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AmplifyCreates

Unity Introducing Amplify Texture, the leading solution for Virtual Texturing in Unity

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    • By ForgedInteractive


      Who We Are
      We are Forged Interactive, a small team of like-minded game developers with the sole purpose of making games we love! We're a team of artists, animators, programmers, level designers, writers, composers, producers, and other creative minds. We want to make games that you, the modern gamer want to play! We hope to build a community that enjoys our games as much as we love creating them. With your feedback and support we will be able to achieve that.

      About the Game
      GAME NAME is a fun, action-packed army builder with unique characters, challenges and engaging levels. Set forth on an adventure to protect friends, family and countrymen from new adversaries. Once defeated your enemies turn coat and join you in your adventures. Players can enjoy a range of troops and abilities based on their gameplay style which become more important as maps introduce more challenging terrain, enemies and bosses. Strong orc knights, dangerous shamans, and even a dragon are out on the prowl. Knowing when to fight and when to run, and how to manage your army is essential. Your actions alone decide the fate of this world.

      Previous Work by Team
      Although we are working towards our first game as a team, our team members themselves have past experience in the industry.
      This includes members who have worked on titles including:
      Final Fantasy Kingsglaive, FIFA, Xcom 2 and Civilization.

      Who are we looking for? 3D Modellers Concept Artists Marketing Specialists Level Designer

      What do we expect? Reference work or portfolio. Examples what have you already done and what projects you have worked on academic or otherwise. The ability to commit to the project on a regular basis. If you are going on a two-week trip, we don't mind, but it would be good if you could commit 10+ hours to the project each week. Willingness to work with a royalty based compensation model, you will be paid when the game launches. Openness to learning new tools and techniques
      What can we offer? Continuous support and availability from our side. You have the ability to give design input, and creative say in the development of the game. Shown in credits on websites, in-game and more. Insight and contacts from within the Industry.
      Contact
      If you are interested in knowing more or joining. Please email or PM us on Skype. Myself or Colin will reply to you within 48 hours.

      E-mail: Recruitment@ForgedInteractive.com
      Skype: ForgedInteractive

      Regards,
      David and Colin

      Follow us on:

      Facebook: https://www.facebook.com/ForgedInteractive/
      Twitter: @ForgedInteract
      Youtube: https://www.youtube.com/channel/UCpK..._as=subscriber
      Reddit: https://www.reddit.com/user/Forged_Interactive/
    • By Eck
      I just saw their courses were knocked down to $10 each and figured I'd share the info here. They have stuff for Unity, Unreal, drawing, business, etc. I haven't used their stuff before, but the previews I looked at seemed pretty good and there is a user review system as well.
      https://www.udemy.com/courses/search/?q=Unity&src=ukw
      - Eck
       
    • By zizulot
      first and only logo , for now
    • By sidbhati32
      I am working on a game in which we control a rectangular box at the bottom of the screen. Three sphere which has alphabets in it fall down. When the game starts, a word is generated from the predefined list of words(which I'll give) and we are supposed to touch the correct sphere having the alphabet based on that word. The question is how to detect if I have touched the correct sphere. 
      secondly, if I have touched a correct sphere before and there is no recurrence of that alphabet in that word then during the second wave the game should not proceed if I touch the same alphabet again.
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    • By NDraskovic
      Hey guys,   As the title says, I'm trying to control a desktop game by using my mobile phone as a controller.  I created two scenes, one that acts as a server, other as a client.    Server has this code: void Start () {         Test = "Nothing yet happened";         NetworkServer.Listen(25000);         NetworkServer.RegisterHandler(888, ServerReceiveMessage);     }         private void ServerReceiveMessage(NetworkMessage message)     {                 StringMessage msg = new StringMessage();         msg.value = message.ReadMessage<StringMessage>().value;         if (!String.IsNullOrEmpty(msg.value))         {             Test = "Message received";             string[] deltas = msg.value.Split('|');             Horizontal = Convert.ToSingle(deltas[0]);             Vertical = Convert.ToSingle(deltas[1]);             TestScript.MoveForward(Vertical);             TestScript.RotateAroundY(Horizontal);         }         else         {             Test = "Nothing received";         }     }  
        And client this:  private void Connect()     {              client.Connect(IPAddress, 25000);           }     void Start () {         client = new NetworkClient();         Connect();            }         void Update () {    #if UNITY_ANDROID         MobileTouches = Input.touches;         if (MobileTouches.Length > 0)         {             for (int i = 0; i < MobileTouches.Length; i++)             {                 if (MobileTouches[i].phase == TouchPhase.Moved)                 {                     Horizontal = MobileTouches[i].deltaPosition.x;                     Vertical = MobileTouches[i].deltaPosition.y;                 }else if(MobileTouches[i].phase == TouchPhase.Stationary)                 {                     Connect();                                  }             }         } #elif UNITY_EDITOR               Horizontal = Input.GetAxis("Horizontal");         Vertical = Input.GetAxis("Vertical"); #endif         thumb.Translate(Vector3.up * Vertical * Time.deltaTime);         thumb.Translate(Vector3.right * Horizontal * Time.deltaTime);         SendControllerInfo();     }     static public void SendControllerInfo()     {         if (client.isConnected)         {             StringMessage msg = new StringMessage();             msg.value = Horizontal + "|" + Vertical;             client.Send(888, msg);         }     }  
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