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  2. New Here So...HI all

    Hey all im Norvik i really like games but recently want to create them yes i know it takes a lot of people to make a single game but right now im just focusing on the 3d aspect of it i tried c# i kinda understood a bit of it but it didnt catch my attention right now im doing 3d work in Blender and later on i would like to at least prototype my ideas into Unity the thing is i think i hate coding and the other day i saw something called Uscript (visual Scripting) can someone tell me if thats a good way to go ?
  3. Yesterday
  4. Thanks for clarifying. This was the gap in my understanding.
  5. Hello! As part of my university course I am creating a level for a dungeon crawler (Something like Diablo or Grim Dawn). I am currently looking to get feedback on my prototype build, if you could give it a play any complete the google form I would appreciate it immensely. The level is essentially in two parts, the first part sees the player scaling a snowy crevasse in search of an expedition looking for a legendary artefact. The second part of the level is a series of Ice caves that end in a boss fight. I have created the majority of the framework myself, features include; - A couple of abilities - A functioning inventory system with items like potions and currency - A shop NPC - Various enemies - Traps and puzzles Below is a video and some GIFs of the level to give you an idea of what it is like, all feedback is welcome and if you feel like playing the level and filling in the google form I have included a link to those at the bottom Game Download Link - https://drive.google.com/open?id=1NV7o6RSuskBjmLma_CwzyiFPOoZNOinu Google Form Link - https://goo.gl/forms/AoOJZx5U28EDty9C2
  6. A while ago I posted a game concept and asked if the document was well-written and if the game seemed fun. I got some helpful responses. Now, I'm asking the same thing for another game. I'd also like to ask if it seems like a feasible game to create with a group of hobbyists. If people seem to like it, I may post it in Hobby Project Classifieds. https://docs.google.com/document/d/1ObDMAUWsndSAJ1EpQGRDxtR8Xl9xPotx89OZ0sgRaIw/edit?usp=sharing Obviously, I'm no expert or I wouldn't be making this thread, but I think the combat seems simple enough, but the world and movement may present a problem. Thanks for any advice you can provide.
  7. Looking for tips in 3D

    Thanks for responses! Happily learning 3D stuff! Currently learning stuff about FBO, trying it out on my 2D game, for some fancy projectile effects. Took me quite a while to get into Models and Animations on framework of my choice (LibGDX), as Wings 3D has no rigging, so i had to figure out how to manually create animations in code (later on can be scripted). Not planning on creating GTA 7 or something Decided to try out "space" theme, as there wont be as much issue with "walking on ground uphill". Turns out, there are lots of guides how to achieve "frustum culling" on models with ease, so i wont have to care for BSP trees for now. But one thing buggers me - How to cull invisible faces? Thing that comes to my mind is using geometry shader to check each face if its "front" center is hit by ray? I use low poly models, up too 1500 max.
  8. Order of The Jarl

    I like the artwork! And I'm looking forward to trying out a story-driven running game.
  9. I am trying to get vulkan on android working and have run into a big issue. I don't see any validation layers available. I have tried linking their libraries into mine but still no layers. I have tried compiling it into a library of my own but the headers for it are all over the place. Unfortunately , google's examples and tutorials are out of date and don't work for me. Any idea what I have to do to get those layers to work?
  10. Pleb's Sled Devlog - Week #1

    The first week of developing our new game Pleb's Sled. We are going to post development vlogs weekly so stay tuned!
  11. Creating SFX

    I remember with the Fairchild came out in the early 1980s, it would let you sample anything you recorded on a keyboard, then change the pitch based on the note you'd play on the keyboard. It was the coolest thing ever, I got to play with one much later after the fact. You could come up with some cool sound effects you would have never otherwise with being able to change the pitch.
  12. Game Character

    I created this model in Maya and have been practicing on the side while studying for school. This may not be the best picture to show faces or line flow and the resolution does not help things either. Still, I would love some opinions on where I can improve on my 3D modeling. Also, this is just a skin model and I spent no time texturing the model or accounting for clothing. Thank you in advance for any feedback.
  13. C++ Combat System

    System like this most likely takes into account mouse movement velocity, distance & direction. There is not much t it, really, and Life is Feudal has quite stiff feeling to it, I much preferred how it worked in Mount & Blade. Get some model that has animations that you're interested in and prototype some system, it's not really that hard if you know what you want to achieve. With more directions comes problems like how to actually indicate it with a mouse stroke? You'd have to add something more, like tilting character left or right using some keys (Q/E?) and taking this into account when calculating swing direction and so on. But first and foremost you must come here with some specific problem, because system like this is unique enough that there most likely are no materials that we can point you to, and nobody will write a snippets of code for you either (because what you described is too generic).
  14. Hello dear game creators ! I introduce the game I'm working since one year. Its name is Zombie Commander It is a game about leading a zombie invasion. Tired of classical zombie survival games ? This time, you lead the invasion ! Spread the infestation accross cities. And build your hordes, attack human armies and refugees. However, the human won't let themselves getting slaughtered without resistance... Main features : -7 kind of units to build your hordes -AI progressive reaction -Tech tree to improve your hordes -3 resources : Manpower, infestation, and research The game is still in development and will be releases in 2018 for Windows and Android tablets The first trailer of the game: Official website http://www.zombie-commander.pokandco.eu Don't hesitate to follow the project on -Facebook : https://www.facebook.com/zombiecommandergame/ -Twitter : https://twitter.com/ZombieCommGame -Mastodon : https://mastodon.social/@ZombieCommander As the game is still in creation, feel free to give your opinion about it.
  15. I am trying to recreate the combat system in the game Life is Feudal but make it more complex. The fighting system works by taking in the direction of the mouse movement and if you press the left click it will swing in that direction, though stab, overhead, left (up, down, left right) and right are the only swings that you can do. If you wanted to you could also hold the swing by holding left click so you are able to swing at the perfect moment in the battle. I want to change this so add in more swing directions but I also want to code this from scratch in Unreal. Can anyone give me any pointers or maybe a few snippets of code that work in Unreal that could help me start to implement this type of system?
  16. Debate: Proper Time For Microtransactions?

    That's the famous example. During the Pre-orders phase, all these people boycotted a AAA sequel because a feature was being removed. A few days after release, most are playing it anyway. #hypetraintoostrong
  17. You could have an actual, "prototype", X v Os on a football field that only exists internally. The player never sees it. Then you can abstractly actually "run the plays" and derive the results from that. The player never sees this, it exists only to give you a "real" basis of what happened during each play from which to derive the results.
  18. character

    that is actually the intention. not normal mapped. only uses a basic shader. painting may improve the appearance some. depending on how well the painting is done. but I want it to stand on its own
  19. Hello all, We are a small team that would like to introduce our game - “Bondo 2 - Fusion of Domino”. It's "merging game" with levels. The testing phase there were many questions. We are would like to hear constructive reaction about Tutorial of our game: very detailed or no, very long or ... etc. We would be happy for any feedback. Thanks! iOS: https://itunes.apple.com/app/id1288081600
  20. No, you can't achieve that through sampler states or SRV flags. You'll have to explicitly call SampleGrad in your shader.
  21. That is the approach suggested in the original Toksvig whitepaper, but it's not the only way to do it. These days it's quite common to pre-compute the modified roughness value, and "bake" that into your roughness map. Since roughness maps are fairly ubiquitous now that almost everyone has moved to microfacet specular models, you can basically get your specular AA for free by baking into the roughness map.
  22. Football Manager sim with instant match simulation

    So... I recently looked at doing something small and similar. Wrote about it here. I am using Node Js but doubt it would be hard to adapt to other language https://aidensgallyvanting.blogspot.co.uk/2017/11/simulating-football-soccer-results.html Will still need some work but may/may not be a good start point
  23. Simple Moon Position Calculation

    your value for i (inclination) is also in degrees and needs the 180 PI added float i = 5.1454 / 180 * PI;
  24. Let's create WebGL examples for practice

    WebGL 2.0. Drawing a triangle using gl.TRIANGLES https://jsfiddle.net/8Observer8/g27b94rn/ <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <title>WebGL 2.0. Drawing a triangle using gl.TRIANGLES</title> <style> #renderCanvas { border: 1px solid #aaaafa } </style> </head> <body> <canvas id="renderCanvas" width="250" height="250"></canvas> <script> var vertexShaderSource = `#version 300 es in vec2 a_Position; void main() { gl_Position = vec4(a_Position, 0.0, 1.0); }`; var fragmentShaderSource = `#version 300 es precision mediump float; out vec4 outColor; void main() { outColor = vec4(0.4, 0.7, 0.4, 1.0); }`; var gl = document.getElementById("renderCanvas").getContext("webgl2"); var vShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vShader, vertexShaderSource); gl.compileShader(vShader); var fShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fShader, fragmentShaderSource); gl.compileShader(fShader); var program = gl.createProgram(); gl.attachShader(program, vShader); gl.attachShader(program, fShader); gl.linkProgram(program); gl.useProgram(program); var points = [ 0.0, 0.7, // First point -0.7, -0.7, // Second point 0.7, -0.7 // Third point ]; var vbo = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vbo); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(points), gl.STATIC_DRAW); var a_Position = gl.getAttribLocation(program, "a_Position"); gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(a_Position); gl.drawArrays(gl.TRIANGLES, 0, points.length / 2); </script> </body> </html>
  25. I'm trying to render the depth buffer using a RTT then pass it to compositor then render a full screen quad. but I don't get any depth texture at all here is my code CODE: SELECT ALL // Create the depth render texture Ogre::TexturePtr depthTexture = Ogre::TextureManager::getSingleton().createManual( "DepthMap", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, Ogre::TEX_TYPE_2D, mOgreCamera->getViewport()->getActualWidth(), mOgreCamera->getViewport()->getActualHeight(), 0, Ogre::PF_FLOAT16_R, Ogre::TU_RENDERTARGET); Ogre::MaterialPtr material = Ogre::MaterialManager::getSingleton().getByName("Ogre/Compositor/SSAO"); material->getTechnique(0)->getPass(0)->getTextureUnitState(0)->setTextureName("DepthMap"); // material->getTechnique(0)->getPass(0)->setVertexProgram( "SSAO_vs" ); // material->getTechnique(0)->getPass(0)->setFragmentProgram( "SSAO_fs" ); //material->load(); Ogre::RenderTexture* renderTexture = depthTexture->getBuffer()->getRenderTarget(); renderTexture->addViewport(mOgreCamera); renderTexture->getViewport(0)->setClearEveryFrame(true); renderTexture->getViewport(0)->setBackgroundColour(Ogre::ColourValue( 0.8f, 0.8f, 0.8f )); renderTexture->getViewport(0)->setOverlaysEnabled(false); and that's the compositor CODE: SELECT ALL compositor DepthMap { technique { // Temporary textures texture rt0 target_width target_height PF_A8R8G8B8 target rt0 { // Render output from previous compositor (or original scene) input previous } target_output { // Start with clear output input none // Draw a fullscreen quad with the black and white image pass render_quad { // Renders a fullscreen quad with a material material Ogre/Compositor/SSAO input 0 rt0 } } } }
  26. Let's create WebGL examples for practice

    WebGL 1.0. Drawing a triangle using gl.TRIANGLES https://jsfiddle.net/8Observer8/knv9p87s/ <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <title>WebGL 1.0. Drawing a triangle using gl.TRIANGLES</title> <style> #renderCanvas { border: 1px solid #aaaafa } </style> </head> <body> <canvas id="renderCanvas" width="250" height="250"></canvas> <script> var vertexShaderSource = `attribute vec2 a_Position; void main() { gl_Position = vec4(a_Position, 0.0, 1.0); }`; var fragmentShaderSource = `void main() { gl_FragColor = vec4(0.4, 0.7, 0.4, 1.0); }`; var gl = document.getElementById("renderCanvas").getContext("webgl"); var vShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vShader, vertexShaderSource); gl.compileShader(vShader); var fShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fShader, fragmentShaderSource); gl.compileShader(fShader); var program = gl.createProgram(); gl.attachShader(program, vShader); gl.attachShader(program, fShader); gl.linkProgram(program); gl.useProgram(program); var points = [ 0.0, 0.7, // First point -0.7, -0.7, // Second point 0.7, -0.7 // Third point ]; var vbo = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vbo); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(points), gl.STATIC_DRAW); var a_Position = gl.getAttribLocation(program, "a_Position"); gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(a_Position); gl.drawArrays(gl.TRIANGLES, 0, points.length / 2); </script> </body> </html>
  27. Working smarter when building games

    In this post, we explore a three-part blog series from Sara Casen, the co-founder at Midnight Hub, a five-person development team in Sweden. While many Corona developers are solo or small two-person shops, many others are working with even larger teams, but regardless of being solo or part of a team working smarter is always a good thing. While all of this might not apply to your situation, it’s certainly worth thinking about. Lake Ridden is a story-driven first person mystery filled with puzzles, developed by former Minecraft and Paradox devs, in Sweden. Part 1 – Avoid Brain Damage From Working With Games According to Casen, the average career span of a game developer in Norwegian countries is about four years after which they are burned out. Long work-weeks, stress, unrealistic deadlines and other pressures create more problems that have to be solved. In this series she addresses how working more manageable hours lead to more productive hours. Part 2 – Making Your Game With The ABC-Recipe In this part of the series, Casen talks about the ABC method for building your game up which has the net effect of defining deliverables in a more productive way. This is a unique way to look at managing your project from development to deliverable. Part 3 – Burning Money, Brain Power and Morale To Make Your Game In the final part of this three-part series, Casen discusses resource management and how to manage more than time and money to get your team to their maximum efficiency without burning through all of your resources regardless of it being financial or human. There is a lot of good information in these three posts that will be really helpful for any studio, building games or any other software product. View the full article
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