new' there anyways? You can just remove it. The other new calls could probably also be removed. In general, if you are not doing really low-level stuff, there is no reason why your code should ever contain a single new call. Use STL/Boost smart pointers and containers or your program is in danger of randomly crashing after a while due to memory leaks. Greetings
    8. Hey, thank you, as soon as you're done with some concept arts make sure you send them to me on Discord or here in private message! Nope, I haven't seen this yet, I actually just made an account here to have a chance to find skillful artists lol But I might get into that group
    9. To do that I believe you have to change the device type (which is now D3DDEVTYPE_HAL).
    10. The particular Elder Scrolls series is a role-playing game produced by Bethesda Softworks, which provides won unanimous praise from the outside world because of its excellent game openness, connection and huge world view. After decades of growth, its worldwide reach a fairly advanced, players could enjoy the game moment slowly. Ancient Scrolls: In the arena, players grow their particular characters (gain experience) by simply killing monsters, and after that upgrade to a particular common. If you adored this information and you would certainly such as to obtain additional facts pertaining to Buy Elder Scrolls Online Gold kindly browse through our own webpage.Nevertheless , the Elder Scrolls 2: Dagger Rain, Typically the Elder Scrolls 3: Early morning Wind and The Parent Scrolls 4: Annihilation are usually skills-based in character growth. Players upgrade their abilities by constantly using these people, and some group of skills will be upgraded when they reach some level. Browse 5: Skyline has used a new model. The higher the level regarding a skill, the more that can help to update the character. The emphasis of the game offers shifted more from role creation to role development. In the Elder Scrolls Online game, each tale is actually a short play, along with its own start, maintain, turn and end. Zenimax really wants everyone to listen to their stories, never to listen to audio books all day. Every activity is dubbed, plus the level of task design will eventually be called typically the crown of similar games. If you loved this article and you would like to receive more info regarding Cheap ESO Gold kindly visit our web site.Through these tasks, gamers will see out something regarding Tamril throughout the former Disposition. In addition, in the event the old scroll has attracted an individual with plots and routines, then this old slip will surely make a person more anxious. Although mainline tasks remain distinctly thready, a considerable number of feeder tasks actually really encourage players to explore freely because they use scrollbars. The Elder Scrolls On-line gives a game experience that is absolutely beyond typically the wildest imagination of many players. As an on-line game, its huge globe, rich skills system plus excellent task design may make it a powerful competitor for the brand new generation of MMORPG tub. The story in the older scroll took place 1000 years ago, about 700 in years past, in the old scroll 3: Morning Blowing wind and the old scroll 4: Annihilation. Like Browse 5 and Scroll 4, the movie will begin as a possible action blockbuster, where participants wake up in Hell Prison on a Satan Airplane and join within the escape underneath the guidance of a mysterious prophet.
    11. kalle_h

      Weird lighting when translating object

      General case is not same as optimized case. Not transforming normal(but light instead) only work if you are using forward rendering and have very small amount of lights and don't sample from any cubemaps. This is very special case which is not all that common nowadays. Also this adds extra cpu usage per draw call. You also need to send this data per draw call. In otherhand couple ALU's at vertex shader is rarely bottleneck.
    12. Hello, I'm K. I'm interested in your project. My main goal is to build my portfolio as a concept artist and illustrator. I need to work on environments as well and not just characters. I'm a traditional and digital artist. I went to school at the Academy of Art University for Ilustration. Currently I work as a Graphic Designer and trying to devote myself to a project to get focused on art again. I'm working on some sketches from the description you have. 🙂✌
    13. I see so much int and even type casting. I thought int is only for indices into arrays. For loop variables. Pointers are Indizes into a byte Array. Positions are real numbers and always better stored as floats. Let the graphics library index into pixels in the frame buffer! I think OpenGL allows one to specify everything using floats (64bit). You may need to an index into a tilemap and an index into a list of sprites. Such stuff. Also time is float. I am scared by 2032 where we need more than 32 bit in the integer part. I would always use time since program start.
    14. Gnollrunner

      Fantasy MMORPG in Development

      All I care about is if gnolls are playable characters: D OK just kidding ……..My main comment is that I think you need a document with a few charts and pictures to explain things better. I’m sure it makes sense in your head, but the wall of text is a little hard to parse, at least for me. So as an example, if you play table top RPGs the rules have to be clear enough that a player can generate a character, understand how he interacts in the game, and level him up. Of course a computer game is somewhat different, but still I think you should try to aim for a document similar to that. The rules themselves seem not so far from the standard fair. That’s not really a bad thing. As I said before, I think the key thing is the implementation. Also the main thing for an MMORPG is immersion. The origjnal EverQuest had pretty basic game mechanics, but it had a great game world that you could get lost in. That’s what made the game great. WoW added a more or less seamless world which again gave a big boot to immersion. This is where I think a lot of subsequent games that came out soon after fell down. I remember playing WoW when Age of Conan came out. Before its release there was a lot of hype and a lot of people were saying it’s going to kill wow. However the world design was horrible. Everything was instanced and again it went back to hard zone boundaries which were confusing and far worse than the original EverQuest. Also the high end contents just wasn’t there, but me and my friends had figured out the game was sub-par long before we ever got that far. So I guess what I’m saying is the rules and game play while important, are not the most important thing with MMORPGs. One thing I will specially mention is I don’t like it when players can raise their starting states a lot. I’ve seen games where it seems the starting stats hardly matter because at high level, they play such a small part in your character. People are born with certain traits and while you can modify them to some extent they still have a major impact on the person. A guy who is genetically muscular will retain that trait into adulthood. Same goes for someone who is very intelligent. Of course this is only a game, but it’s just kind of my take and I think it’s one more little thing that adds to immersion. One idea I had is to even base the character model on the strength stat. In any case that’s all I have for now. I’ll give it another read and maybe I’ll post some more specifics later. I’ll probably also put a few game design entries in my blog at some point when I get the time. Good luck with your project BTW….
    15. Have you seen this section? It's a little quiet over there still but that could change.
    16. Graphy, a free plugin described as the "ultimate, easy to use, feature packed stats monitor and debugger for your project", has released a new 1.5.1 version now with a feature to hide Graphy from the Game view when disabled. Features include: FPS Memory Audio Advanced device information Debugging tools Graphy is also available as open source on Github: https://github.com/Tayx94/graphy.
    17. Graphy, a free plugin described as the "ultimate, easy to use, feature packed stats monitor and debugger for your project", has released a new 1.5.1 version now with a feature to hide Graphy from the Game view when disabled. Features include: FPS Memory Audio Advanced device information Debugging tools Graphy is also available as open source on Github: https://github.com/Tayx94/graphy. View full story
    18. Lendrigan Games

      Help on crafting a game plot and setting

      What if W1 takes place in a science-fiction/cyberpunk setting? Recreational prosthetic replacement can both spice up real-world activities and cover large portions of the gap for "manifestations of the MMO." One possible villain would be a moral elitist who's acquiring rights to various chunks of the game's code (perhaps the game is a cobbled-together pile of parts from a bunch of in-house engines). As he gets the rights to various chunks, he re-writes values within those chunks to what he thinks they ethically should be. The team (or the rest of the team if the villain is one of them) is trying to roll with the punches because they love their playerbase, but they're so busy with the work that they have trouble combating the real-world antics.
    19. One simple thing you can do is to have each pixel always use the tightest cascade that overlaps it. They describe that here on slide 27: This won't fix your cascades overlapping with each other, but it does at least make sure that you're utilizing the higher-res cascades as much as possible: I have this implemented in my shadows demo if you change the "Cascade Selection Mode" setting to "Projection"
    20. Awoken

      Link It Up! | It's Released!

      I finished the rest of it. Great little game! p.s, next time just let me know to try a little harder
    21. JTippetts

      hex grid

      Since this has veered quite off topic, and since phil has decided not to make a hex game, I'm going to lock this. phil, if you have further questions please remember what you have been told before, about how to ask your questions.
    22. Ajanis04

      Open-Source C# RPG

      Cool
    23. JohnnyCode

      Weird lighting when translating object

      Games are in general case GPU bound in stead of CPU bound, so performing per vertex matrix transformation of normal instead of a single CPU transformation of light to bring it to same space is not the "General route" as you appointed?
    24. Rutin

      GC : Explosive Balls (game state)

      Wow very cool! I like how your movement adapts to the terrain changes. Great work!
    25. phil67rpg

      hex grid

      yes you are
    26. GoliathForge

      hex grid

      I'm special today it appears.
    27. phil67rpg

      hex grid

      wow you got two downvotes goliath
    28. GoliathForge

      GC : Explosive Balls (game state)

      I'm going to skip a blog week and just throw up a video progress. This week was character/animation controller. Nice to start thinking about the action bits. Thanks for playing.
    29. Alexander Villagran

      Open-Source C# RPG

      Sounds like a very interesting project. I like to use Unity for the 2D graphics, and it sounds like fun.
    30. Yesterday
    31. GoliathForge

      hex grid

      Make (it) how ever you wish. Just make it yours. Go forth and create.
    32. Hello, I have been implementing CSM and applying some of the methods found on the Internet for stabilizing the cascades to fix shadow shimmering. While implementing the algorithm, I followed both Microsoft SDK code (link to SDK) and MJP's version (here) (which I found quite clear and great). While the general algorithm works okay I have found out an issue which I'm not exactly sure if it's my fault or if it works as intended. My camera has a FOV of 60º and is divided in three different frustas, each one of them covering a percentage of the whole camera frustum and giving shadows for a given area. For each one of these frustas I compute a Bounding Sphere that contains the corners of it and is centered in the middle point of the frusta. The code works ok and I get a bounding sphere that covers the frusta completely. The issue is that such bounding spheres seem to be so big that they completely overlap each other most of the time and, while fov or depth changes for each of the frustas make the overlap bigger or smaller, they still overlap by more than a half most of the time. This makes the quality of the shadows for the bigger frustas to not be too great as the amount of unused space is quite big. While googling for a solution I also found this blog from The Witness creators in which they detailed their approach and had a similar issue. Nonetheless, I would like to see If somebody knows if there may be something wrong with my approach and how to fix it if possible. Below I attach some captures of the problem and the code for the BS computation. Captures: https://imgur.com/a/FhGBwvW The code for the computation of the BS can be found below (I decided to skip the code that gets the frustums corners in WS but I'm quite sure it's working okay as I can see the points being in their position in my render): // This code is repeated for each cascade. // Calculate the centroid of the view frustum slice. // cascade_frustas_corners contains all the corners of all the frustas the camera is divided in. // Their positions are already in WS. Vector3 frustumCenter; for (unsigned int j = 0; j < 8; ++j) frustumCenter = frustumCenter + cascade_frustas_corners[cascadeIdx * 8 + j]; frustumCenter *= 1.0f / 8.0f; // Calculate the radius of a bounding sphere surrounding the frustum corners. float sphereRadius = 0.0f; for (unsigned int j = 0; j < 8; ++j) { float dist = (cascade_frustas_corners[cascadeIdx * 8 + j] - frustumCenter).Length(); sphereRadius = std::max(sphereRadius, dist); } // Store the radius for this frusta. sphere_radius_frustas[cascadeIdx] = std::ceil(sphereRadius * 16.0f) / 16.0f; Hopefully somebody can shine some light on my issue. Thank you very much.
    33. Microsoft has released PIX 1904.23 with a preview of the new Timing Capture implementation and improvements to DXIL shader debugging and pixtool. You can download the new release here. Highlights from this release include: Preview of a new implementation of Timing Captures (see below) HLSL variables are now available during DXIL shader debugging New pixtool features: Use “take-capture –winml” to capture a WinML workload Use “take-capture –frames=5” to capture multiple frames Run “pixtool –help take-capture” for more details Information in timing capture’s Resources & Heaps view can now be copied to the clipboard Format is tab separated and can be pasted directly into Excel WinPixRemoteMonitor now has a UI ARM64 support Get all the details from the PIX blog.
    34. Microsoft has released PIX 1904.23 with a preview of the new Timing Capture implementation and improvements to DXIL shader debugging and pixtool. You can download the new release here. Highlights from this release include: Preview of a new implementation of Timing Captures (see below) HLSL variables are now available during DXIL shader debugging New pixtool features: Use “take-capture –winml” to capture a WinML workload Use “take-capture –frames=5” to capture multiple frames Run “pixtool –help take-capture” for more details Information in timing capture’s Resources & Heaps view can now be copied to the clipboard Format is tab separated and can be pasted directly into Excel WinPixRemoteMonitor now has a UI ARM64 support Get all the details from the PIX blog. View full story
    35. phil67rpg

      hex grid

      well I am unsure of how to proceed further? should I give up?
    36. FFA702

      Large Tilemap Storage

      I currently have a 100x100 tilemap with 2 layers (one for the tiles and one for the characters) I can draw at once with absolutely 0 performance issues. I think I can push 1000x1000 no issues (at this point they become individual pixels so wtv), modern rendering pipelines are really hard to bottleneck and a 60x30 array is trivial.
    37. Hi, I have a small annoying problem with my draw loop where the zoom function results in very noticeable jerking motion of all the rendered sprites. Here is the whole method and the lerp function : protected override void Draw(GameTime gameTime) { int adjustedZoomLevel = 60 + ZoomLevel; // DRAW THE DYNAMIC OBJECTS Color spriteColor; if (UI.DisplayUI.isFocused == false) { spriteColor = Color.White; } else { spriteColor = Color.Gray; } GraphicsDevice.Clear(Color.Green); point vP = new point((graphics.PreferredBackBufferWidth/ adjustedZoomLevel), ((graphics.PreferredBackBufferHeight / adjustedZoomLevel))); point vPo2 = new point(((graphics.PreferredBackBufferWidth) / ((adjustedZoomLevel) * 2) ) , (((graphics.PreferredBackBufferHeight) / ((adjustedZoomLevel) * 2)) )); point lastViewPort = GameZod.GameZod.Game.lastCamera - vPo2; point viewPort = GameZod.GameZod.Game.Camera - vPo2; spriteBatch.Begin(samplerState: SamplerState.PointClamp); for (int x = 0; x < vP.x; x++) { for (int y = 0; y < vP.y; y++) { point pos = new point((x + viewPort.x), (y + viewPort.y)); if (pos.x < GameZod.GameZod.Game.map.size & pos.y < GameZod.GameZod.Game.map.size & pos.x > 0 & pos.y > 0) if (GameZod.GameZod.Game.map.Dobjects[pos.x, pos.y] != null) { spriteBatch.Draw( GameZod.GameZod.Game.map.Dobjects[pos.x, pos.y].texture, new Rectangle( ((int)( lerp( (GameZod.GameZod.Game.map.Dobjects[pos.x, pos.y].position.x) * adjustedZoomLevel, (GameZod.GameZod.Game.map.Dobjects[pos.x, pos.y].lastPosition.x) * adjustedZoomLevel, gameTimeElapsed / 500f) - lerp( viewPort.x * adjustedZoomLevel, lastViewPort.x * adjustedZoomLevel, gameTimeElapsed / 500f) ) ) , ((int)( lerp( (GameZod.GameZod.Game.map.Dobjects[pos.x, pos.y].position.y) * adjustedZoomLevel, (GameZod.GameZod.Game.map.Dobjects[pos.x, pos.y].lastPosition.y) * adjustedZoomLevel, gameTimeElapsed / 500f) - lerp( viewPort.y * adjustedZoomLevel, lastViewPort.y * adjustedZoomLevel, gameTimeElapsed / 500f) ) ), (int)adjustedZoomLevel, (int)adjustedZoomLevel), new Rectangle(0, 0, 30, 30), spriteColor); } } } //END DYNAMIC OBJECTS //INTERFACE BEGIN for (int i = UI.DisplayUI.UIDisplayList.Count - 1; i >= 0; i--) { if (UI.DisplayUI.isFocused == true & i == 0) { UI.DisplayUI.UIDisplayList[i].draw(spriteBatch, Color.White); } else { UI.DisplayUI.UIDisplayList[i].draw(spriteBatch, Color.Gray); } } spriteBatch.Draw(UI.DisplayUI.MouseTexture, new Rectangle(mouseState.X, mouseState.Y, 20, 20), new Rectangle(0, 0, 30, 30), Color.White); spriteBatch.End(); base.Draw(gameTime); } float lerp(float p1, float po, float t) { return (1 - t) * po + t * p1; } and the arguments for the Draw function is : (Texture, Destination rectangle, Origin Rectangle, Color); this is done with MonoGame (XNA) The zoomlevel is changed in increment of +-1. I really think the problem is contained in this method, everything is perfectly fine, but zooming shifts the position of the screen to the upper right and then clamps back to the lower right, ever shifting up until it clamp back down again. What I've done : Ruled out the fact that it's tile based and may shift everytime new tiles enter the frame Tried to calculate the delta between the last zoom and the current zoom in terms of the rectangle's position, then subtracting it from the position Isolate the problem to a particular function 'center' the coordinate system more accurately to the center of the screen; this has no effect on the issue I really hope it's just something really obvious I missed, spent 6h on this and made 0 progress.
    38. 1024, Those are great points. a light breeze, That's a fair point about levels. It doesn't just have to be levels though. It could also be weapons, spells, consumable items, etc... DavinCreed, That's an interesting idea. I like the idea of there being a dynamic "range" of difficulty that follows the player. The game allows the player sit on the high end or low end depending on their strength.
    39. It seems like we are seeing the same questions showing up in multiple places. We want you to get the best support possible and understanding the best places to ask your questions will help meet that goal. Support requests can be generally broken into three distinct categories: How do I use Corona? I’m having an account related issue. Letting people know about cool things you’re using Corona for. There are several support channels available for you: The Community Forums Emailing support@coronalabs.com The Community Slack Social Media like Facebook, Twitter, Stack Overflow, Reddit, etc. Private messages on all of the above channels Which should I use? If you have account related questions, or a plugin license issue or anything where we need something private (an email address, credit card or we need to reset your password) then emailing support@coronalabs.com is the proper choice. This helps keep your information safe. If you have any questions about the product and in particular if code needs to be shared to help answer your question, you should always use the forums. While forums may seem SO 2000’s, they provide you with some very important features that not only benefit you, but also benefit the community: You have access to developers from around the world to get your answers. You will usually get answers faster than waiting for the Corona Staff to be online. The forums are a great knowledge base because it’s searchable. You can search the forums (or use Google since it indexes the forum posts) for your question before you ask and get an answer right away. If your question can’t be found, then ask. Once answered, other developers when they have your question can find your answer. This concept is so important, that we specifically discourage 1 on 1 messages to support. Many questions relate to how to do things like make a character jump or spawn monsters in an RPG. These questions are best answered by people who are using the product, not building the product. We are great at answering questions about how a particular API works, but when it comes to game mechanics, our community developers are the best! It should be noted that the first time you post to the forums, it will be held until our staff can review it to make sure it’s not spam. It make take several hours before the staff can review the new posts and approve them. Once your first post is approved, other posts will show up instantly. If you have an awesome game or tool that the community will probably enjoy, let them know everywhere, except to support. Post it on Slack, Twitter, Facebook, Reddit’s /r/gamedev and /r/CoronaSDK. It won’t do much good to email it to support@coronalabs.com or on any private channels, since we will see it on the other channels. Just a couple of other side notes. If you have a confirmed bug, hopefully after trying to solve the issue in the Forums, please use the “Report a bug” link at the top of the Forums page. If you see an issue with our documentation, there is a Report an Issue link at the bottom of the page. Please do not use these to ask for support or help. Use them only for confirmed problems. View the full article
    40. Embassy of Time

      When code just isn't enough...

      Basically, a game of "good samaritan", but on a strategy level. Gain points for doing good things, helping others, etc., but even more points for coordinating such things in a given area and getting more to get involved / making it easier to get involved and get results. Kind of "Pay it forward" meets "The game", to pick two ancient movies Does that make any sense?
    41. The thing most people seem to find surprising is the ratio of costs for successful projects. Development tends to be about 1/3 of the cost, marketing is about 1/3 of the cost, preproduction and post-production support are both about 1/6 of the cost. This holds at many scales. If you're doing a hobby project for a few years, with roughly the equivalent of $100K in your own private time, to be a success you should plan on paying out $100K in a careful marketing campaign, and expect to provide another $50K in your own private time to support the player and patch the game. Hopefully you also invested the enormous time required before developing the game to ensure there is actually a market for the game, and it will have the ability to recover the costs you invested. Similarly, if you've got $5M on development, expect $5M on marketing, $2.5M tinkering and experimenting and doing market research before development takes off in earnest, and another $2.5M supporting players, issuing patches, etc.
    42. One major difference is that games can potentially have enormous uptimes. A player may leave a game running for days or weeks on end, suspended in the background. Unlike other documents where only a few items are loaded, games can load gigabytes of material in a short time, cycling through levels and worlds in rapid order. Memory fragmentation is less of an issue now on machines with so many gigabytes available, but can still happen. Basically what happens is that over time there are little gaps between memory allocations, so while you have a large amount of memory free in aggregate, none of the little gaps is large enough to hold the resource you're trying to allocate space for. Also as mentioned, memory allocation and cleanup takes time. Allocating from the OS is slow for many reasons. One is that the global pools need time to properly interlock with every process on the computer, since potentially some other thread somewhere will allocate at the same time. Another is that memory must be set to 0 for security purposes, and if nothing is available allocation can stall while zeros are written. A carefully written memory manager used in a game can handle those situations. The same thing with releasing, memory systems can be written in a way where destructors and other cleanup code is never called. An apt analogy is to not take out the trash if you're going to demolish a building. Generally these are tasks only needed for major commercial endeavors. Few hobby developers will ever reach the point where they need their own, although many will implement them for their own reasons.
    43. _WeirdCat_

      Weird lighting when translating object

      Theres nothing much to say given first code in vs you multiple normals by model matrix which is bad, either rename it to rotation matrix and pass it as another uniform or stop. You do not.translate normals. THE END.
    44. [[Template core/front/statuses/statusContainer is throwing an error. This theme may be out of date. Run the support tool in the AdminCP to restore the default theme.]]
    45. GoliathForge

      Sandbox_console

      Album for Sandbox_console
    46. RIP UnHoly

      Fantasy MMORPG in Development

      In consideration of Gnollrunner here i am posting my ideas plainly so i may get some insight to what people think of the systems i am attempting to use to run my game. Of course this is ever expanding and i still have a ton of work to do on it but please enjoy and i look forward to your ideas. *As a side note nothing is concrete and everything can be changed including the placeholder names i will be using* Character Development: Character Development is based on Attributes, Classes, Race, and Social Interactions. I will explain these separately since everything ties into each other. Attributes: To unlock Attributes you use Experience and as the total of your base attributes rises *no class bonuses* they will become more expensive regardless of which attribute you upgrade. 1. Strength 2. Dexterity 3. Vitality 4. Intelligence 5. Wisdom Each of the attributes give bonuses inherent to their names as well as unlock classes once the pre-reqs are met. *say paladin requires 15 str and 12 vit once your attributes reach that level you will have the necessary attributes to unlock the class* However classes will not unlock until every requirement is passed. *for a paladin there will be a holy quest line to prove your faith and purity to uphold the paladin laws and commandments etc* Classes: At the start of the game you will choose a Race, Class and also a social status. Your class may be one of the 3 starter classes. This only changes how your beginning attribute points are allocated and the starting skills you have access to. Any of the 3 starter classes may be unlocked by using the main currency of the game *placeholder name* Experience. Experience is given when monsters are defeated as well as quests are completed. Experience may be used in a multitude of ways. It may be used to purchase attribute points, class points, in game currency *placeholder name* gold, skills, upgrade skills, and upgrade skill passives. Lets break this down a little bit, when upgrading attributes, classes, and skills you dont need to save up the entirety of the amount needed you can just slowly funnel experience towards whatever youd like to upgrade so you dont feel like the "money is burning a hole in your pocket." Class points are a bit different though and to describe them we will have to bring to your attention Classes and how they will work. This game will function fully with multi class and class successions. When your first class is unlocked via, reaching your milestone for attributes and quest line, you will be awarded your one and only free class point. You may choose to spend this class point on this class or save it for the class you are waiting for. Once you unlock a class you may choose to either multi class *for example Fire Mage and Archer* or you may choose to succeed your current class which is essentially the same class but with attribute boosts skill upgrades some nice new skills and the same focus as your previous class ie *Squire, Knight, Knight Lord*. There will always be a total of 2 Class successions for every class making it beneficial to focus your strengths. Of course to unlock more classes or to succeed your current class you will need more Class Points, and for this you will need Experience. Each class point costs experience to purchase and just like everything else you may funnel experience into purchasing a Class Point whenever and will only receive your class point once all the experience required is deposited. There is a soft cap of 3 Class Points meaning once you reach 3 Class Points the cost of purchasing a Class Point will start increasing exponentially. This is an attempt to slow down the inevitable min max strategy that will happen with this system in place. As well every single class after the 3rd class will increase the cost for every skill in every class and as well the overall level of that class. Each class with function the same You may level up a class with experience boosting the class bonuses. When the class reaches a certain level you will unlock skills. You may upgrade skills and once a skill reaches a certain level it will unlock passives attached to the skill that upgrade it in various ways. You may upgrade the skill passives to increase the power or functionality of the skill. Everything is based on the level of the class overall and skills and skill passives may not overlevel the class level. When you succeed your current class you will be rewarded with new class bonuses for your character as well as new skills and new skill passives. Sometimes the older skills may be upgraded as well or more skill passives added to increase the power and functionality of the older skills. Of course you can multiclass as well and when multiclassing there will always be multiclass skills. For example if you chose to multiclass as an archer and a fire mage you would have access to the 2 skill trees normally for fire mage and archer but as well a skill tree available only to a Fire mage/Archer. This is true for every single combination of multiclassing and even dips into classes that are combined with Class Successions. For exmaple you may have used 2 class points to become a Knight and 1 class point to become a Fire Mage. You would have unlocked the class skill trees for Squire, Knight, Fire Mage, and Knight/FireMage. If you have a class succession the multiclass skill tree will always choose the most powerful iteration of class succession and pair that with the multiclass for a stronger version. Now lets give another exmaple and say for instance you decided to go over your soft cap for class points and invested in a 4th class. Everything will be more expensive but you will have the options for plenty of rare and powerful skills. Lets say the classes looked like this Squire, Knight, Fire Mage, and Berserker. Now the class skill tress you have available are even more expansive even though they are more expensive they will look like this Squire, Knight, Fire Mage, Berserker, Knight/Fire Mage, Knight/Berserker, and finally Knight/Fire Mage/Berserker. As you can see as you unlock more and more classes the combinations although expensive can be very devestating. Race: Each race will have a capital that they spawn into when a person creates their character. Each race has a huge impact on World Development and Social Interactions. Social Interactions: In a fantasy world segregation is a big thing. There are obvious races and religions that do not enjoy the company of one another nd then on a more serious note will kill the other race just for seeing them. This will play a large role in social interactions like available dialogue or potential combat strategies and bonuses. World Development: In most MMO’s there is a set world and you are interacting in this world as best you can and you end up having to figure out the intricacies of this world from nothing or tutorials. I would rather have a dynamic world that is ever changing and gives the player the ability to learn as they help build the world around them so they feel more involved instead of like an outsider. The best way to describe how this will happen is simply there will be levels of civilizations. All the way down to 1 house and a family or 2 starting out a farm out in the middle of nowhere and all the way up to a huge metropolis with millions of citizens and plenty of land and food for everyone. Of course the world will not begin like this. The world will start when at *0 AD* for reference. Each race will have a capital city that is not huge but big enough to reasonably pass as the capital for that race. Of course each race will have their capital in a location best suited for their lifestyle whether that be the forest, desert, mountains, plains, or beaches. On the outlying lands from the capitals there will be farms, small towns, villages, and single family homes living off the land. The people inhabiting these places will mostly be the race that the capital belongs to except for the odd travelers that are welcome and merchants bringing goods. As a player you may interact with the NPC’s and other players for quests. These quests may be something simple but always have a progression to them. For example maybe an old lady that controls the market in a little town needs some help with her market. You end up helping her with a multitude of quests that seem trivial and only a little time consuming that end up making her market prosper. In addition you make friends with the other townsfolk and end up helping them all with some stuff here and there even the ones who wouldn’t talk to you until you had built up some reputation with the other townsfolk first. While you are increasing your amity in this town an NPC traveler passes through and sees that this little town is an ideal place to live or do business. When this NPC leaves and inevitably reaches their destination they cant help but blurt out to people about how nice of a place this little town was. This in turn creates migration and people start flocking to this little town to either live or do business. This increases the amount of available quests as the town is in the midst of development. You may then help the carpenters and stone masons and literally help build this little town up into a thriving city brick for brick. This in turn will increase the strength and influence of whatever capital this town is located near unless it’s a town in a neutral territory and since its neutral they may enact some type of government or appoint a leader and become a trade nation or join sides with a race they enjoy *possibly the race that helped them the most* expanding the territory and influence of a certain race. When a town/city/village/etc are under development in an attempt to stifle expansive growth there will be a system to reduce the speed of growth. Each settlement will have milestones based on P.O.P once this location hits that milestone there will be a list of things that may happen and a die will be tossed to see which of them happens. There will be negative sides of the die and positive sides of the die. If a negative side hits there may be something to halt progress or even destroy the lands. Picture that the lands are under construction and now 100 people are living in a little town. Then a scout returns and informs the town there is a goblin invasion force on their way to the town. This will trigger a player event where given 2 weeks on Saturday the invasion will take place. You may help the town during the time before the invasion with supplies etc, and you may as well participate in the actual invasion and help the town from being destroyed. This will be a mass PVE event and any race that participates garnishes favor from the settlement. This can also be a favorable event where there is a market fair put on at the town and people from all over come to the town and increase the P.O.P even more. This goes from something as simple to a goblin force all the way to Races going to war and an invasion force sent to take over/Raze the town. The event can even include non-playable races such as Dragons etc. Players may not purchase lands inside of towns or other settlements however when a player wishes to purchase real estate they may purchase a Guild House. This is simply starting from the ground up a new settlement. The same trajectory needed to build the NPC villages will be needed to build this Guild House. Guild Houses may be built up all the way to a citadel with outlying lands and declare themselves an Independent nation like all of the Races capitals are. When a Guild gets to such a level they may declare wars and send invasion forces that are mostly made up of their loyal subjects *NPC’s* under the protection of their House. Invasions and wars are lengthy matters and there will be a process similar to the 2 week warning of the invasion of goblins. We want people to be able to react to the invasion forces and wars instead of being taken by surprise. Of course there are different tactics that are not full invasion forces. These are typically used to whittle opponents down until they cant live, basically a battle of attrition. These war moves will be discussed at a later date but as of right now we do not have any system in place for them. Economy: To be discussed Social Hierarchy/Interactions: Continuing from the brief description in the Class Development section we will introduce that Social Hierarchy as well. In medieval time and even in current times there is Societal Status. This is simply where you stand in society's eyes. This is huge for character development as well as any social interaction throughout the world based on your upbringing you may or may not have access to certain requests because in your mind you wouldn’t let yourself go down to that level and participate in such a thing. Or the dialogue you have available when speaking to others will change. This is even true to how you hold yourself in combat and what strategies and skills you have available to use. As well as the classes you may learn *this may be changed if you follow the class pre req questline* However if you happen to abandon your ideals you may lose access to certain classes that require a certain discipline ie *paladins hold that they must be true and virtuous and uphold the laws of their deity* if you so happen to give up this discipline and choose to forsake your deity then you shall lose the ability to use your class. This does not affect any skills that do not require special paladin powers however. For instance if the class offered a sword skill and a turn undead skill youd have access to the sword skill without the added bonuses but you wouldn’t have access to the turn undead skill. NPC interactions and Player interactions will directly influence the world, so you must be careful what you choose to say and whom you choose to say it to. If warring races meet in a neutral territory and end up fighting *either NPC or player vs player* the side that instigates will more than likely receive infamy and distrust from the townsfolk. This leads to the defending side winning the trust of the townsfolk easier and if they Races lands get big enough maybe even swear fealty to them. This is where the world development comes into play as races capitals become larger and larger and require more lands and food. Guilds: See World Development above for current Guild status.
    47. Can you show a little something of your project up front?
    48. GoliathForge

      Sandbox_console

      This is an older openGL2.0 windows project with older visual studio solutions. The peek interest was the custom window frame styling and internal machinery to act as a multiple games in the same application by scanning file paths and dynamically building game lists at startup. Individual games were compiled as .dll and loaded from the main loop. I learned a little about dynamic library boundaries and acquired a great single header math library buried in there somewhere. Project Code can be found at https://sourceforge.net/projects/sandbox-console/ Use as you will. See an asset you like? Hit me up, I share.
    49. A few weeks after Ray Tracing Gems became available for free on Kindle, the book is now free on Google Play. From the book description:
    50. A few weeks after Ray Tracing Gems became available for free on Kindle, the book is now free on Google Play. From the book description: View full story
    51. GoliathForge

      hex grid

      me too. Pretty decent community, huh! Tough love is not always a greener pasture. @CrazyCdn you know the insane part, over this last three plus weeks of observing/interacting with this, I've found a ton of buried personal potential in the things I do, a slight more focused clarity and perhaps an appreciation for finer things. so thank you for that @phil67rpg good luck with your new project.
    52. Hi everyone, I make custom music for your projects. $25,00 ONLY please reply here or at email: martanmusic@hotmail.com for more details. reference track:
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