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  • Similar Content

    • By RoKabium Games
      For #screenshotsaturday, the song of Fire and Ice can be experienced in SAMA if you bring your Pyroblaster into the cold depths of Aura.
    • By DVeNom
      Hello, my name is Sean, and I and my friends are putting together a team to create an Open-World RPG. 
      As of right, it's all volunteer work. As we are wanting in the future that it will turn into something that people will want and love. If so all the people who volunteered will see their fair share. Even if this volunteer work it's also a great chance to show your skills and learn from other volunteers who joined the project. It's a chance to increase your resume on what you learned and what you have improved.
       The concept of the game is an RPG. I'm taking inspiration from games like Warcraft, Elder Scrolls, Destiny, and Fabled. While still creating something new and refreshing. We are creating the lore from beginning to end. This game will be story driven along with multiplayer components. There will be objectives to do every week to keep you coming back. I'm going for a rich narrative to have the players really get into the world that we are creating. There will be Dungeons, Raids, PvP, World Events, and Seasonal Events to have players always wanting more. 
      What I have
      Concept Artists, 3D Modelers, Level Designers, SFX Artists, Composer, Writers, Programmers, and a Web Designer.
      Volunteering Needs
      - Programmers
      Looking for Programmers who have the ability to program graphics, gameplay, audio, clan systems, Professions, Missions, etc. Trying to reduce the load on the current programmers.
      3D Modelers:
      Needing extra hands for 3D artists to reduce the load on the current modelers. Needing people who are able to model concept art and possibly create their own. I'm going for a more Fabled style graphics.
      Level Designers:
      looking for extra hands for level designing to reduce payload on the current level designers.
      If you are interested you can send me an email with your application including a sample of work at ssingl2583@my.sullivan.edu with ”RPG” as the Subject. Or you can message me on discord and my GT is D4ddy VeNom#3970. If anyone has any questions you can just message me below or the given email/discord.
      Here are some of the concept art that has been done.
      Created by Dave R
      And Josh K
      Dave R.

      Dave R.

      Dave R.

      Josh K.

      Dave R.

      Dave R.

      Dave R.
    • By stevenclark
      Hi Guys 
      I need help game this app marvel contest of champion can't run on your pc
    • By Catch_0x16
      Hello Folks,
      I'm writing a plugin for a simulator called 'X-Plane 11'. My plugin essentially calls on a DLL (Which I've written) that makes OpenGL calls to draw graphics onto the active draw target (it does no OpenGL initialization). I want this external DLL to represent the logic behind a computer screen, but not be directly coupled with the OpenGL context that it is being drawn to. In this current instance for example, I am drawing it to the screen in X-Plane, however, I may at some point want to draw it to the screen of a different game engine, or perhaps even just a windows program.
      The way I am trying to achieve this:
      Generate a frame buffer and texture Initialize texture and add it to the framebuffer On the drawcall... Bind to the frame buffer Call the dll's draw method Un-bind the frame buffer Bind to the host applications framebuffer Bind to the associated texture Draw a quad in the corner of the screen with appropriate texture coordinates Un-bind the texture I have the problem though that the output is always just a black square...(See attached image)
      The code goes a little like this (Only showing the relevant bits):

      #include <Windows.h> #include <string> #include "PluginHeader.h" #include <GL\glew.h> #include <gl\GL.h> #include <gl\GLU.h> #include "MFDSim.h" HINSTANCE g_MfdSimLibHandle = 0; XPLMWindowID g_MfdWindowID = 0; GLuint g_FrameBufferID = 0; GLuint g_fbTex = 0; GLuint g_rbo = 0; unsigned int g_MfdScreenWidth = 0; unsigned int g_MfdScreenHeight = 0; ///////////////////////////////////////////////////// // Standard plugin functions ------------------------ PLUGIN_API int XPluginStart( char* outName, char* outSig, char* outDesc) { strcpy(outName,"MFD Sim"); strcpy(outSig, "mfd"); strcpy(outDesc, "); int retVal = TRUE; glewInit(); HINSTANCE g_MfdSimLibHandle = LoadLibrary("./Resources/plugins/MFD_Sim_Plugin/win_x64/MFDSim.dll"); if (g_MfdSimLibHandle != nullptr) { try { MFD::mfdInit("./Resources/plugins/MFD_Sim_Plugin/config/layout.xml"); MFD::mfdGetWidthHeight(g_MfdScreenWidth, g_MfdScreenHeight); } catch (const std::exception& ex) { retVal = FALSE; } } else { retVal = FALSE; } return retVal; } PLUGIN_API void XPluginStop() { FreeLibrary(g_MfdSimLibHandle); } PLUGIN_API int XPluginEnable() { // We need to revert back to the appropriate frame buffer after we're done GLint currentReadFB = 0; GLint currentDrawFB = 0; glGetIntegerv(GL_READ_FRAMEBUFFER, &currentReadFB); glGetIntegerv(GL_DRAW_FRAMEBUFFER, &currentDrawFB); XPLMRegisterDrawCallback(OnDrawCall, xplm_Phase_LastCockpit, TRUE, nullptr); // Generate OPENGL stuff we need glGenFramebuffers(1, &g_FrameBufferID); glBindFramebuffer(GL_FRAMEBUFFER, g_FrameBufferID); glGenTextures(1, &g_fbTex); glBindTexture(GL_TEXTURE_2D, g_fbTex); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, g_MfdScreenWidth, g_MfdScreenHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glBindTexture(GL_TEXTURE_2D, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, g_fbTex, 0); glGenRenderbuffers(1, &g_rbo); glBindRenderbuffer(GL_RENDERBUFFER, g_rbo); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, g_MfdScreenWidth, g_MfdScreenHeight); glBindRenderbuffer(GL_RENDERBUFFER, 0); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, g_rbo); glBindFramebuffer(GL_READ_FRAMEBUFFER, currentReadFB); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, currentDrawFB); return TRUE; } PLUGIN_API void XPluginDisable() { XPLMUnregisterDrawCallback(OnDrawCall, xplm_Phase_LastCockpit, TRUE, nullptr); glDeleteFramebuffers(1, &g_FrameBufferID); glDeleteTextures(1, &g_fbTex); } PLUGIN_API void XPluginReceiveMessage( XPLMPluginID inFrom, int inMsg, void* inParam) { } // Boilerplate DLL stuff BOOL WINAPI DLLMain( _In_ HINSTANCE hInstance, _In_ DWORD fdwReason, _In_ LPVOID lpvReserved) { return TRUE; } ///////////////////////////////////////////////////// // MFD functions ----------------------------------- void HandleWindowKeyEvent(XPLMWindowID inWindowID, char inKey, XPLMKeyFlags inFlags, char inVirtualKey, void * inRefcon, int losingFocus) { if (inWindowID == g_MfdWindowID) { } } int OnDrawCall(XPLMDrawingPhase inPhase, int inIsBefore, void * refCon) { // We need to revert back to the appropriate frame buffer after we're done GLint currentReadFB = 0; GLint currentDrawFB = 0; glGetIntegerv(GL_READ_FRAMEBUFFER, &currentReadFB); glGetIntegerv(GL_DRAW_FRAMEBUFFER, &currentDrawFB); // Bind to our own frame buffer and draw our MFD glBindFramebuffer(GL_DRAW_FRAMEBUFFER, g_FrameBufferID); glBindFramebuffer(GL_READ_FRAMEBUFFER, g_FrameBufferID); glBindTexture(GL_TEXTURE_2D, g_fbTex); glClear(GL_COLOR_BUFFER_BIT); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glEnable(GL_TEXTURE_2D); if (!MFD::mfdDraw(1.0f)) { // TODO: Handle failure to draw } glBegin(GL_LINES); glColor4f(1.0f, 0.1f, 0.1f, 1.0f); glVertex2f(0.0f, 0.0f); glVertex2f(100.0f, 100.0f); glEnd(); glBindFramebuffer(GL_READ_FRAMEBUFFER, currentReadFB); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, currentDrawFB); glEnable(GL_TEXTURE_2D); glBegin(GL_QUADS); glVertex2f(0, 0); glTexCoord2f(0.0f, 0.0f); glVertex2f(0, g_MfdScreenHeight); glTexCoord2f(0.0f, 1.0f); glVertex2f(g_MfdScreenWidth, g_MfdScreenHeight); glTexCoord2f(1.0f, 1.0f); glVertex2f(g_MfdScreenWidth, 0); glTexCoord2f(1.0f, 0.0f); glEnd(); glBindTexture(GL_TEXTURE_2D, 0); return 0; }  

    • By viicty
      It's 1993 and you play as a deranged LAPD detective whose colleague got murdered. Get revenge by slaughtering half of the underworld in this retro, ultra-violent, side-scrolling shooter. Aggression and speed are the only elements that will keep you alive. Variety of weapons and an amazing synthwave & vaporwave soundtrack are there to help you.
      - Tons of blood
      - Story
      - 10 challenging levels, 3 bosses
      - 20 weapons, each weapon can be used to execute an enemy
      - Synthwave, vaporwave and dark ambient soundtrack by Catsystem Corp, Daniel Deluxe, Lazerpunk, Ugasanie, and Xerxes the Dark
      - Retro visuals
      Gameplay tips:
      - Combos and executions heal you up
      - Get 5 stars on a level to increase your max health
      - Melee weapons are most efficient against enemies with guns and vice versa
      - Plan all your moves ahead
      - Nearby enemies can hear your gunshots
      - Use shotguns at close range
      - Shotguns can destroy doors
      - A, D - Move left/right
      - W - Use stairs
      - Left mouse button - Attack
      - Right mouse button - Pick up/throw a weapon
      - Space - Execute an enemy
      DOWNLOAD, SCREENSHOTS, MORE INFO: https://viicty.itch.io/onduty
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