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    • By ethancodes
      I'm working on an endless wave-based arkanoid/space invaders style hybrid. Bricks spawn above the screen and move down line by line. You must destroy all bricks before they hit the bottom of the screen. There will be multiple types of bricks and random power-up spawns. Currently I am just using a simple Log function that takes in the current wave as a parameter. This works to increase the number of bricks spawned each wave, but I want to find a way to make this much more complicated. Here is a list of everything that should be effected by the increase in difficulty:
      1. Number of bricks
      2. Types of bricks (1 hit bricks, 2 hit bricks, 3 hit bricks, etc.) 
      3. Speed that the bricks move down the screen
      4. How often power-ups spawn
      The biggest problem here is that I can't just increase all of these with each new wave. If I did that, it would quickly become far to difficult. What I would like is an algorithm that gives some amount of variance in the increase between all 4 of these. Say one wave we put 60% of the increase to number of bricks, 20% increase to power-up spawns, 10% to types of bricks and 10% to speed of bricks. But on the next wave those percentages are all moved around and we now have say 105% to work with so the overall difficulty has increased as well. The different types of bricks need to also change to the point where if someone has made it to a certain wave, such as wave 50 for example, there are no longer any 1 hit bricks. We now would have just 2-4 hit bricks, and if they are crazy good and make it all the way to round 100, Now it's just 3-5 hit bricks, etc. 
      If anybody has any good ideas or suggestions on this, I'd appreciate anything you've got! Thanks!
    • By Michael Santer
      Hi!
      We're currently two programmers and a game designer working on a turn-based tactics fantasy board game. For reference you can search for images of "Tactics Arena Online", a fairly dated game that used to have a lot of depth and complexity.
      Our goal is to use the same combat concepts, but giving it a much needed modern touch as well as a whole new set of heroes to choose from with additional abilities. The game is a mix of isometric and 3D and we plan to release the game on Steam and hopefully Android & iOS as well.
      We are looking for someone to work with us pro-bono (just like we're doing) as a 3D character artist. The skills needed are creativity, a hard working attitude and an ability to make minor animations (things like idle, walk, block and very rudimentary attack animations). A perk to have would be the ability to make some VFX. If the game makes it on steam and money starts coming in, you'd obviously be compensated for your hard work, but as it stands this is a hobby project to garnish your portfolio.
      A bit more about the game:
      This game will be an online multiplayer game where each user gets to pick up to 10 characters to place on his half of the board (this would be done before even entering matchmaking. Think runes in League of Legends for example). The user can place his 10 units of choice anywhere he likes on his half board. Some units can be used more than once. So if you want 4 knights and 2 mages or even if you want 10 clerics, you can do as you please. You can then save your setups for future use. The goal of the game is to wipe out the enemy team.
      Each character or Hero (except premium and abyss characters) start with 1 ability and they can ascend (either by playing a certain amount of matches with the character or by forcing the ascension with real money) to gain a new ability or passive. Acquiring a new character can be done by using in-game currency that you earn from playing matches or using real money with the exception of Abyss characters which can only be acquired by winning certain rare matches. The goal is to offer a freemium game with lots of customizable elements while making sure that no user can "buy power" with real money. We want everything that a paying user can get to be available to non-paying users who play the game a lot.
      Ultimately we want this to become a competitive game that people can enjoy and really get invested in. Each character is designed with options for counterplay in mind and synergy with other heroes.
       
      We sincerely believe in what this game can become and we home to find someone just as passionate as we are to get involved in this project!
    • By Jens Eckervogt
      Hello guys, 
       
      Please tell me! 
      How do I know? Why does wavefront not show for me?
      I already checked I have non errors yet.
      using OpenTK; using System.Collections.Generic; using System.IO; using System.Text; namespace Tutorial_08.net.sourceskyboxer { public class WaveFrontLoader { private static List<Vector3> inPositions; private static List<Vector2> inTexcoords; private static List<Vector3> inNormals; private static List<float> positions; private static List<float> texcoords; private static List<int> indices; public static RawModel LoadObjModel(string filename, Loader loader) { inPositions = new List<Vector3>(); inTexcoords = new List<Vector2>(); inNormals = new List<Vector3>(); positions = new List<float>(); texcoords = new List<float>(); indices = new List<int>(); int nextIdx = 0; using (var reader = new StreamReader(File.Open("Contents/" + filename + ".obj", FileMode.Open), Encoding.UTF8)) { string line = reader.ReadLine(); int i = reader.Read(); while (true) { string[] currentLine = line.Split(); if (currentLine[0] == "v") { Vector3 pos = new Vector3(float.Parse(currentLine[1]), float.Parse(currentLine[2]), float.Parse(currentLine[3])); inPositions.Add(pos); if (currentLine[1] == "t") { Vector2 tex = new Vector2(float.Parse(currentLine[1]), float.Parse(currentLine[2])); inTexcoords.Add(tex); } if (currentLine[1] == "n") { Vector3 nom = new Vector3(float.Parse(currentLine[1]), float.Parse(currentLine[2]), float.Parse(currentLine[3])); inNormals.Add(nom); } } if (currentLine[0] == "f") { Vector3 pos = inPositions[0]; positions.Add(pos.X); positions.Add(pos.Y); positions.Add(pos.Z); Vector2 tc = inTexcoords[0]; texcoords.Add(tc.X); texcoords.Add(tc.Y); indices.Add(nextIdx); ++nextIdx; } reader.Close(); return loader.loadToVAO(positions.ToArray(), texcoords.ToArray(), indices.ToArray()); } } } } } And It have tried other method but it can't show for me.  I am mad now. Because any OpenTK developers won't help me.
      Please help me how do I fix.

      And my download (mega.nz) should it is original but I tried no success...
      - Add blend source and png file here I have tried tried,.....  
       
      PS: Why is our community not active? I wait very longer. Stop to lie me!
      Thanks !
    • By CrazyApplesStudio
         Hello , i would like to showcase my first game project, a simple endless casual arcade game called Apples Mania : Apple Catcher. The game has simple goal , scoring as high as possible by collecting falling apples while the difficulty gradually increases. Different apples are worth different amount of points and there are also 2 power-ups to help you in your challenge.
        The game took me about 2 months to complete and polish and i made everything except for the music tracks and some of the sound files. Made in unity and blender3d.
        Would appreciate any kind of feedback.
      Google Play Link
       
        A trailer showing basic game-play:
       
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[Android] Frog Tactics - Logic Puzzles - Play, Create, Scan!

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Hi everyone!

I have just released a new puzzle game and this time it has a puzzle editor!
It was quite interesting to make this feature work and add the QR codes for sharing etc. So I hope you will like the game and make some cool puzzles of your own! :)

The concept of the game is very simple: the frog must step on all the platforms before reaching the exit. With teleporters, falling platforms and rewind capabilities it gets quite challenging! :)

Google Play Link: https://play.google.com/store/apps/details?id=com.giyomu.frogtactics

The facebook page where I put new levels once in a while (and you can too!): https://www.facebook.com/frogtactics/

Trailer: 

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(the quality is better in the game than in the gifs! ^^)
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Edited by Giyomu Games

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The feedback from the players has been good so far, I am quite pleased :)
 
Did anyone try it here? 
Also keep in mind that I am adding new puzzles quite often on the facebook page: https://www.facebook.com/frogtactics/, so "like/follow" it if you want to know when new puzzles are up! :)

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