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  2. 8-bit_keyboard

    Player character categories

    @Scouting NinjaThanks. I'll think about it.
  3. Hi Jordan, First off, THANK YOU VERY MUCH FOR YOUR GENEROSITY IN SHARING YOUR MUSICAL CREATIONS!! You have some really nice sounds (I still need to explore them more though). I also appreciate your short, but very clear, explanations in your opening paragraphs. Again thank you.
  4. Today
  5. JoeJ

    How to solve this trig function?

    Awesome help! This really helps learning how to work with trig equations... Dirk wins the 1st price: (Dirk) lhs 0.474447 == rhs 0.474447 (fmatak) lhs 0.547245 != rhs 0.352537 (Lactose) lhs -nan(ind) != rhs -nan(ind) Thanks! { float a = 1.3f; float d = 0.7f; float e = 0.9f; // try to solve // sin(a*t) * d = sin(a*(1-t)) * e // for t { float b = d/e; float t = atan( sin(a) / (b + cos(a)) ) / a; float proofLHS = sin(a*t) * d; float proofRHS = sin(a*(1-t)) * e; SystemTools::Log ("(Dirk) lhs %f == rhs %f \n", proofLHS, proofRHS); } { float t = 1/a * (atan( ( e + cos(a) * d ) / ( e * sin( a ) ) ) ); float proofLHS = sin(a*t) * d; float proofRHS = sin(a*(1-t)) * e; SystemTools::Log ("(fmatak) lhs %f != rhs %f \n", proofLHS, proofRHS); } { float t = (asin(e/d)) / (1 + asin(e/d)); float proofLHS = sin(a*t) * d; float proofRHS = sin(a*(1-t)) * e; SystemTools::Log ("(Lactose) lhs %f != rhs %f \n", proofLHS, proofRHS); } }
  6. GoliathForge

    Professional 2D Artist For hire

    Stunning. Very hyper-real.
  7. ChuckNovice

    what is Texture Streaming?

    I don't think it's anything more than the concept of loading textures as you navigate in your world and discover new models / terrain / whatever that need to be loaded. "Asset streaming" is a broader term that isn't only specific to textures.
  8. In the video, there's a person claimed that he's got contacted by Unity just because he left Unity editor on over night. Unity told him to continue working on his own work. It sounds super creepy to me. Just because he's using a free license, it does not mean Unity is hiring him to work on his own thing. It also shows that the his usage is sent back to Unity with the user name on it. I'm not really an expert on GDPR (although at work I'm expected to know :P), but I think the law also ban the deny of service when the user choose not to be tracked by the service. That's why many services just stop servicing the people from Europe (as they can't just force the user to accept the personal data tracking by EULA). That's why I think this would violates GDPR. Also later in the video, there's another person that claims that he got contacted by Unity as they suspect this guy making more than 100K. He said he's just a hobbiest who doesn't make a dime from his game (though the game does look pretty good). Unity responsed that they use automated system analyze the user usage and reports that which user might violates their rule. Personally I don't think you can calculate the income by using usage information alone. They might be using other sources as well I guess.
  9. Tom Sloper

    Machbot 2.0 VS Sweetbot

    Off-topic in Game Design forum. Moving to a more appropriate place.
  10. Brandon Sharp

    Machbot 2.0 VS Sweetbot

    This is a project I've been working on for awhile now. I'd save over all going on around a year. I did the Machbot 2.0 all from scratch including the textures. I spent countless hours trying to figure out how to get the models from Twisted Metal. I finally figured out how to manually extract the mesh. But the only problem was it was not UV mapped. So i pretty much had to go back in and remap everything. Which wasn't hard but the assembling of the model itself was a challenge. I did the best I could at placing stuff where it goes I'm sure there are things that are incorrect. All in all it was for this one render. Not sure if my models can be used as game assets but i do want to eventually make this into a fighting game. Both vehicles and bots. Let me know what you think and thank your for checking out my work.
  11. This is an adaptation of our Standard AD to forum structure due to the restructuring efforts of the site, I apologize for any formatting issues or inconsistencies as a result of this change. I have done my best to retain the previous format for our standard operating procedures (SOPs), since all current members with the exception of me and our creative director were recruited with some version of what you are about to see. Project Info Team name: Secret Reality Project Name: Tiberium Secrets Target Aim: RTS communities Compensation Plan: Since this is classed as a modification, no direct monetary compensation is possible. Donations setup upon stable Alpha Technology: -Command& Conquer 3: Tiberium wars- Sage Engine (XML code) Team Structure: 15+ members -myself: Project Coordinator/ Producer, PR Lead, Lead Writer -Creative & Art Director -Lead Coder -Lead Audio composer -Lead Animator -QA Lead -2nd Lead Writer -2 more 3D Artist -1 more Audio SFX Artist -2 More coder -1 more promotional Artist Talent Needed In order of demand: (moddb AD up date in progress) Lead Artist: https://www.moddb.com/company/secret-reality/jobs/unpaid-lead-artist-wanted-for-scifi-rts 3D Artist: https://www.moddb.com/company/secret-reality/jobs/unpaid-3d-artists-wanted-for-scifi-rts Homepage: http://www.moddb.com/mods/tiberium-secrets Contact Method secretreality7@gmail.com (include: age, time zone, educations/ experience, site/ portfolio/ samples) Skype: Eric ChouJist)/ eric.chou27 Additional Info -US Time zones bonus -Microphone Required -Use of Skype, Google Drive -Contract Signature -English verbal & written fluency -8 to 10 hours a week minimum commitment Feedback Any Greetings, We're working on a project for Command & Conquer 3: Tiberium Wars. As an established team that has been in development since 6/2011, we're technically classified as a mod, however, our content, documentation,and accomplishments go above and beyond conventional modding. For example, we obtained 2 sponsored passes for the Game Developers Conference (GDC 2017), valued at ~2K each, for leadership. (from chief admin of gamedev.net.) We consist of both hobbyists and individuals striving to get into the games and entertainment industries. We're looking for dedicated individuals interested and able to continue this journey to Alpha, and beyond. We've recently reached our Closed Alpha Benchmark,for our 1st faction, and are growing our team to properly support this significant milestone. (Note: Depending on the skills being contributed to the project owning a copy of said game is not required, but strongly recommended. Past familiarity with the universe and or RTS is also a strong bonus. Due to the flexibility build into our GDD, we allow & encourage varied interpretations of our designs & themes. Project overview Tiberium Secrets seeks to introduce three new factions that can stand in conjunction and potentially independent from the Command and Conquer Tiberium universe; complete with diverse units, structures, mechanics, and lore. Players will take command of a mysterious human faction intent on ensuring the survival of its species without concern for red tape or ideologies, a biological experiment turned hunter of their creator, and an artificial intelligence believing itself to be the next evolution of humanity. Mission statement This project's aim is to create an aesthetically pleasing, diverse, and intriguing style for each of the three factions, drawing inspiration from many other works and real-world subjects. (including the Tiberium related canceled projects of Westwood & EA). Beyond this is a desire to further diversify the three original factions of the Tiberium universe: the GDI, Brotherhood of Nod, and Scrin; presenting them as they might appear following the events of C&C3. New factions Artificial Systematic Intelligence (ASI) The ASI possesses a distinctive Egyptian design, mixed with futuristic technological and mechanical styles. They heavily believe in drawing from the older human religions’ concepts of immortality and the purity of the mind. Their aim of Ascension is through the use of technology, not Tiberium, which is where the ASI split from the Brotherhood of Nod. For all their belief in the purity of the ingenuity of man, they have transcended their biological flesh, and willingly integrated their consciousness with that of their own messiah of sorts, ASIM, an Artificial Intelligence. The Colony The Colony is heavily based on the designs similar to the appearances of deep sea and insect creatures found on earth and from other games’ universes. Their primary theme is that of a plague involving the mutation and infection of creatures. In addition to this they also have now developed with some bony and scaly attributes on top of pre-fall civilization technology. Furthermore, they will portray the horror of nature. The Dream Army (D51) The Dream Army is a secretive military organization that draws heavily from the designs of the US. Military and Area 51 (Located out in Nevada). Technological advancement has been made from analyzing alien technology recovered from the Roswell crash (i.e. remains of an alien vessel). Thank you for your time & consideration, -Eric (Project Coordinator/ Producer, PR Lead, Lead writer)
  12. I've read most of it and replied previously accordingly. Sure a commercial engine has many man years of work on it and that's great.. but what you didn't mention is those engines are so generic and bloated. Which might save you time, but at the expense of your users'.. storage, battery, personal info (engine datamining is a thing and you cant turn it off), etc. etc. I've written/copied BMP, TGA, OBJ, etc etc readers too.. solved problems, no big deal, I don't see your point. "that they have the collective knowledge of thousands of people in themselves." You really like misrepresenting me lol "I agree with @Hodgman limit your engine to your game and I would also add your knowledge and abilities, ie don't go over board with features you don't fully understand. "
  13. Actually, I did listen to several of their videos. But, as I stated before, I just don't usually like AI generative music. AI tends to make decisions that I don't care for and prefer the touch of human composers. AI generated music does have it's usefulness but it also has some strict limitations. Some of this is most certainly personal bias but it seems to be shared by many composers and gamers I've talked to over the years about this very topic.
  14. Jordan Winslow

    How much of your guy's work is film vs game audio?

    It is certainly easier to break into the gaming audio industry than in the film industry, in my opinion. Game audio is more forgiving of experimentation and thinking outside of the box, whereas filmmakers are less likely to stray as far from contemporary orchestration and generally seem to stick with "tried and true" instrumentation. (Depending on the genre, of course, this is why I love Sci-Fi so much! Lots of opportunities for ambient soundscapes and grungy electronic basses there!) Luckily in both film and game production, we are seeing a plethora of new opportunities pop up across the map, as technology is making development less and less expensive and requires less of a steep learning curve thanks to its power. I would say both fields have equal opportunity but in my opinion, the best way to angle yourself as a music producer is as someone who can comfortably shift gears from contemporary scoring techniques for film, and evocative electronic soundscapes for video games 🙂 That being said, it's about 40%-60% for me, film vs video games. Indie game developers are easier to work with and sometimes audio can come into the picture far earlier in game development than in film which generally waits until post-production to even THINK about the music.
  15. Jordan Winslow


    Delightfully Japanese, I love the overall vibe, reminds me of the Katamari games. If I could change anything about it I would probably add a more punchy drum section and speed it up just a tad. I'm not on my reference monitors right now so I can't really comment on the mixing, but on my laptop speakers (which many people still use to play games with, even if it's not the best experience) it is solid!
  16. I checked out your Oceana demo and I very much liked it! It is a very fascinating concept and none of the melodies generated by this system seemed out of place to me. It was simple, ambient and tonal, the way I would expect from an underwater scene. My guess is nsmadsen did not actually listen to the content before commenting, as your primary point in this software is to allow indies without a budget to hire a professional composer or with little access to stock resources to still have interactive music in their game that adapts to the player's movements and the game content itself. I noticed how the tones changed with the shark and the jellyfish and I am wondering have you pre-programmed midi melodies to control instrumentation and respond to in-game cues with a sequence of "danger" melodies when danger occurs and "mystery" melodies when mystery occurs, etc? Or are the melodies actually generated algorithmically from scratch as well? The latter would be very impressive, but either way, I think this is a very cool project and I wish you success with it!
  17. The discussion is drifting away from the topic. I was thinking about not answering your last thread, but this would've made a false impression. You are free to contact me via PM to discuss anything unrelated to this topic.
  18. Quoted directly from your post: That is a CLEAR ad for soliciting for work. Never once in your post did you ask for feedback on your work. Anywhere. You weren't not sharing your work for feedback or discussion. In your original post you also stated this below: So you may not be profiting but you're looking for ways to get your work and your name credited in projects. All of this is okay to do in the classified sections of GD.net but the music and sound forum is designed for feedback, discussion and tutorials. You're not really doing any of that. You're clearly looking for work. ??? How so? There's a hobbyist section which is all for free work which your library would be suitable in. And there's the contractor section for paid work, where your solicitation for paid work would also fit. Locking this thread as it's clear you just want to debate me on this and already knew the forum rules and guidelines - you just choose to post regardless. As I said before - you are WELCOME to post for discussion, to share tracks for feedback and take part in the forum. You're not welcome to solicit for work within the Music and Sound forum. That is for the Careers section - go for it over there. Reach out via PM if you're still confused but I've tried to lay everything out very clearly.
  19. Basically an ad? It's a library of free resources for video game developers to use and in no way do I profit from this whatsoever. There are also no ads on my website so I am actually paying money to give away these free resources to the community. Posting this in the careers section would be entirely inappropriate as this is a free resource, not a paid product or service. What would the proper place be to post free audio resources for the community to use if not the audio section? Here are your forum rules (that you wrote) which I read before making this post: "Please remember that the Music and Sound forum is for discussion, sharing one's work and getting feedback to help you improve." - This falls under sharing one's work. "The Music and Sound forum isn't the place for you to try and get clients. It's also not the right spot to try and get your music placed." - Not trying to get clients, trying to share a free resource. If you have issue with the end of the article where I say "you can contact me as a last resort if you don't find what you need" then why not just edit that out?
  20. Hey there, I'm very new to this forum so i have no idea, if someone has the time to help me out a bit. So.. I'm working on a Kingdom Hearts Game. I nearly finished the Engine of the Game, but i need to make more sprites and animations for the characters. The Game will not be that long or have a real story, i just planned to make all Organisation Battles from Kingdom Hearts II in 2D graphics. The Gameplay will be like KH2 or other Kingdom Hearts Titles. You will be able to change your start conditions like you want (for Example: Lvl 1, Critical & No Experience or Lvl 99, Beginner etc). You will have Items, Abilities, Spells and you can customize shortcuts like in Kingdom Hearts II. I'm open to ideas and suggestions. If you are interested in this Project and want to help me out with sprites, pls PM me. I really need help and if it's done i will buy ice-cream to everyone who helped me I will include a few Screenshot that you can picture what it will look like and if you help i will send you a Demo-Version ^^ And sorry for my bad English Thank you for your attention i forgot to say the sprites and graphics that are actually in the game will not be the graphics that will be in the finished version
  21. This is basically just an ad for this composer and that goes against the forum guidelines. And, outside of his free library of music cues, there's really no real teachable value here as most other music license libraries are not free. In short, the techniques will only work if you use Jordan's library. So... I don't really see any reason to make this an article, to be honest. As a result - I'm hiding this thread. Jordan - feel free to post in the Careers section! We have a Contractors section where you can look for paid work and we have a hobbyist section where you can look for free work. I wish you the best of luck! But the Music and Sound forum is designed for discussion, getting feedback on one's work and sharing tutorials. Not for soliciting work.
  22. Hello! My name is Sean McFarland and I am a freelance illustrator looking to expand my portfolio to include game development. I am learning the industry and would love to contribute to your next project while doing so. While I would primarily be interested in concept work, I am open to providing any 2D assets you may require. You can review my current portfolio at www.seanmcfarlandart.com Feel free to contact me at sean.mcfarland.art@gmail.com for any inquiries.
  23. i'm not suggesting you would. I believe that your engine appears to be going along well and that you probably wont benefit significantly by going to a commercial engine for the next project, beyond that i'm not going to speculate. I'm encouraging you to extend on what you have, build in your 2d components and further improvements to the engine you have. As you said above, you already have various systems implemented - you would have to re-implement those sorts of systems if you changed for your next project. Almost all games experience a decline after the first year - there some exceptions - but it comes down to market cycles, advertising, and no longer being on the 'new' list. You may find you get a bunch of sales when you exit early access and end up on the 'released' list. Right now being in early access for $20, with the screenshots and video you have, you may be turning away potential buyers.
  24. I wouldn't change the game engine anything for this project! My initial question targets my games that might come in the future. The second game is already in production and will be announced in the next weeks. I have a large collection of different video game concepts and I selected something I can create at the same time as Galactic Crew. Since the engine is the same, I instantly had everything from basic game features, settings, UI controls, input management, asset management, pathfinding, state machines, etc. It wasn't much to add before I had a playable mock-up. The main work of the second game is done by freelancers (2D artists, screenwriters, level designers, etc.). This way, I can manage both projects at the same time. I also wanted to start a second project while Galactic Crew is still in development, because it will make sure I can continue my work next year! Like most Indie games, the sales of Galactic Crew declined in the first year. If I want to continue to make games next year, I can either abandon the game and start something new or need a second source of income. I expect the upcoming Steam Sales to be as good as the last ones (the numbers are pretty constant), but this won't be enough to finance an entire year of development after I paid my taxes (they are pretty high in Germany...)! As one can clearly see in the Steam discussions, I care about every single player and issue. Bugs are normally fixed within hour if possible, almost all requested features were added within the next two updates and so on. I also get a lot of very positive e-mails from players who enjoy the game. It isn't done yet, but I improved the game and its engine dramatically over the past 10 months and I will continue my work.
  25. fleabay

    Professional 2D Artist For hire

    Proffecional Professionnal Really dude? I'm not the grammar police by any means but that is one word that needs to be spelled correctly. At least misspell it consistently or somewhere in the neighborhood.
  26. .I work with professionnals (books, game) and I have a great experience with individual commissionners since three years. My prices are very reasonable. You can check my portfolio here: bradyrain.artstation Skype: Brady Rain Facebook: https: www.facebook.com/dmitri.veselyi We can negotiate the prices. Feel free to contact me and discuss about the project. Regards, Dmytro Veseliy.
  27. Dmitry Veseliy

    Bradys Art

    I would like see you on my artstation. Have a look at my paintings. Hope you enjoy it and thank you a lot for you time and support. You can check my portfolio here: bradyrain.artstation Skype: Brady Rain Facebook: https: www.facebook.com/dmitri.veselyi Feel free to contact me and discuss about any project. Regards, Dmytro Veseliy.
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