1. Past hour
2. ## How to Place Objects on Procedural Generated Terrain

This is a good question and it something I've been thinking about a lot lately for my own project. However I'm working in 3D on spherical world generated on the fly at run time, and I suspect a solution that will work for you will be very different from what I need. Perhaps you could tell us a little more. Is it truly 2D, or is it more isometric view? What kind of physics/collision will be supported? Do you generate everything in advance or is it done as you go at run time.
3. ## Orange Instinct - My first Web Game

Got it now. Thanks. I couldn't get past the 4th level, but it's still a cool little game. If you ever make a difficulty setting, you should make it scale through different types of fruit. Like, easy can be a banana or something. 😉 Thanks for sharing your game!
4. Today
5. ## I hate dialogue systems

Well best of luck! Im sure if will turn out great. Im unfamiliar with scripting dialogue systems myself. Can you paste some sample code?
6. ## Sick of Javascript bugs, going back to Java

No problem my friend. I fine with a lively discussion. Seriously, good luck with your project whatever language you decide on. I hope it's successful.
7. ## Looking for an artist for a Tower Defense

While the Base Defense game is done, we are working on our next project, and if you would still like to help, we would love to formally introduce ourselves on Discord https://discord.gg/X5bXzT3 and see if you'd be interested in the next one?
8. ## Sick of Javascript bugs, going back to Java

Haha, well, I don't want this to be an argument But, if you have an example of a task that you think is inelegant or verbose to implement in JS, it might be interesting to share it here. Maybe I or someone else could provide an example implementation in JS for illustrative or comparative purposes.
9. ## c++ how to have the cpu keep choosing a play from a menu

I'll mention a couple other things in addition to the above post. - You might double-check the documentation for srand(), as you seem to be misusing it here. - Maybe you're modifying all those arguments for the benefit of the caller somewhere, but keep in mind that if that's not the case, they don't need to be non-constant references (or references at all). - In the 'while' conditional, you have an assignment ('player_control = 2') rather than a comparison. - The return statement probably isn't doing what you expect (look into the C++ comma operator for info on that). Also, for what it's worth it might be a little easier to comment if you just include the code directly into your post rather than via image (that way readers can easily search it, copy-and-paste, and so on).
10. ## c++ how to have the cpu keep choosing a play from a menu

Look at the while condition to keep it in the loop. It says the condition is that player must still be the second one and down must be less than four. But inside the loop you never change any of these variables so the loop never ends. If the second player must just make one movement then you need to change to control to one before the loop ends. If down means how much times the second player moves then you must change as well.
11. ## The 3D book

12. Yesterday
13. ## C++ c++ how to have the cpu keep choosing a play from a menu

I am trying to write a function for the CPU to keep calling a play in a do while loop (which I am assuming is correct) with a pause in between and for the menu to be brought up to the user after each selection from the playbook function that contains the playbook menu. I am not an expert with the cin operator, but my playbook function works perfectly when the user is entering the plays but the cursor hangs when it is calling the function_cpu for the cpu to make the selection. I am sure I am missing something in the code here. I put some notes in the code below.
14. ## How to Place Objects on Procedural Generated Terrain

Find a spot on the planet's surface where you want to place the object. Then figure out the size of the base of the object you want to place (say a castle) then "sculpt" the surrounding area to support it. Either raise or lower verticies, or add in more.
15. ## Question about Shared class behaviour

I know it's not the exact type, but since these are properties I'm loading from a data file I was hoping I didn't need to use the exact type. IE AngelScript would be smart enough to downcast or get the implemented interfaces to match the function signatures. Looking deeper at the source this doesn't look like it'd be the case unfortunately. But aside from that looking at that comment, I think you're right and what I'm seeing is intended behaviour: All modules need to contain the types. I assumed these types would be shared across modules by default, but no such luck
16. ## 2d sidescroll action game looking for an artist

Hi everyone, Me and my friend are working on an 2d action shooting game. You can check techno demo of core mechanic here: https://spidamoo.itch.io/bunny So, as you can see, we really need an artist here. (And probably for other projects after)
17. ## My First Game : Tic Tak Toe

Very cool! This is an excellent first! Nicely done.
18. ## Looking for an artist for a Tower Defense

do you need help?

UP
20. ## Android/Ios Movement Controller/Joystick

This approach makes sense. Do you have any known games in mind which use this approach? Can't think of any straight away.
21. ## Android/Ios Movement Controller/Joystick

A common virtual joystick takes wherever they touch down as the center point, then let them drag in any direction as they would a directional stick. Buttons add complications. For some games it fits well. For some games it fits badly. Ultimately you need to think about the game and make your controls work with the device. The last few rounds of consoles have been convenient because XBox and PlayStation controllers are extremely similar so developers have less effort, but you should consider each system on its own and decide what works and what doesn't. Similarly on mobile, most developers assume a touch screen only, assuming no hardware buttons and no peripherals attached. Only one model, solve the problem once rather than per-device.
22. ## Question about Shared class behaviour

Is using pType->GetMethodByDecl("void set_Prop(SomeClass@)"); not a mistake? Based on the actual interface one would expect to see pType->GetMethodByDecl("void set_Prop(IInterface@)"); It sounds like you might not be using shared classes correctly, you can read more about them here: https://www.angelcode.com/angelscript/sdk/docs/manual/doc_script_shared.html It's mentioned that "in order to work the scripts in all modules that share the entity must implement the entity the same way", so all modules are expected to contain the shared classes. The thing to be carefull here is that I think when I tested the shared classes were "owned" by the first module that was loaded with them and if that module gets disposed, the shared classes it owned get destroyed even if other modules were using them (not sure if it's a bug or intended). That page also gives the alternative to having duplicate class definitions in a form of "external" keyword.
23. ## My First Game : Tic Tak Toe

Congratulations on completing your first game.
24. ## [Hobby] Creating lighting and atmosphere within Unity for Baldur's Gate/Pillars of Eternity style Fantasy demo

is it active?
25. ## Gameplay Android/Ios Movement Controller/Joystick

Hello guys, Not sure if this is the right forum, but I'll post it anyway. I have recently started working on a game which I was originally planning for a PC (using unity). The game is an orthographic top-down run and gun and heavily relies on movement controls. Now due to budget limitations I am thinking about going mobile first. However, when I started investigating the development of the on-screen joystick for a mobile game, I found it extremely poor, annoying and limited. I tried several "classic" sega ports and they were extremely difficult and frustrating to control (especially remembering that I played these classics as a kid and never got frustrated). Is this simply a bad example of the joystick? Are there any good games which I can look at as an example? Or is this really as good as it gets for touchscreen devices?
26. ## Looking for Artist(s)

Hi is it still active?
27. ## Discord Store Goes 90/10 Revenue Split for Developers

In an aggressive move to lure developers, Discord will allow developers to self-publish games with a 90/10 revenue split. The announcement claims developers are creating their own stores and launchers to distribute their games instead of focusing on what's really important. Read more on the Discord blog here. View full story
28. ## Discord Store Goes 90/10 Revenue Split for Developers

In an aggressive move to lure developers, Discord will allow developers to self-publish games with a 90/10 revenue split. The announcement claims developers are creating their own stores and launchers to distribute their games instead of focusing on what's really important. Read more on the Discord blog here.

30. ## Algorithm How to Place Objects on Procedural Generated Terrain

Hello everyone, it's my first time posting on this forum. I'm very excited to meet you. Anyways, my first question is about procedurally generating a world. I'm seeing how to implement a procedural generated world, and placing objects after that seem to be a big challenge. Let's say I have a big object that doesn't fit inside a chunk or that it is spawned in the frontier of a chunk. How would you go about generating the whole thing using the nearby chunks? With terrain it's pretty easy because the terrain is not hardcoded, so the algorithm is entirely free. But when I want to place hardcoded objects like castles or trees, I can't just cut the castle in half - or can I? What's a way to approach this problem? I'm using LWJGL/OpenGL in Java for a 2D game.
31. ## Artist Looking to Collaborate

Yeah it's the second name actually. Was called "Vivid3D" - but yeah it's easy enough to change the name. As for the lab, yeah as photo-realistic as possible is my prefered style in mind for the game. I mean once that scene is done and I can show you running in the engine, maybe you would be interested in help making it into a full game, and we'd share the profits if any or kick starter is successful. And however it's done, the gltf export option from sketchfab works great, and the engine has the following texture slots. 1= diffuse color map 2= normal map 3 = specular map 4 = glow map You can email if you like, rather than co-coordinating it here.
32. ## I'm a dentist trying to become a composer (lmao), Here is my first track, looking for feedback

Yeah, I've been working in games since 2005.
33. ## I'm a dentist trying to become a composer (lmao), Here is my first track, looking for feedback

Interesting feedback, first time I have an insight that sound like coming from actual game dev. (are you ?) will definetly challenge myself into trying to make a suite with combat theme etc.
34. ## 2D sprite cost - need some advice

Correct, will do

52. ## Properly stretch texture on quad unity

Ok sorry for bad explanation, I was in hurry... The code for next image is[in unity] void CreateLaserWW(Vector3 beg, Vector3 end, float widthbeg, float widthend) { Vector3 dir = end - beg; Vector3 keydir = dir; keydir = Quaternion.AngleAxis(90.0f, Vector3.up) * keydir; keydir.Normalize(); Vector3 begleft, begright, endleft, endright; begleft.y = beg.y; begleft.x = beg.x + (keydir.x * widthbeg); begleft.z = beg.z + (keydir.z * widthbeg); begright.y = beg.y; begright.x = beg.x - (keydir.x * widthbeg); begright.z = beg.z - (keydir.z * widthbeg); endleft.y = end.y; endleft.x = end.x + (keydir.x * widthend); endleft.z = end.z + (keydir.z * widthend); endright.y = end.y; endright.x = end.x - (keydir.x * widthend); endright.z = end.z - (keydir.z * widthend); keydir = begleft - beg; keydir = Quaternion.AngleAxis(-90.0f, dir.normalized) * keydir; keydir.Normalize(); Vector3 begleft2, begright2, endleft2, endright2; begleft2.y = beg.y + (keydir.y * widthbeg); begleft2.x = beg.x + (keydir.x * widthbeg); begleft2.z = beg.z + (keydir.z * widthbeg); begright2.y = beg.y - (keydir.y * widthbeg); begright2.x = beg.x - (keydir.x * widthbeg); begright2.z = beg.z - (keydir.z * widthbeg); endleft2.y = end.y + (keydir.y * widthend); endleft2.x = end.x + (keydir.x * widthend); endleft2.z = end.z + (keydir.z * widthend); endright2.y = end.y - (keydir.y * widthend); endright2.x = end.x - (keydir.x * widthend); endright2.z = end.z - (keydir.z * widthend); MeshFilter mf = GetComponent<MeshFilter>(); Mesh mesh = new Mesh(); mf.mesh = mesh; Vector3 middle = beg + (dir * 0.5f); Vector3 beghalf = (begleft + begright) * 0.5f; Vector3[] vertices = new Vector3[9] { begleft, endleft, endright, begright, begleft2, endleft2, endright2, begright2, beghalf }; int[] tri = new int[3 * 3]; tri[0] = 0; tri[1] = 1; tri[2] = 8; tri[3] = 1; tri[4] = 2; tri[5] = 8; tri[6] = 2; tri[7] = 3; tri[8] = 8; Vector2[] uv = new Vector2[9]; uv[1] = new Vector2(0, 0); uv[2] = new Vector2(0, 1.0f); uv[3] = new Vector2(1.0f, 1.0f); uv[0] = new Vector2(1.0f, 0); uv[8] = new Vector3(1.0f, 0.5f); mesh.vertices = vertices; mesh.triangles = tri; mesh.uv = uv; } Code does:need width of bases of trapezoid and positions and renders it Point of this code is to render a As you can see this quad mesh is made of 3 triangles ,but texture is not evenly distributed on the quad(trapezoid), with 2 triangles it's even worse, There is similar post about this but in opengl The link But how to make it in unity
53. ## I'm a dentist trying to become a composer (lmao), Here is my first track, looking for feedback

It definitely sets a mood! I like it quite a bit. I'd really like to see how you could create a suite of themes to match this world. Some that are less ambient, others that can take the core of the melody here and flip it around to support combat, victory, loss, etc.

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