Jump to content
  • Advertisement

VBexEngine

  • entries
    6
  • comments
    10
  • views
    707


0 Comments


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
  • Advertisement
  • Blog Entries

  • Similar Content

    • By GameDev.net
      Does your code use one of the most popular graphics or compute APIs? Here is a map of Intel® processor series to each graphics generation to add to your dev docs.
      Developer Documents for Intel® Processor Graphics
      Intel® processor graphics provide the graphics, compute, media, and display for many of our processors including the 6th gen Intel® Core™ processors. Does your code use one of the popular graphics or compute APIs? Do you want a deeper understanding of our graphics hardware architecture? In the table, you’ll find the right documents to help you write and tune your software so it runs great on Intel processor graphics.
      If you’re developing compute applications, the compute architecture guides give foundational reading and the OpenCL™ optimization guides show you how to optimize. If your code uses the graphics APIs, read the graphics dev guides or programmers reference manuals.
      Read more
    • By Sultown
      Good evening.
      Before I get to my question, I'd like to clarify that this is in a 2D (2.5D) view with pixel graphics. While making mockups, a question on map design came to me. If I were to draw an entire section of a map, including stairs, buildings, etc. would I be able to set constraints so that a character could move realistically on one asset (the room, I guess), Instead of having to place each and every tile for every corner, or variation in design, or every stair?
      I feel like this would be much easier when it comes to very intricate room designs that would be much cleaner and aesthetically pleasing if I could just put wall barriers (native to my engine) where the player can not go.
      Let me know if this needs clarification or if this is in the wrong subforum.
      Thanks.
    • By CyberFlash
      Howdy! I've recently been working on a tower defense game, nothing fancy! In fact "A simple militant styled, tower defense game," is my opening line on the description :P. Anyway I would say I am new to this despite 'learning' for a while. I've definitely got a long way to go before anything 'amazing' is born but I wanted to post the game somewhere and try to get some feedback. https://gamejolt.com/games/3ndl3zz-basedefense/325756 if anyone wanted to try it out please do so! I fully intend to make updates in the coming weeks to improve upon the current application. 
      I started making this using 'Kenney' assets, I met someone through this forum that is interested in getting invovled in stuff like improving the graphics so that alone will make the game better but since i'm not great with designs and creativity I'm looking at this from the technical side and was wondering if anyone would give some feedback about my game/tower defense games in general. Best methods to increase difficulty without ultimately making it crazy impossible. 
      If you try it out and try the endless mode, you'll see what happens as of today... Enemies end up with crazy speed so i'm thinking of trying to cap a max speed in there and just focusing on increasing health or something... 
      Anyway I'll leave this post here.. Apologies if this isn't the correct place to post looking for feedback  I don't really use forums often so I don't know my way around all that well just yet! Like everything else I am Working on it though!
      Many Thanks! 
       
      Edit: Updated to Version 0.1.4 With notes.Thank you for the current feedback! I appreciate it a lot!
       
    • By Cee 4our
      Hello there GD.net!  Dead Inside development is currently looking to fill 2 positions on our development team.
      Right now we are a pair of programmers\unity developers working hard on a small Metroidvania title.
      We are looking for people that are as hungry as we are who can work independently, or as a team when need be.
      We are looking for level headed and laid back people to work with!
      All experience levels are welcome! As long as you can produce assets it will be our privilege to watch you grow!
       
      The details:
      These spots are non-compensated until we launch a product and or collect revenue.
      Discord and microphone required.
      Responsibilities for the artist slot include - creating 2d sprite sheets with various animations.  Creating environments, creating concept art, giving creative input where you can.
      responsibilities for composer slot include - creating OSTs for our games, mastering tracks and ensuring everything is the same volume and cohesive, and implementing sound fx.
      The basic ability to follow instructions, and reference design documentation!
       
       
       
    • By FarNorthRichard
      Hi everyone!
      I'm one of the developers from Far North Entertainment. We are a startup studio based in Sweden. We have been working together for three years and are currently developing our second game, a sandbox game in a post apocalyptic cyberpunk setting where you explore the world and find materials for crafting tools to help you survive against thousands of zombies! We have been working on this project for about four weeks and have taken inspiration from other games such as Project Zomboid, Terraria and Left4Dead and we are trying to gather feedback to determine in which direction we are taking it.
      Our Project page:
       

      The Gameplay
      Features:
      Online Co-op Multiplayer: team up with your friends, or go solo if you dare! An open world: explore the world and scavenge it for objects and materials that will help you survive. Crafting: use acquired materials to forge new weapons and armor or modify your existing arsenal. Build your bases: build bases of operations where you will be able to craft, plan your next destination or simply catch your breath in between your encounters with the Infected. Hordes of thousands: thousands of Infected can be simulated on screen at the same time. Make sure you have an escape route or enough ammunition in an encounter, otherwise your death is certain.
      The gameplay centers around you exploring the world, trying to find and gather materials that can be brought back to your base and be used for crafting tools that will help you survive.
       
      Our goal with the Infected is to have a dynamic threat that can create emergent gameplay scenarios where, in one instance a street you cross is completely empty only to be crowded with Infected shortly afterwards, thereby forcing you to plan a different route to circumvent them or try to blast an opening and push through them.
       
      This means that communication between you and your friends will be key in order to survive encounters with the Infected. You could have a friend draw the attention of the Infected away from you while you gather resources to take back to the base, or have a friend desperately  firing of a shotgun shell, in a small encounter, drawing the attention of a large horde and dooming your entire team.
       

       

       
      We also have a DevLog on Youtube which I thought I'd update this thread with, in addition to the written updates about the game's development progress.
       
       
       
      We would appreciate any feedback on the game, I look forward to take part in it!
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!