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  1. Oh boy, it’s that time of year again where all of my terminal settings get reset!  Thanks, Windows 10 Fall Creators Update!

    terminal-before.png.25dde56b4106a27529699bf2880dc529.png

     

    But this time, I’m prepared !!
     

    I’ve made some adjustments to my previous attempt to Unify Windows 10 Terminal Settings.  Namely, I’ve fixed the ACL not working as expected.  Apparently `set-acl` attempts to reset the owner, which is denied when also removing the write permission.  Additionally, the ACL needs to be reloaded in order to get the correct converted ACLs from the item’s parents.  The workaround is as follows:

    # deny current user write permissions
    $item = get-item $path;
    $acl = $item.GetAccessControl('access');     # https://stackoverflow.com/a/6646551
    $acl.SetAccessRuleProtection($true, $true);  # Disable inheritance, assume inherited
    $item.SetAccessControl($acl);
    
    $acl = $item.GetAccessControl('access');     # Reload ACL to obtain inherited permissions
    $acl.RemoveAccessRuleAll($rule);             # Remove existing rules for the user
    $acl.AddAccessRule($rule);
    $item.SetAccessControl($acl);

     

    I’ve also added back in the registry fix:

    $console = (get-item HKCU:\).OpenSubKey("Console", $true)
    $console.GetSubKeyNames() |% {
    if ( $pscmdlet.ShouldProcess($_, "Remove Subkey") ) {
    	$console.DeleteSubKey($_);
    }

    And after running:

    remove-consoleprops -StartMenu -AdjustPermissions -Registry -ErrorAction Continue

    … I was pleased to see that it worked as expected!

    terminal-after.png.84f1fa24d11036602930716baa7ee1ac.png

    I will be working toward publishing these scripts as a GitHub gist, so these files are versioned and others can contribute.

    That’s all for now.  Thanks for reading; see you around!

    :^)

  2. Little over a month ago, some guy noticed me by my nickname on another website (I use Embassy of Time several places), and asked if I was the one who also posted on GameDev. I said yes. Apparently, he was amongst those reading my scientific ramblings (like this or this) on the site. And he also happened to be a small-time member of a network of personal investors, so-called "business angels". Now, I've run a company before (web TV and 3D animation, not game development), so I know that a lot of people make big claims, and even if those claims are true, you don't win the lottery from just being noticed. But it was an interesting talk.

    Then, about a week ago, he contacted me again. A couple of his colleagues (I have no idea what investors call each other) wanted to see a project suggestion on some of the things we talked about. Part of why they wanted to see this was that they had a look at my blog in here and wanted to know more. So now, I am working on a presentation of some of the things I have worked with on a serious science-based game. I am pretty nervous, and very open to ideas from people in here on how to dazzle these folks!

    It's not a big blog entry this time, I know, but I felt like letting people here know, and giving a big thanks to GameDev.net for being a community where some lunatic with a science fetish (me) has a chance to get noticed! If this works out well, I definitely won't forget you ;)

  3. I've been working on the node graph editor for noise functions in the context of the Urho3D-based Terrain Editor I have been working on. It's a thing that I work on every so often, when I'm not working on Goblinson Crusoe or when I don't have a whole lot of other things going on. Lately, it's been mostly UI stuff plus the node graph stuff. The thing is getting pretty useful, although it is still FAR from polished, and a lot of stuff is still just broken.

    Today, I worked on code to allow me to build and maintain a node graph library. The editor has a tool, as mentioned in the previous entry, to allow me to use a visual node graph system to edit and construct chains/trees/graphs of noise functions. These functions can be pretty complex:

    70xCrMd.png

    I'm working on code to allow me to save these graphs as they are, and also to save them as Library Nodes. Saving a graph as a Library Node works slightly differently than just saving the node chain. Saving it as a Library Node allows you to import the entire thing as a single 'black box' node. In the above graph, I have a fairly complex setup with a cellular function distorted by a couple of billow fractals. In the upper left corner are some constant and seed nodes, explicitly declared. Each node has a number of inputs that can receive a connection. If there is no connection, when the graph is traversed to build the function, those inputs are 'hardwired' to the constant value they are set to. But if you wire up an explicit seed or constant node to an input, then when the graph is saved as a Library Node, those explicit constants/seeds will be converted to the input parameters for a custom node representing the function. For example, the custom node for the above graph looks like this:

    h5X6wLF.png

    Any parameter to which a constant node was attached is now tweakable, while the rest of the graph node is an internal structure that the user can not edit. By linking the desired inputs with a constant or seed node, they become the customizable inputs of a new node type.

    (A note on the difference between Constant and Seed. They are basically the same thing: a number. Any input can receive either a constant or a seed or any chain of constants, seeds, and functions. However, there are special function types such as Seeder and Fractal which can iterate a function graph and modify the value of any seed functions. This is used, for example, to re-seed the various octaves of a fractal with different seeds to use different noise patterns. Seeder lets you re-use a node or node chain with different seeds for each use. Only nodes that are marked as Seed will be altered.)

    With the node graph library functionality, it will be possible to construct a node graph and save it for later, useful for certain commonly-used patterns that are time-consuming to set up, which pretty much describes any node graph using domain turbulence.

    With that node chain in hand, it is easy enough to output the function to the heightmap:

    eBOmKpe.jpg

    Then you can quickly apply the erosion filter to it:

    D2oAHnC.jpg

    Follow that up with a quick Cliffify filter to set cliffs:

    WhASGoV.jpg

    And finish it off with a cavity map filter to place sediment in the cavities:

    pzY6ey4.jpg

    The editor now lets you zoom the camera all the way in with the scroll wheel, then when on the ground you can use WASD to rove around the map seeing what it looks like from the ground.

    v0IOTtR.jpg

    Still lots to do on this, such as, you know, actually saving the node graph to file. but already it's pretty fun to play with.

  4. Welcome to this week’s From the Forum. In this post, we highlight a few Corona Community Forums posts that cover important topics.

    Building rooms

    Corona developer extraordinaire Alex@Panc posted this fantastic informational post on how to generate rooms procedurally using the Binary Space Partitioning Tree method. If you want to generate rooms for a dungeon or other map methods, this will be worth your time to read.

    Bouncing around

    Physics collisions can be tricky to implement when you want to have full control over the interaction between objects. Roaminggamer does a great job explaining how static, dynamic and kinematic objects interact with each other in this thread.

    Range to target

    In this thread, a developer wants to know how to increase the distance between objects that are related to each other. Our community came together and offered up some great suggestions and code to help with the problem.


    Do you have a particular forum thread that was helpful for you? Let us know about it! Email support@coronalabs.com, put FTF: and the forum title in the subject, and include the URL in the email. We will consider adding it to an upcoming edition of From the Forum.


    View the full article

  5. Finalspace
    Latest Entry

    I am making steady progress - but in a very slow pace, not sure if i can keep up with the challenge time frame.

    Also i am coding on my crappy notebook (MSI Apache Pro) with the worst keyboard layout ever. No space for a keyboard right now, also i am sick fighting against a cold.

     

    Evening 4:

    Game pad input is working great, thanks to XInput with integration into FPL ;-)

    I can plug in and out any controller and it just works. Also i prepared it for multiplayer, so it will spawn another player when a new controller has been plugged in. When i am in single player mode, every controller can control the single player. So you can move with the keyboard and then of a sudden switch to a gamepad and move with them. Pretty cool if i say that so myself.

     

    Evening 5:

    Starting to get a basic level editor up and running, with the ability to toggle between editor and game mode.

    Also i changed the renderer system a lot.

     

    Evening 6:

    Struggling a lot, lost a bit of motivation but still made some progress.

    Now i am rendering sprites for the level instead of rectangles, yay! Also i integrated ImGui now and made the editor entirely with the ImGui API.

    Worked beutifully after i nailed down some simple dimensional math... which took me forever, because i suck at math most of the times because i am not using it regularly.

    Game is still the same though... simple stable platformer, but no enemies, no collectibles, no goal... 

     

    TODO:

    - I need to make a player sprite, a rectangle looks ugly

    - Time to make my first enemy for the very first time, i never made any AI code at all

    - Player should fire something to freeze the enemies, but with a cooldown

    - After sprites are done, make animations and integrate it into the game.

    - Sounds

    - Menu

    - More levels

     

    gd201710_shot2.png

  6. Welcome back to day 30! Another milestone has been made today, we’re 3/10 of the way to the goal!

    The question is, will we finish our simple first fps and then ship another simple game by the time we hit day 100?

    However, let’s not look too much into the future, quite yet and finish our simple game.

    Today, we’re going to implement a new feature into our game. In the current state of the game, after we win, that’s it, no replay value.

    To fix this, I’m going to implement a time score system to encourage players to beat the game as fast as they can and then keep playing to try and beat their previous time.

    Our goals today are to:

    1. Create the code for our time system
    2. Create the UI that shows the time

    Without any delays, let’s get started!

    Step 1: Writing the Code for a Time System

    We’re going to create a point system that will keep track of our time as the game progressive.

    Luckily for us, Unity already has a very handy time function that takes care of this.

    It’s Time.time. This nifty little function keeps track of the time elapsed since the game started in seconds. All we need to do is write code to convert our time to seconds and minutes.

    Let’s get to it!

    Step 1.1: Creating the ScoreManager

    To manage our code, we’re going to create a ScoreManager script.

    We’re going to attach it to our GameManager. To do that, select our GameManager and then click Add Component in the Inspector and create a new ScoreManager script.

    Our ScoreManager class will be used to show our time formatted in minutes, seconds, and miliseconds.

    Here’s our code:

     
    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    public class ScoreManager : MonoBehaviour
    {
        private string _time;
        void Start ()
        {
            _time = "";
        }
        
        void Update ()
        {
            UpdateTime();
        }
        private void UpdateTime()
        {
            int minutes = Mathf.FloorToInt(Time.time / 60);
            int seconds = Mathf.FloorToInt(Time.time % 60);
            float miliseconds = Time.time * 100;
            miliseconds = miliseconds % 100;
            _time = string.Format("{0:0}:{1:00}:{2:00}", minutes, seconds, miliseconds);
            print(_time);
        }
    }
     

    New Variable Used

    All we’re currently introducing in our code is a string _time that keeps track of the time that took place once the game started.

    Walking through the code

    The code is short right now, but here’s what happens.

    1. In Start() we instantiate _time to be empty
    2. In Update() we call a function UpdateTime() to get our correctly formatted time string.
    3. In UpdateTime(), we calculate what our minutes, seconds, and miliseconds are, and then we use String.format to build the string we want.
    4. If you aren’t familiar with Format, we pass in a string for where we want variables to replace, and then we put the variables we want to do the replacing afterwards. In this example: {1:00} refers to seconds and we want to always show the string in the format with 2 numbers. For example: 01 or 02

    If we were to play the game now and look at the console you can see that we’re printing out the time.

    Step 2: Creating the UI to show our Score

    Now that we have the code to create the string for our score, the next thing we’re going to do is to show the time on the player’s score.

    Step 2.1: Create a new Score Text

    In our hierarchy, under HUD, create a new UI Text game object. Let’s call it Score.

    Let’s make some changes to it.

    1. Alignment Anchor: Top and Center
    2. Text: Time
    3. Font Style: Bold
    4. Font Size: 24
    5. Alignment: Center and Middle
    6. Color: White

    We should have something like this:

     
    0*QOo9Ckaz102CEdk9.png

    We should have this on our scene now:

     
    0*OwoNiTCdx13SRAyy.png

    Step 2.2: Using our new Score UI

    Now that we have our Score UI, it’s time to use it in our script.

    Back into ScoreManager, we’re going to make some changes….

     
    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    using UnityEngine.UI;
    public class ScoreManager : MonoBehaviour
    {
        public Text Score;
        private string _time;
        void Start ()
        {
            _time = "";
        }
        
        void Update ()
        {
            UpdateTime();
        }
        private void UpdateTime()
        {
            int minutes = Mathf.FloorToInt(Time.time / 60);
            int seconds = Mathf.FloorToInt(Time.time % 60);
            float miliseconds = Time.time * 100;
            miliseconds = miliseconds % 100;
            _time = string.Format("{0:0}:{1:00}:{2:00}", minutes, seconds, miliseconds);
            Score.text = _time;
        }
    }
     

    New Variables Used

    We added a new Text variable that we call Score. This is the new UI that we just created to show the score in the top center of our page.

    Note that we need to import UnityEngine.UI to be able to use a Text object.

    Walking through the code

    The changes have been simple:

    1. In UpdateTime() we set the text of our Score Text UI to be the time.

    Note: I’m a fond supporter of writing code that sends push notification for changes, however in this, case, because time is always changing, we have no choice but to use Update() every frame to get our new time.

    Step 2.3: Attach our Score UI to our ScoreManager script

    Finally, we need to add our new Score UI to our ScoreManager so we can update the time.

    Just drag the UI into the Score slot in the ScoreManager.

    When we’re done, we should have this:

     
    0*B11rHFFOSWr5G7Ni.png

    And when we play the game we’ll have our time increasing:

     
    0*sOsv9xSErfsEfle-.png

    Nice!

    Conclusion

    That’ll be all for today!

    We did some great work today laying the foundation to our score system. Right now we created a time system on the top of our screen so that the player will know how long it’s taking them to beat the enemies.

    However, if we were to lose or win, you’ll notice that our time will continue to keep running.

    We will address these issues tomorrow by making some changes in our victory and game over game states, but until then, good night, and I’ll see you all later on Day 31!

    Source: Day 30

    Visit the 100 Days of Unity VR Development main page.

    Visit our Homepage

  7. Hello,

    Welcome to http://www.ogsoundfx.com my by brand new Sound Effects website, where you will find plenty of ready to use Sound Effects and Sound Environments for your video game projects.

    You will also find a selection of free samples, and if you subscribe to the newsletter you will get 120 MB of free sounds.

    I am also giving away a 50% off coupon code: ogsoundfxlaunch

    Anyone who has a professional/official blog or website, and who  is willing to write a review of the website and its content,  I will give her/him free access to all the libraries on the website. Message me if you are interested.

    I am looking forward to hearing back from you !

    Best,

    Olivier Girardot

  8. Special Promotion - 1 Week Left!

    We have a special promotion running until October 31st, where you can win FREE* game or app localization - a $150 value! (*3 languages of your choosing, up to 200 words)

    All you have to do is:

    1. Follow LAI Global Game Services on Twitter (or Facebook) & RT (or Share) the contest announcement
    2. Download the Game Market Analyzer
    3. Send us your feedback at gma@lai.com!

    Thanks for helping us make this free tool better, for game and app developers!

    DL6vIJJVAAEtips.jpg:large

     

    Who is LAI Global Game Services?

    LAI Global Game Services is a veteran game localization, voiceover and games publishing team, with 25 years of experience localizing games for AAA and indie developers.

     

    A Small Sampling of Our Clients: Sony, Ubisoft, Level Up!, Havok

    Past Projects: Sony's Wild Arms 2 (PS), Ubisoft's Lunar Genesis (DS), Ubisoft's Enchanted Arms (PS2), parts of SUPERHOT (PC)

    GMA-LAI-Casual-Connect-Game-Market-Analyzer-App-Only-Free-Tool-ROI-Predictor.png

     

    Questions about Localization or Games Publishing?

    Ask our CEO on our upcoming Reddit IAMA - Friday, October 20th, 2017!

    Chat with us 10amPST/1pmEST/5pmGMT.

    ask_me_anything_reddit_logo.png

  9. Hi, everyone!

    This time we came here to call for your help to make our Indiegogo Campaign great! On November 1st we will launch our Indiegogo Campaign for the game "The Gragons Farm". And we want all of your help and support to reach our final goal of releasing The Gragons Farm.

    The Gragons Farm | Pre-Launch Indiegogo Campaign

     

    Indiegogo Pre-Launch Campaign

    Today we show you our Pre-Launch Campaign. This Pre-Launch Campaign shows a little bit about what the full Campaign will be like. We have a lot to show.

    In the full campaign we have lots of different goals to reach, for example Marriage and Children, Gragon Breeding, NPC Quests, and much more. If you help us reach this goals, we together can make the game we all want. If we reach all the goals, we have a big surprise to show you, but only if we reach all the goals.

    On the full Campaign we will have lots of different Rewards/Perks to choose, for example, Digital Cards, Wallpapers, Digital Books, Name on Credits and much more.

    Join Up on our Pre-Launch Campaign to receive de latest news and activities about the campaign and about The Gragons Farm.

    Click on the link below to Join Up now with your email.

    IndiegogoCampaign

    Join Up now before the launch to get a Free Digital Gragon Card! There are 100 different cards, you get 1 random card.

     

    Card Background

     

     

    Full Campaign on November 1st

    We want you to be part of The Gragons Farm, so on November 1st, we want you to join us on Indiegogo Campaign to earn lots of different Rewards and help us make the game you truly want.

    CampanhaIndiegogoIngles

     

    That´s all for now. We need all the feedback possible to create the game you want.

    If you have questions to ask, ideas to tell us, just email to voidjogos@gmail.com.

    Note: This game is a Beta Demo and the full version is still in development.

    Links

    Visit our Itch.io page to download the Beta Demo

     

    Visit our VoidJogos Facebook page to see what we are doing and contact our team and also Like the page.

    Facebook

     

    Visit our VoidJogos Youtube Channel and Subscribe to see all the latest videos.

    Youtube

  10. Hi everyone!

    Sorry we didn’t post this yesterday but we’ve been quite busy ahah, yet we don’t have much to say! (struggling)

    Customization Feature

    I know we have been on and on about this but it should be almost finished! At least we think the coding is part is done YAY! And now all we need is to place the right rig (skelethon) in all the clothes models and it should be finished! Party ahah!

    Techdays

    Teresa was at Techdays, a technology expo in Aveiro, Portugal. Where about 50 companies gathered to show their products and services. Teresa was there for 3 days showing Project SpaceVille to people, and they had a lot of fun!

     

    731331_208a5dfb74e449fca6bfc44af3252b4e~

     

    We promise to have more a more interesting theme to talk about on our next devlog! :)

    Cya next week!

     

    The FAXIME Team

    http://www.reactiongifs.us/wp-content/uploads/2015/04/nothing_to_see_here_naked_gun.gif

     

    Follow us and keep updated at:

    Facebook: https://www.facebook.com/FaximeGames

    Instagram: https://www.instagram.com/faximegames

    Twitter: https://twitter.com/FaximeGames

    Pintrest: https://www.pinterest.pt/faximegames

    SoundCloud: https://soundcloud.com/faximegames

  11. should flatter to senior employees or employers , should join after-working dining together , should do singing well at employdickheads EVERYDAY

    this is a disaster , no techs no passions are here. just fucked up with horribly low salary.

  12. Our first Improvement was an Item tag system.  Each color represents a Grade. (F = Red, D = Yellow, C = Green,  B = Cyan, A = Blue, S = Pink) These are place holder colors but they don't look to bad.

    59e6afcebd108_ezgif.com-video-to-gif(3).gif.997ce53361f2a967b998f755865d5bde.gif

    Second We have a new Item interface. which is accesses with a double click.  It dynamically populates the options based on the Item, E.G for a tool or seed the item would equip it to your hand. If the item was consumable, the buttons label would read "Eat" and it would be consumed instead of equipped. 

    omg.png.14d4fa21f799f062568c6548af6d90cc.png

    and Finally the Item information Panel.

    omgs.png.c908aa064ad9a30a781c4c172b6da770.png

     

    Like it, hate it? Let me know in the comments below. 

     

    —Brua-1589.

  13. Part 1

    1. It needs to work. And by work I mean execute without crashing.
    2. It needs to do what you expect it to do.
    3. It needs to have code you can actually read and debug.

    Part 2

    • No Syntax Errors
    • No Warnings (from the compiler)
    • It has tests (yes, even asserts)
    • It passes test.
    • It logs errors.
    • It does not crash.
    • Someone who doesn't know you won't kill you for writing completely illegible code.
    • It has instructions. For the user.

     

  14. augmented-reality-services-goodworklabs.

    Augmented reality now is so intricately woven into everyday living and entertainment. Games, movies and even tattoo parlors make use of augmented reality apps. You most likely would have heard of the world-famous game Pokémon Go, and the massive reception it received worldwide. Do you want to know why it was such a massive success? Gamers will tell you that the more real a game is the better its reception. In other words, the closer to real life the game characters are, the more interesting the game becomes. Pokémon Go achieved that, it gave us fantasy characters that we could chase and capture like real life characters, and augmented reality was the backbone of its success.

    With the success of Pokémon Go and other augmented reality apps and games, you may start to wonder how the mobile app development company came up with the awesome idea that so many people come to enjoy. Well, a lot of things come to play in bringing augmented reality to life and not just any life, a successful one, and every mobile app development company realizes that all of the features of their app will have to be more than satisfactory to be successful. To begin we will consider some features that augmented reality apps should possess to garner some measure of success in the market.

    GPS Functionality

    Most devices come with the option of turning on location, an augmented reality app should be able to work with this already pre-installed GPS and work seamlessly with it. It will be cumbersome and redundant to build an app that will have its own GPS locator. Building an app with its own GPS locator will not be necessary if the app can make use of that on the device. Pokémon Go would not have been such a success if it was not able to work in real time with the device’s GPS.

    Real-Time Rendering

    This is a must for all augmented reality apps and every ar app development company knows that for its app to be widely accepted there should be no time lag between processing information(could be space, picture or location) and rendering. Take, for example, google translate; just taking a picture of the phrase, word or sentence you want to translate and feeding it into the app gives you the translation into the required language in real time. It can even go ahead and pronounce the translation for you. Imagine how tiring it will be if Google had to search for about 5 minutes to come up with that translation. This point cannot be overemphasized.

    Good Spatial Recognition

    Some apps are used for trying to fit wares, furniture or items into space. For example Augment, an app used to show customers real-life representation of their purchases. This app can also place the purchased item in different locations in the house so that the customer will be able to see just how the purchased item will fit into his home or office setting. Imagine trying to place a vase you bought online on your reading table, and because of poor spatial recognition, the vase keeps overlapping with your side table instead of sitting on it, that will be utterly ridiculous. So for augmented reality apps to be of any use whatsoever, these apps should have good spatial recognition.

    Ease of Use

    The more complex running an app is, the more useless the app becomes to the customer or users. On the other hand, the more ease in using an app, the more effective it becomes to the user. If users have to provide complex or numerous parameters before the app works, then it serves no purpose but to annoy the users. Augmented reality apps should be as close to plug and play as possible. Consider the augmented tattoo app Ink Hunter, for example, it does not require you to draw up complex designs of your own or provide some other complex information before giving you beautiful tattoo renderings. The app is able to work without the need for such data. It simply renders the image on the skin of the customer allowing the customer to see what the actual tattoo will look like eventually.

    Be Social

    The more social an augmented reality app is, the more it has to offer to the user. Pokémon Go had this feature and it proved to be a major selling point for the augmented reality game. The game offered the chance of joining teams once a certain level had been reached. A sense of camaraderie can be helpful for the user. And surprisingly most users looked forward to these social interactions. Some apps offer the users the opportunity of dropping messages at different locations, these messages can be read by other users of the app if it marked public or by specific users if the message is marked private.

    Entertaining

    No one wants a boring app, least of all, a boring augmented reality app. If the app is not entertaining to use, there is really no need for even creating such an app. It must be noted that this feature does not apply to augmented reality game apps alone. Regardless of the purpose for which the app was created, its users should get excited whenever they use the app. This is a must for every app. Every experience the user has with the app should be an exciting one. For example, there is an all that helps in arranging furniture in an apartment. It will be entertaining to keep placing and then moving furniture till you get the best location. Entertaining will also mean that the users should feel like they’re a part of the experience. They should also be able to relate to certain aspects of the app.

    Pokémon was a part of most gamers childhood, so it was quite easy for them to relate to the augmented reality version. This seems quite basic, but it can greatly affect the reception that your app will receive.

    Universal

    If possible, the ar app development company should try to build an app that will be available for both iOS and Android users. It makes no sense to restrict your apps usage to users of a particular operating system. When the app works across both operating systems, the company will have won users on both sides. On the other hand, if the app discriminates against some users of a particular operating system, it shuts those users off and the potential market too. It will be more useful if it is possible to release most apps across both operating systems.

  15. ATM
    Latest Entry

    Finally ! Release date is set for 27 October!

    Here is a Launch Trailer for BB:

    Steam Page: http://store.steampowered.com/app/680620/Bouncy_Bob/

    How do you like this video ?

  16. NEW MUSIC (OBSCURITY)

    Originally posted on FidelumGames.WordPress.com on October 1st, 2017

    Here comes Obscurity!

    This was the first song I made for The Wayfarer. I actually did intend to do something a bit (a lot) brighter, but at times you really can’t really control what comes out. smiley And since I liked how it sounded and felt, I kept doing it until it was ready. And I’m glad I did.

    If all goes as planned, during the next week I should be getting a new pair of stands for my Behringer Truth B2030A monitors. After that I can direct these studio monitors correcly, which should have a positive impact to mix quality.
    For now they have been positioned strongly asymmentrically, so they are next to useless during mixing, and 99% of the work has been done with headphones. That 1% is the last rouch check if there are any frequencies that come through in piercingly strong way.

    Can’t wait to have them.

    BR

    Mika Pilke

    HURRAH! MILESTONE #1 REACHED

    Originally posted on FidelumGames.WordPress.com on October 13th, 2017

    First off:

    YAY!

    I’ve reached my first major milestone in the development of The Wayfarer. My enemies (as far as behavior goes) are complete! They still need to be replaced with proper models and given the ability to die (along with dropping loot, etc.), but all of the AI and related systems are complete and, as far as I can tell, mostly bug free.

    I think that, in order to stay motivated, it’s important to celebrate these small successes, so last night I had a few drinks, and today I’m writing this post and giving myself a pat on the back (good job, me).

    So why did I decide that this was my first major milestone?

    In my development experience thus far, one of the hardest and most frustrating things I’ve found is the difficult and delicate act of creating and maintaining complex interconnected systems.

    All of the individual items I’ve completed so far for my enemies (attacking, spellcasting, navigation, stats, decision making, editor tools, etc.) have not been overly difficult to implement individually. Sure, there were some challenges, but nothing too major. The real challenge is making all of these things fit together in a way that they all still work, and doing so in a way that makes sense and doesn’t cause terror when thinking about having to change something.

    The reason I’m considering this to be my first major milestone is because all of the features mentioned above, even though they’re all individual systems, are now combined into a larger closed system. This means that I know each individual system works, and I know they all work together, and the stress of having to make that a reality is gone! Moving forward, I can start working on smaller systems again (like player actions, looting, inventory management, levelling, etc.), which is a quicker, simpler and more carefree process than integrating said systems.

    Of course, once those individual systems are done, I’ll have to integrate them into another closed system, thus reaching another milestone. But, to keep myself realistic, and to prepare myself for the difficulties to come, I do realize that once ‘closed’ system number two is complete, I’ll have to connect it to closed system number one.

    I have no experience working with systems on this scale, so this is a huge learning experience for me, and I don’t know what to expect. Part of me is expecting the worst, another part is optimistic and hopeful that I’ve paid my dues in terms of keeping the code clean and sensible, and should reap the benefits when the time to integrate comes.

    Anyhow, I’m super pleased and happy at the moment, and can’t wait to start working on new features again. Hopefully things go smoothly for the next little while and these posts will start getting a little more frequent.

    This was a huge hill to climb, and I’m glad to be at the top of it (even though I can see the top of the much larger hill in the distance).

    SQUISHING MAGICAL BUGS

    During most of my last five or so development sessions, I felt I was making very little progress.

    I had my spell system pretty much complete, but the process for creating new spells had become too in depth and complicated, so I had to redesign some things and make some pretty major changes.

    Originally, I had been using ScriptableObjects for my spells, and while it was cool, and made me feel like a ‘real game developer’ to be able to create a spell by clicking Asset>Create>New Spell in the Unity editor, it just wasn’t practical for my purposes.

    I wound up sticking with trusty ol’ prefabs in the end. While the new system isn’t as generic as the old one (visual effects are now part of the actual spell prefab), it’s much more friendly and maintainable, and I’m able to create new spells in a matter of just a minute or two (not counting VFX creating time).

    Reworking this system was fairly straightforward. What really sapped my motivation and frustrated me was a bug that I just couldn’t squash.

    Many of the spells in the game will apply buffs to the caster, or to the caster’s enemy. These buffs have the ability to fortify or weaken any stat that exists in the game, and, when being used by an enemy, who the buff is being cast on (self or enemy), is important.

    I’ve designed my AI in such a way that, after it has decided to cast a spell, it chooses one at random, filtering out any spells that aren’t available to be cast. I’ve defined a spell that’s unavailable as one which:

    1. Has a range less than the distance between the caster and the target
    2. Costs more mana than the caster has available
    3. Added a buff to the caster which is still active

    The most important item on this list, in terms of the bug I’m about to describe, is number 3. I don’t want my enemies ‘wasting’ a turn by casting a buff on themselves which they’re already benefitting from. However, enemies are fully ably to cast the same buff on the player multiple times.

    The caveat with this, however, is that I don’t want multiple buff casts on the player from the enemy to stack. Instead, I want a re-casted buff to reset the remaining turn duration of the buff on the player.

    The exact opposite was happening–the buff was stacking leading to a spell which should cause a -2 to strength to be able to cause a -10 (or whatever other number) instead. Additionally, this was causing the player’s stat to increase when the buff wore off.

    This was a relatively small bug, but it drove me absolutely bonkers. Like I said, I spent somewhere around five sessions trying to fix it, getting little else done.

    Here’s the original method which caused the problem: 

        public void AddActiveBuff(Spell spell) {
            foreach (StatusEffect buff in spell.StatusEffects) {
                if (!IsBuffActive(buff)) {
                    activeBuffs.Add(buff, spell.Duration);
                    stats.AddStatModifier(buff.stat, buff.amount);
                } else {
                    activeBuffs[buff] = spell.Duration;
                }
            }
        }

    Can you spot the error?

    I’ll give you a hint: I use a Dictionary to store my activeBuffs, where they key is a StatusEffect object (the contents are unimportant), and the value is an integer representing the number of turns remaining for the buff.

    I fiddled with this friggin’ thing forever. I changed how I stored my activeBuffs, considered adding some polymorphism to my Spell class, creating multiple arrays to store the data–all kinds of things. In the end, I commented out a single line on a whim, and found the problem:

     

        public void AddActiveBuff(Spell spell) {
            foreach (StatusEffect buff in spell.StatusEffects) {
                if (!IsBuffActive(buff)) {
                    activeBuffs.Add(buff, spell.Duration);
                    stats.AddStatModifier(buff.stat, buff.amount);
                } else {
                    //activeBuffs[buff] = spell.Duration;
                }
            }
        }

    Yep. One line of code. Seems to always be the cause of these tricky bugs.

    Because my spells are prefabs, the StatusEffect objects attached to them are instances belonging to the instance of the Spell when cast. Therefore, because the key in my activeBuffs Dictionary is an instance of a StatusEffect (something I overlooked, foolishly thinking that two separate but identical StatusEffect instances would be equal), I was adding a new entry to the activeBuffs Dictionary with the above commented line, rather than just resetting the duration of the existing entry.

    Of course, when I discovered this, I shook my head, and solved the problem in about thirty seconds by comparing buff names rather than objects: 

    public void AddActiveBuff(Spell spell) {
            foreach (StatusEffect buff in spell.StatusEffects) {
                if (!IsBuffActive(buff)) {
                    activeBuffs.Add(buff, spell.Duration);
                    stats.AddStatModifier(buff.stat, buff.amount);
                } else {
                    foreach (StatusEffect activeBuff in activeBuffs.Keys) {
                        if (activeBuff.name == buff.name) {
                            activeBuffs[activeBuff] = spell.Duration;
                        }
                    }
                }
            }
        }

    Once that was done, I was able to move on to fixing another small bug with my custom Stat inspectors, decide not to make another change regarding how buffs decay (a concern caused by the bug) and add a small piece of code that ignores the turn system when the player is not in combat (allowing for quicker exploration).

    Once those items were done, I suddenly realized that I had actually reached my first milestone and the frustration and lack of motivation I had been experiencing transformed into excitement and vigor.

    One more time:

    YAY!

    WHAT’S NEXT

    With that cumbersome set of tasks out of the way, what’s next?

    Well here’s what my task list has to say:

    1.3.    Milestone 1 Wrap Up – Complete Basic Turn Based System In Progress
    1.3.1. Refactor and clean-up existing code  
    1.3.2. Document all existing features – UML, GDD, Code Comments  
    1.3.3. Celebrate! In progress
    1.3.3.1.              Have a few drinks (YAY!) Complete
    1.3.3.2.              Celebratory blog post In Progress

    Yes, this is actually on my task list. These things are important!

    But, more technically, here’s what the rest of my task list looks like at the moment.

    1.4.    Player Combat Actions  
    1.4.1. Attacking  
    1.4.1.1.              Melee  
    1.4.1.1.1.                    Create Placeholder Weapon  
    1.4.1.1.1.1.   Attack Animations  
    1.4.1.1.1.2.   Damage Enemy  
    1.4.1.1.1.3.   Ranged (Spear, etc.)  
    1.4.1.2.         Ranged  
    1.1.1.2.1.                    Create Placeholder Weapon  
    1.4.1.2.1.1.   Define how moving projectiles affect turns On Hold/Tentative
    1.4.1.2.1.2.   Projectile Animation  
    1.4.1.2.1.3.   Magic  
    1.4.1.2.2.                    Casting Animation  
    1.4.1.2.2.1.   Implement  
    1.4.1.2.2.2.   Dual Wield? On Hold/Tentative
    1.4.1.2.3.                    Define how the player will use dual wield (Attack both at once, choose which hand, etc.) On Hold/Tentative
    1.5.    Define item types (Consumable, Weapon, Armor, Quest, etc.)  
    1.5.1.Define item script heirarchy  
    1.5.2.Determine item commonalities and differences  
    1.5.2.1.              Create item hierarchy  
    1.5.2.2.              Weapons  
    1.5.2.3.              Create Weapon Scriptable Object  
    1.5.2.3.1.                    Make Weapons equippable (through editor)  
    1.5.2.3.2.                    Share common animation based on type  
    1.5.2.3.2.1.   Practice with Infinity Weapons  
    1.5.2.3.3.                    Practice with Mesh Effects  
    1.5.2.3.4.                    Integrate Infinity Weapons and Mesh Effects  
    1.5.2.3.5.                    Procedural Weapons  
    1.5.2.3.5.1.   Experiment with Infinity Weapons texture generation and Blend Shapes at Runtime  

    I made these items quite a while ago now, so the list will change before I actually start working, but this will give you a general idea of what I’ll be working on.

    The On Hold/Tentative items are ones that might not be needed, or that I have yet to fully decide to include in the game.

    POSSIBLE NAME CHANGE

    The last thing I’ll mention is that I’m considering changing the name of the game. I really like the title The Wayfarer; I think it sums up what the experience is essentially about. However, performing a search for the title, it seems too common a name.

    The first page of Google alone is filled with restaurant pages, and there are even a couple of games already existing with names similar to The Wayfarer.

    On the other hand, performing a search for my last game Pixel Zombie Shooter brings it back as the top result, and The Wayfarer has a much larger online presence than Pixel Zombie Shooter as far as all of the blog posts, Youtube videos, etc.

    So, I think that if I’m going to change it, I should do it sooner rather than later. What are your thoughts? Anyone with marketing experience want to chime in?

  17. In this daily blog (and video)-series I take a first impressions look at the best mobile games that I come by. Be sure to share your favorite mobile game with the rest of us in the comments below!

    Snakebird is a visually appealing but mind(bird)-bending puzzler where the first 10 levels are free and a single IAP unlocks the full game (45+ levels). 

    The main reason I recommend Snakebird, however, is because of the great level-design, with each level represents an entirely new puzzle challenge.

    My thoughts on Snakebird:


    Google Play: https://play.google.com/store/apps/details?id=com.NoumenonGames.SnakeBird_Touch&hl=en
    iOS: https://itunes.apple.com/us/app/snakebird/id1087075743?mt=8

    Subscribe on YouTube for more commentaries: https://goo.gl/xKhGjh
    Or join me on Facebook: https://www.facebook.com/mobilegamefan/
    Or Instagram: https://www.instagram.com/nimblethoryt/
    Or Twitter: https://twitter.com/nimblethor

  18. In the monthly progress post I figured I needed a Game Design Document (GDD) before working on extra features. It would be a waste of time working on features when I have no clearer picture where the game should evolve to.

     

    The first thing I did was searching for online resources. I have found a bunch, and decided to share those on a page dedicated to Game Development Resources for other game developers.

     

    While working on the GDD I noticed it takes quite a lot of time and it is easy to get lost into details for a long time.

     

    Then, after a week or so, I came into contact with a guy named Richie and he had the tip that I had to scope my game into 5 minutes of gameplay.

     

    So in 5 minutes, the player has to know:

    • what the game is about
    • the basic mechanics
    • if it is fun to play

     

    With that I began to look at the GDD I made so far. I immediately noticed that I had way too much material for 5 minutes of gameplay. Obviously this is because a RTS game has several phases. It would be easy to discard the 5 minute thing, but I wanted to follow it though: what would be the essence, the end goal of the game?

     

    Together with Dorus Verhoeckx, someone I work with together on our own products and dreams, I started stripping all stuff that might be ‘distracting’ from the main objective. This meant base building is minimized (2 buildings left). Resource gathering was cut – just get money from structures. Have only 1 unit type. Etc.

     

    This was done on paper. A lot of stuff stripped and the core objective exposed. Then I started writing down what was left to do to get this into a working prototype:

    IMG_8286-300x225.jpgPrototype, with todo’s on the right. Lots of the has been crossed, since I worked on them lately 🙂

     

     

    So what is the essence? Domination in RTS games. Conquer specific structures, hold out long enough to score domination points. Resource gathering? I ditched that in favor of getting money for specific captured structures. (not all captured structures give you ‘domination points’ though). You play 5 rounds of 1 minute. After 5 rounds – the player with the most domination points wins!

     

    Is it a good idea? Is it fun? What about all the other cool stuff I wanted in my RTS game?

     

    Well lets first see to finish the prototype – I want to get it out before the end of the month. I’d love to hear how you guys think about this kind of game. And if you’re interested in testing out the prototype just let me know at stefan[at]indienamic.com. Then, after that I will decide if I miss stuff, want to re-add things and further iterate. My expectation is that there will be quite some iterations / prototypes / refinements before the final ‘game’ mechanics are there.


    View the full article

  19. dyY6N3B6dLC0MkSxCJgK0e2s2H2DK9pHNCJs6-s5mYJyA1kM7kofukzvwCk6GSAcKCnMnu_c8gVSdouvdTbvy90Lq1-JfRqnm9r6BMVp0jAXwxapdvDy7tQAol3LqFSPkVYmYp9c

    Starting an outsourcing relationship is troublesome but how to make it more seamless? Tilting toward hiring an offshore software development company is obvious for cost reduction, high-quality software products, innovations but there are a great many of common risks setting your projects astray. The following questions are - “What are the challenges?” Let’s make everything as clear as a bell.

    Challenge #1: Lack of communication

    Developing a new software product is a tedious and social process involving lots of communication to share your ideas with the development team and discuss the app concepts. It’s quite arduous when your team is miles away since an efficient communication is a key to a successful app.

    Solution #1: Use the Internet

    Thanks to the Internet and its unlimited possibilities, long distances, and time differences aren’t a problem for modern entrepreneurs. You can use video conferencing, voice calls, emails to keep in touch with your app development team.

    Video Conferencing Services To Use

    Challenge #2: Loss of Control

    One of the biggest fears is the loss of visibility and control while outsourcing an offshore app development company. Communication problems and slow response may result in increasing the costs and time required to build an app.

    Solution #2: Track Working Time

    The key to eliminating the challenge is to manage the process carefully. Set weekly goals for the development team to ease the workflow and achieve better results.

    Time-Tracking Tools You Should Use

    Challenge #3: Language Problems

    One of the problems you may face while working with an offshore app development team is misunderstanding caused by lack of foreign language knowledge. Taking into account, the fact communication is truly vital to achieving success as an app entrepreneur.

    You may face difficulties with the communication as it may be restricted by the ability to speak a foreign language. For example, you’re living in the U.S. with English as your native language, but you decide to hire a French software development team. Though English is a modern lingua franca, only a limited number of people can speak well English.

    Solution #3: Study the Market

    To avoid that language misunderstanding, you should carefully select the country and the outsourcing vendor that have completed projects for foreign companies (and released them).gQozKtslKpemxey7uu-wWz_ZQfja0qvG3cvyamByd9DZ364JV0mdloT7lQp4BNDAlSTVVa7pcaRPed-urMPwTLenpECaTpVMFgYuGUHG3KVLqHfdqDfGSGFN5RJuxaX-gqaJXLQl

    Challenge #4: Low Quality

    Once you have your product on the track, you expect to get a fully-functioning application meeting all your needs and quality standards.The chances of low-quality code is increased when hiring an offshore software development company. If you get a bad code and poor app architecture, you get frustrated and pay more to get it re-written. Thus you pay twice as much to detect and fix the bugs. Along with the increased costs, it takes more time.

    Solution #4: Check the Company Before Hiring

    First and foremost, don’t get fooled by low hourly rates and never hire a company that you don’t know. Read the reviews, ask for a customer list. If the company refuses to provide a list of launched apps or clients contact data, I’d never outsource such a company. Check company’s profile on Clutch to make sure they can deliver a top-class software product.

    Challenge #5: Testing More Difficult

    Of course, testing an outsource project is more arduous when comparing on-site testing. If you test a product and find out it isn’t the app you wanted to get, this needs to be discussed with your offshore vendor. And the following may become a real problem as the vendor might not be able to understand and then fix the problem.

    Generally, it can be easily fixed when detected at the initial development stage and when the problem is improperly described and understood, this will result in a low-quality software product.

    Solution #5: Create “The Entering Testing Page”

    By creating such a page, your testing phase will be seamless and smooth. This will help to lay out the existing problem and bugs more clearly. You can also use online tools for app beta-testing.

    Beta Test Your App With:

     

    Key Takeaways

    Outsourcing a development company can save you a pretty penny that you can invest in the growth of your core business. Offshore development companies usually dedicate a particular team for each app type - iOS developers, Android coders, etc. thus the quality of your future app will be high.

    When outsourcing an app development company, mind the above-mentioned challenges and pitfalls to avoid. Clearly, it’s a good financial and business option since maintaining an in-house app development team costs the Earth. If you know what to expect beforehand, outsourcing an app development company won’t cause any problems.

    Short Bio:

    Tasha Bronitska

    I’m a Blogger at IDAP Group. Writing is my passion, and it’s absolutely true. Nearly all day long I craft must-use how-to guides. When I’m not writing, I’m running. Follow IDAP on Facebook.

    Profile Picture

     

     

     

     

    image2.png

  20. Prequel game Towards The Pantheon: Escaping Eternity is out NOW!
    Download it free from Itch.io and Gamejolt!
    Itch.io: https://connorort.itch.io/towards-the-pantheon-escaping-eternity
    Gamejolt: https://gamejolt.com/games/ttpee/280482
    Due to complications the Steam version will release soon in the coming days. You will be able to find it at:
    http://store.steampowered.com/app/709450/Towards_The_Pantheon_Escaping_Eternity/ 

    http://www.towardsthepantheon.com/wp-content/uploads/2017/10/4.png

    Follow the development of Towards The Pantheon on social media!
    Facebook, Twitter, Tumblr, Soundcloud, Instagram, IndieDB, Twitch, Google+, Imgur, Pinterest

    Follow lead developer Connor O.R.T. Linning on social media!
    Facebook, Twitter, Tumblr, Youtube, Soundcloud, Twitch, Instagram, Bandcamp

  21. Are you aspiring to set your foot on the gaming world with an amazing 3D game? Do you want to build your game with the robust platform of Unity? Well, you already know how much important it is to find a reputed Unity game development company for building your game. If you are going through different bids and trying to find ways to choose the right company, you may feel a little confused about the priority of considerations or about where to start your scrutiny.

    Here we are going to shortlist some of the key considerations to make your job easier for finding the ideal one among the multitude of companies working with Unity game development.

    Hire-Unity-game-development-company.jpeg.6609e5b8bd957d80e155f7598f799a6e.jpeg

    1. Make your priorities straight

    You probably have a clear idea of a 3D game development project, and you are expecting to make a mark with the gaming experience of your still to come game. But that is just the beginning. You need to set our priorities first of all. Do you want to unleash your 3D game on several platforms including mobile, web, and consoles? Have you given a thought to the budget of the game development and post-development marketing? All these considerations should be your priorities.

    2. Watch out for the key traits

    Based on the kind of 3D game you wish to build you already have an idea about the kind if developers and their respective qualities you need for the said project. The Unity game developer of your choice should have enough experience in similar projects, and he should be reliable, passionate, responsible and communicative. He should have hands on experience in working in a highly collaborative development environment. Developers who have experience in being kart of both small and big teams are likely to have the required communication skills.
    One big quality for a game developer that you must look for is the passion for technology and creative excellence. To make sure that your chosen developers possess these qualities check their social media status, read their written blogs and have a look at their portfolios and career graph. They must have a solid programming background and experience in similar game development project will be an added qualification.

    3. Know the market

    While having a game project in mind along with the kind of budget you should be prepared with, you should also have a clear idea about the gaming audience you are going to target with your new game and the detailed market dynamics. Have a complete analysis of the market with a comparison of different market rates, and a clear idea about how you are going to produce value over price. When you know that a great developer talent deserves a quality package, you never lose him. Do you know many east European countries really have a lot of talented game developers? Well, you should be ready with the price for the deserving developer talent.

    4.The cost consideration

    You must not forget that though the Unity game engine is relatively cheaper for a company to start, actual development and promotion of the game may involve a significant amount of cost. Apart from the financial cost, a lot of skills, commitment and dedication make a successful game. It is a time-consuming process, and naturally, the development companies take price in consideration to the development time involved. Just remember one thing. Any great piece of work that would deliver you millions in future cannot come cheap. So, always have a realistic budget in mind keeping the development challenges in mind.

    5. On time delivery

    The creation of a 3D game is just the beginning of a long process involving pre-launch and post-launch marketing, promotions and continuous upgradation. The game market is tremendously competitive, and no game idea is safe from being reproduced. Naturally, making a project successful also depends upon how faster a development process and time to market you can ensure. In this respect, on-time delivery of the finished game is a crucial consideration. Only when the game release date is finalised, the company can turn on to a robust pre-launch campaign to create buzz around the new game. Missing the milestones and deadlines is a sheer unprofessional act which only shows the incompetence of the developers. So, for your upcoming game project make sure it does not happen.

    6. Don’t forget about the portfolio

    If you are going to hire some developers from a Unity game development company, it is quite obvious that you would like to look at their portfolio to peruse their credentials and competence. But while focusing on the budget, development cost and associated negotiations with a development company, many of us just forget to have a deeper look at the developer portfolios.

    Did they have solid programming experience with other projects? Did they have experience in building similar games? Did the developer achieve some professional acclamation or reward for any of his works developed so far? All these considerations are important. Three things developer portfolios should clearly mention such as the platform-specific programming skills and expertise, the years of experience and the projects completed and the work rate.

    It’s a wrap, guys!

    Finally, you cannot always judge a development company simply on the merit of its completed or successful projects. This is particularly true in case of a high revenue and creatively demanding niche like games. Another company can hire game developers after building a hugely successful game. So, looking at individual developer portfolio along with studying the credentials of the development firm is crucial.

  22. We are Anti Gravity Game Studios, an indie game developer based in Hong Kong. We joined the Moscow white nights 2017 on 10-11 October and would like to share some experience about this event.

    The venue is situated in Congress Park, right beside the Radisson Royal hotel (looks nice and standout, so it is super easy to locate). The actual layout is one big rectangle hall with the indie developer at the exterior wall surrounding the larger sponsors. There is another indie area which is separated out near the entrance. Initially, we thought the position is poor, but after talking to other indie developers in the main hall, we have concluded that the overall population attending is not that high. 

    I would like to point out the attendee of this event, mostly are mobile ads/traffic redirection company, where they are looking for clients to buy their PR packages or place their ads in your game. The second-most is localization companies, then the indie developers.

    The booth is small, of course, we know it beforehand. The booth is 1m x 1.5m wall, which comes with two chairs, a cocktail table, wifi, and electrical outlet. To be honest, to showcase a mobile game/ console game, just bring 1 set of them. For VR booth, you will get a larger booth, 1m  x 3m (width), but to be honest, at most there will be around 10 - 15 people try out your game throughout two days. Therefore if you are a VR developer and have to travel far to set-up, I would greatly greatly recommend you NOT to come, unless you live in Moscow and coming over is easy.

    The cost makes sense, as the booth is free, only expense will be your traveling cost, buying the pass and the cost of printing your poster and business card. So think ahead what you want to achieve before coming. For the indie pass, it cost 125 USD, and if you are exhibiting, you get a 15% discount. For a regular pass, it's 250USD, and premium should be around 375 USD (able to attend the after and pre-party)

    About the lectures, they are not that interesting for the year 2017, as there are more online GDC lectures nowadays, attending just for the talks isn't worth the price.

    It is quite crowded throughout the first day, but the population drops dramatically on the second day like 40% left, and many indie-developer did not set-up their booth or even left early.

    At last, there is a 2meet system where you can schedule a time to meet developers/anyone; this is a handy tool to reach other related people, do utilize it!

    In conclusion, it is worth coming to see the event, and the booth is free, so if you happen to be in Moscow, or decided to go anyway, you can set-up a booth and see if you can get anything out from it. The overall impression of this event isn't great as little international company was here, mostly local Russian companies, so the variety of people you can meet are limited. The up-side is there are free champagne, food, and drinks :)
     

    Photo 10-10-2017, 12 05 41.jpg

    Photo 10-10-2017, 12 05 51.jpg

    Photo 10-10-2017, 12 06 00.jpg

    Photo 11-10-2017, 09 56 33.jpg

  23. Finally, picswars.io is back from being hacked! Took that long because I had to ensure that security and backups are properly configured now and, well, life got into the mix.

    One morning I woke up and found that my game got hacked: the whole db is deleted and replaced by a hacker's message. 

    59dcc6646cedb_ScreenShot2017-09-20at10_05_06.thumb.png.0970c0b79677d6bd29e633bf2fa174b2.png 

    Of course, negotiating with the terrorists is not an option =] So I decided to restore the db and improve the security. Luckily, I had backups, but I didn't run them frequently enough, so some data is lost (it runs more frequent now). I had to spend about 3-4 fulltime work days rebuilding the server setup in order to ensure the server security. Basically, I decided to rewrite the production setup completely. I had to do that so that I could configure everything without exploding my brains. It works now, phew!

    A lesson learned: I should've used the technologies I understood right from the beginning. You shouldn't experiment with the technologies when you're building a production-level project.

  24. As the machines are getting high tech with improved capacity and intelligent manoeuvres, the so-called science fiction of machines taking over human beings is no longer just a far-fetched reality, it is already near us. Many people are in the mood to predict the autonomy of machines as the doomsday for our human life and civilisation, but what no one of us can fail to admit is the inevitable machine led and machine dominated reality which is looming large in front of us. After the latest launch of iOS 11 many iPhone app developers chuckle at the promise offered AR and AI capabilities of the platform. AI coupled up with other innovative technologies will only prosper and make new inroads in every sphere.

    It is needless to say at the heart of this evolved reality there is Artificial Intelligence referred as the machine’s own ability to think, respond, behave and analyse in a humanely analytical manner. While Artificial Intelligence is still in its nascent state, already the signs of its domination and widespread adoption are clear to us. What kind of future can we expect from this AI led reality? What AI has in store for us in the time to come? Here we can try to reveal Six such credible predictions.

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    AI-powered robots will provide safety from disasters

    Disaster management will be one of the key advantages of using AI-powered robots. Robots thanks to advanced data analytics and access to real-time weather data can easily ascertain environmental changes and situations and accordingly can offer predictive measures. Thus in the years to come disaster management will be easier than ever before.

    For example, robotic traffic control can assess the traffic condition better and accordingly can predict real-time solutions to ease out traffic movement. Similarly, natural calamities like flash flood, earthquake, tornado, etc. can also be predicted at the right time and thus disastrous situations can It'll enable drastically reducing, maybe even bringing to zero, traffic accidents and deaths. And enable disaster response for dangerous situations, for example, the nuclear meltdown at the Fukushima power plant.

    Chatting is the new way to shoot

    Chatbots are the new conversational interfaces which became a popular tool for supporting web visitors, app users and game players. The fun of having a conversation with a computer bot apart, these intelligent bots quickly became effective tools to replace human support. AI-powered chatbots have introduced to mobile games as well, and they brought great value to gaming experience as well. Don't be surprised in knowing that thanks to AI-powered bots chatting became the new way of shooting in mobile games.

    In so-called strategy games with the earlier cold-war era, storyline computer guide with a remote character was common, and these games were dominant throughout the 80's. Now similar games are coming with AI-powered bots and players can instruct these bots to shoot and indulge in all sorts of actions. Chatting taking over the gaming actions powered by Artificial Intelligence will allow new game experience.

    Fear of the unknown

    What AI can ultimately become is also subject to a lot of speculations and apprehensions around the world. While the era-defining capability of AI remained a constant point of reference for the tech thinkers, the gigantic possibility hidden within the machine's intelligence can also have a disastrous impact on the human living and society.

    One of the ways AI can have a destructive toll is by grabbing the human jobs and thereby causing unemployment. Robots already deployed into manufacturing units across the niches like automobile, heavy engineering, etc. will take more jobs when they become more capable with the introduction of advanced AI. Similarly, self-driving cars will take millions of jobs from the drivers and AI-powered medical equipment will replace many house staff in hospitals and clinics. Automation pushing people out of their jobs will be an inevitable outcome of AI in the time to come.

    Breaking the new frontier of algorithms

    Algorithms as of now have been developed to replace the human reasoning in some fields and give output based on human input. From search engine algorithm to the various types of machine algorithm that run devices and apps for different purposes are still limited in capabilities. But as data input and data processing power is getting richer they will become more improved and perfection driven than ever before.

    The machine learning will become richer with diverse inputs from a wide array of sources and machines, and the applications will be more aware of the user contexts thanks to a wide array of powerful sensors capable of deciphering human locations, preferences, situations and movements. This access to user contexts and situations ultimately will pave the way for smarter and powerful algorithms more capable to think and behave like human beings.

    Robot as friends

    After all we human beings like to be accompanied by beings capable of understanding our needs and preferences, right? With this logic robots capable of understanding our sentiments, wants and preferences can not only become constant tools but can become friends. In the time to come with advanced AI capability to mimic human emotions and sensitive reactions, robots can play the role of a friend. There have been several successful experiments to give robots the power of emotional behaviour, and soon we can see them accompany us as friends.

    Improved elder care

    Eldercare is another major area which is going to be hugely benefited by AI-powered devices and apps. Already remote sending walking sticks, GPS controlled wearable devices are being used for tracking the movements of elders at times when nobody is there to look after them. More powerful, context-aware and sensitive AI-powered robots and devices will help further improving the care of elderly population in the time to come.

    The huge possibility and promise of AI are no longer seemed like a vague and distant reality shrouded in mystery. AI is already here across a multitude of devices, apps and automation tools. With the time these AI-powered mechanisms will continue to be more sophisticated with advanced capabilities. That day is really not far when these machines will become real human counterparts in all endeavours of life.