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  2. New to the forum, Hello everyone!

    Hi Everyone! I'm new to this forum, though I am active in the general gamedev community. I'm with a company called KinematicSoup. We make something called Scene Fusion - a real-time collaboration system for Unity (and other engines soon!). Our *real* mission is to build the best multiplayer system the world has ever seen... We have a youtube channel here: Cheers!
  3. Hello. Big game evolution I updated the animations of my characters. Before, the walk was jerky, it was not very pretty. I recalculated my animations and added framerate in each animal. Now, the movements are fluid. Here is an overview of the result:
  4. Wow, thanks to you both! I looked closer and my rotation was indeed not quite 0. The Mathf.Approximately was unknown to me. Thanks for pointing it out, I will give it a try. If it doesn't work out, I will try a manual check. Thanks again, fellas!
  5. League of Legends and Second Life are great examples of cosmetic successes. My comment was not on the why they use cosmetic microtransactions, but the how it got successful. And the reason they did was because cosmetic transactions are equal to if not better than pay-to-win microtransactions, which still exist in the industry through buying different characters with different functions, the core of freemium games. That was my point. That cosmetic micros are important to the game because game mechanics are only one part of a video game. It's not because most of the common man are brainwashed that the only thing that affects a game is the mechanics. Which is natural because the goal of a video game is to make a player become dazed by the sounds, graphics, and full on presentation. And when you have a player hypnotized, they are unaware of what is causing said hypnosis.
  6. Today
  7. Where did you read this in the docs? I'm don't think I've read that.
  8. Video Game Writing Preferences?

    Celtx is still there, but it'a no longer available as downloadable software. It's all online and collaborative, or something like that, and I just don't do that sort of thing. I like to have software I can download and use whenever I want, and then be able to save it and keep it private. LOL.
  9. Hey all, I'm trying to debug some async compute synchronization issues. I've found that if I force all command lists to run through a single ID3D12CommandQueue instance, everything is fine. However, if I create two DIRECT queue instances, and feed my "compute" work into the second direct queue, I start seeing the issues again. I'm not fencing between the two queues at all because they are both direct. According to the docs, it seems as though command lists should serialize properly between the two instances of the direct queue because they are of the same queue class. Another note is that I am feeding command lists to the queues on an async thread, but it's the same thread for both queues, so the work should be serialized properly. Anything obvious I might be missing here? Thanks!
  10. Tips?

    Starting small means that you're already half way, so that's cool Don't have many tips other than telling you to just start with whatever tool you want / prefer. Want to make html5 games? Go with phaser. Want to make native games? Go with SDL (so you also learn C/C++ in the meantime. Just learn as you make, I think is the best way to learn. Let us know when your game is ready! P.s. Next week try to join Ludum Dare!
  11. 2D software neutral book

    Ok, now it's clear. At least, if I understood, I have to learn how to draw/paint rather than learning what different raster graphics editors share. Then, I have to transpose to any editor. If this is right, what's the best digital painting book?
  12. 2D software neutral book

    This is art implementation. I don't think anyone made a book focused on such a small part. Look for tutorials online. Tile sheets is a engine thing. Depending on what engine you use it will have it's own way of making tiles. Look for books on making 2D games. That is how art works. No matter what pencil you use the concept remains the same. Learning any 2D art tutorial will teach you art in general. Drawing a object in Gimp is the same as drawing a object in krita or Photoshop. True one will have brushes and blending modes the other doesn't but that is such a small thing that it almost doesn't matter. Each software has it's own little tools for you to use. Learning those tools you need books/tutorials to learn; everything else is just art in general. In other words, learning how to make art in one software will teach you how to make it in a other software.
  13. I hope to see my game alive

    How I wish this was true. To players playing the game it looks like 50/50 but it isn't. Graphics is just feedback, a way for players to see what is happening under the engine. It is on the same level as sound and does the same job. Many developers feel graphics is more important but in truth you can make good games with simple graphics. Game-play is 50% then the graphics, sound, mechanics, input and story makes the other 50%. Graphics is around 10% of the game. The graphics are just feedback and don't decide anything of how the game works.The most common mistake I see new developers make, is they focus on art and wonder why the game doesn't progress.
  14. do i need to build my own assets

    You need to know how to implement stuff. Your job will be designing corridors so that characters and AI don't get stuck, designing levels that play fairly on both sides or guides the player in single player. Designing things like bridges that break and so forth. In other words 3D modelers and environment artist produce the assets that you want, so that you can make the level. The most important things to learn for a level designer is lighting, staging and most importantly communication. The level designer is the link between artist and programmers. Most of the level designers I worked with did know some 3D modeling. Not to a point where they could make all the stuff they needed but to a point where they could make small adjustments to the art we provided. Level designer often know a lot of code, so that they can create intractable pieces.
  15. Looking for some advice. I have a toy graphics framework I use for experimenting and the vast majority of the time I spend is on tweaking/debugging shaders. And a big part of that involves tweaking constants and other options to get the look or effect right or to just debug problems. Right now my process looks like this: 1. Add variable(s) to "material debug" cbuffer in hlsl. 2. Add variable(s) to mirrored C++ struct that I use to update the constant buffer (while being careful not to break alignment/padding requirements) 3. Add entries into debug gui 4. Fix inevitable copy/paste errors Has anyone found a satisfactory combination of build pipeline, code generation, reflection or otherwise that could automate some or all this? I suppose another option is to quit the reliance on on screen gui and instead implement some form of shader reloading so I can edit constants directly in hlsl.
  16. Advice for education

    Problem is she's not sure what path to take. I think that's due to her lack of proper focus over existing alternatives out there. But at that age, that is completely normal. On the other hand, she is manifestly skilled and capable of very highlighted creations... with the proper tools. Maybe it's time to ask her if she wants to go heavy on code and dare to make Pygame creations, or if the temptation to go directly to any kind of desired game is even stronger and agrees to try GameMaker or Construct (and not being too far away from the likes of Scratch).
  17. Today I was working with a real buggy bug that has been bugging me since pretty much the beginning of development. You see, I choose to use box2d c++ version for Posable Heroes. It's open source and pretty solid. And the best of all, it's deterministic. That is, there is no "random" on the simulated work. If you have a square and a triangle, in exaclty the same starting position, with exactly the same linear and rotation speed, then when you simulate the world, you are always going to get the same result. Which is good! Specially for me in a game where I have to go back in time all the time. BUT... (a big but!)... if you try to duplicate an existing world (already running), then the two worlds will not behave the same. Here's a picture for you to understand... If you copy from the beginning, everything works: But if you copy once the world is already running: This is for a very simple reason: Box2d classes do not expose everything in public. There are several values, arrays and optimizations that lie under the hood, inside the b2World and the b2Bodies. So when you grab an existing world, and try to duplicate all the elements from the value they have public, there are several things you are missing. I found a temporal solution that I will talk about next post and that might solve this problem for some users, but that wasn't a forever solution in my case either. If you want to know more about my game: Posable Heroes now has a steam store page.
  18. Why watching movies is a necessity for games

    Nobody has really mentioned character inspiration yet, so it's a good that you brought it up. However, what I've been trying to say is to look beyond content directly, and start looking at grammar, tone, theme, metaphor, and rhythm. And, since Hollywood isn't the best provider of films heavy with those elements, look beyond Hollywood to other cinema, and notably, look at what are considered to be the great films. Surprisingly, The Dark Knight (IMDB lists it very high), and other similar films aren't the great films. I stress this, repeatedly, because once you make an effort to discover great cinema, you land in groups that are discussing many films you've probably never heard of. As an example, I listed six films considered to be great (among the greatest) in my post above. And then, once you've become attuned to grammar, tone, theme, metaphor, and rhythm within film, apply those observations not necessarily to trailers and cutscenes, but instead to gameplay. It will require imagination. Nobody said it would be easy. Nor should it be. This subject is deep. There's more to be mined than you might imagine. I strongly recommend everyone learn the standard film grammar, or rather, how film grammar is taught in courses and books. It's the grammar used in most every Hollywood film. It's also the basis for most all films. However, films outside of Hollywood often augment it with unique invented grammars, and also break many of the standard rules as well. A good subset of the basic rules are: The 180 degree rule The 30 degree rule Matching eyelines Narrowing eyelines as intimacy develops Narrowing field of view as intimacy develops Use establishing shots These rules result in nearly invisible cuts. Start watching other cinema besides Hollywood films, and you'll notice the rules being broken, typically to good effect. And when you notice things, you learn things. But as I said, this subject goes deep. You must be very attentive to what you're watching. You'll see much more. Here are seven more great films: Werckmeister Harmonies (Bela Tarr, 2001) The Mirror (Andrei Tarkovsky, 1975) The Face of Another (Hiroshi Teshigahara, 1966) Chungking Express (Wong Kar-wai, 1994) 2046 (Wong Kar-wai, 2004) The Naked Island (Kaneto Shindo, 1960) Pale Flower (Masahiro Shinoda, 1964)
  19. Video Game Writing Preferences?

    Did they shut down Celtx or something?
  20. Tips?

    I'd like to start building a 2D game, very small, just pixel art. I know python/javascript/tiny bit of HTML and I've started learning C++. I'm a long way from starting officially, I've just been making mini-projects to practice & drawing up concept art/gameplay storyboards. I'm just wondering if I'm off with the C++ for the game's programming, or if I should know certain things before starting. The game would be very small, I just want to get started trying out some actual work before college. Some other info: I'm working by myself on this, and going into game design/programming next year for college. I'm a high school student with a few years of experience just working by myself making small projects, drawing up stuff, so I really don't know much and I'd appreciate any tips. Thanks a bunch!
  21. Debate: Proper Time For Microtransactions?

    Thanks for the link. Never played the game or seen gameplay myself. Are the characters merely cosmetic or do they have different stats/abilities? Just curious I don't think the article specified. My thoughts exactly man. No matter what people are going to get pissed off. AAA's most practiced PR stunt seems to have to be damage control. All a company can do is minimize the anger as much as possible.
  22. Here's some new music that just went live today for SGI's Dragon of the North. I hope you enjoy it!
  23. Thanks for the info on the smart pointers and the init list! Definitely thought about this as an option I have also seen this weird pure virtual destructor thing, where the destructor is pure virtual and body of the destructor is still defined. But I'm not sure about this... seems kind of hacky //In header file class BaseClass { BaseClass(); ~BaseClass() = 0; } //In cpp file BaseClass::BaseClass() { } BaseClass::~BaseClass() { }
  24. Kallen 3d [alpha] feedback and critics

    Hello, added the night/day cicle (change every 30 mins) and enabled the level 2 of dungeon. Waiting for critics and comments.
  25. In this daily blog (and video)-series I take a first impressions look at the best mobile games that I come by. Be sure to share your favorite mobile game with the rest of us in the comments below! Cross-platform Multiplayer (online and lan) and Singleplayer shooter Flats, is the weirdest (and most lightweight) FPS I've ever played! The game runs smoothly and I was glad to see that all guns are unlocked from the start for free. There's nothing to unlock, no energy system, and a single $2 IAP removes all ads. The game runs smoothly, the many play-modes were fun, but the controls felt a bit strange and the game is mostly abandoned (for now) by the devs. My thoughts on Flats: Google Play: iOS: Subscribe on YouTube for more commentaries: Or join me on Facebook: Or Instagram: Or Twitter:
  26. FoolieryPaint_v2

    FoolieryPaint has grown. Immensely easier to choose your color. new Shortcuts also added. Any color used can be quickly referenced by overlapping cursor over color and hitting the x key. new Blend color mode added. Works great. Something top paint apps I've seen do not have. (Use the blend center for better shading) 3 new brushes will be added with the next version. One of which is a darkening/lighting tool, a paint simulation brush and a splatter brush. Next version is projected for December 10-15. so keep a eye out. as always, FoolieryGames would appreciate any feed back on this and all other FoolieryGames projects and apps
  27. do i need to build my own assets

    This is also known as "blocking". Recently a lot of developers have shared images of their raw levels, you can find most them on #blocktober.
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