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    1. Past hour
    2. Abi Alvarez

      C++ Baffles

      I am working on a baffles program set in my programming class and i am a lil stuck... for the player.h file i need the user to create their profile and then let them guess where the baffles are.
    3. 8Observer8

      Need some advice where to start

      I have an idea to make a few simple multiplayer games with TCP server in C#. I noticed that Trello.com (it is not a spam) is useful tool to write ToDo lists.
    4. That polite words - all this is very good, but in that case - feedbacks is only means to say something in the void and most likely - false. So it's very pleasant to hear complements especially for our egos but initial essense of any debate just attempt to find out the truth and essence of any feedback is another way to set the faults of your work from real listeners. If someone evil says bad things about your art -its another cause to think - what's going wrong with this and look to the things from may be negative but nothing more then another point of view and good opportunity to improve you work I guess
    5. phil67rpg

      c# drawing sprites

      you are exactly correct
    6. Psychopathetica

      NVidea GeForce Experience

      My backbuffer is nearly always R8G8B8A8_UNORM, in fullscreen mode, and resolution is 1920×1080. Still regardless it doesnt trigger it. I may look into the GeForce APIs to see if anything might be useful from the last poster.
    7. DavinCreed

      Need some advice where to start

      You need to not just have the ideas in your head, you need to put them down on paper (or in a doc). Then you should create a list of all the things your game needs while keeping it organized. Don't get too detailed yet. Then focus on one thing at a time, break it up into its own group of subtasks if you need to. When it's done, see how it plays with all the other stuff you've done so far. Are you interested in learning how to make the artwork? As above, there are free assets, and even if you use non-free assets, you can always replace them later. Should be easy to keep track of because you should have the list you made of everything the game needs. If you are interested in doing your own graphics, you might want to wait until you're sure exactly what you need, that way you don't spend time on things you won't use. How you approach making art assets will depend on the kind of art assets you want. Pixel Art, rendered, 3D, and hand drawn assets all have some differences in the work flow.
    8. ArcanaDragon

      New Hero Added 03-26-2019

      New hero added: Connect The Dots Click here to play Hero Land for free in your browser
    9. Today
    10. SyncViews

      Skill Level??

      I am guessing new to programming in general? I found context of the wider job ad could give a rough idea. If it is more a junior team role, can maybe get away with not knowing a few things like how to write some advanced macro or template tricks, but they still generally do really want you to already know the main languages the job uses. They don't want to spend time (and thus money) on teaching basic programming for a job almost exclusively about programming. If they give you some existing code and you come back saying "I don't really understand what it does because it has this strange `template` word and what is [&] about and what is T::iterator" that is not particularly helpful. In my experience, at a fairly early point companies expected me to just know basically everything about the language. Having to look up some specific case to check something is OK, reference resources are important, but you need to know what you are looking for. Especially if you will be working on something without direct oversight. Potential employers then focused almost entirely on more conceptual things, like algorithms, multi threading, network protocols, UI design, etc. EDIT: This is of course my experience. As some context on that, at the companies I worked for, even for regular "Software Developer" type roles, not senior, lead, or anything like that, they had a lot of failed candidates each hiring round taking at least a couple of months (especially in web roles as it turns out, because people didn't seem to know HTML/JS/CSS themselves only what "Wordpress" or such does), so those companies may have been stricter than average, which comes back to nothing much to lose by applying and talking to these companies, especially if you have lots of free time (e.g. not currently working).
    11. Bhelisarios

      Hobby Project - Game Art

      I am creating a Witchaven like game as my hobby probably without any release. But, I would like to ask which graphics editor and style would you recommend me? I know it was created primarily from 2D sprites but is it the best way to create lightweight art with most options for gameplay for this kind of game?
    12. Irusan, son of Arusan

      Skill Level??

      Not really. You can't read their minds. Why not err on the side of applying?
    13. Imagine beneath a steel sky, but on modern hardware. It will be fully 3D, but may be still set cameras and point and click interface. - We have 1 artist and 1 music guy atm. Here are a few example shots, that could set the tone for the game. not ours, just off the web.
    14. Possible we could see some reference for art style / Level of detail? Interested, you can find me on Discord @InTheBeef#1252
    15. Tarrasque

      Skill Level??

      Not a thing, but wouldn't make more sense to apply for a position I know I qualify for rather than guessing at it?
    16. Irusan, son of Arusan

      Skill Level??

      What do you lose by applying for a job?
    17. Being new to this field I find it interesting whenever I see the job requirements such as .. "Strong C++ programming ability" or "Solid knowledge and experience using C++" or "Solid C/C++ programming skills" How does one really know how to determine their own skill set? More importantly, how does one know what the potential employer means when they use the word "strong"?
    18. Rm2kDev is a little older, but he has one video committed to collisions, and how to lay out your levels... What kind of controls are you looking for?
    19. About 3 years ago, our team of five started working on this game for free, in our spare time. HoldOn! is a mobile game with a positive message: save people! The idea of the game came from a recurrent dream - what if all the people close to you were barely hanging on to the edge of a cliff? Who would you save first? Trust me, it only looks easy. There's a catch. Some characters can hold on longer than other, making it a challenging puzzle game. The first chapter of the game is based on the theme Mountains & Wilderness and only has 10 levels, all set in different places of the map. BG1.mp4 The game available now on both Google Play and Apple Store, for free, with no ads or IAP whatsoever. However, it is far from a finished or final game. We're calling it a proof of concept as well as a proof of our ability to create a game and work together. This short version is meant to showcase the game mechanics, the artwork, and music as well as get feedback from you. It's not by any means a complete game - that's why we're doing a crowdfunding campaign to raise the money we need in order to finish it. There's a lot more cool features, backgrounds, power-ups and characters to be introduced and we want to make the full verson as fun and engaging as possible for you! So? What do you guys think? We'd love to hear your thought on this project! P.S.: Another really helpful way of supporting us, if you like the game, is to spread the word to your friends and maybe even share this on Social Media. We'd really appreciate the help!
    20. Rutin

      Need some advice where to start

      Then you'll want to solve the primary issue which is the lack of visual content to help push you forward with a project. You have a few options: 1. Learn to create the assets yourself 2. Pay for Assets or find free Assets online https://www.turbosquid.com/ https://assetstore.unity.com/ google for more... 3. Team up with someone who does art. You might be able to find someone on the hobby section: https://www.gamedev.net/forums/forum/29-hobby-project-classifieds/
    21. RJSkywalker

      Syncing audio with an animation

      So far, I have only noticed the animation seems to be ahead. This is noticeable only when there is a considerable frame rate drop. If the game is in idle mode, it works fine.
    22. OctopyGames

      HoldON!

      What if all the people close to you were barely hanging on to the edge of a cliff? Who would you save first?
    23. OctopyGames

      Hold ON

      HoldOn! is a mobile game with a positive message: save people! The idea of the game came from a recurrent dream one of us had - what if all the people close to you were barely hanging on to the edge of a cliff? Who would you save first? The 5 of us started working on the game about 3 years ago in our spare time. It's available now on both Google Play and Apple Store, for free, with no ads or IAP whatsoever. However, it is far from a finished or final game. We're calling it a proof of concept as well as a proof of our ability to create a game and work together. This short version is meant to showcase the game mechanics, the artwork, and music as well as get feedback from you. It's not by any means a complete game - that's why we're doing a crowdfunding campaign! It's our first mobile game and we have a lot of cool ideas for it, but we need your help to make it as fun and as engaging as possible! So get the game, play it and if you really like it, share it with your friends and/or support us on IndieGogo!
    24. This is not really about game development, but I have created a tool, which I personally use all the time. I think it would be useful to others as well. It does not require Administrative privileges to install, but you might get prompted in Install Microsoft IIS Express (which is the web server that hosts the timerapp files on your computer) Timerapp is a website (web app) which runs on your computer locally, at the address “http://localhost:8080”. It is useful to have a bookmark to timerapp in your browser to help you stay productive at the office. Download here: https://andreizilla.github.io/timerapp/
    25. Promit

      NVidea GeForce Experience

      There's an API and developer page. https://developer.nvidia.com/geforce-settings-api
    26. 8Observer8

      Need some advice where to start

      If you will move on official website https://unity.com/ you will see the "Learn" button on the top. If you will scroll down you will see a lot of video and text tutorials for beginners. Search in Youtube: tutorials for beginners unity Search in Amazon.com: unity. I think this book is good for beginners: Unity in Action: Multiplatform game development in C# 2nd Edition There are a lot of free tutorials with retro games: http://noobtuts.com/unity You can buy Unity courses for beginners on these resources: www.lynda.com www.udemy.com www.digitaltutors.com www.pluralsight.com www.3dmotive.com www.academy.zenva.com www.skillshare.com www.cgcookie.com
    27. OctopyGames

      Why educational game has to be boring?

      I totally agree with this. I think most educational games are considered boring precisely because, instead of focusing on the game experience itself, they are focused on educating. Users are not stupid, we know when we're being tested and usually, if we want to be tested for our knowledge, we'll go for more in-depth apps that have their entire marketing built around the idea of learning (and even some studies or experts to back them up, like the Fabulous app, for example). When it comes to games, however, they should be engaging first. Also, what I'd like to point out as well about the subject is that learning is rarely a linear process, just like human conscience and memories aren't linear. Meaning that some very efficient learning techniques may be surprisingly indirect and vague. For example, since you guys talked about Duolingo: maybe developing a game in which there is a Mandarin speaking Hero and Spanish speaking villains can help the user learn Spanish a lot easier than an actual app that makes you remember spanish words and sentences. Just my 2 cents
    28. Daniel Ricci

      c# drawing sprites

      So what you are saying is you want a collision to occur, and when that collision happens you want an event to fire off in a couple of seconds that will prevent the graphic from being drawn?
    29. SyncViews

      Syncing audio with an animation

      If the main aim is to "play some music" seeking, or otherwise messing with it is likely to be a bad idea, as the seeking will cause noticeable audio "glitches". You could possibly vary the playback rate very slightly, or the speed of the animation. It is not clear what issue you are having exactly? Is the animation always behind the song? Is the animation always ahead? Is the animation stuttering? To get very precise synchronisation, you also have to accout for the latency in audio playback and video display.
    30. turanszkij

      NVidea GeForce Experience

      Your app will probably be detected as supported if you run it in exclusive full screen, or windowed borderless, and specifically R10_G10_B10_A2_UNORM or R8G8B8A8_UNORM or B8G8R8A8_UNORM backbuffer format I believe. The resolution should also be something like 1920x1080, 3840x2160 or some standard video format resolution. It worked for me like this.
    31. CrazyCdn

      NVidea GeForce Experience

      You waited less then 6 hours before posting that? You can go days without a reply on here, or stackoverflow. You have to have the right person with the right knowledge come by, see your post and reply. It's a forum not text messaging 😉 This code is for laptops for the most part and will not bring up the GeForce options the OP was asking about. I can attest from first hand knowledge Though it did work on my laptop as my engine was defaulting to the Intel GPU not the nVidia GPU. So handy code to have anyway.
    32. I thought people here would be interested in this, I just made a blog post about an algorithm I've been working on to efficiently render hundreds of shadow maps. https://worldoffries.wordpress.com/2019/03/26/what-good-is-hundreds-of-lights-with-out-hundreds-of-shadows/ Let me know what you think
    33. phil67rpg

      c# drawing sprites

      well I think my problem is in the timer method what I want to do is draw my collision sprite and then after some ticks not draw my collision sprite.
    34. Hello guys, I have a song audio clip that I need to play in sync with its lyrics. The approach I'm using right now is for the lyrics, I have a bink animation created in after effects and exported to my custom engine format. And I try to synchronize the animation by setting its current frame based on the current position of the audio. But I'm facing issues with synchronization. Could you give any suggestions? One way I'm thinking is to try and seek the audio to the position determined by the current frame of the animation. This approach again might not work and it would be more noticeable if there is an issue while syncing. Another approach I'm thinking is maybe use a text file that acts as a sort of the subtitle file which I parse and display. But I'm not sure how to get this voice recognition. Are there existing libraries that process the audio file and let you know what is being said? It'd essentially be implementing an audio subtitle system. Any suggestions on that?
    35. Psychopathetica

      NVidea GeForce Experience

      Interesting. I think I might try that when I get home from work.
    36. ptietz

      Night sky star rendering

      Don't know if your engine supports that. But my first idea would be to use a skydome instead of a set of planes. Then use actual particle effects for the fancy stars. That way, you can design them individually. And it also should make your parallax issue much less noticeable. You could even throw meshes into your sky if you like. Just make sure, that - the texture is visible from the inside of your sky sphere. - your camera is setup in such a way that it'll use a second camera's output that'll only renders the sky as a background.
    37. pindrought

      Question regarding UDP punchthrough.

      Thanks a lot this is really helpful to me. I appreciate the info.
    38. SyncViews

      Question regarding UDP punchthrough.

      I am not sure if there is a documented standard for UDP. I saw some indications from Cisco that it is 5 minutes by default, but is user configurable (maybe not configurable on your average home router however). If with UDP your not naturally sending data very often, you can send a keepalive packet (that is, a normal UDP packet but with no actual data content) periodically just to keep it running. TCP is much longer and the routers can track the connection state, IIRC Windows doesn't try to send a keepalive for a couple of hours and Cisco documents 24 hours since the last packet (between the handshake and a FIN "finish" packet).
    39. pindrought

      Question regarding UDP punchthrough.

      Thanks for the reply. I was thinking this might be how it works. Is there any trick to figuring out how often data must be transmitted to keep the port mapped with the lan client?
    40. SyncViews

      Question regarding UDP punchthrough.

      Routers only see the actual packets sent, they don't know about `socket()` etc. NAT works because the router remembers an outgoing packet for a while (TCP or UDP), so that when it gets an incoming packet it knows to forward it to the LAN client that sent the outbound one. If there is no traffic for a while, this mapping may be lost (can't recall the details, there is a timeout and maybe also a mapping count limit). From memory: So say you have a client 10.1.1.2 on a LAN with public IP 1.2.3.4 and it wants to talk to a remote 5.6.7.8 port 5000. When the router sees a packet from 10.1.1.2:30000 being sent to 5.6.7.8:5000, it will record this in its local table. The router will change the packets source IP from 10.1.1.2 to 1.2.3.4 The router may change the source port from 30000, say to 35000. This could happen if say 10.1.1.3 already sent a packet from 30000 to 5.6.7.8 port 5000, making 1.2.3.4:30000 not unique. The router then sends this modified packet onto the internet. The remote will get a packet from 1.2.3.4:35000 destined for 5.6.7.8:5000 and passes it to the application The application then knows it needs to send the reply (UDP, or next part of TCP connection) to 1.2.3.4:35000 When the router gets a packet from 5.6.7.8:5000 destined to 1.2.3.4:35000, it remembers that in parts 2-5 that it previously sent that, and that the original address was 10.1.1.2:30000. The router sets the destination to 10.1.1.2:30000 then sends the packet on the LAN. Part 8 has no way of magically knowing you called `socket()`, `bind()`, etc. on some LAN machine. It only knows that it previously sent a packet out to the internet. Part 4 should be OK for TCP and UDP where the remote is either directly on a public IP or has a port forwarding rule (maybe using say UPnP). If not and it happens, I believe punch-through is impossible because the remote has no way to learn that it must send to 1.2.3.4:35000. You can timeout and try picking a different port to see if it was a conflict, if the router always re-maps the port, I believe you can't succeed with punch-through at both ends. If the remote does not have such a rule, and 4 does not happen, you can punch-through by sending UDP packets in both directions, coordinated by a 3rd party server that is reachable. Because it is the act of sending a packet that added the NAT mapping, it makes receiving possible if the port number is known (30000 in this example).
    41. 8Observer8

      c# drawing sprites

      But I do not see in your code that you have read this book. The author shows how to work with sprites.
    42. Daniel Ricci

      c# drawing sprites

      Also concerning your actual question based on the code you provided, if you want to `not draw` something then make sure draw_flag_col1 is set to false. Also from what I can tell, your code sets the flag to true and it never gets set back to false. I have a few follow up questions for you. 1. What is the goal of this project exactly? 2. If the goal is to be able to draw something on a screen then I think you have accomplished that. Is your next goal to move something around, and to be able to not draw it. If so, moving something around means updating the position of that `thing` and using those values when performing a draw, and stop drawing means don't run the line of code that does the draw since you are forcing a clear screen every paint. Can you just create a control in Winforms that represents a player, and when you detect keyboard arrow keys being pressed just update the x/y values of the object accordingly, then call a repaint and have that method paint the object?
    43. So I was thinking about setting up a basic UDP punchthrough system like so. Server: Creates a socket and binds to a specific port that the clients will send messages to to either request to be a host or request host information. Listens for client A to send packet requesting to host. Captures the port being used from the packet that was received. Stores this ip/port. Listens for client B to send packet requesting host information. If the port/ip has been stored from client A, then the server will send the ip/port to client B. Once client B receives the packet from the server about client A's ip and port combination being used, client B will begin transmitting packets to packet A and vice versa. One thing I am confused about however - how can I make sure that the port will remain tied to client A on the router? (Same with client B - how do you ensure that the port will remain tied to that specific client on the LAN?) This part confuses me since bind is never called. When a new socket is created using socket(), is a port at that point determined and somehow kept tied to that client on the LAN until the program ends? Thanks
    44. NineYearCycle

      NVidea GeForce Experience

      nVidia create profiles for games to work with their GeForce Experience stuff but I've never tried to get a game involved with it. One thing you might want to watch for is that it might not be using the nVidia GPU at all because it either doesn't realise that it's a 3D app or decides that it should be run on the integrated GPU. You can add something like the following: extern "C" { // This is the quickest and easiest way to enable using the nVidia GPU on a Windows laptop with a dedicated nVidia GPU and Optimus tech. // enable optimus! __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001; // AMD have one too!!! __declspec(dllexport) int AmdPowerXpressRequestHighPerformance = 1; } Which will tell it to run on the dedicated GPU. This might then mean that it appears as the running app in GeForce Experience and you can then add a custom profile for it.
    45. KrisWolfe

      Setting up core mechanics

      This week was a little tougher than the last. Specifically, I wanted to create a skill tree, but I didn't have an idea of what exactly I wanted in the skilltree. I had some general ideas of what I wanted to happen, but nothing specific. What I want to do is have a scheduler that you choose which active skills you have available, and the more you use a skill, it will unlock others. At the same time, as you progress in a day, the skill will "do stuff". This week I tried Scriptable Objects, but I did not want my skilltree to be persistent. I decided I would use JSON to load my skilltree eventually. For now I have some test skills hardcoded into my skilltree class. My scheduler was tricky, because I couldn't use prefabs. Each skill would be different, and my attempts at injecting the skill into the prefab failed. Eventually I decided to recreate a gameobject completely from scratch. This was a huge pain, because there are so many components it needs. Especially Text, which has all kinds of toggles and enums to sort through to get it right. But today I got it working. I have a grid on the right that spawns "spawners" on the right for each active skill in the skill tree, and these spawners will create 1 object I can drag around. When I drag that object, it will create another object, so I can have multiple objects. My scheduler has 16 hours that will attach the draggable object to itself, so that my day schedule can count how many of each skill are in the scheduler. It works. It might be horrible code, but it works. This week: Get a visual skill tree up that shows what skills unlock, and have the skills actually do something when we're in the schedule. So to recap, what I currently have working: Purchase Orders work, with a 2 day delay, recreating an aspect of "The Beer Game". Customers vary depending on the day. All calculations for storage and inventory works, and if you have too much it gets rid of it, and if you don't have enough to sell to customers, it won't sell. Small economy is working, allowing us to hold inventory and cash and deduct and add as you sell. A scheduler that counts how many skills are in it. A skilltree that has unlocked and locked skills, and the ability to unlock skills and make them active. Pretty happy with what's done in a week. Here's some crappy photos of my game so far with free art assets I found off the store. Lots to polish when the game mechanics are in place.
    46. Daniel Ricci

      c# drawing sprites

      Stupid question, and maybe I should have asked this from day one. Do you know how to use breakpoints in Visual Studio and how to step through code?
    47. Brackeys does not have any tutorials on character controllers. I have not watched rm2k vids but they seem to quite old and focus on 2d tile based rpgs.
    48. TmJoon

      Best social media for engagement

      You are right, my bad for that. I may have phrase it wrongly to make it sound contradictory. I was against using social media as I think it might not be an effective tool to engage with players as I believe is usually used to update players rather than having a 2 way communication. But my friend pointed out that social media can also be used to communicate to players as well as reaching out to many more potential players. That's why I wanted to know more about this as I lack knowledge and experience. I hope it kinda clear things up.
    49. I would suggest you check out Rm2kDev or Brackeys on Youtube... both of them have really good resources and series for this kind of stuff. Or just try out the Unity tutorials, they do a really good job of explaining how everything works as you're building it, and they have tutorials for all skill levels so it can really give you a boost!
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