1. Today
2. ## 3D Modeler/Artist looking for a Team/Group

As stated, I'm looking for potential opportunities to just learn &/or recieve income, as well as make some game dev friends! I am an eager to learn amateur, my only experience is in modding Nintendo games (Zelda Wind Waker, or ALTTP) using primarily Autodesk 3DS Max. I doubt I could create high detail models or textures, I much prefer simplistic characters with solid color, often cel shading. I believe I am decent at optimizing models and textures, I am not very familiar with code but I'm not dumb (In the event file formats need to be converted, etc). I can attempt to create low detail sprites and adhere to specific palettes. (24x40 pixels maximum) I have not yet put together a portfolio, and intend to in future. If you would like for me to try and work with you, you can contact me at twitter.com/InTheBeef or InTheBeef#1252 (discord). note if you view my media on twitter you can see a few things I've made/modified.
3. ## Performance of D3D12 and Vulkan

Hey guys, I'd like to ask the more experienced people here what you think (or maybe you know for sure) the problem is with the performance of the implementations of D3D12 in most AAA-titles. The D3D12 render path is almost consistently worse than the D3D11 render path. I'd assume it's because they haven't had time to rewrite their engines for proper use of the newer APIs? And I know it's not good practice to ask more than one big question, but how do Vulkan and D3D12 compare in practical situations? They seem to be very similar, but do have some key differences. Notably, render passes and finer pipeline barrier control in Vulkan. So I'd assume Vulkan offers better control and thus performance?
4. ## undefined behavior of bullet objects.

Ok i got a work to do , I will try everything that you all suggest here untill i get over this. Thanks again.
5. ## My game art/character desgin and writing consultion services

Hello all. For anyone who needs them I am offering my game art/character design and writing consultation services. I can do character expression sheets, concept arts, background art, and more. As a writer I have written screenplays, a book, currently working on another book and a writing a graphic novel. Here is a link to my site: https://misanakuya.wixsite.com/mysite Private message me if you need anything. For writing examples just private message as well me and I will send some to you.
6. ## undefined behavior of bullet objects.

From your logs, extract the bullet's velocity vector (before and after) and the surface normal vector of all collision events. If the velocity after the collision still points down, the collision has been detected and, as lawnjelly suggested, it's likely a problem with flipped normals (or more generally an incorrect collision response calculation). You can look at normals and angles to find the exact reason. On the other hand if all bullets that collide with the terrain mesh bounced correctly up it would be strong evidence that the bullets that go through the terrain must be tunneling without colliding properly.

8. ## A few TypeScript files on Sandbox

There is a few TypeScript files in our example. We want to place these scripts on Sandbox. Create these files on Sandbox: https://plnkr.co/edit/ Program.ts import { Rectangle } from "./Rectangle"; export class Program { public static Main(): void { // Create a rectangle let rectangle = new Rectangle(); // Draw the rectangle rectangle.Draw(); } } Program.Main(); Rectangle.ts export class Rectangle { public x: number; public y: number; public constructor(x: number = 0, y: number = 0) { /* ... */ console.log("Rectangle was created"); } public Draw(): void { /* ... */ console.log("Rectangle was drawn"); } } We need to compile these files to AMD. For this, create the "tsconfig.json" file on the Sandbox: tsconfig.json { "compilerOptions": { "module": "amd", "outDir": ".", "sourceMap": true }, "include": [ "*.ts" ], "exclude": [ "" ] } Create the RequereConfig.ts file on the Sandbox: RequireConfig.ts requirejs.config({ baseUrl: "." }); requirejs(["Program"], (Program) => { }); Add "require.min.js" in the "index.html" file: index.html <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <meta http-equiv="X-UA-Compatible" content="ie=edge"> <title>A few TypeScript files on sandbox</title> <script data-main="RequireConfig" src="https://cdnjs.cloudflare.com/ajax/libs/require.js/2.3.6/require.min.js"></script> </head> <body> <h3>See the console output. Press "Ctrl+Shiprt+J" in the Chrome browser.</h3> </body> </html> This is the result on the Sandbox: click. Open the debug console in your browser to see the result: "Ctrl+Shift+J" in Chrome. You will see in the debug console this messages: P.S. If you need to work locally you need to run these commands: npm init -y npm i -D @types/requirejs P.S.S. Read this book to learn more about AMD and RequireJS: Mastering TypeScript - 2nd Edition - Nathan Rozentals
9. ## undefined behavior of bullet objects.

i tried the thing as you suggested hitting the balls from the downside, and guess what its persisted. Now i am thinking of making sandwich of two same terrain one above the other with very few distance between these two ( I know its dumb). But since it will give some thickness to the terrain if first one miss the ball then second will throw it back lets hope , i am tranna do this because i will create three terrain with 150x150 so by doubling them it won't be that clumsy.
10. ## undefined behavior of bullet objects.

Could well be. Try flipping the normals (i.e. if the normal is -0.1, 0.5, 0.3, flipped it would be 0.1, -0.5, -0.3) before sending them to bullet, or reverse the winding order of the triangles if bullet is calculating the normals (i.e. if triangle indices are 4, 3, 7 send 7, 3, 4). Or try throwing the bullet from below the terrain, or flipping the orientation of the terrain as a test.
11. ## Ace Pilot Game

So, to get started, the beginning of this project is a funny story: During Christmas, my brother bought me a hand full of games that he saw on my steam wishlist. Just for a joke, he bought me a game called "Hentai Girl Linda" for $0.99. As you can probably guess, it's anime porn. I played it for about 15 minutes, trying to understand the appeal of it. It's a stupid "game", if you could even call it that. It is essentially a digital puzzle which you assemble by moving image slices together to form a complete image, and low and behold, it's a half naked anime girl. And then you can click a button to make her fully naked. I think looked at the reviews, because usually that's a good indicator of sales numbers. My rule of thumb is to take the reviews, assume only 10% of customers will write a review, and then multiply the review count by 10x to get a rough estimate on sales numbers. This dumb game had 1,125 reviews, and if it was selling for$1, that means the developer made around 11,250 sales, or $11,250 (before steams 30% cut). Wow, that's nothing to scoff at... So, I forgot about the game and a few weeks later, my friend Stuart (a game artist) is browsing steam and he gets a game recommendation... for the hentai porn game because his friend (me) played it. We both laughed about it and talked about how easy it would be to make a dumb game like this in less than two weeks and cash out$10k. The idea of making $10k in two weeks sounded kind of appealing, but I didn't really want to make an anime porn game. I decided that I could afford a distraction for two weeks though, if it meant that I could make some extra money on the side. Who can't afford to give up two weeks to try something out, right? So I decided to come up with a challenge: Can I make a polished indie game in two weeks and launch it on steam? (Spoiler: The answer is "NO"). But this launched my indie game dev challenge. I have realized that one of the biggest challenges for all indies these days is marketing and visibility. You can launch a great game, but if nobody knows about it, it might as well not exist. And if you're an unknown indie trying to make a game people might enjoy, then huddling in a dark corner in obscurity is 100% the wrong approach. So, on day one, I began my game by thinking about marketing. How do I market my game? What will sell? What are people interested in? What can I build which people will buy? What promotional material will I use to get eyeballs? Obviously, the hentai porn game has a very clear hook: Sex sells. This really shouldn't be a surprise for me, but it really is. But, if sex appeal is just the gimmick to get eyeballs, what is the substance that keeps people as fans? The$.99 hentai game kept me entertained for 15 minutes and I never played it again, so in my book, that is a failure. No matter what new updates or features the developer implements, I'm unlikely to ever launch the game again to see them. The key conclusion to make is that a game will need a little more substance to get people to be repeat players. And if people are repeat players, they must enjoy the game, and if they enjoy the game, they'll be happy customers who get value out of your product, so if you release additional products with the same or better value, you'll get more customers and a community of loyal followers. The more loyal customers you have, the less of a steep climb you'll need to make for future marketing campaigns for future game releases. That's my reasoning, anyways. Cultivate a reputation for satisfied customers. Anyways, I told Stuart that I was going to be serious about this. No half-assed efforts from me. Go all the way or don't do it at all. I came up with a few game ideas that I felt I could pull off in two weeks and could market effectively. I worked backwards from the sales pitch to design my product. I think usually, indies do it the other way around: They build whatever they want to make, and only after or near launch, do they start to think about marketing and how to sell the game (if at all!). The risk is that the indie dev will build something that appeals to them personally, but their tastes are so eccentric that whatever they made appeals only to eccentric indie game developers and not to a broad market -- and the sales probably reflect that? Build what sells. Your own personal tastes are not a barometer for market desire (though your intuition can be a source of good hypotheses). I settled on an idea based off of a half-hearted attempt I made in XNA about a decade ago using sprites drawn in MS Paint. You flew an airplane and shot bullets and dropped bombs. I remember getting stuck on the physics of flight, digging deep into research on wing shapes, aerodynamics, thrust, lift, drag, gravity, angles of attack, etc. I got lost in the complexity and that caused the project to stall. But I didn't stick with it, I didn't have the drive to see it through to the end. I didn't have the maturity or stamina. Now, I'm different. I'm a professional (haha, is that a delusion?). The game concept was fun, so if I take another stab at it, maybe I can make it work this time. It was also inspired in part by a really old game called "Sopwith", so at least someone proved that the concept works. I can dress it up a bit and add a lot of polish. That should be pretty easy to do and still be marketable, right? That should be an easy two week project... right?? Well, I already knew that us programmers are terrible at assessing scope of work and from past experience, I know I'm terrible at it too. Even in professional work, my ball park estimates can be quite off the mark. But, it's still good to try to work with something rather than nothing, because it lets you look at a feature list and think about how long each item would take and then cut features until you hit your desired schedule (or vice versa: increase your schedule to hit your features, but never work harder and longer to add more features under the same schedule). I figured that this project would be a good litmus test for whether I was actually any good as a developer and entrepreneur. Why don't I make all the mistakes and #*@! ups on a super small project with lower risk, learn a bunch of hard lessons, and then carry those lessons to a bigger project where I have less tolerance for failure? What am I doing wrong? What are the flaws in my approaches to development? flaws to approaches in business? flaws to my approaches in marketing and sales? what can I learn more about in terms of leadership and people management? What are my "fail fast" lessons to learn? Anyways, as a part of my developer challenge, recognizing that marketing and visibility is going to be my biggest challenge, I decided to document my daily game development progress with youtube videos. It'll keep me honest and accountable to making meaningful daily progress, while also serving as a speck of visibility on the project and providing illumination into the game development production cycle (from an indie perspective, AAA is a very different beast). During the project life cycle, I have added two team members: John, a junior UX designer is working part time on level design and user experience, and Stuart is going to help with art (though I will have to produce programmer art as well). I'm already learning more about managing people and coordinating efforts, which is always new territory for traditionally solo developers. I'm also slowly getting better at talking in video, though my voice is still too soft spoken. Here are 16 days of video so far (not counting weekends and snow days): DAY 1: Day 2: Day 3: (skipped) Day 4: Day 5: Day 6-10: Day 11: Day 12: Day 13: Day 14 & 15: Day 16: (Today)
12. ## undefined behavior of bullet objects.

No they all are generated by user input. And I don't know how to do logging with bullet and scripting stuff too. But I am doing it by simply printing it to console , then close the application and find what happened - 😊simple. But after messing around debug drawer I found the terrain triangles all have normals in the negative y axis. Is this can be the reason behind the problem ? May be the ball hitting the back face of the triangle of terrain. If is it so then what should I do. Thanks for your attention. Note: I am a newbie but some day I'll learn how to do that fancy stuff.
13. ## Humanitarian Gamification: Designing a game to save the world?

Being concerned about the environment isn't about the environment and not the people living in it - the happiness of people depends on their environment, their access to resources they need to survive, their sense of security etc. The population angle isn't just about the air quality / green spaces etc. Put 2 rats in a cage and they will live quite happily. Put 100 rats in that same cage and they will tear each other apart fighting for resources. Humans are much the same. Don't be afraid of looking at the big picture. That is the difference between virtue signalling, and really making constructive changes.
14. ## {Rev-Share} Project looking for our last few roles!

Project Name: Condors Vs. Ocelots Team Size: 15ish Genre:Strategy RPG Engine: Unity Roles Available: Currently in need of 2 2D sprite artists, 2 2D concept artists, and then finally 2 programmers. If you feel as if you can offer the team something more that isn't listed, we are always open to making an exception, just send your resume/portfolio to us! Project Length: Currently planning on release Q1 2020. Compensation: Rev-share Project Description: Condors and Ocelots have been at war for generations. Battles have left some settlements in ruins. Others teem with refugees. Even away from the fighting, towns and villages suffer from having their fighting-age citizens lured away or conscripted by one faction or the other. Banditry is also rife -- since the Condors and Ocelots focus on the front lines, and largely neglect the parts of their respective dominions which aren't militarily important or located near their bases. The mysterious faction, Goatverlords, comes in and antagonizes both claiming rule of the land. They must work together and against one another to win the ultimate struggle. Project Status: Pre-design is completely done and we are starting on development of our builds. Send emails to careers@titanomachystudios.com Our store page can be found here, https://play.google.com/store/apps/developer?id=Titanomachy+Studios Our website here, http://titanomachystudios.com/#/
15. ## undefined behavior of bullet objects.

Since you can log the initial position, velocity, etc. of each bullet and detect reliably which bullets tunnel through (they reach the boundaries of the scene), you can easily recover test cases from log files. Are you able to run scripted tests that launch one of the problem bullets without user input?
16. ## Humanitarian Gamification: Designing a game to save the world?

That's part of what I seek, so go right ahead! Versions: There will be versions. It will be fairly open that one goal is to make better ways to have people help the world, and that means a learning experience for everyone, including us. People: The main focus is improving people's lives, yes. Anything bigger is "higher tier" stuff. China: I know, and it scares me! Advice: Yes to all three! Good feedback, more is welcome!

18. ## Can i share the Promotional Posts on this site?

OK Thanks, its mean I can share my Game URL or Posts.
19. ## Can i share the Promotional Posts on this site?

Thank you so much.
20. ## c# console snake game

No, you don't. Those loops are wrong. If you like "for" loop more than "foreach" loop: foreach (var cell in snake) { DrawRectangle(g, cell.X, cell.Y, Color.Green); } You can use "for" loop: for (int i = 0; i < snake.Count; i++) { DrawRectangle(g, snake[i].X, snake[i].Y, Color.Green); }
21. ## c# console snake game

Please, read this step-by-step instruction very carefully: https://noobtuts.com/python/snake-game It is the Python language, but it is a very simple instruction where a basic snake theory is described very easy. Please, do it.
22. ## Fewer vertices mapped to more vertex normals?

Np :) Imagine you have just a quad of two triangles, with 1 normal, 4 vertices and 4 UVs. It might look like # 4 vertices v ... v ... v ... v ... # 1 normal vn 0 1 0 # 4 UVs vt .. vt .. vt .. vt .. # 2 triangles f 0/0/0 1/1/0 2/2/0 f 0/0/0 2/2/0 3/3/0 And if you want to render it with DrawIndexed, you still have to prepare a structure with 4 vertex-structs (pos+normal+uv) and 6 indices. Already with such a blatantly simple quad, you have to do something about it when parsing it, if you want to go indexed. Real examples will be more complicated but you'll have to do the same. I'm pretty sure, there are plenty of Wavefront-Obj readers for all programming languages around, although I'm pretty sure many of us wrote plenty of them for ourselves over the years, over and over again
23. ## Fewer vertices mapped to more vertex normals?

I think I will read this properly when I settle down 😄 as it's slightly overwhelming. I am actually trying read Obj files into my application. And one file I exported has more vertex normals than there are vertices which was surprising to me because I have yet to know how these are grouped together. I don't have knowledge of smoothing groups but I have used something similar when I used to use 3ds max 🙂 I will look through this, thanks!
24. ## Fewer vertices mapped to more vertex normals?

A way around this might be not using indexed rendering at all and also not using any input assembly or fetch shaders, but rather fetching everything yourself. It won't perform very well as it'll circumvent all the caching and prefetching circuitry of the modern GPUs. You'd issue a Draw(6 * 2 * 3) /* 6 sides, 2 triangles each, 3 vertices each */ and connect a general buffer with a Wavefront-Obj-like independent indices to vertices, indices to normals and/or indices to UVs. You'd index it by SV_VertexID running from 0 to 35 (you've got nothing else in your vertex shader), so in the end you could have just 8 vertices, 6 normals and 8 uv:s, for example. You wouldn't have any VB or IB, just general GPU-readable buffers. There's been a discussion about something similar in this very forum one or two weeks ago, read through it. 3D modelling softwares do this for you. Smoothing groups. Do you want to process your meshes yourself?
25. ## Fewer vertices mapped to more vertex normals?

Thanks for the helpful response again pcmaster. Would you know a better way on how to resolve complicated meshes which would have both smooth and sharp edges? Would I need to do away with indices to be safe? Or should I detect the angles somehow and somehow use index buffer?
26. ## Fewer vertices mapped to more vertex normals?

Short answer: It isn't possible. Long answer: Out of your vertices 0-7 on a cube, each vertex participates in multiple triangles. However it won't be re-shaded multiple times (unless it doesn't fit into the cache). So if you have an index buffer with indices 0, 1, 2, 0, 1, 3 for example, vertex 0 is going to be shaded exactly once, as are all the other vertices. When the input assembler sees vertex 0 for the second time it thinks: "Ha, I've already shaded this one!" Inside the vertex shader, there's no way of telling which triangle (primitive) a vertex belongs to. So you do have to duplicate all previously shared vertices where you want a sharp edge between triangles, basically.
27. ## 3D Fewer vertices mapped to more vertex normals?

Hi, I am wondering.. If I have something like a cube which has 8 vertices which are referenced through an index buffer, Is there a way I would go about assigning unique vertex normals to each vertex which I figure are 24... From my current knowledge I think I would need about 24 normals assigning 4 identical normals to each face for the lighting to work correctly , for this to work I would need 24 vertices which eliminates the need for an index buffer. I figured vertex averging was working wrongly here because of very sharp edges. Is it possible to still use normals on cube geometry while using an index buffer such that my vertex count remains 8 or the only way this goes is by using a non indexed geometry with just regular DrawInstanced (dx12) ?
28. ## Humanitarian Gamification: Designing a game to save the world?

Does it have to be a private message? I would love to read what others start thinking when reading your ideas, too! On environmentalism, I am thinking that is a "higher tier" challenge, because of how abstract it can seem and how complicated solutions can sometimes be, if you go beyond "recycle stuff". I like the idea that players who progress will start tackling bigger issues, preferably in concert with more and more other players. Environmentalism seems like a good "late stage" challlenge for the very devoted players. Of course, arranging carpooling or alternate transport, or getting a small solar cell etc. can be lower tier, gearing players up for the bigger hurdles regarding the environment!
29. ## c# console snake game

I think you should start with Tic Tac Toe. That's probably an achievable first step. Well, good luck
30. ## Multiplayer networking for modded open source game?

That sounds like it, yes. "all" you had to do 🙂 I'll let you in on a little secret: Do you know why most RTS-es have a "Yes, Sir!" acknowledgement animation/sound cue for each command you give? It's long enough to hide the transmission latency to all other players. Thus, by the time the units actually start moving, the command has gone from your computer, to the server, and back out to all players (including back to your own computer.) Typically, the local client actually starts moving units when it gets commands back from the server, and the "local" select/command/animate loop is entirely there to formulate commands to send to the server. I can't guarantee that all open source RTS-es you find will use this exact mechanism, but it's the "attractor state" RTS network architecture, so I wouldn't be surprised if many do.

32. ## Options/Advice for Selling Mod on Open-Source Game?

Yeah, good point. Even if I was undercut, it would validate interest in the game and i could then maybe go an make my own improved version from the ground up. Thanks!
33. ## How can i create a Fighting Game?

Yes i'm looking for something predetermined, but if there isn't something like that, i guess i can try to program the features but you know how to program them? Because i just have the idea, and a few characters i made but just made them in excel, i used the squares to simulate the hitboxes. Which engine its better, unreal or unity?
34. ## How can i create a Fighting Game?

You can do this in both of those engines, you just have to program the features in. Or are you looking for something that does this for you?
35. ## How can i create a Fighting Game?

I've looked at various engines but i can't find one that works like this, bc the game is based on a squared floor, every hitbox and character position is based on squares. The idea is to play in a 40x40 squares stage, so characters can freely move, not looking for specific hitboxes, just a general square hitbox, so if the player is standing on a certain square, the opponent can make an attack that approaches the square where the other player is standing, and it will hurt it and push it to another square.depending on the knockback. Im new to the game dev, i barely know how can i do it and which tools i need to animate, its the first game i'm going to make. Do you know any engine that can work? Thanks.
36. ## How can i create a Fighting Game?

Have you looked into Unity or Unreal? https://unity3d.com/ https://www.unrealengine.com/en-US/what-is-unreal-engine-4
37. ## Multiplayer networking for modded open source game?

That's good to know; didn't realize. I assumed this would be laggy, and only practical for less graphics-intensive games. Good to hear, as this makes things much simpler. So if I pick a game that already supports networking/matchmaking, all I would have to do is write my user-programability mod, wrap the game in the steam API, and mostly reuse the pre-existing game content and networking? This sounds very doable.
38. ## How can i create a Fighting Game?

where can i find the link to that forum?
39. ## How can i create a Fighting Game?

I think you're asking "what engine should I use," which is not a Writing question. Moving to appropriate forum.
40. ## Blending textures question

Probably, but if I do the image becomes washed out and along with that the same symptom remains. Seems that it probably is a blend mode issue, but I can't seem to figure out, for the life of me, what parameters I need to put in to get a 'normal' (using Photoshop terminology) blend. I.e. The new image gets pasted over the original image.
41. ## 3D ASSET BUNDLE - VIASS SIMPLE CHARACTER PACK

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42. ## Create groups to write games for Android

Hi all, I am a programmer. I am starting to learn about game programming for the Android operating system. Some games I did: Bombi: https://play.google.com/store/apps/details?id=vn.nguoiviet.bomb GoSouth: https://play.google.com/store/apps/details?id=com.nguoiviet.gosouth My ability to design is limited and currently, I don't have much experience with game programming. But I really like game programming, I hope, anyone with the same interests as me or can design, cooperate with me to create good games for everyone. Thanks for your interest !!!
43. ## c# console snake game

well I put your code in vs2017 and it works. I think I am going to use a list to move the snake. Do I need to use my for loops?
44. ## Can I make Websocket multiplayer games for any genre?

There are no hard and fast "rules" so you can't really be "breaking the rules" 🙂 However, there are hard-won "best practices" that, 99 times out of 100, end up giving the best experience to players. You don't have to follow the best practices -- it entirely depends on what your most important goals are. Turn based game on UDP? Fighting game on TCP? RPG on top of video streaming? Whatever works best for YOUR GAME should be what you use. Your game has gameplay, and simulation, and graphics, but also a target platform, operating cost, and community/player base, which are just as important. It does help to understand what the failure modes are for the different kinds of transport, so that you can define your simulation/gameplay to work well under the particular specifics of your chosen implementation. Tp me, that's what this thread is about: "If I want to do an FPS on TCP, what should I think about?" It's not about saying "all FPS-es on TCP are doomed from the start" 🙂
45. ## Can I make Websocket multiplayer games for any genre?

Another thought to add: There is a fairly serious FPS around at the moment that uses or was using TCP. It's called Ironsight. I haven't followed it, but I saw that people were complaining about the TCP and that the developers made an (unsuccessful?) effort to switch to UDP. It's probably be worth looking into if your interested in exploring the feasibility of TCP in shooter.
46. ## Looking for talented 2D/digital artist.

Hello, I'm an indie game developer that has been working on a number of projects. I'm launching a website within the next couple months which will link to a demo game and an open source multiplayer networking library I've authored. I expect to use the demo game to advertise the "netcode" underneath with the hope of commoditizing multiplayer game code for indie developers. The project will be backed by Patreon. It's a serious project nearing the end of about 8 months of labour. I am looking for a digital artist to produce three assets for me for the game demo. Assets are; a) A cloaked mage, b) a ranger, and c) a warrior. I have 3d assets which the 2d art will need to be based on, these 2d assets will be used in the character selection screen. I'm looking to create a serious brand and the game demo will be in existing for awhile, likely hosted on AWS. This is a portfolio opportunity, unpaid. If you are interested (even if licensing me some of your existing work) let me know. Thanks, Jarmo
47. Yesterday

49. ## System Requirements

Thank you, Steam says that I don't need it to complete the release and I did check Unity's site and typed what they said.
50. ## System Requirements

If you cannot benchmark yourself then you'll need to send copies to people for testing. You can either find fans willing to do it, or use paid services for this. Nothing gets around doing the actual testing. Depending on if you're using a pre-made engine or not, there might be already established minimum requirements set which means your game is either at that, or above. Finding out RAM and GPU usage should be fairly simple as well. You'll want to consider the engine's GPU card requirements if applicable. This is where closed or open BETAs come in handy.
51. ## c# console snake game

It is a popular solution how a snake can grow: using System; using System.Collections.Generic; using System.Drawing; using System.Windows.Forms; namespace SnakeByPhil_WinFormsGDI { public partial class Form1 : Form { public Form1() { InitializeComponent(); CenterToScreen(); timer1.Interval = 200; timer1.Start(); } Random rnd = new Random(); Point foodPos = new Point(0, 0); const int snakeSize = 10; Point dir = new Point(snakeSize, 0); List<Point> snake = new List<Point>() { new Point(50, 50) }; private void Form1_Paint(object sender, PaintEventArgs e) { Graphics g = this.CreateGraphics(); foreach (var cell in snake) { DrawRectangle(g, cell.X, cell.Y, Color.Green); } DrawRectangle(g, foodPos.X, foodPos.Y, Color.Red); g.Dispose(); } private void DrawRectangle(Graphics g, int x, int y, Color color) { SolidBrush brush = new SolidBrush(color); Rectangle rect = new Rectangle(x, y, snakeSize, snakeSize); g.FillRectangle(brush, rect); brush.Dispo﻿se(); } private void Form1_KeyPress(object sender, KeyPressEventArgs e) { switch(e.KeyChar) { case 'd': dir.X = snakeSize; dir.Y = 0; break; case 'a': dir.X = -snakeSize; dir.Y = 0; break; case 'w': dir.X = 0; dir.Y = -snakeSize; break; case 's': dir.X = 0; dir.Y = snakeSize; break; } Invalidate(); } private void timer1_Tick(object sender, EventArgs e) { int newHeadXPos = snake[0].X + dir.X; int newHeadYPos = snake[0].Y + dir.Y; snake.Insert(0, new Point(newHeadXPos, newHeadYPos)); snake.RemoveAt(snake.Count - 1); if (snake[0].X == foodPos.X && snake[0].Y == foodPos.Y) { snake.Add(new Point(foodPos.X, foodPos.Y)); //foodPos.X = rnd.Next(0, Width - snakeSize); //foodPos.Y = rnd.Next(0, Height - snakeSize); } Invalidate(); } } }

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