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  3. Hello. I'm pretty new in Unity and I wonder how and what should I use in Unity to create smooth and physics-like tile moving in my match-3 game? This is example of game, where tile movements are most attractive for me
  4. swiftcoder

    Is references to other products allowed?

    Insomniac and Microsoft also have the benefit of in-house legal teams, which puts them on a somewhat different footing to an indie developer. They can have experienced IP lawyers perform a risk analysis on those references, and they have already factored a certain overhead for legal costs into their budgeting.
  5. Hi SyncViews, Actually I have done with it. My data was too long in error log. When I used vaccum, I found the bug and shorted out. Thanks you !
  6. I don't know the exact reason but i can't load the model in your attachment into my viewer. It has a lot of materials and textures but they are messy too. For example it has references to textures like bob_body_d.tga, bob_head_d.tga that should be diffuse textures but as you see there are no such textures. I've tried to fix it but they are in total mess. I found similar model that works well in my viewer from this article - bob with lamp The model inside GPUAnimation.zip.
  7. Playing both kinds of games, as a player when the mobs scale along with the character's levels it feels like I'm not actually making progress. On the other hand, if I level up too much compared to the mobs, then it begins to feel too easy and not challenging. Do you think you could find something in between those two? Like for zone one in many JRPGs, when you first start battling monsters you get one mob per encounter, but as you level you will start to face two mobs at the same time. Sometimes the levels of the mobs will go up as well. So the player is advancing and getting stronger and the mobs are keeping the player challenged. Then the mobs hit a ceiling and start to become easier around the same time the player stops getting much if any benefit from killing them. To keep the player in the zone they're "supposed" to be based on their level, the mobs in the next zone start much stronger. After the player starts leveling through them, then the mobs scale a little bit in mob count per encounter and mob level. Then that zone hits a cap. So in your last dungeon, you might be able to make the place very tough so that the player has to level up before going in, but also scale the mob count per encounter and/or mob level a little with the player's level (to make sure that the equipment gained still matters), so that when the player completes all the side quests, the last dungeon isn't too easy.
  8. Tom Sloper

    Is references to other products allowed?

    There is a LOT of work that it's hard to imagine in making a mainstream game. Believe it.
  9. By posting in the Hobby Project Classifieds. This post now resides in Hobby Project Classifieds (it was moved there for you).
  10. Great morning read. I like the honest share. Maybe, but I don't know. In a perfect world, facebook has got to go. One day facebook decided on their own that there should be a facebook page for my personal company. Their position was that the 'public' wanted an empty 'face palm' page for that entity. Really? So, I jumped straight into the 30 day account deletion queue, made sure not to touch it and waited for it to die eventually. That was the day I realized that facebook skews their user page numbers. No thanks. So, I'm perhaps on the other side, where if I actually see your game on facebook, I'm turning my back to it immediately.
  11. Hello everybody, thanks for the answer _Flame_! It pointed me to the right direction, you were right, the d3d initialization code was a mess, i had to rewrite it from scratch. I think i've made a big improvement, now all the triangles show up correctly! Still something that bugs me though, the guy's face is totally black, but it gets brighter when i move closer to it... I attached an updated version of the source. md5-viewer-git.zip
  12. Gnollrunner

    Hill Data is Strange to me

    Well, desired I don't know. However if you've opted for that kind of mesh then yeah, That's what it will look like.
  13. wurstbrot

    Hill Data is Strange to me

    Maybe not like the *desired* output (only Josheir can tell this), but definitely exactly like the rendering in his first post. Where do you see a difference?
  14. fleabay

    Hill Data is Strange to me

    This is what the original mesh looks like when center vert is pulled up. It doesn't look like the desired output IMO.
  15. Lactose

    hex grid

    Obviously this isn't something you've written yourself. In case someone searches and stumbles onto this thread, the solution source (copied wholesale in the above post), alongside explanations for the logic, can be found here: http://csharphelper.com/blog/2015/10/draw-a-hexagonal-grid-in-c/.
  16. Player levels are not pointless, even with scaling. They also allow for spell unlocks and possibly equipment gating. And also psychological things, such as progression and short term goals. It's not like the only point of leveling is to increase your stats, so that increasing enemy stats would negate it completely.
  17. MattiLipponen

    Any tips for Better Writing?

    My job is relating to writing. And I always read a lot of information which are correlating to my theme before writing. My English isn't so good for a particular moment, but I'm trying to improve it with forumes 😁 The more you write, the more improvements you get. It' my motto😉
  18. The navigation (RTS) screen is working. It will have to be overhauled graphically, and honestly, how it's controlled, but that is for testers to decide how best it should be. So overhauled is too strong of a word, but certainly a LOT of tweaking. To that end, many of the graphics that have been waiting to be updated to the game are now being put into place. The idea being to update the path into the game, and into the tutorial as an option. This will also create the path needed for accessing the multiplayer aspects of the game when that is put into place (after the tutorial). While the tutorial overall has been written, only now is it starting to be coded into the game. Admittedly, the interface to even GET to the tutorial needs to be created, hence this enhancement of the splash screen. Considering that the game has hit a specific milestone of the sim and the rts being functional, it is time to update the graphics and game play on things that are more cosmetic, so that the tutorial feels more complete. Obviously, as more features are added to the game, the tutorial will also have to be updated. But this is a nice kick off of the new phase of the development. Full story » Original post blogged on Rank: Warmaster Dev Blog. View the full article
  19. MattiLipponen

    Better name for "Battle Group"

    Maybe a combat team?
  20. bergice


    lurkers.io is a multiplayer HTML5 game about surviving the zombie apocalypse, and much more. There are a bunch of different gamemodes in the creation such as roleplay, deathmatch, sandbox, stranded and more. In addition you can start your own server and script your very own gamemodes. Unleash the nerdiness within you! Website http://s3-ap-southeast-2.amazonaws.com/lurkers.io/index.html Or why not play it right now: http://s3-ap-southeast-2.amazonaws.com/lurkers.io/client/latest/index.html?host= Expect bugs, this game is still being built, but you are welcome to give it a try, join our Discord channel and yell at me when everything breaks!
  21. a light breeze

    Should End Game content scale with player level?

    Scaling content with player level defeats the point of having player levels in the first place. Ask yourself: does this game need player levels? Do they have an actual reason for being in the game, other than that that's what other games do? What do they add to the game? What are the drawbacks of player levels? Are the advantages of having player levels enough to offset the disadvantages? Then decide to either include player levels in the game or not. But don't take the half-assed approach of including player levels but also scaling the power of the enemies. That just turns player levels into a pointless treadmill. (If you absolutely need player levels in the first part of the game and you absolutely need the player to be able to do things in any order in the second part of the game, you can set the level limit such that the player will reach it at the beginning of the second part of the game. That's a half-assed solution that you should avoid, but it's a lot better than scaling enemy power.)
  22. Testing Maker4D on retro computer (Cyrix 6x86MX PR200). It works, maybe i will optimize a bit to get more playable frame rates.
  23. If the content does scale with the player, it doesn't have to scale 1:1 with them. For example, it your combat features a combo system, it wouldn't be fun if the player becomes so powerful that they one-shot everyone and can't use combos anymore. In that case it would make sense to buff the enemies a little: make them tough enough that the combos are still needed, but weak enough to still allow the player to wipe the floor with them. Similarly in a traditional JRPG: if the player grinds up levels so high that the first attack of the first turn wipes all the enemies, that's just not fun, even for fans of power-leveling. But if the new enemies can last a couple turns against the party, but still go down quickly, that allows the power-leveled player to unleash all the moves that they grinded for, which causes more satisfaction.
  24. OK, how about a high-profile game: List Of Pop Culture References in Sunset Overdrive. The list is huge, and it's not even complete. Since we're talking about a seriously large game by a serious large studio, it's hard to imagine that they just hoped no one would notice. It's also hard to imagine that they went and acquired all the IP licences, that sound like it would be too expensive given the sheer number of different high-profile IPs. Or is there maybe a "licence to use [the IP] as an easter egg" that is cheaper and more easily obtainable than the "regular IP licence"?
  25. Anthony Constantinou - CEO - CWM FX

    Software for designing a 2D world map?

    Personally, I build the map by using a specified tile-editor i.e. TileEd as it has simple user interface, responsive and creative.
  26. I'm a composer who loves making really textured soundscapes to bring whatever's happening visually to life as best I can. It sounds like a fun project- let's make the spellsword come to life with immersive sounds and soundtracks! Send me a reference track or general details regarding a desired music track and/or SFX and I can send you a rough sample. I'm thinking a gothic theme? Looking forward to hearing from you!
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