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    1. Past hour
    2. IADaveMark

      questions about Utility AI

      Specifically "taco salad". http://intrinsicalgorithm.com/IAonAI/2012/11/ai-architectures-a-culinary-guide-gdmag-article/
    3. alvaro

      questions about Utility AI

      Wait. I thought you were responsible for the name "utility-based salad".
    4. applicant42

      Update 0.19.0

      Still just a start, WIP, but finally a new step done. New assets, new sandbox map… Isometric and alpha maths has been rewritten but still needs a lot of refactors and reviews. http://game.applicant42.com/
    5. IADaveMark

      questions about Utility AI

      Sorry... my fault.
    6. Today
    7. Well, learned something new today. Works flawlessly. Thank you!
    8. This is something you normally learn in school. Look up "constant acceleration" on the web. The formula you wrote describes the velocity under constant acceleration. The "1/2" and the "^2" come from integrating that formula to get the position under constant acceleration (the integral of x from 0 to t is t^2/2). Acceleration --(integrate)--> Velocity --(integrate)--> Position Acceleration <--(differentiate)-- Velocity <--(differentiate)-- Position If you know nothing about calculus, ignore everything in this post except the first line. Or go learn some calculus.
    9. [UNITY ASSET] Customizable lowpoly weapons and shields. - Full Version: http://u3d.as/1hvG - Free Version: http://u3d.as/1jZV You can get the character model used in the video here (for FREE!): http://u3d.as/1kP7
    10. Two ways to think about it: (1) Imagine the points of space that can be reached in time t, first with no gravity. It's simply a circle of radius v*t. Imagine that circle being animated over time. If you now introduce gravity, you can think of it as acting on the center of the circle, bringing it down as it grows. The formula (1/2)gt^2 is just the position under constant acceleration. (2) If you use a frame of reference in free fall, there is no gravity. Using that frame of reference corresponds to the change of variable y' = y + (1/2)gt^2, and in these (x,y') coordinates you are back to the situation without gravity.
    11. Hey Alvaro, can you help me to understand the "(1/2)gt^2)^2" part in the second formula? So I understand that this is using pythagoras theorem and it is trying to account for the gravity, but how does it work, where does the (1/2)gt^2 comes from? Thank you! Nvm nvm, I'll watch some videos on Quadratic formula first before I bother you again.
    12. Hashbrown

      Any tools that write shader code?

      This is actually pretty awesome and not expensive. Thanks for the share.
    13. alice vvonderland

      Epic Games Awards $800,000 in Unreal Dev Grants

      HOGs: Hyper Orbital Games alicewond@eclipso.ch AW:"I think that this many unCosmic games" Unity 5 best engine then hard Unreal Engine 4 because Unity give develop android Private Games Unreal Engine only for Rich Company UE4 best for PC platform with Commando in comand 5 more then 4 P.S. cosmic ranger AMD
    14. ArtemisGodess

      Hollow Knight Design Critique

      Hi Mo6eB, Thanks for the reply, you raise some very interesting points about the game, some of which I would like to argue against in this reply. In the first section, your problem seems to be that the platforming sections are too hard for the movement system of Hollow Knight. Personally and from many others on forums, I think that the movement system is very precise compared to most games: almost every move is executed on the button press, there is no momentum (or 'float', granted the jumps aren't super-quick) and you have full air control at all times. Sure, it can be fiddly and hard to master, but since you said you beat Traitor Lord without losing much health (I assume), you should be pretty familiar with the controls by now. Have you done the white palace or path of pain? I don't think you did, but me and many others find these platforming areas to be very challenging, but definitely enjoyable and fair. However, not all movement systems are for everyone and I see how you can get frustrated by a platforming section (as I said in the article, I had to cheat a few times to skip past these when I did not yet have hiveblood). You conclude with the claim that the game is too hard for the casual controls. I understand this is your opinion, but in my belief, most others tend to think the opposite. With a quick search I found these on popular review sites: 'fantastic controls' https://kotaku.com/hollow-knight-the-kotaku-review-1827367425 'precise control' https://www.youtube.com/watch?v=7t1mxoMIDfY 11:43 'pitch perfect controls' https://www.technobuffalo.com/reviews/hollow-knight-review/ In the bosses section, you compare the bosses to a boss you say is' built around taking down his shield while avoiding attacks until you put him in a vulnerable state and have a couple of seconds to hit him before he shields again'. Further on, you mostly talk about iframes, rng, projectiles etc. and do not elaborate on the subject. Unless you specify, I cannot really agree with this: except for Uumuu, who I agree is a bad boss, you can hit them at any time in a great risk-reward system. The stunned states are just a breather and a chance to heal or do extra damage. Your main wish is to have a counter/parry/block system in the game. In my opinion, that would ruin the game entirely. I think you are comparing the game too much to melee combat games like Dark Souls that have block-hit type gameplay with less focus on dynamic or vertical movement. I would compare Hollow Knight to a radically different game to suit my explanation. Mario is a mostly a game about dodging projectiles and getting close to enemies to kill them. Now imagine a Bowser boss fight where you could parry his fireballs or had a roll with iframes to dodge through them. It would no longer be a fun dodging game and an exciting ascent in difficulty as you get closer and you have less time to react to his attacks. It would be a simple 'press the button at the right time' game, much less exciting than the original one. In conclusion, the boss fights in hollow knight are more of a platforming game type challenge with the added risk-reward element of having to go close and expose yourself to deal damage. As a side note, you can use desolate dive to get a generous amount of iframes and deal damage if you have the soul. Furthermore, there is actually already a parry system in the game: you can parry sharp attacks with the right timing, though it is incredibly hard to pull off and not worth it. While the healing system has its problems, such as being near useless in harder boss battles, I think having a permanent Bladur shell is definitely not a good idea. It takes away the risk element and deincentivizes good timing. You could just spam the button to not get hit and heal as much as you wanted. Sharp shadow is a unique playstyle that focuses on dashing through enemies - this is perfect for a charm but a strange addition as a normal ability. Thorns of agony is just bonus damage for making a mistake, I don't see why that should be a regular ability. As for the range increase, I would love that, but not sure if it would be balanced or not. In conclusion, I think your main problem with the game is that the controls feel unfair when compared to the challenges. As a person who started this game as an incompetent player, I can assure you that if you spend time learning the controls, the game becomes just as rewarding and 'tough but fair' as the other games you mentioned. If you really feel that the game doesn't suit you, I respect your opinion, but I believe for most of us the combat and platforming systems are great as they are and do not need most of the changes you mentioned. Thanks, ArtemisGodess
    15. Ok, I'll give it a shot and let you know how it goes.
    16. First i need to define what halfspace for me is: a set of two lines one vertical and one horizontal [ they ofc are defined (A1, B1, C1) and (A2, B2, C2)] and a point at which those lines intersect) The available halfspace is always behind these two lines. But i need somehow to find areas where this set of halfspaces define (it can be a rect or just an halfspace with a intersection point - i meant that i cant define infinity (well actually i could because i anyway cut a space to some xy dimension so nothing that exceeds those values wont exist ok so from now one i need only to find rectangles that are defined by these halfspaces (the best would be all points. See image below i am trying to find blue rects. Hopefully one will understand what in trying to do if not tell me ill try to describe that more naturally
    17. Hello all, I'm new here, so please forgive me if this isn't quite the correct forum, I felt like it may have fit in to a few different ones. I received a Computer Science degree in 2004 with the original intent of trying to getting in to game development. After graduation though, I decided to join the US military. After I left active duty in 2016 I eventually decided to go after my old dream and am pursuing a Game Dev & Programming BS degree. I am in my last term, so am getting more and more focused on my next steps after graduation and breaking in to the industry. There aren't many game industry jobs where I'm located (Kansas City), so I'm also very much looking at opportunities in software engineering/programming in general. I actually feel like I'm a better programmer now than I ever was getting my CS degree, but I think one of my biggest weaknesses now is that I have just forgotten some of the core concepts of CS as they apply to programming. Want me define and implement a binary search tree during an interview? Probably couldn't do it off the top of my head. Talk about algorithms and Big-O notation? I've forgotten everything except a pretty cursory understanding. I interviewed for an internship in August and was asked about stack/heap and semaphores. Good thing I just happened to have read about them a few days before, otherwise I would not have been able to speak intelligently on them much at all. I know these are likely pretty basic topics for someone who has been immersed in it for 4 years getting their degree, and that's who I will be competing with for jobs. With all that said (sorry it's so long!), does anyone know of any resources for helping to refresh some of this core knowledge? Googling has turned up some helpful stuff, but a lot of my results seem to be huge lists of "Free online computer science courses," which could be helpful, but I guess I had something along the lines of like a wiki or guided tutorials in mind. These two seem promising: https://www.khanacademy.org/computing/computer-science http://www.labautopedia.org/mw/List_of_programming_and_computer_science_terms Any other thoughts, ideas, or advice? Thanks in advance! Dan
    18. You know what the problem is. Don't mask it by locking the camera. Fix it by not relying on the camera's position, since you can be sure you'll be making even more cameras in the future.
    19. Used to be on the FAQ. The answer is: No. The Robin Hood defense does not work. It does not matter that you don't profit directly. Copyright infringement, trademark infringement, and similar IP violations are still unlawful even though you will never directly make any money from it. Imagine that in other areas "Yes, judge your honor, I robbed the place, but then I immediately gave it all to the homeless and poor, and to starving children, so it is okay. Think of those poor starving orphan children that I fed with stolen goods, so I shouldn't go to jail."
    20. On Friday, I'm mentoring a student at a local high school who has a passion for writing, and a strong interest in writing for games. What advice would you suggest for him? What advice would you suggest for me? (Me personally, I've been designing/developing games/apps for a while, but I haven't personally put much thought to writing for games) - Thanks!
    21. https://gist.github.com/MaikKlein/00a5d8e95fb162a7fe9856f805ee1c6f I have now read quite a lot of CVs and I am a bit confused because they are all so different. Is there a public CV that you consider to be very good? I wasn't sure which skills I should add, I have seen CVs that list things like 'Microsoft Office', which I found a bit odd. I only included the most essential skills that I could think of. I also only included my latest 3 projects. Also the studio where I want to apply to doesn't have any job listings yet, otherwise I could have listed all the relevant skills for a specific position. Should I drop the math blog post? I just wanted to show that I am at least interested in math. Should I add a section where I talk about why I want to apply for a job at company XXX? Also I just listed that I have 5 years open source experience and I linked my github. Should I include some PRs that I worked on like https://github.com/rust-lang/rust/pull/45525 ? I assume I should definitely submit it as a pdf and not as a formatted email?
    22. Hi everybody, Xilvan Design building 3D games since 2004 in Blitz3D, we now present you our kindly official gaming related pages. (please click on each links, download games & bookmark the pages): Lights of Dreams IV: Far Above the Clouds v9.27. Candy World II: Another Golden Bones v9.47. Candy Racing Cup: The Lillians Rallies v3.01. Candy World Adventures IV: The Mirages of Starfield v7.57. Candy to the Rescue IV: The Scepter of Thunders v7.17. Candy's Space Adventures: The Messages from the Lillians v17.47. Candy's Space Mysteries II: New Mission on the earth-likes Planets v7.47. New Xilvan Design Websites. Xilvan Design's Youtube Channel. Friendly, Alexandre L., Xilvan Design.
    23. WitchLord

      How to pass global function as callback?

      The comparison function must take the arguments by reference. Try this: bool less(const int &in a, const int &in b) {return a < b;} I'll update the documentation to give an example with a global function too for clarity.
    24. Hey, so i've created a disk in unity (2D mobile) that will be shot forward if you drag it back and the further you drag it from the start point the more force will be applied to the impulse similar to the 8ball pool drag to shoot mechanic on miniclip. However, when I applied a script that allows the main camera to follow the ball it broke the mechanic since the balls position is calculated through the camera in world space. So I created a bool that locks the camera in place until the ball is released so the calculation would happen before the camera starts to move. This works however the ball now rubber bands back and forwards close to the start position. If anything needs more explaining then i'd be glad to do so. I've only been coding for about a week so you'll have to bare with me. Any help is appreciated. Thank you very much. Here's What happens: https://gyazo.com/f211e50f32ac59437a93dad7295a14be (screencap gif of the game viewer) Here is the shoot script: using System.Collections; using System.Collections.Generic; using UnityEngine; public class Shoot : MonoBehaviour { [SerializeField] GameObject Disc; [SerializeField] float multiplier; Vector3 initPos; private Rigidbody2D rb; public static bool ballIsReleased = false; bool recordingDistanceDragged = false; private void Start() { rb = gameObject.GetComponent<Rigidbody2D>(); initPos = transform.position; } void OnMouseDrag() { recordingDistanceDragged = true; if(recordingDistanceDragged == true) { transform.position = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, 10)); } else { transform.position = initPos; } } void OnMouseUp() { ballIsReleased = true; } private void FixedUpdate() { if(ballIsReleased == true) { rb.AddForce((initPos - transform.position) * multiplier, ForceMode2D.Impulse); Debug.Log("ball is released"); recordingDistanceDragged = false; } else { ballIsReleased = false; } } } Here is the camera follow script: using System.Collections; using System.Collections.Generic; using UnityEngine; public class CameraFollow : MonoBehaviour { private Vector2 velocity; public float smoothTimeY; public float smoothTimeX; public GameObject player; private void Start() { player = GameObject.FindGameObjectWithTag("Player"); } private void FixedUpdate() { if (Shoot.ballIsReleased == true) { Debug.Log("camera can move"); float posX = Mathf.SmoothDamp(transform.position.x, player.transform.position.x, ref velocity.x, smoothTimeX); float posY = Mathf.SmoothDamp(transform.position.y, player.transform.position.y, ref velocity.y, smoothTimeY); transform.position = new Vector3(posX, posY, transform.position.z); } } }
    25. Ciao! I don't think you're over-idealising your future at all! If you have work experience with Unity and C# and actual professional C++ experience, you're a very good candidate for many game companies. Don't be afraid to put up your 'CV' on LinkedIn, for example, to get even more offers. If you want to hop on the wagon, just do it! You won't even need headhunter/recruiters, you can try emailing studios DIRECTLY with your CV. On the interviews, be sure to learn about their working environment and your future colleagues, your responsibilities (of course!) and about the living condition in the city you'd be moving to. Take an extra day or two of the trip for any interview to get the feel of the city. Also, you don't really need to mention too distant future What were you afraid off with the recruiter? Have you done some actual interviews yet? Good luck!
    26. @DapperDave thanks for writing this down. I think it can be helpful to many people. I've never marketed a thing myself but it sounds you didn't approach it anyhow wrong.
    27. I'd say no, you can't do it. You do need to ask for permission. If you do it anyway, they will not sue you right away but legally threaten you first, demand you take it down, and then they'll sue you. It is not recommendable, why would you do it? The fact that you aren't (planning on) making any money is irrelevant, you'd be using copyrighted material and copyright owners aren't going to like that.
    28. Welcome everyone, this is the last video on section and end of our Terminal Hacker game. In this video we will learn to create random number. And from our next section we will create 3d game We will create CUBE RACE for our lesson.
    29. JWColeman

      Getting back to it

      Id be curious to know how you implemented the text, I've been googling around trying to figure out a quick and easy way to get text working.
    30. Rutin

      Getting back to it

      I will certainly play it if you make a download for it.
    31. It's no secret that what makes or breaks a VR experience is whether or not the player feels immersed in the VR world you've built. Here are a collection of tested guidelines for creating a more captivating VR experience. Introduction In recent years, virtual reality (VR) technology has progressed exponentially to enable immersive environments in which users feel a heightened sense of realism—that “you’re really there” feeling in the created environment. Across the board, CPU performance, GPU performance, VR headsets’ visual fidelity, and VR-enabled software have all advanced tremendously. Games are the most obvious beneficiaries of VR technology and are already beginning to make the most of it. Other software genres can benefit from VR’s immersive capabilities as well, including education, training, and therapeutic usages. However, as with many new technologies, it’s easy to implement VR that looks cool on the surface but has fatal flaws that pull you out of the immersive experience or ultimately make you wonder why someone went to the trouble of creating the software. Developers run the risk of having an initial “Oh, wow!” quickly become “What’s the point?” Read more
    32. Ali's VR Experiments

      UE4 C++ Error

      yes, best to not use anything but standard English characters in path names when coding.
    33. JWColeman

      Game Initialization

      Thanks, all the sprites and tile set is from opengameart.org! The LPC stuff! Your own project looks like its coming along nicely! It's coming along! Hoping to get my next blog entry this week, hopefully with some working game events.
    34. Gnollrunner

      OOP is dead, long live OOP

      Well what generally happens is I have a base class with a reference counted object, so that's one. Then I have some general class with hold a heap address, because I have objects with lots of pointers so I make my pointers 32 bits but address every eight bytes so that gives me a 16 gig heap taking relative addressing into account. This save a lot of memory and lets me do specialized heaps for different kinds of objects. For instance I have thread safe heaps and an non-thread safe heaps and so forth, and I also use a lot of slab allocation type stuff. So that's two. Then I'm doing voxel stuff so I have a basic cell which holds geometry, then I have one with bounds, then one that branches, then a voxel itself, then a prism voxel and cube voxel, then a special prism voxel for a sphere, then all those for the physics model and the view model. So that's a few more. In general I often use the vtable pointer in lieu of a data member. For instance my prisms, have different orientations and a subroutine might have to do something slightly different because of that. So I subclass it maybe into a few child classes. This way Instead of putting the logic in the routine, I often see if I can make a template function with lots of parameters that customize the behavior. That way a virtual function call just makes the decision before it goes into the routine and I get by with less logic when it actually runs. To do this I generally have a template with a parameter as a base class Anyway the class hierarchy levels kind of all adds up. I could probably use multiple inheritance in places or composition, but those have their own issues like pointer shifting for MI and extra message passing for composition. I use MI sometimes though. For instance I don't really use containers per say. I inherit off of one or more base classes that I call hangers, which implement various kinds of lists. The hangers themselves are templates with an ID which enforce what objects can go into what kind of list. I'm not really promoting my coding style or anything. It's just how I do things.
    35. Zakwayda

      understanding viewport opengl

      I think you may not have read my post fully, or misunderstood it, or maybe missed the overall context of the thread. (Also, I wasn't the first in the thread to suggest that the OP might not be ready for multi-platform development.) The OP appeared to be attempting to write cross-platform code from scratch while perhaps not yet having a solid grasp on the fundamentals of C/C++ development. It was this approach that I was advising against. Using SDL or something similar would be perfectly reasonable and entirely in line with my suggestions. In fact, in the very post you quoted I suggested the possibility of using a higher-level framework. Also, I'd disagree that writing platform-dependent code is a bad habit. I agree it's probably not the way to go for the OP (the point of my original reply), and it's probably something most developers can avoid. But if no one wrote platform-dependent code, we wouldn't have high-level frameworks to begin with. In summary, I don't think we actually disagree on anything of importance. I think you just misinterpreted my post.
    36. Does your code use one of the most popular graphics or compute APIs? Here is a map of Intel® processor series to each graphics generation to add to your dev docs. Developer Documents for Intel® Processor Graphics Intel® processor graphics provide the graphics, compute, media, and display for many of our processors including the 6th gen Intel® Core™ processors. Does your code use one of the popular graphics or compute APIs? Do you want a deeper understanding of our graphics hardware architecture? In the table, you’ll find the right documents to help you write and tune your software so it runs great on Intel processor graphics. If you’re developing compute applications, the compute architecture guides give foundational reading and the OpenCL™ optimization guides show you how to optimize. If your code uses the graphics APIs, read the graphics dev guides or programmers reference manuals. Read more
    37. Game developers work extremely hard to get their titles in front of gamers but what more can PC resellers do to help developers grow? See what answer Intel® has and how they plan on expanding your game's reach. Game developers work hard to get their titles in front of gamers, immediately upon release. A new title generally commands its full retail price during the first few months, but promotional sales are a common practice to increase sales and players once a title has been in the market for a while. Reaching More Gamers, Sooner Media sites such as IGN, Metacritic, Slate, FANDOM, GAMESBEAT, Engadget, YouTube, Twitch.tv and PCMag.com help get the word out about new titles through news, reviews, events and influencer opinions. Many game developers also have promotional relationships (some exclusive) with major platform players like Intel, nVIDIA, Sony (PlayStation), Microsoft (Xbox), and PC OEMs. Intel offers Starter Packs through PC OEMs to get titles in front of gamers. Consumers may get a “pack” of select titles and downloadable content with the purchase of a qualifying system. We’ve run that program for five years, and we expect millions of bundles to be sold in 2017, supporting hundreds of PC resellers and retailers, worldwide. Can you imagine the number of gamers we reach? In addition, Intel® Extreme Masters eSports tournaments and expanding global and regional gaming events help more gamers hear about and experience new titles. Read more
    38. Arizona Sunshine* found success in the VR space after following Intel® Guidelines for Immersive VR Experiences. See how they became the fastest-selling non-bundled virtual Reality title to date. With a dazzling launch in early 2017 that saw Arizona Sunshine* become the fastest-selling non-bundled virtual reality title to date, and instant recognition as the 2016 “Best Vive Game” according to UploadVR, the zombie-killer game is not just another VR shooter. Combining immersive game play with intriguing multi-player options, this game takes full advantage of VR capabilities to promote playability in both outdoor and underground environments. Through its association with Netherlands-based Vertigo Games and nearby indie developer Jaywalkers Interactive, Intel helped add sizzle to Arizona Sunshine by fine-tuning the CPU capabilities to provide end-to-end VR realism. The power of a strong CPU performance becomes apparent with every jaw-dropping zombie horde attack. From the resources available when a player chooses and loads a weapon, to the responsiveness of the surrounding eerie world, the immersive qualities of the VR interface make it easy to forget that it’s just a game. Read more
    39. Hey guys, I'm pretty new to Direct3D and I try to generate a png image file to disk from a already loaded initialized image from `LPDIRECT3DTEXTURE9` object. Basically I'm creating a function that get's an std::string for the file destination path and get the pixels from the existing LPDIRECT3DTEXTURE9 object and save them to disk. Any help would be much appreciated! Thanks in advance! EDIT: I though I should add a sample code of how I do it with BitMap format to get the idea of what I'm trying to do. Note that this code works, but I try to do something similar with PNG format. int Width = 128; int Height = 128; LPDIRECT3DTEXTURE9 m_lpTexture; LPDIRECT3DDEVICE9 s_lpD3DDev = NULL; bool SaveToBitmapFile(const std::string & szPath) { LPDIRECT3DSURFACE9 lpSurfSrc = NULL; LPDIRECT3DSURFACE9 lpSurfDst = NULL; m_lpTexture->GetSurfaceLevel(0, &lpSurfSrc); s_lpD3DDev->CreateOffscreenPlainSurface(Width, Height, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &lpSurfDst, NULL); if (D3D_OK != D3DXLoadSurfaceFromSurface(lpSurfDst, NULL, NULL, lpSurfSrc, NULL, NULL, D3DX_FILTER_TRIANGLE, 0)) { lpSurfDst->Release(); lpSurfDst = NULL; lpSurfSrc->Release(); lpSurfSrc = NULL; } CBitMapFile myBmp; myBmp.Create(Width, Height); D3DLOCKED_RECT LR; lpSurfDst->LockRect(&LR, NULL, 0); for (int y = 0; y < Height; y++) { BYTE* pPixelsSrc = ((BYTE*)LR.pBits) + y * LR.Pitch; BYTE* pPixelsDst = (BYTE*)(myBmp.Pixels(0, y)); for (int x = 0; x < Width; x++) { pPixelsDst[0] = pPixelsSrc[0]; pPixelsDst[1] = pPixelsSrc[1]; pPixelsDst[2] = pPixelsSrc[2]; pPixelsSrc += 4; pPixelsDst += 3; } } lpSurfDst->UnlockRect(); lpSurfDst->Release(); lpSurfDst = NULL; lpSurfSrc->Release(); lpSurfSrc = NULL; HANDLE hFile = ::CreateFile(szPath.c_str(), GENERIC_WRITE, 0, NULL, CREATE_ALWAYS, FILE_ATTRIBUTE_NORMAL, NULL); DWORD dwRWC = 0; WriteFile(hFile, &myBmp.m_Header, sizeof(myBmp.m_Header), &dwRWC, NULL); WriteFile(hFile, &myBmp.m_InfoHeader, sizeof(myBmp.m_InfoHeader), &dwRWC, NULL); int iWidth = myBmp.Pitch(); for (int y = myBmp.m_InfoHeader.biHeight - 1; y >= 0; y--) WriteFile(hFile, (BYTE*)myBmp.m_pPixels + y * iWidth, iWidth, &dwRWC, NULL); CloseHandle(hFile); }
    40. CyberFlash

      I'm stuck with 'endless' math/formula...

      This is what I was thinking, surely if you do well enough someone will eventually 'beat' level number x and see how you let it go to waste lol. With the number of units issue, I currently have only got 1 map and its almost 50/50 split between path and tower placement area which kinda might be poor design because in an older version you could just bang a couple of towers right and the entrance and nothing got through for like 15 waves! So this lead to gaining a ton of money and when needed you would spend a tiny bit of it to add a couple more towers OR you could almost fill the map and for the next 20 waves you've got nothing to do... So when making enemies harder and the money gain is less you're 'lucky' if you manage to keep on top of the enemy by placing enough towers. So I need to reduce the enemy health a bit but I also need to figure out a way to prevent you from putting all your towers down and sitting back doing nothing. (Someone had previously suggested having enemies be able to shoot back at towers so that requires you to keep replacing towers... I like that idea) I feel like every little improvement I make leads to the inevitable you can place x amount of towers and the enemies won't even get past that corner, once upgrades work as well they'd never get past 🤣 Its they if they spend wisely part I think i'm most stuck on really, I'm trying to figure out the right and wrong amounts of cash to give them so they could be wise and survive longer. I think i've relied a bit too much on 'random' which I think is also like the throwing balance out the window kinda thing really. I think the key solution i'm looking for would be this and it may feel boring to those that know how it works but if executed right and hidden enough then people might not click on to just "Oh, I could just upgrade this once per wave and it'll keep me alive" -- Or maybe not THAT simple but yeah, Key is in the upgrade, and making sure they can afford it IF they choose to?
    41. Unity* 3.0 provides tools and settings that simplify game creation. This paper analyzes and troubleshoots performance with Unity* on Intel® graphics processors, and provides users with performance considerations for their games. Abstract Unity provides a number of tools and settings to help make games perform smoothly. For this project, we chose ones we thought could prove to be troublesome and analyzed how they affected game performance on Intel® graphics processors. We put ourselves in the shoes of a game developer learning how to use Unity. We wanted to stumble into performance pitfalls and then determine how to work through issues with Unity’s built-in performance mechanisms. One of Unity’s strengths is the ability to create content quickly, but when considering performance, especially on mobile and tablet devices, the developer needs to slow down and plan out how to utilize the built in performance mechanisms. This paper prepares new and existing Unity users with performance considerations when building your levels/games, and offers new ways to build. Read more
    42. a light breeze

      understanding viewport opengl

      I'm going to have to disagree with that. The easiest way to get started on OpenGL is to use one of the many libraries (such as SDL) that hide all of the hairy platform-specific code. I would use SDL (or one of its many alternatives) even if I were targeting only a single platform, but it also provides platform independence basically for free. Writing platform-dependent code is a bad habit that can be difficult to quit. If you're just getting started, it's best not to pick up that habit in the first place. Plus, using SDL is actually easier than using the Windows API.
    43. markypooch

      I'm stuck with 'endless' math/formula...

      Depending on how far you are taking this, I'd never bank on someone not noticing. Someone always eventually does if your game garners enough attention. There a number of cheap solutions here. Always offer another upgrade to player units that linearly scales the stats of their defense/power/ect., give the player more, and more money as the game progresses so they always have enough money to combat the AI if they spend it wisely, and so on. A problem you may run into is if you don't set a cap on the number of units. If both sides can keep scaling up the amount of units they have, you'll want a map that can accommodate that. Also, once you reach a certain point, you are also likely to run out of unique assets for the player/ai to use. At some point, you'll want to start generating unit-types & assets on the fly. This can be as simple of just having a large pool of assets, and randomly picking from them to throw together a new unit-type. This can give some interesting/hilarious results, but it can also throw balance out the window if not done carefully 😛
    44. They way I normally do this is by first figuring out at what time the impact will happen. If we had no gravity, the position of the projectile would satisfy x^2+y^2 = v^2t^2 Since we have gravity, we have to modify this a bit: x^2+(y+(1/2)gt^2)^2 = v^2t^2 That is a quadratic equation in t^2. Solve it, and if there are any positive solutions, compute the corresponding value for t. Once you have that, you can figure the angle by looking just at the horizontal coordinate. x = v*cos(alpha)*t => alpha = arccos(x/(vt)) This seems much more manageable to me.
    45. Update: The Soldier Book. DAY 9. I always though seeing a horde of zombies coming could be the scariest sensation to feel. But I was wrong. Completely wrong, indeed. Today there are some hordes coming, but these hordes are crowded of injured soldiers, mates who come back destroyed by the war consequences, some of them just come back in pieces, with no life inside their bodies, and totally flooding of blood and pain all the beds at the nursery. Today I was heaping martyred bodies in the crematory oven: most of the times I burn fingers, arms, some legs and once in a while I burn heads. Suddenly, I took an arm completely tattooed. It was the Mike’s arm. I barely vomit in myself just by touching the arm. It was still warm and making some jerky movements. I am not gonna lie to you: I knew I was crying like a baby because I felt the tears burning my face while falling down. People die every day, but knowing Mike’s death was enough for me to feel that we all have lost him. There is shit everywhere I see and I cannot imagine a good way to end this. Next days I gonna be recruited. There are not enough soldier to fight for the bunker. And I don’t know what’s better: waiting the death to come or going to find it.
    46. Hi there, I'm just updating new content in this THREAD, just in case. Right now, I am talking about The Soldier Book, which tells you the storyline of the Game Jam Video Game. Hop you like it.
    47. Esteban5XG

      When you have good idea,How would you design game?

      Totally agree with you. Moreover, you can show your progress by creating a devlog in the forum, and so we can give you feedback about the storygame, gameplay, graphics, mechanics and features...
    48. Esteban5XG

      What is the best video game HUD ever?

      Thanks for the advice. Right now I'm just looking for the look&feel, the visual style. But it's really good to know things to avoid while designing the hud. I want something visually cool and well constructed from the gameplay. It's not like a full map. It might work as a radar, in order to know where the enemies are, and so the player can play with RTT. I think the Dead Space example is really cool. Have you got another example?
    49. I want to make a free browser game using the sprites from another game. The project will not make any money and will be open source for the largest part. It may never see completion at all. So my question is this: Can I play around (in a public space) using the sprites from a popular game for a free fan project? Do I need to ask the developer for permission? Can they sue me even though I am not making any money off of their assets? I will describe a detailed scenario: You enter the URL diablo-fan-game.io in your browser and you see a character from Diablo 2, who you can send to run around. And all of this uses the graphics from the original game.
    50. Gooey

      Getting back to it

      Errm hadn't really thought about it didn't realise anyone would like to play it
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