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  1. Past hour
  2. Hi everybody. Just wanted to make myself available to anyone interested in working with me. I've been writing for 16 years and I've enjoyed working locally, but now I'm looking for a bigger, motivated community to immerse myself in. This is my portfolio: https://sonascenicaudio.wixsite.com/website Peace and I look forward to working with you.
  3. Today
  4. Lendrigan Games

    First post: Game Engine/Framework advice needed.

    Because you know C++, I reflexively recommend using Godot because it's built on C++. Furthermore, it's open-source, so if it's lacking any functionality that you need, you can also code that it.
  5. Hello, I'm currently working on a 3D mobile game in Unity, and I've basically designed the whole thing already. Problem is, I do not know where to get started on the music/rhythm integration for the game. I'm relatively new to coding in C#, but am pretty comfortable with the Unity workflow having made some games off tutorials to learn C# and Unity. I was wondering if there is anyone who is experienced in or knows about making rhythm-based games who could help me understand the process? My concept is similar to these to just give you an idea of what I'm going towards: https://www.youtube.com/watch?v=RcHzJ5lAdHQ I've also read about this software Koreographer while doing research on how to make a rhythm-based game, but I'm hoping that whoever's willing to help can help me achieve some of the neat effects that Koreographer can do without buying and learning the software.
  6. Hello, I'm currently working on a 3D mobile game in Unity, and I've basically designed the whole thing already. Problem is, I do not know where to get started on the music/rhythm integration for the game. I'm relatively new to coding in C#, but am pretty comfortable with the Unity workflow having made some games off tutorials to learn C# and Unity. I was wondering if there is anyone who is experienced in or knows about making rhythm-based games who could help me understand the process? My concept is similar to these to just give you an idea of what I'm going towards: https://www.youtube.com/watch?v=RcHzJ5lAdHQ I've also read about this software Koreographer while doing research on how to make a rhythm-based game, but I'm hoping that whoever's willing to help can help me achieve some of the neat effects that Koreographer can do without buying and learning the software. Well seems like I cannot so if any moderator sees this, you can delete this at your own will because I will be posting this in a more relevant section.
  7. Just to clarify: - You're self-publishing? On Steam? It's a PC game? - You need to market the game. Can't just put it on Steam and expect it to sell itself. - You need a website to promote the game. - Lawyer costs. You need a professional to advise you on contracts you'll be signing, and to advise you on end user license agreements and copyright/trademark protection. - Business / registration costs. If you're in the US, you'll need to register your business with the local government for tax purposes. - Taxation, tax preparation, accounting.
  8. phil67rpg

    hex grid

    I am going to use a for loop
  9. Yesterday
  10. 8Observer8

    Use webassembly or no ?

    I know that Unity can compile to Wasm. But Unity Team is not supported Wasm for mobile devices: https://docs.unity3d.com/Manual/webgl-browsercompatibility.html Maybe Wasm does not work of mobile devices. I cannot check it. I study pure WebGL and TypeScript (my opinion that TS is better than JS). Pure WebGL 1.0 is supported on all modern browsers (expecting Opera Mini). WebGL 1.0: https://caniuse.com/#feat=webgl WebGL 2.0: https://caniuse.com/#feat=webgl2 If you want to use WebAssembly I think this course is good for beginners: WebAssembly - Accessing C and C++ in Web Applications
  11. gh0stam

    New composer, looking to connect!

    Hey Nate! Thanks so much for listening. Funny you should say that, I originally wanted sax on that song! My dad plays, and I played throughout High School, so I'm always hearing parts. Some of my favorite fusion pieces are Yoko Kanno's Tower of Babel, as well as the Mirrormask soundtrack by Iain Ballamy. I would love to let you play on the track! Message me if you are interested and I'll shoot you some stems. I'd love to chat and pick your brain sometime, as I'm just getting into this world. Thanks again for reaching out. gh0stam
  12. ArcanaDragon

    New Hero Added 04-22-2019

    New Hero Added: Joker Click here to play Hero Land for free in your browser
  13. kseh

    hex grid

    Personally, I use for loops when the number of iterations through the loop is known or can be fairly easily calculated and stored in a variable. I use while loops when I want to stop iterating through the loop on some particular condition.
  14. phil67rpg

    hex grid

    should I use a for or a while loop?
  15. kseh

    hex grid

    Well, as I'm sure you know, if you want to do something multiple times, you use a loop. Use a loop to paint your hexagon and adjust its location as the loop processes.
  16. Alex Gomez Cortes

    Weird lighting when translating object

    Hello and thanks for your reply! I modify the normals every frame because the multiplication of the normals is made on the vertex shader. I understand what you said, but if dont multiply the normals then I cannot rotate the object. Isnt there a way to have the normals a way the object can be rotated and translated without having any problem?
  17. pristondev

    Directx9 Crashing with Shader Model 2.0

    Ye the problem its on Vertex Processing by Software. I tried set the flag D3DUSAGE_SOFTWAREPROCESSING on CreateIndexBuffer and Create Vertex Buffer but didn't works. Do you know the right way to uses software processing?
  18. phil67rpg

    hex grid

    I am trying to draw a whole screen of hexes , I am able to draw only one hex here is my already posted code private void Form1_Paint(object sender, PaintEventArgs e) { Graphics g = e.Graphics; Pen whitePen = new Pen(Color.White, 1); float height = 50.0f; float width = (float)(4 * (height / 2 / Math.Sqrt(3))); float y = height / 2; float x = 0; float row = 0.0f; y += row * height; float col = 1.0f; if (col % 2 == 1) { y += height / 2; } x += col * (width * 0.75f); PointF pt1 = new PointF(x, y); PointF pt2 = new PointF(x + width * 0.25f, y - height / 2); PointF pt3 = new PointF(x + width * 0.75f, y - height / 2); PointF pt4 = new PointF(x + width, y); PointF pt5 = new PointF(x + width * 0.75f, y + height / 2); PointF pt6 = new PointF(x + width * 0.25f, y + height / 2); g.DrawLine(whitePen, pt1, pt2); g.DrawLine(whitePen, pt2, pt3); g.DrawLine(whitePen, pt3, pt4); g.DrawLine(whitePen, pt4, pt5); g.DrawLine(whitePen, pt5, pt6); g.DrawLine(whitePen, pt6, pt1); whitePen.Dispose(); g.Dispose(); }
  19. ritzmax72

    Weird lighting when translating object

    I believe for translation you don't have to touch the normals. Are you modifying normals while translating?
  20. Hello everyone, About a month ago I finished programming the lighting (or at least it is what I thought), because a few hours ago I realized that when I translate the object, the lighting breaks (not when rotating, because I multiply the normals by the transpose of the inverse of the modelMatrix), only if I move the object from the 0,0,0. I only have one light, a directional one. Here the rock is at 0,0,0. T Here the rock is at -10,0,0. I only moved it to the left, and as you can see looks like the normals are wrong, but I do not touch them, except when I multiply them by the transpose of the inverse of the modelMatrix (if I do not multply the normals by that matrix the lighting doesnt break but when the object rotates the light rotates with it). So, is there a way to have the normals well for translating and rotating? Now I can translate the object and the lighting doesnt brake, but if I rotate it the light rotates with it. Now I can rotate it but if I move it the lighting breaks. Thanks a lot!!
  21. pristondev

    Directx9 Crashing with Shader Model 2.0

    Both uses D3DDEVTYPE_HAL, 'll try what u said. Already gave me a light, thanks.
  22. If you're purely talking about the reflection direction, I would be tempted to say that the magic simply happen with your normal map as long as the normals don't all point perfectly in the same direction.
  23. Here let me Google that for you
  24. Well instead of killing the object directly you could do this: // Game main loop. while (true) { std::set<Actor*> actorsThatNeedToBeKilled; for(Actor* a : playingActors) { // Code..... if(...) { Actor* enemy = findEnemyToKill(); if(enemy && ...) { actorsThatNeedToBeKilled.insert(enemy); } } } // Now kill the actors that no longer will participate in the game. and continue with the next frame. for(Actor* actorToKill : actorsThatNeedToBeKilled) { game.killAndDeleteActor(actorToKill) } }
  25. Gnollrunner

    Sandbox MMO Idea ( My Video Game Idea )

    Is this something you're working on, or is it just ideas at this point?
  26. Alberth

    hex grid

    There is nothing wrong with re-inventing wheels for educational purposes, but please make sure YOU re-invent it rather than getting it from someone else. There is no substitute for learning than trying and experiencing it yourself, it's really the best way. Sure it's slow and you will fail to find the answer a few times, but that is normal when you're trying to do something you never did before. I have been programming for nearly 40 years, and I still make wrong turns at times, and fail to find a solution. However, a failure teaches me where I made a mistake, so I can try again, and avoid making that same mistake a second time. Eventually, you get to know all pitfalls to avoid, and then Eureka, it works.!
  27. kseh

    hex grid

    You have not actually posted a question or otherwise indicated what you are having problems with. I don't have experience working with hexagon grids and it isn't something I can invest the time investigating to be able to provide any suggestions. In general, I would expect it to be much more difficult than a square tile based project. But if you just wanted to print out a grid, you have code to do that which you can examine to try and understand what's going on.
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