All Activity

This stream auto-updates   

  1. Past hour
  2. The thing is that these are undefined ideas. We can't help much unless we know what each means. It's like me asking: What is X if X = Y+b*n; It could be anything. So what is relativity? I see it ranges from -1 to +1 and that all types have it. How does it factor into the game? What about offense and defense, are they equal in power? If they are can a player stop a other players action with defense? If they are not then doesn't it mean that a faction based on defense will always lose to offense?
  3. interesting. so the guarantees change behaviors. Thanks everyone, Josheir
  4. The amount of knowledge you are missing here has filled websites and books, considering the project you are doing it's now the best time for you to learn. The 1X,2X,3X thing is done for you by the engine NOT your artist unless you plan on wasting there time. There is a reason we use power of two textures, not only do they perform better they also scale better and so produce correct mip maps. You will be using mip maps for many things so generating them is important. A mip map is a smaller version of the texture you imported. So if you import a 128* 128, it will make 64* 64, 32*32, 16*16, 8*8, 4*4 2*2, 1*1 mips for you. To apply this to the genX rules think of it like this: you import X3 (128* 128) and the engine makes X2 (64*64) X1 (32*32) for you. It needs the mips anyway for filtering and such so use them. So that means your artist only needs to make the X3 for the game. Your resolution problems stem more from screen ratios than the sprite sizes. Notes: To use the Unity file import as a custom pack, click on the level. The script is one line long. Here buttons are used in a game you will check to find what X phone a person uses. A vid for those who don't have Unity is attached. This example uses a 3X 128* 128 for effect. Normally you work 1X upwards: so you would have check to see that 64*64 was the best 1X. So 2X would have been 128*128 and 3X 256*256. Genx.avi GenXUnity.unitypackage
  5. Alright cool. What I'm getting from this is that the view matrix is essentially the same as a model matrix, just here we're handling it through some kind of input. So I guess the next thing is gimbal lock. Is it really such a scary thing that people make it out to be? Because that's probably the only reason I wanted to use Quaternions. Is this something I really need to worry about?
  6. From the album DeathStar

  7. what, so the masters can tell me something exact about my development? the topic is a question itself; if it's "help?" you want me to add or a more comfortable "let's discuss" or is that moving too far ahead? in short i'm looking to improve my development in all areas anyone want to help?
  8. Today
  9. You didn't ask a question. Do you have a question?
  10. For anyone looking for the missing Google Code link
  11. You should be able to provide a null source box, which is equivalent to applying the whole source subresource to the specified offset in the dest (which should be (0, 0, 0) if you're copying the whole mip). In general, you should always round up the size of the copy to block dimensions, even if the texture doesn't have the logical dimensions to support it. So a 1x1 BC3 mip would be copied as if it was 4x4.
  12. DOWNLOAD Hello math addicts! Offbeat Math is mental math fun - join different classes and solve various challenges. It was developed to improve our brain for the small calculations we need everyday! Brain training Mental arithmetic as long as you like, with different difficulty levels. Many game modes Improve your skills and keep your head fit. Winnings Collect special prices for your satchel and pack them for school. Highscore Watch your solved equations, playing time and whether you've improved. Statistics See how you and the other players are placed worldwide. Visit Offbeat Math for more information. Check your stats daily The online highscore is there also visible! Like in the app! DOWNLOAD Feedback is appreciated Please feel free to post your opinion and if you like the game. What other kind of challenges you would prefer?
  13. I'm a mechanical engineer and it pays quite well. Having programming experience as a mechanical engineer also gives you a huge advantage over other mechanical engineers. Programming in my job (which is about only 5-10% of my work hours) meant bonuses and pay-rises without asking, and it also satisfy my programming desires quite well. I don't know about other countries, but mechanical engineering is a quite stable job too. There are people at the company where I work who has been working there since 20 years now. I have been working there for 5 years now and I don't see they'd lay me off. It's more likely that I will "look for other challenges". 5-6 years of collage, and I don't think you'd need to go to the best universities. Sure, you won't be a rock star designer with Ferraris if you are after that stuff.
  14. The film has finally been uploaded on youtube:
  15. Hi, I am working on building out the assets for a 2D top-down style game. It is primarily focused on exploration and the art and does not need to have serious combat or RPG functions (if any at all). I am trying to decide what engine would be best for this project, keeping in mind that in the future I want to work on 3D games and would love to be able to get some experience in an engine that will allow me to do both. Right now, I am focusing on Unreal 4 and their Paper 2D workflow, but I have seen other people give it negative feedback. However, most of that feedback is many months old and I'm having trouble finding more recent thoughts on updates to Paper 2D. I am also looking into Gamemaker Studio 2 but am hesitant to go into a strictly 2D engine (it also has a larger upfront cost). I am willing to pick up any programming language and I have experience in quite a few already, but I don't imagine much programming would be needed for the feature-minimum game I am working towards. Will working on a 2D game in UE4 or Unity give me any knowledge that can carry over to future development on 3D games? Is it significant enough to outweigh the focused toolset of a strictly 2D engine? Do the larger, more supported engines like UE4 and Unity have better capabilities and support for publishing to console? Does Gamemaker Studio 2 or similar engines that are strictly 2D have significant advantages over UE4 or Unity if the end product is not Chrono Trigger levels of 2DRPG complexity? Thank you!
  16. Piece Card Types: Grade 1 Genetic – Desc. Offensive/Offensive Support Effects; strong relativity. Solar – Desc. Support/Fortification Effects; medium relativity. Galactic – Desc. Defensive/Harmonic Effects; weak relativity. Light – Desc. Upgrade/Normal Effects; relativity. Shadow – Desc. Disruptive/Degrade Effects; no relativity. Nature – Desc. Special/Wild Effects; minus relativity. Dimension – Desc. Accretive/Focused Effects; neutral relativity. Genesis – Desc. Normal/Diminishing Effects; positive relativity. Grade 2 Red – Desc. Attractive/Repulsive Effects. Blue – Desc. Discipline/Cognitive Effects. Green – Desc. Prospect/System Effects. Yellow – Desc. Colour/Light Effects. Purple – Desc. Comfort/Mastery Effects. Pink – Desc. Minimize/Mortal Effects. Orange – Desc. Pack/Lost Effects. Beige – Desc. Super/Pinpoint Effects. Boardgame Board is a enlarged chessboard with a click-rotate centre, and four external dual-card-ports; cards square-shaped. Grade 2 cards can overlay and disband Grade 1 cards freely. Grade 1 cards have no board effect. Overlaying is a pointless mode of travel; in warring, overlay is target and no action can be taken until disband. Board has four states by rotation of a quarter-click; enemy-motive, left-motive, right-motive and player-motive; external dual-card-ports apply to each state; loss-port, transmit-port, receptor-port and gain-port. Enemy-Motive State is changing sides with original disposition. Left-Motive and Right-Motive States are changing directional disposition. Player-Motive State is neutral board. Loss-Port is for retired cards. Transmit-Port is for relative (Grade 1 minus Shadow and Nature) card effects. Receptor-Port is for non-relative (Grade 2 plus Shadow and Nature) card effects. Gain-Port is for card deck. Decks must be 50 cards, and are set in gain-port; cards are not drawn but earned by domination (advantage directly) or subterfuge (advantage indirectly). 16 cards are placed on the board on player and enemy sides; 8 Grade 2 and 8 Grade 1; like chess. Cards are moved around the board in any direction by 1 square, or more with card effects, and are lost in a simple or complex trump-procedure. A card placed on another card can send it and other cards to loss-port, and card effects can cause this from anywhere on the board. A game is won when a player has 4 Grade 2 Cards on the field.
  17. You say that: "much of the game is already finished." Can you show something of this?
  18. Hi there Do you already have written something related to social medieval history that you can post here? It would be very interesting for the people interested in this topic to read this. Kind regards
  19. How would cryptocurrencies translate to ability to construct buildings and machines of war? It seems more like something you use to fool someone for real currency and then use real currency to buy resources/items in a working economy.
  20. Hello everyone, For those of you who are into puzzles, pixel arts and family stories, here is a game we started with my little brother: Kingscape sets up a lonely character, the king's son, who invents off the wall adventures with numerous imaginary foes including but not limited to: cartoonish mad ducks, perverted zombies, bloodthirsty sales reps, explosive pigs. Your job is to defeat them all. We're looking for positive criticism, feedback, toughts and support from people who enjoy the game pitch. Feel free to tell us what it evokes for you! Cheers, Hugo Loi
  21. Just a little thing but the critiq and feedback menu option is missing from the visual arts section. The only way to really get to it is to click all forums and scroll down until you find it.
  22. I am quite of an oddball like yourself. I don't own any modern console. Last one that I am still using is a PS3 for Netflix and media center. My laptop is running Linux. So I would only play mobile games now, but even that is limited to one game at a time. If I got into a game, I would endlessly play that game for a few months straight, and really get into it. But once I quit, I delete it and never look back. Right now I am playing none, and the bar is set pretty high for me to get into any game now. I am somewhat jealous of my gamer friends, or reading the threads on /r/gaming. I can't seem to get into it much because most games nowadays are quite demanding of your time, and also money thanks to freemium and DLC. Yet, somehow they still find that joy of gaming.
  23. six-month-old thread. please don't necro!
  24. Hey, there, this's my first time here I was going to ask for help on a problem I've been facing on a certain program I'm using to create something but, I just can't type like that, the thing is so faded to white, I can't see it, it's here fine, but in the topic I was trying to post in (General And Gameplay Programming Topic), it was really uncomfortable how can I adjust the settings properly to make this not super-annoying ? how can I search ? (another question)
  25. So I threw together a little test benchmark. On my system (Windows 7, Intel i7) both sleep_for() and Sleep() were identical. When VS (and a few other programs in the background) were open I was getting 1ms accuracy for both (+/- 10us or so). So both performed well. With everything closed though that number jumped up and would vary between 5ms and 15ms; but whatever the number was for sleep_for(), Sleep() was identical. So either VS or some other program in the background was calling timeBeingPeriod(1). It seems either way, under the hood, sleep_for() is identical to Sleep() on Windows 7 with VS 2017.
  26. Hello fellow game developers, I'm currently learning how to use RPGMaker VXAce, and have been looking at tutorials on YouTube for creating tile sets for games. Now, this doesn't have to be RPGMaker specific (I'm pretty sure I can use this knowledge for more advanced 2D games when I get back into Unity), but does anyone know I good way to create tile sets using Sketchbook Pro? I know GIMP has some good ways and obviously photoshop, but I'd rather try to keep my artwork in Sketchbook Pro. Just curious if anyone has any suggestions. The main video that I got the most from was Matt Laskowski's "ORIANART - How to make 2D Game Tilesets - Setup & The Basics" for reference to what I'm looking towards. Thanks.
  1. Load more activity