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  2. We can't really tell you or we wouldn't be here, as Tom said. Secondly, what works for you is personal, and we don't know your preferences or desires or likes and dis-likes. I'd suggest think for yourself (and write down honestly) what you like, your strong and weak points, and go from there. Maybe a closer friend can give you insights? Other options would be some form of career counseling.
  3. Various comments typed in your code, so if you apply the patch, make a branch first so it doesn't mess up the code Despite being called ".diff", it's a plain text-file you can open it with any text editor. In all, it looks nice! comments.diff
  4. Today
  5. Hi, I have done project similar before. I used python to create http server that sends http pages over sokcet at the backend. It was mail website at the client side. However it was based on python, html bootstrap and sql (mysql). About me, I am 2 year techinal college grad who looking for building up some experience and I believe I can contribute to yor project. Let me know if are still looking for people to join; email: burakkorkmaz03@gmail.com or you can pm. Thanks, Burak.
  6. Didn't do much today mainly messed with the player hub and Optimized the game code to where I can hold so far 60 AIs at once! I will be working on the Ai's code more tomorrow and will show a video seeing how much AI's I can fit in one battlefield! Also for those of yall who are interested in keeping up-to-date more consistently I have a new twitter account follow me here: https://twitter.com/ACTNS_Ent
  7. I'm a brand spanking new baby to making games, with zero knowledge of coding. Also new to the site so I apologize if this isn't an appropriate question. But i've been wanting to know where to begin with manipulating the battle system. RPG Maker MV seems to restrict you to two types of battle, plain view with enemies in front and side view battling. However, I'd like to move things around the screen. Similar to how trainers in Pokemon come in and out before a battle. What should I look into for this?
  8. I'm working on a 3D based hack n Slash game, settled in a futuristic world, but with really low futuristic aspects at all. Even though I can make 3d models with ease I struggle to make the concet art with all the character angles, and so on, that's why I need a concept artist, who can make different humanoid body structures I'm also planning on doing 2 quick teaser trailers for the game, but in order to work with my current team, I'll need a Storyboard artist to make easy to my animators to understand what to do, I have everything settled of how I want it to be, soif you're interested you just need to understand what I'm saying. Once the project is settled with a playable demo, we'll make it avaliable for free for a limited time, and hope for the best If interested just comment below with a way to contact you, as of right now it will be unpaid, but after we mannage to earn some money, everyone whose assets were used in the game development will be paid with no problem it just might take a while.
  9. Yes. http://gafferongames.com/game-physics/fix-your-timestep/ http://lspiroengine.com/?p=378 If the lower end system can't render at 60 fps then the frame time will accumulate and you'll get multiple updates per frame to compensate.
  10. So many of these have free counterparts that out perform these, strange how things have changed. If you plan on doing any high quality 3D art you can't go wrong with substance. Even developers doing simple 3D models or 2D art can get a lot from substance painter. I really recommend it.
  11. 3D rotation control with a mouse can be tricky. I wouldn't use quats. It looks like you are just using Euler angles derived from the mouse movement, which is probably the best way to do it actually. You just need some tweaks. Here is the simple 2-step rotation I use: Step 1: Use the X mouse movement to rotate the camera matrix around the WORLD Y axis. Step 2: Then use the Y mouse movement to rotate the camera matrix around its newly rotated LOCAL X axis. And that's it. As for your model matrix, maybe it's just me, but it seems odd that you are calculating each axis of the rotation matrix individually and then assembling them into a Voltron matrix, rather than just rotating the whole matrix. And I think you were over-complicating it with all of the matrix multiplication. Anyway, I'm not super familiar with GLM, but I think the camera code would look roughly like this: Matrix4f camera = glm::mat4(); m_flFrameYaw = 0.02f * g_pInput->GetMouseDeltaX() * g_pEngine->GetDeltaTime(); m_flFramePitch = 0.02f * g_pInput->GetMouseDeltaY() * g_pEngine->GetDeltaTime(); // do the Y rotation first, in world-space camera = glm::rotate( camera, m_flFrameYaw, Vector3f( 0.0f, 1.0f, 0.0f ) ); // next do the X rotation in local-space camera = glm::rotate( camera, m_flFramePitch, Vector3f( camera[0][0], camera[0][1], camera[0][2] ) ); // do translation last camera = glm::translate( camera, GetPosition() );
  12. The Steam Summer Sale kicked off this week, and while we might using the 50% discounts in our wishlists it's worth noting some of the deep software discounts of interest to game developers. If you've been thinking about purchasing some tools for game development this might be a good time to stock up. Here's our picks with prices and discounts listed (all prices in USD). Engines and "Game Builders" 001 Game Creator - $29.99 (50%) AppGameKit - $31.99 (60%) AppGameKit VR - $20.99 (30%) Axis Game Factory - $3.99 (80%) Clickteam Fusion 2.5 - $49.99 (50%) Clickteam Fusion 2.5 Developer Upgrade - $209.99 (30%) CopperCube 5 Game Engine - $18.74 (75%) GameGuru Unlimited - $82.52 (60%) Game Maker Studio 2 - $79.99 (20%) Leadwerks Game Engine - $19.99 (80%) RPG Maker MV - $29.99 (65%) RPG Maker VX Ace - $13.99 (80%) S2 Engine HD - $9.99 (50%) Smile Game Builder - $23.99 (70%) Visual Arts Aseprite - $11.99 (20%) Bitmap2Material 3 - $65.99 (34%) Black Ink - $47.99 (20%) Card Creator - $17.99 (10%) FaceRig - $7.49 (50%) Marmoset Hexels 2 - $19.00 (50%) Marmoset Toolbag 3 - $141.75 (25%) Marvelous Designer 6.5 - $192.00 (40%) Raiseland - $27.99 (30%) Qubicle Voxel Editor - $15.99 (20%) Shadron - $13.99 (30%) ShaderTool - $20.99 (30%) Substance Pack Indie - $197.97 (51%) Substance Painter 2 - $98.99 (34%) Substance Designer 6 - $98.99 (34%) Other articy: draft 3 - $79.99 (20%) Double Fine Adventure - $1.99 (90%) Indie Game The Movie Bundle- $8.19 (73%) Nimble - $7.49 (25%) Stage of Development: Indie City Season 1 - $2.95 (70%) Surviving Indie - $0.99 (50%) Tyrano Builder Visual Novel Studio - $9.89 (34%) GameDev.net is not affiliated with Steam/Valve and does not receive payment for items purchased through the links above. View full story
  13. The Steam Summer Sale kicked off this week, and while we might using the 50% discounts in our wishlists it's worth noting some of the deep software discounts of interest to game developers. If you've been thinking about purchasing some tools for game development this might be a good time to stock up. Here's our picks with prices and discounts listed (all prices in USD). Engines and "Game Builders" 001 Game Creator - $29.99 (50%) AppGameKit - $31.99 (60%) AppGameKit VR - $20.99 (30%) Axis Game Factory - $3.99 (80%) Clickteam Fusion 2.5 - $49.99 (50%) Clickteam Fusion 2.5 Developer Upgrade - $209.99 (30%) CopperCube 5 Game Engine - $18.74 (75%) GameGuru Unlimited - $82.52 (60%) Game Maker Studio 2 - $79.99 (20%) Leadwerks Game Engine - $19.99 (80%) RPG Maker MV - $29.99 (65%) RPG Maker VX Ace - $13.99 (80%) S2 Engine HD - $9.99 (50%) Smile Game Builder - $23.99 (70%) Visual Arts Aseprite - $11.99 (20%) Bitmap2Material 3 - $65.99 (34%) Black Ink - $47.99 (20%) Card Creator - $17.99 (10%) FaceRig - $7.49 (50%) Marmoset Hexels 2 - $19.00 (50%) Marmoset Toolbag 3 - $141.75 (25%) Marvelous Designer 6.5 - $192.00 (40%) Raiseland - $27.99 (30%) Qubicle Voxel Editor - $15.99 (20%) Shadron - $13.99 (30%) ShaderTool - $20.99 (30%) Substance Pack Indie - $197.97 (51%) Substance Painter 2 - $98.99 (34%) Substance Designer 6 - $98.99 (34%) Other articy: draft 3 - $79.99 (20%) Double Fine Adventure - $1.99 (90%) Indie Game The Movie Bundle- $8.19 (73%) Nimble - $7.49 (25%) Stage of Development: Indie City Season 1 - $2.95 (70%) Surviving Indie - $0.99 (50%) Tyrano Builder Visual Novel Studio - $9.89 (34%) GameDev.net is not affiliated with Steam/Valve and does not receive payment for items purchased through the links above.
  14. Try a narrowly focused story first. Who is your protagonist? What is the protagonist's back story? What is the world in which this story takes place? What situation is the protagonist in at the start of the game's story? Then walk the protagonist through the series of events and decision nodes. Other characters will be encountered along the way, but focus on how those characters impact the protagonist for now. You can keep a separate collection of other ideas, related ideas, possible side stories, but keep them out of your core story until you're happy with the core story.
  15. thanks jpetrie, I stubbed out some code, I figured out how to print out the microseconds it takes to print out some text. I am posting my code so you know that I am really working on this problem. once again thanks for all the help. auto timeStampPrevious = chrono::high_resolution_clock::now(); cout << "Hello World\n"; auto timeStampNow = chrono::high_resolution_clock::now(); auto elapsed = timeStampNow - timeStampPrevious; cout << chrono::duration_cast<chrono::microseconds>(elapsed).count() << endl;
  16. Loads of companies still use their own custom engines. Note that this isn't "not using an engine" - they're often just as big and complex as something like Unreal or Unity Unity and Unreal are both horribly bloated and aren't hard to beat in any specific area. Unreal's strength is that it covers so many areas that it's impossible to catch up. Unreal is also interesting that they give out the source these days, but many parts are simply too complicated to customise in a way that would typically be required, or doing so would lock you out of upgrading.... e.g. I've never worked on two games that have used identical rendering pipelines, but doing these changes in Unreal, while technically possible, isn't really feasible. Instead you just use what you're given. Unreal is cheap noe for hobbyists, but it's still just as expensive as ever for big games. I'm guessing that Nintendo has switched from internal tech to Unreal because- 1) management died and was refreshed 2) they've no experience writing modern engines at all. All they've ever done has been ad-hoc game-specific tricks and hardware that's totally different to the mainstream. 3) they're finally making games for other people's hardware now too.
  17. Well, you're not leaving the game industry (you're leaving IT/tech). If you're looking for stability and good pay as your primary considerations, all I can say is "not the game industry either." This forum (and this whole website) is really about the game industry, so I don't know what to tell you.
  18. When the movie tries to ask a philosophical question, ponder a political system or some historical fact in an intelligent way, you know, without trying to hammer propaganda pieces into your brain, I think we all can appreciate it, no matter if we tend to the liberal or conservative side... because if done well, the movie is merely asking questions, or trying to get the viewer to think about certain things. A 1984 doesn't tell you a police state is bad, or "don't vote <insert party name here>"... it just shows were things could lead if left unchecked. Which, if we are honest, has nothing to do with left or rightwing politics, but with totalitarian systems. Which can come out of both left and rightwing extremism. The whole story wouldn't be nearly as good if it then turned around and pointed fingers. I think Brute Forcing is a very good term. Its what story writing, or any kind of creative thinking got replaced with in many creative industries today. And its not only that the creators are getting lazy, they also often assume their audience to be lazy... too lazy to think, to lazy or stupid to get an implied meaning. And too lazy to come to conclusions themselves. Lets not risk that somebody could miss our totally cool point we are trying to make here... lets make it obvious and spell out what the consequences are.
  19. Ah.. permissions needed to be fixed. Should see "Article in Articles and Tutorials" link now.
  20. would be popular if it was on mobiles instead of PC
  21. ah my bad, thanks for letting me know, i'll do that next time and thank you for fixing it
  22. Yesterday
  23. Bump - actually I don't see article under it, only status, topic, event, story in news and gallery
  24. That is the thing, you need something that works for you. I stopped using software like that when I got my first stylus, drawing mind maps is easier, so I am out of date with these if you don't like mind maps, try sticky notes, if you have windows you should have them already. http://www.capterra.com/idea-management-software/ check this to see if there is any thing you like. If your PC has a word pad or any text software that can store images, use that and add a image the describes each idea. Considering that you plan on making games you should have some programming skills, why not make a simple way of storing ideas? It would be a good exercise for making games.
  25. until
    Week of awesome V contest! administration thread:
  26. This seems to be the case for several users as we have a couple support tickets (where we prefer issues be submitted, instead of this forum). We'll be taking a look at the problem soon.
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