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    1. Past hour
    2. Microsoft.Office.Interop will let you work with office files. You can get it from the NuGet package manager. Having a quick look, there are other packages for Excel but I have never used them. Check out https://docs.microsoft.com/en-us/dotnet/csharp/programming-guide/interop/how-to-access-office-onterop-objects
    3. XLS is the Microsoft Excel file format. I think C# must be the best language of XLS because these products are Microsoft products: .NET, C#, XLS. It is strange that you cannot find tutorials about how to read data from XLS. You need to find a lot of simple tutorials and practice with them. The practice is the one way that works.
    4. Today
    5. djbaileymusic

      Additional Composer and SFX artist needed

      Hi everyone, I just wanted to add a quick note to say that both spots have been filled. If you'd like to contact me with your work and contact, I'd be happy to keep your information and contact you should I require your help in the future. I hope you're well and would love to hear your work! Daniel
    6. RookMk1

      Pixel Art Character

      Nah, you've helped more than enough, I won't bother you anymore. Thanks for your input.
    7. DavinCreed

      Pixel Art Character

      I don't have anything else. The style looks interesting.
    8. RookMk1

      Pixel Art Character

      Just a little bit I did to it, I tried to make the leg look a little better, hope it's a step in the right direction (no pun intended).
    9. STEAM WISHLIST LINK || HAYFEVER WEBSITE RELEASE IN: First Quarter of 2020 About Hayfever Help Thomas the allergic mailman gather all his lost letters! In Hayfever, the player takes control of Thomas; a young postman with a strong sense of pride in his work. There is just one tiny little issue; Thomas suffers from terrible (and we mean TERRIBLE) allergies. His allergies are so strong in fact, that when Thomas was delivering his daily mail, disaster struck. A massive sneeze sent Thomas flying, and in the process, he lost all his letters! Thomas’ boss Harvey is an ill-tempered little monster of a man. And it is up to the player to help Thomas avoid his wrath by collecting all his lost mail. Together with his friend Carlie, Thomas will venture on an epic journey that spans the entire year, taking him through each of the four seasons. It is up to the player to use his allergies to help him traverse the dangerous world, turning Thomas’ weaknesses into strengths! Different allergens have different effects on Thomas - radically changing how he interacts with the world. Regular pollen allows him to build up a big sneeze to propel himself through the air. Smog, on the other hand, makes him swell up like a balloon. Peanuts… Well, peanuts are a WHOLE other story. About the Development & the Team The game was mainly made by two people, Jonas Roininen and myself (Conny Nordlund. We've been teaming up with Kristoffer Engman (aka Knasibas) for music, Pablo Sorribes Bernhard for sound, and Filip Andersson for tools programming. We are currently at the home stretch with porting the game. We're sending it off to certification in two weeks (fingers crossed!) The game has been in development for little over two years. I've been working on the game at night after work and Jonas has been on it full time for about a year. The journey has been really tough but also extremely exciting! This has been our first game together. We have previous experience with game development but this was our first go at making something from the ground up together.. and actually finishing it. It all started with an extended game jam where we gave ourselves two weeks to finish something polished, worthy of actually pitching and showing off. Once we were done, we started showing the game at local places and quickly realized that kids loved the game. So to try and make a long story short. We worked our butts off and we ended up pitching the game everywhere we got the chance to. We also entered every competition we could find. One of these competitions, we ended up getting first price and was awarded a booth at Gamescom 2018. We later got third place in Big Indie Pitch and was a Semi Finalist at Tencent's Game Without Borders. After all of this commotion, we bumped into a new publisher called Zordix. They loved the game and are now bringing the game to consoles. If you have any questions about the game or the development, I'd be happy to answer. Hope you check the game out, I'll post another topic when the game releases It will be on consoles at the same time as the PC release.
    10. I've been learning to use Ableton Live to make music, not professionally but just for enjoyment. I have a question for the experts in this forum, about ASIO vs. MME/DirectX audio drivers. When using my Windows 10 computer for anything other than Ableton, I have to use the MME/DirectX drivers, and when using Ableton, I have to use ASIO. It's a mild inconvenience that I have to change that setting in Ableton's Preferences multiple times per day. I assume this is a problem that's not unique to Ableton Live. In my research about ways to remove this mild inconvenience, I've found a bunch of advice given to others who've asked this (on the Ableton forums mainly): - Download an Advanced Audio Mixer Application with a loopback function - Get a multi-client driver - Download the latest drivers from my motherboard manufacturer's website - Edit the Registry - Educate myself on the principles causing this audio driver conflict I'm new to all this, and I'd appreciate this forum's advice for a good solution, and perhaps pros/cons of the above (I do not play to edit the registry, I'm fully aware of the cons of that one). I found a recommendation for one audio mixer app (probably from the app's maker) but before I install a new app, I just want confirmation that that's the best way to go. If the solution is as simple as "buy an audio card," well, okay - but then I suppose I'll have to plug in headphones on the back of the computer instead of the front (a mild inconvenience if I don't have to reach around to the back of the computer every time I want to plug in headphones - a major inconvenience if I do, because that would require a major reorganization of my workstation setup).
    11. logicandchaos

      RTS movement asset

      I made this asset in unity for directing units using flow fields. It can control over 300 troops with ease. You can get it here from the asset store https://assetstore.unity.com/packages/tools/ai/rts-flow-field-movement-system-149474
    12. logicandchaos

      Large Number Class

      This is an asset I developed for unity for working with large numbers in excess of 123^10 decimal places. You can get it on the asset store https://assetstore.unity.com/packages/tools/integration/largenumberclass-141445
    13. logicandchaos

      Space Survival

      This is my 1st Unity web build. It is inspired but the intellivision game Space Hawk. Play it on Simmer.IO https://simmer.io/@logicandchaos/space-survival Or play it on my portfolio http://triosdevelopers.com/~M.Timmermans/webBuild11/
    14. logicandchaos

      The Adventures of Circules

      I made this game for my final Unreal project in college, it takes inspiration from Donkey Kong, Sonic the Hedgehog and Super Meat Boy. You play as the brave warrior Circules and must rescue Princess Squarah from the evil Dr. Briangle!! Play it on GameJolt https://gamejolt.com/games/AOC/285035
    15. logicandchaos

      Epic Prose Special Edition

      This is a remake of my other project Epic Prose. It's not a sequel it has the same story but a lot more features! This is everything I wanted the original Epic Prose to be that I didn't have time for. It is like an old school text adventure mixed with a modern RPG. Play it on GameJolt https://gamejolt.com/games/epic_prose_SE/255989
    16. DavinCreed

      Pixel Art Character

      I think the hand looked better in the first image. For the arm I think that helps to break up the banding and give some more shape to it.
    17. RookMk1

      Pixel Art Character

      Thanks for the feedback. This is a quick attempt at trying to minimise the banding.
    18. As @mr_tawan mentioned options, I'd recommend the first one. I do the same, which is not a good selling point yet And indeed, a good point in this is my editor code is well separated from the engine/game, and modules like importing content from external sources are not "polluting" the engine. And also yes, some of my editing functionality have gone in the engine, but I believe with more careful interface planning it could have been avoided. The main difference between the two is the way the GUI is displayed. Using the op system, WinGDI in my case has the advantage of I can completely decouple the GUI and the engine. eg: in some long process, like light baking, I can simply pause the engine and spend all my cpu on rendering while the GUI can still display progressbar and messages..etc
    19. Venatus Games

      Nightfall - DevBlog #4

      NIGHTFALL DEVBLOG #4 Introduction And we're back! We've been crafting up some goodies for you in the week since our last post! As you can see from the cover photo, the player is no longer alone in the world. We've broken ground on AI, Monsters, Trees, Crafting, and a lot (A LOT!) of internal fixes and changes to the code. I don't want to ramble on for too long about old stuff, so I just want to give a quick thank you to everyone who has joined our community since DevBlog #3 and for all of your feedback and responses! We've loved hearing from you and were glad to see the warm reception of DevBlog #3. If you aren't already a member of our Discord community, click the hyperlink and come join us! We've got a wonderful group of people on there and it's a great place to join in on the development of Nightfall! Like I said, we're keeping the introduction short this time! Let's get into it! Crafting You can now craft things in Nightfall! Shelby and Jacob finished off some of the final tweaks to the base crafting system and got it implemented into the game. As you can see in the image above, James created a gorgeous Workbench model which is now in-game as well. To get a workbench, you can use four wood planks in our two by two crafting grid located in the player's inventory, which is now functional! We're not sure if this will be the final recipe for the basic workbench, but for testing purposes this is what we've been using. You can see this demonstrated in the GIF below. Once you've crafted a workbench, you can place it down and get a view of our brand new workbench UI! As you can see, there are lot of differences in the layout to break down here. The armor and accessory slots on the far left are compressed when the workbench is open to minimize crowding. The inventory (including these armor and accessory slots) is just about the same as normal and can be accessed when you are opening containers like the workbench, or in the future -- chests. Our basic workbench is fully functional as a 3x3 grid and features shapeless crafting. What this means is that, for the most part, you can place a recipe anywhere within the grid and as long as it is recognized as a real recipe, it will output a result. Here's a demonstration of this. Notice that wherever the log is, wood planks are still the result. This is a great feature and will be very useful as we expand our recipe/crafting system in the future. We're looking into things like higher tier or specialized workbenches that will have different size grids. A furniture workbench built using this system and featuring a larger grid is a highly likely future addition. Although you can't see it currently, recipe output does support quantities. As an example, this means that one log can give you four planks. You'll see this used in a lot of future recipes as well. If you're paying close attention, you probably noticed that our workbench has a drawer on it! Not only is this drawer aesthetically pleasing, but it's also functional! You'll be able to store three different types of items or blocks in this drawer for use while you're crafting. This way if you have a full inventory or need some common supplies, you've got a great spot to grab or store things! You can also leave items in the crafting grid of the workbench if you need to go grab something or want to come back to it later. We're throwing around the idea of making the items/blocks actually display on the physical workbench model when you exit the menu as well. The crafting system is pretty robust and while we're still working out some kinks, we're excited to begin inputting loads of recipes into Nightfall! We'll look into easy ways to keep track of these in the future! Slabs, Stairs, and Slopes A few weeks ago, we sent out a message on Discord asking what block-types you might want to see in Nightfall. This was one of the original images we shared of plans we had for block types. Slopes, Stairs, and Slabs were all things we hoped to implement for building purposes and we're proud to say that we've actually made quite a bit of progress on these new block types! You'll be able to walk up all three of these block types to create ramps and stairs throughout your worlds. They also make pretty good roofs! They're mapped to the same textures as their respective blocks so they all flow very smoothly together as well. We're currently working on properly implementing them into the game which is what I spent some time on today actually. Obviously, we're still working out some kinks with some of these block types (as you can see in the bug in this photo), but the models and textures are properly built and mapped which is great! Pictured above you can see Thatch, Oak, and Stone block-type variants. The thatch texture is a placeholder I whipped up in GIMP in like two minutes so don't pay it much attention, but the concept is there. Actually, Thatch is a really cool new building block made of plant fiber. Not only will it look nice once we swap out the placeholder, but it's also a cool way to store all of your loose plant fiber. You can obtain plant fiber by cutting down grass with a knife. That's about all we're going to say about tools and plant fiber for now but there's a lot more to come on that so stay tuned! You'll be able to make slabs and slopes out of Thatch but I'm torn on whether or not to allow the player to craft stairs out of them. I feel like thatch stairs doesn't make as much sense. Let us know what you think on Discord! These are the recipes we're playing around with for slabs, slopes, and stairs, in that order. Let us know what you think! Item Dropping ezgif-1-065334905771.mp4 Shelby also put in a basic implementation of dropping items. For now it's just click and drag out of the inventory, but we'll add a drop hotkey in the future as well. The items all kind of scatter when dropped which is also something we're looking into changing but for now you are able to drop items in its base form. This allows for trading with friends or getting rid of items when your inventory is full. Trees So what's going on with trees? Trees are coming to Nightfall in the near future. We want out trees to be dynamic and unique in their behavior. Our goal is to create extensive tree types with branches, trunks, and different leafage on top. You can see in the image above that we've started to work on this already! We wanted our leaves to specifically be less block-like, so James did some work creating some more realistic foliage. Leaves are looking really good and are actually in-game already. Our trees, however, are still very much a work in progress. Currently, they're not really worth showing off in game as they look very much like the trees you've seen in block games before. You might be able to catch a glimpse of them in the background of some of the in-game screenshots, but we promise that we'll show you some better images once they're looking the way we want them to. Right now, they're just nowhere close to what the final product would be and we don't want to give you the wrong idea. You can see in this quick mock-up a bit more of what we are going for. Expect more variation in the trunk, wider tops, and more branches in the final product. Our end goal is to make it so you'll be able to cut these trees down and watch them fall from above where you cut it. This is something that's heavily work in progress, even as this post is being written, so expect to see some more about trees in the near future! If you can't tell by now, James did some preemptive art for logs, leaves, and planks though, which we'll show off in close-up images below. Monsters Our supporters over on Patreon have already seen this spooky dude, but we've started implementing monsters into Nightfall. This is the Undead. A common creature of normal temperature biomes, the Undead will come out at night... and not to play. They're hungry for the flesh of the player and won't stop till they get some! You can see just how quickly you might be overwhelmed by them in the cover photo of this blog post. We're currently working on the AI of these buggers and also on some other basic enemies like spiders! These are not textured yet but are also something we've begun to play around with internally. Currently, we're focused on the basics. We won't show off any videos of the mobs this time around, but you can expect to see more of them in the future. AI is coming along quite nicely though and Owen has done quite a bit of work with enemies. They can run, jump, detect, idle, swim, get married and raise a family -- just about anything. Okay, okay, maybe we were joking about that last bit but AI is already quite extensive. We're looking forward to showing off a lot more of what we're working on in this department in the near future! Music We just posted our first piece of Nightfall's OST (Original Sound Track) over on YouTube. You can check out the Main Menu Theme titled "Spookaholic" over on our channel! Jay did a really great job on this piece and it provides a comically spooky vibe that is PERFECT for the main menu of Nightfall! ❤️ Dev Spotlight Gavin This week's developer spotlight is on Gavin! Gavin is a programmer over at Venatus and he is currently doing a lot of work on the day/night cycle, seasons, atmosphere, and some lighting. He is 19 years old. Gavin has been working in the computer programming field since middle school and is now pursuing Computer Science in college. While he is new to Unity, Gavin has been coding since a young age. Gavin has been a part of Venatus since day one, and is looking forward to the future of Nightfall. His hobbies include tennis and he is currently president of the tennis club. He says that he also spends a lot of time swamped with homework. If Gavin could add one feature to Nightfall, he would be most interested in tamable Dragons that you would be able to fly around in some sort of sky dimension. Thanks Gavin! We ❤️ You! What's Next? We put a lot of work into this weeks blog post, but at the same time a lot of what we worked on was not shown off yet! We had a lot of bugs and issues this week that we had to crack down on which are hard to put into words. Game development is not always easy going, but we've been pretty fortunate to not run into any major issues so far. With that said, we are going to take a little time to polish some of the core things up and continue to improve our current systems. This combined with the fact that Thanksgiving/the holiday season is rapidly approaching means that we're going to slow our roll a little over the next month and a half. This doesn't mean we're going to stop doing DevBlogs, but there will almost definitely not be one every week as we'll be taking time off to visit with family and friends as well as to fix some major core performance improvements! Do not fear though! We'll continue to keep at least SOME sort of weekly content coming your way, especially to those of you following us on Patreon! ❤️ As for what you'll be seeing in the next few blog posts; expect to see some more work on AI, Trees, Crafting, and some new content on biomes, caves, and world generation! We're also still working on player movement, animations, and lighting, so expect to see some of that as well. Oh, and tools, also tools. Development Streams (Twitch) Some of you may have caught our previous development streams on Twitch. You can check out the channel here. We're planning on doing a lot more of these Development streams in the future so you can watch us model, program, draw, and create the world of Nightfall. We'll do lots of Q+A sessions where we answer your questions about the game, and in the future we hope to do streams of actual gameplay showcasing new features or updates. We might even do streams where we play with the community some day! Here's hoping! If you're interested in watching these streams, go ahead over to our twitch by clicking this link and give us a follow so you're notified when we go live! Discord, Patreon, and Social Media Discord https://discord.gg/2BKtNks Use the link above to head on over to our Discord. This is the absolute BEST way to communicate with myself, any of the Developers, and the community. We have dedicated areas for you to suggest features, give feedback, learn more, and most importantly - ASK QUESTIONS (and get an answer too!) This is the easiest way of supporting us and is totally free! We are so happy to see so many of you already taking advantage of this by joining, talking to each other, suggesting features, and grilling us with questions! It's been great! ** I know I mention Discord in every blog post, but seriously, this is a great place to get to know us better! You can earn in-game profile tags, suggest features directly, and we do different things throughout the week for you to participate in like Feedback Friday with more to come in the future! You're missing out if you haven't hopped in yet! ❤️ YouTube We have a brand new YouTube channel! You'll be able to check out parts of Nightfall's soundtrack on there! We've also got some cool tutorials and DevBlogs headed your way in the future! https://www.youtube.com/channel/UCb0eFml5-iRYt6mgG2k2LTw Click the link above to head over and subscribe so you don't miss future video Devlogs and other cool things like music taken from the soundtrack of Nightfall. Patreon https://www.patreon.com/vgnightfall While we don't require it by any means, Patreon is a great way to support us directly. You can pledge to monetarily support us monthly here. We do have various tiers of support that each provide unique rewards like special roles on our Discord server, access to even more direct communication with Developers, and of course, eventual early access to the game to help us test. One of the tiers even lets you work with us directly to add a creature to the game! You'll also get bonus development content and an even closer peek into our development process directly through Patreon and Discord when you subscribe! We've already posted a lot of extra content on our Patreon! Thank you to our current Patreon supporters: Patreon - Nedac16 Patreon+ - BOWSER0897 If you don't like Patreon, you can also choose to support us directly with one-time payments through PayPal. Thank you to "clone chris" over on Discord for supporting us this way! You can do that by clicking here. Twitter https://twitter.com/venatus_games Our Twitter is a great way to keep track of weekly updates to Nightfall! We post screenshots, GIFs, videos, art, job positions, and more! Twitter is free to use and an awesome way to stay up to date with all of the Nightfall news! Head on over to the link above and give us a follow to learn more! (Closing) And Night is Upon Us! And that's a wrap on another DevBlog folks! We've enjoyed getting to share our development process with you and have been overwhelmed by the positive feedback from everyone! Thank you for taking the time to read this week's post! We'll keep you updated on our Discord server about the next blog post and when it will be shared. Getting to watch Nightfall become what we want it to grow into each day is a gift and we're thankful to share it with you! Now that we've got our new monsters to look out for, night will soon start to become something to fear. We better get going before our new friends show up! As always, thanks for reading! Humbly, VG Jack and the Venatus Team
    20. gdunbar

      GitHub

      Something like 10 years ago, when I started seriously working on the SENG code that is behind my Merry Prankster RPG games (still going!), I needed a source control system for the code. At the time, Subversion ( https://subversion.apache.org/ ) was the safe, standard open-source SCS. However, I wanted to try out the new distributed source control that was just coming into fashion. At the time, Git ( https://git-scm.com/ ) was the leading SCS, mainly because it was used for the Linux kernel, but Mercurial ( https://www.mercurial-scm.org/ ) was also popular, and reputed to have better Windows support, so I went with that. For the past 10 years, I’ve been using SCS as a single-user, but with multiple instances, for example one on Windows for building Windows apps, and another on Mac for building iOS and MacOS apps. The benefits of SCS are source code history (which I can’t live without anymore), and easy sharing of code between those multiple instances. For backing up source code, I just zip up the whole source tree once a week and put it somewhere safe. Recently, since cloud hosting of source code has become inexpensive (free) and reliable, I’ve wanted to move over to that. When I started looking into that, I realized that Mercurial has sunk to a very low percentage of the open-source SCS market, and Git has basically triumphed. So, I made the call to move over to Git, with GitHub ( https://github.com/ ). I’ve just made the transition. I’m using GitHub Desktop as a UI, and haven’t had to go to the command line at all to use Git yet. Honestly, I am not really used to that yet, but I’m not going to use the command line (and create extra stuff to learn) for no good reason. Otherwise, I’m very happy with things thus far, and appreciate that I now have a cloud backup automatically for my source code. I do miss Mercurial a little bit, just from a nostalgia/plucky-underdog point of view. View the full article
    21. Hello, I think that for the mechanics that you require, is better to use an RPG Maker , so you will have combat , exploration, growing stats and also still be able to show dialogs with animation and images.
    22. DavinCreed

      Pixel Art Character

      It mostly looks good to me. The right arm has some banding that sticks out. Breaking that up can help add more shape to the arm. There is a little bit on the leg as well. The leg around the calf looks odd to me, but that might be the kind of art style you're going for. Overall it looks good to me.
    23. werekarg

      Swooden

      Play Swooden in any browser! Swooden is a cute physics puzzle web game, from the balancing sub-genre. The goal is to place all the blocks in perfect balance. In some levels, the gravity is reversed, while in others, dangers abound. Try to beat all 28 levels and try to build most amazing structures! The game was developed in Cocos Creator/Typescript, with art made in Inkscape. Thank you for playing and please check my other games if you like physics puzzles!
    24. deltaKshatriya

      Death Stranding: Deep or Dumb?

      So I decided to actually try Death Stranding, and while I can't say it's as boring as I thought it'd be, it certainly is...strange. The premise, setting, and story are definitely the plus points of the game. I'm not sure how I feel about the deliveries aspect. So far I haven't had to do a delivery quest that lasted for hours or something, and that's where I begin to wonder if the delivery quests will get really tedious and boring. I generally feel this isn't a game to be played in large bursts.
    25. So I asked the creative director of the dev studio and this is his reply. I hope it can help you guys. I'll figure out my own way.
    26. Something frob says above suggests an important thought: if you first get some development work for a publisher, then after you've done a great job developing that publisher-requested content, that publisher will be more receptive to looking at your own concepts. The longer you've been developing publisher-requested content, and the more publishers for whom you've done good work, the greater your chances of having your concepts looked at seriously.
    27. There's a small error though, line endings are encoded \0A (decimal 10) and not \0 (decimal 0, which obviously is the null-terminator for a C-string). Sorry for the mistake.
    28. RoKabium Games

      SAMA

      Images & screenshots from "Something Ate My Alien" game by RoKabium Games. Steam: https://store.steampowered.com/app/1047870/
    29. WGS_Stillwater

      My project

      Got a demo area setup to test blueprint functions in. Drag and drop inventory is up and running, item stats are functioning, working on building out the stat system (modifier coefficients) and currency system and then start the ability system. After that I have to build the templates for abilities and then the fun part of actually making the abilities. Not asking for help, but realistically the amount of work it will take to put together something people actually want to play.. you need like minded individuals to speed up the process. Someone could be building a proper zone while the blueprint work is being ironed out and another doing sound. Nevermind the networking's plate of work. And then there's the lore / world design aspect. Sure a single person could make the entire game start to finish, however by the time you finish you might already be ousted by competition or the markets tastes just straight up change. I have (several) projects in mind personally. A few of them are MMOs. Others are more open world story focused SP (and co-op). All the assets in here are created by me. The rocks and turtle are photoscanned. When I get a proper turntable setup I'll be able to create 360 degree assets with zero artifacts.
    30. I'm still kind of new at this, just need some feedback on anything that needs improving. Thanks.
    31. I want to know, what programs they have used to compose music for games like crash bandicoot 3. I also want to know how they made sound effects to game like crash team racing.
    32. Making a character's animations needed for third locations: Monkey - finishedYouTube: lzWBQHqRLZg Wolf - finishedYouTube: DLn59S3tETU Owl - WIP
    33. Making a character's animations needed for third locations: Monkey - finishedYouTube: lzWBQHqRLZg Wolf - finishedYouTube: DLn59S3tETU Owl - WIP
    34. a light breeze

      C++ Simulating Archery

      I think what you want is just simple textbook projectile motion. https://www.khanacademy.org/science/physics/two-dimensional-motion
    35. Green_Baron

      C++ Simulating Archery

      Recalling a few numbers from back in the day, assuming a well made wooden bow with a draw weigth of ~60 pounds (needs a well trained person): Initial velocity: ~50m/s, velocity loss ~0,15m/s per meter, stored energy in the bow ~1600joule, edit 60% of which may be transferred to the arraw, arrow weight ~25g. All values can vary with material, make and weather (sic), but that may be a guideline.
    36. Hello and welcome to this weeks Dev Diary! The recuperation from this flu has taken much longer than anticipated, so it definitely was something more than common flu. But, instead of just lying bed ridden without doing anything, I decided to spend some time thinking about possible ways to design game mechanics and how to test my game for compatibility in different systems. While revealing anything about my further thoughts about the game mechanics, I can reveal my plan for a testing platform for my game, which is going to be a budget PC. It will not be the cheapest possible you can pull through with, but represents a minimum recommended gaming PC for people, who won't mind gaming with an APU Processor. The Components The planned components will be as follows; AMD Ryzen 3 3200G -CPU ASRock B450 Gaming-ITX/AC -Motherboard Be Quiet! Shadow Rock LP -CPU Cooler Silverstone Raven RVZ03-ARGB -Case Seasonic SGX-450 -Power Supply G.Skill Aegis PC4-24000 3000Mhz (16Gb Kit) -RAM A-Data XPG Gammix S11 Pro NVMe M.2 -SSD Drive I will also be including a 12 Terabyte 3.5 inch HDD drive I have already purchased, which needs to be jerry-rigged to the case (which I will present here once the deed is done), as it only has support for 2.5 inch drives out-of-the-box. I have a plan for this, as the case will not be having any external GPU, which leaves plenty of space to accommodate many kinds of custom mods, but for now, no other mods are planned for. If you have the need for a large drive though, today I would buy the Western Digital 14TB Ultrastar DC HC530, as it has 2TB more space, more refined technology and costs around 40 USD less at the time of writing this. My rationale behind having a large archive drive is that especially when you make 3D games, all the uncompressed files require lots of space, if you have the highest possible quality in mind when editing your textures, assets and/or videos. Though I have another reason also for why I bought this huge drive, and that is that I'm renting out some of it's space for extra income. It is not much, as it gains me about 10 - 20 USD per month, but at least it's something. And, as I get the payment in Cryptocurrencies, saving these revenues for a later date just might be 200 USD of value per month waited before selling them, at some point. Conclusion This is it for this weeks Dev Diary. Thank you for tuning in, and I'll see you on the next one! You can check out every possible mid week announcements about the project on these official channels; • YouTube • Facebook • Twitter • Discord • Reddit • Pinterest • SoundCloud • LinkedIn •
    37. Green_Baron

      C++ Simulating Archery

      Very cool ! Bowmaking was a hobby of mine for several years, good strong wooden bows in mesolithic to medieval style. For prehistoric hunting games or medieval reenactment as well as experimental archeology. Can't do it any more because where i live now there is not the right wood and these things are weapons here and the country is pretty restrictive with that. Be it as it may, you said simulation, and like anything physical it is not trivial. The flight of an arrow is not just a parabolica under the influence of air drag. Let's start with the bow, when it is opened, there is stretched on the front and compressed on the back. The energy it can release before it breaks is determined by the amount of such deformation and the speed with which the material returns to the state of a stretched cord (except those shooting bycicles aka compound bows). Btw., bows are kept with the string taken off. An arrow is stabilized by its shaft and not the feathers, these are mostly just decorative props. The shaft is set into a swinging vibration when the arrow is accelerated. The "stiffness" is defined by tapering the arrowshaft so that its strength corresponds to the shooting strength of the bow. This is, of course, done by machines these days and one can buy sets with given strengths en gros in wood or plastic or fibre .... The shooting strength is measured in lbs, the spine of the shaft in grains (them 'Murricans, can't help ...). Every arrow in a set must be of equal strength, or some will turn the one or other way before they hit, which can be equally funny and annoying ... An arrow in flight: Arrow in flight Traditional Bowyer's Bible (Volumes 1 to 4) A whole lot of papers from experimental archeology, like for instance: https://www.cambridge.org/core/journals/antiquity/article/experimental-archery-projectile-velocities-and-comparison-of-bow-performances/2C1D9F880201D2EDBBAFDEB3A283048F ... and more. If they are behind paywalls, try arxiv.org with the doi as a search criterion. Further search terms will reveal a plethora of information: Physics of Archery, Experimental Archaeology, Bowmaking, Prehistoric Hunting. Hope that helps and isn't slightly overpowered 🙂 Edit: try this, it has some of the formulas you need. You will eventually want to model the air drag by yourself. Big feathers, short flight, small feathers, long flight 🙂
    38. Yes, your assumption is correct. The vertex and fragment shaders are communicating through variables declared as 'in' and 'out'. It was 'varying' in older GLSL (deprecated as of GLSL 1.30) and it's still there in OpenGL ES 2.0, since the GLSL version is limited to 1.10 there. The vertex shader does its computations, and writes the data into 'out'/'varying' variable, and fragment shader picks up that data from the 'in' / 'varying' variable of the same name and type. As for the outputs, earlier the fragment shader would write its output into predefined gl_FragColor or gl_FragData[buffer] variables. That's deprecated now, and you have to explicitly specify the layout/location of output variable, and bind that variable to a fragment shader color number.
    39. 8Observer8

      Drawing a sine wave. OpenTK, OpenGL 3.0, C#

      It is a mistake. It must be 10 cents. I fixed it. Because I have 1000 downloads for 20 days of this example on another (Russian) forum. If 1000 persons buy it for 10 cents I will get $100. I will try. Maybe it will work. I will add a text on this graph (pi/2, y = sin(x) and so on)
    40. This example shows a simple way to draw a sin wave using modern OpenGL and C#. Source Code on GitHub (private repo): https://github.com/8Observer8/Sin_ConsoleAppOpenTkOpenGL30CSharp Source Code in Archive: Sin_ConsoleAppOpenTkOpenGL30CSharp.zip I can sell you this archive for $0.1 Send me a PM message. Or write me on Email: 8observer8@gmail.com My PayPal: https://www.paypal.me/8observer8 These are screenshots for different steps: Pi / 2, Pi / 4, Pi / 8, Pi / 16 Pi / 2: Pi / 4: Pi / 8: Pi / 16:
    41. I'm under the impression that I need to go out, experiment, and not be too restricted by ECS, so I'll start making my game now. Thanks to everyone for your advice!
    42. Olivier Girardot

      Music Fantasy Music !

      Hi Vilem and Rutin ! Thank I appreciate it ! So far I only made the "Underground lake City" available for licensing either on my website (for $19): http://www.ogsoundfx.com/shop/single-sfx/music/ Or for $50 on pond 5: https://www.pond5.com/royalty-free-music/item/44817165-underground-lake-city I will be uploading the 2 other tracks soon, I'll let you know if you want. I can offer a package price for the 3 tracks for like 50$ if you're interested. Thanks again !
    43. Jman2

      2D MipMap Offset

      Ha yeah your totally right, i missed that as i tackled it from the math perspective instead of code then shuved it into a function as it was...
    44. Shaarigan

      WANTED: Freelance 3D Engine Developers

      Getting someone (qualified) to work with you on such a project is very difficult, especially because you just talked about "features" but didn't provide any information about the software itself. Most people here have their own engines they are working on in their spare time. Why is the camera such important and why only hexagon cells? Isn't this decision of the game development team using your product? So I have to ask some questions: What is your target audience for the software? Why should people pay for it rather than using some other more established pay products like Unreal, Unity or freeware ones like Godot or Urho3D? (sorry but you talked about getting payed 🤷‍♂️) What is your desired target platform? What is your target language? Will it be a monolithic single program game creation suite like Unity or will you have a more relaxed model like Unreal that also involves a customizeable build pipeline? Something I'm corious about is what time frame are you targeting and what existing tools/ libraries do you want to use? I'm asking because I saw a lot of people talking about their game engine that in the end was just a collection of third-party libraries with less than 1000 lines of some glue code. I don't call this an engine!
    45. Hello, so I thought I would find information on this really easy. Surprisingly, I could not find anything of value. Perhaps I'm searching for the wrong thing, I'm not great a math and it has been a while. I wanted to create a line (arrow), set attributes (angle, mass, velocity, etc) and have it shoot off in the air. Much like the old school game Gorillas if anyone has played that. I tried looking up Archery formulas, Bow and Arrow formulas. Arrow mathematics. But mostly found stuff about the paradox path. The best I found was KE = 1/2MV. Which seemed like part of something I would need. Can someone perhaps break this down into separate components, or if possible link me to a good article or simple source code (even just console and plugging values)? I'm using SFML btw, How could I grab the correct angle as it is in flight so that it comes down "realistically". PS: I'm sure you have seen flash games where you set the power and angle and let the arrow fly with various targets of different points. Maybe worms is a better example. Thanks
    46. thankàs you for your reply! iàm looking to do it on Unity so C# i'll check out your pseudo code, thank's you!
    47. You can export to CSV from any spreadsheet program or Google Docs. The general routine to parse CSV files is as follows (pseudo-code): string = read_file(csv) // read file into a string lines = string.split('\0') // split by line endings foreach(line in lines) { columns = line.split(',') // split by comma or other separator foreach(column in columns) { // do something with the value here, likely cast it to some type // and/or write it out to another file for a binary format } } Depending on your language of choice this may be easy or less so, for example C++ is terrible at such tasks. Scripting languages such as Python and Ruby are your Swiss army knives here. Learn at least one.
    48. TheAICodeGuy

      R&D Skills required to be an AI game programmer

      Psychology? That actually kind of makes sense. The human mind and what makes it make certain decisions is definitely a factor. I honestly took this into consideration when working on a game I already made in C. It's a guessing game, a word guessing that's related to football (soccer). And I've played a few games like this when I was younger and going to school. I used vowels to basically give me a chance of the word, or the topic. This is opposite of the other game I recently put on my portfolio which is literally a stealth game of avoiding the eye sight of enemies. Thanks for your reply! And also sorry about it taking a while, was so busy with work and school all week.
    49. Thank you for your comment. But I have no idea about what 'makefile' is or to 'make'. I just... wanted to use soil2 for my first opengl/c++ application. What I used is premake4 to 'make' soil2. That means, I didn't even write the makefile by myself... so is there anything to do to handle this?
    50. hello! i'm looking for a way to convert xls data to CSV then create a binary from it, where i'm going to read data for my game.. anyone have a good resource where i can learn something? i'm just using google but i'm still confused to how do it
    51. How you do it depends on your game, and has been unique to every game I've worked on. It also matters if you're reusing textures, or sharing them through systems like texture atlases. Sharing textures within a level, sharing within worlds, or being unique to each model, they naturally suggest organization structures by the level, by the world, or by the model.
    52. There are good reasons that it has stabilized where it is today, but that doesn't mean it will be that way forever. Who knows what changes will be made with future computer advancements. Designing and building parallel algorithms is a major shift for people who focused on single-threaded processing; even concurrency is problematic for those game programmers who are light on theory. When we get quantum computing, who knows what changes we'll see. Best to learn theory --- which is universal and applies to regardless of architecture and regardless of language --- then to focus on what happens to be commonplace today only to be left in the dustbin of history tomorrow.
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