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  1. Past hour
  2. I’m interested is the Video gaming industry as an (Indie=Individual) developer. But… The industry looks almost completely non-viable. I heard that a decent/basic Android game on Google Play can fetch a whopping 50 cents to one dollar (including ad clicks) a day after being downloaded a few million times e.g. (2.5 mill). (Seems like the explotation of the livestock mentality is at work.) I thought it took real work, and that game art cost time and/or money ? Why would someone spend allot of time making a game, pay or bleed time for the art, allow it to be downloaded 2.5 million times and be happy with $150-$300 dollars PER YEAR at the peak (If they are lucky) ? And from what I’ve heard, Google Play will ban you at the drop of a hat. Plus, have enough regulations that one might think you would need a lawyer to protect yourself. Money that comes in $1.00 per day seems worthless without intrest. Like I said, I’m new to the Video Game industry (But, I've made good casino games in the past as an employee). Could someone please explain why people would do what looks to be completely stupid free Android game development for Google ? And please correct me if I'm really wrong. It seems like the professional Indie game industry is non-viable (dead) as it relates to revenu generation. And what about the next indie niche market a Mega company wants to destroy, so that they can have more clicks and sport that market like it's a new hat. There killing the possiabilities to have ANY indie markets on the internet. Thanks,
  3. Mailbox

    Incorrect angular collision response

    After weeks of having not the slightest desire to continue fiddling around with this, I gave it another go today and finally managed to make it work. I settled for column vectors as convention and adapted my matrix calculations accordingly. The error was somewhere else though. I integrated the angular velocity using Orientation += 0.5 * Orientation * AngularVelocity instead of Orientation += AngularVelocity * Orientation * 0.5 I definitely learned my lesson to pay more attention to the order of operations. Thanks for all your help!
  4. Today
  5. Definitely this is often the most important thing, often physically correct isn't as fun! (or is much more expensive) I think I got thrown off by Hashbrown using 'velocity' to refer to what I believe is local space velocity (the 'move' in my example code). This gets converted to world space by the multiplication with the forward / right axis vectors in Hashbrown's code, and by rotation by the yaw in my example. So it is doing essentially the same thing 'in reverse', which is why it works too. I suppose the reason we tend to do most of this stuff in worldspace is because it makes a lot more sense when objects start interacting, colliding with the environment, it is usually better to have them in a common space.
  6. csbrown28

    Where value comes from in game

    What about a trophy or a decoration that is extremely hard to get? It might not be useful at all in saving time in the game, and to the contrary, it may have taken a lot of time to acquire with little real benefit in terms of time-saving activities, but some people will still find value in it. People will spend time just to differentiate themselves from others... But I think what I defined in the OP covers what you said, right? There are usefulness and uniqueness or some combination of the two. If it took a long time to acquire a useful item then it's probably reasonable to say that its uniqueness is increased. Something like this....?
  7. I wanted to share an idea I had for a new fighting game, born out of my frustrations with the lack of new IPs in the industry. Codenamed Synthesis, it's a 2D fighter that has an "archetype" class similar to how hero shooters have different roles (more on that later), and has an art style that has an "west meets east" vibe in that it takes influence from Japanese styles in addition to general western designs. The setting is futuristic, but based on what you'd find in the '70s and '80s as an interpretation of the future from that era. Old school sci-fi with personality is favored over gritty modern sci-fi without it, and the aesthetic is appropriate. Premise Note: I haven't gotten a solid outline of the plot yet other than the premise itself, as that's something I'll develop later. The setting takes place in the 2070s. There's plenty of different kinds of futurism going around, and that's reflected in the roster itself. It includes normal humans, enhanced humans, cyborgs, robots, uplifted animals and even people with inherent powers of their own. The world is a place where the governments are often corrupt, the corporations hold all the power, and terrorism runs rampant. In the darkest hour, those who aim to be heroes must stand to fight evil, but that's easier said than done. Given the aesthetic, it might be the first cyberpunk fighting game (unless there's one that exists that I don't know about). Gameplay Synthesis takes cues from modern fighting games while also trying to stand on its own. Each character has a health bar and two different meters. One is called the "Synth Meter", which is a pink meter that allows you to performed enhanced versions of your attacks when filled to a certain degree. The other is called the "Ultimate Meter", which is a blue meter you fill to use your Ultimate Ability. Managing both meters is absolutely essential. Here's some bullet points on the gameplay: Synth and Ultimate are separate. However, they can be used in a combined fashion. Specifically, if both of your Synth and Ultimate meters are filled, you can engage "Ultimate Synthesis". This is basically a power-up that increases your damage output while recovering health during the process. The twist is that you can only use this mode once per match. Synth is a neon pink meter shaped as a bar underneath the health. Ultimate is a neon blue meter shaped as an angle to the timer in the center. In addition to the Synth/Ultimate meters, some characters have a separate meter for different aspects of their style. As for the aforementioned archetypes, characters are divided into four different classes. Each one has a flavor of gameplay style that's different from the others. Those are Fighter, Ranged, Stalwart and Commander. Within those four archetypes, there's plenty of variation to go around. Here's the breakdown: Fighter - The most basic archetype, it's the all-around combatant who specializes in straight combos. May have some projectiles but that's not their strong suit, as they're often mobile and flexible in closing the distance. They're deadlier upclose than the Ranged, faster than the Stalwarts, and less complicated than the Commanders. In the most basic terms, they have no real weakness, but they also don't have the unique specialties of the others three. Ranged - The zoner-type, they specialize in fighting their enemy from the distance with special projectiles. While they have combos like the others, it's often of a high-risk and low-reward variety, and instead they're best suited to avoiding direct combat whenever possible and keep away from them at all costs while laying on the pressure. Stalwart - The glacier-type, it's the class for the "big guys" on the roster who are very strong but also slow. These guys are mainly about using their inherent strength to overwhelm the enemy, and they each have some kind of special trait that makes them harder to kill such as shields, armor or health recovery. Commander - The control-type, this is a unique class of fighters who don't fight by themselves. They have various factors assisting them, like a puppet, minions, assist characters, and even multiple characters treated as one. These tend to be the most complicated, but as they require the most strategy, but also the most rewarding. I felt like having the archetypes labeled was important in giving the characters more distinctive features and having something to work with as a baseline. I've come up with a lot of different ideas for characters, and I'll share them later once I have them all written down. Style The main style is made to look like an old school sci-fi, with the '70s and '80s having a prominent influence on the visuals. Many of the character design also have anime influences, but combine that with the aforementioned motif. As such, the designs are based on what people back in those days would view the future. There's plenty of neon lighting, lasers and flashy effects. As for the music, it's mainly electronic, and it ranges from synthwave, nu jazz, techno, post-disco, trance and other synth-heavy genres to give the game an appropriate feel for what it's throwing back to. Basically, what Skullgirls was to the Golden Age and art deco, this is to the old school sci-fi era and cyberpunk. So, what do you guys think of this idea?
  8. What this formula doesn't have is angular velocity. However angular velocity can be added in by having a single pivot float, this will follow normal R =(Xt, Yt) or a more indepth calculation. Then you would convert the resulting radius to a vector using (Sin(X),0,Cos(Y)); //This is assuming the left hand coordinates with a clockwise rotation. So the nice thing about this way is that velocity and angular velocity is separate; making it easier to read and allowing as much complexity as needed. In the game I am making I use pivot += Input.Xaxis; instead of angular velocity and a curve instead of acceleration. Only calculating velocity. It gives a "arcade" like feel to flight, instead of the realistic physics. interesting fact: Using the Arctan(Y/t X/t) formula for angular velocity instead, will result in the same answer as the atan2 formula. Since I am not a programmer, I can't be 100% sure; but I think your formula is a more computer friendly version of the one I like to use.
  9. davejones

    Best way to optimise 3d models

    When I use the proptimizer tool in 3ds max and than export the file as a .fbx file, the file size seems to be bigger than if I didn't use the prooptmizer tool. This has confused me as I thought reducing the polygons would decrease the file size.
  10. wintertime

    Where value comes from in game

    Value should be derived from the average time spent farming the item and its usefulness in saving time or enabling activities. Otherwise its just irrational humans distorting the real value.
  11. Thanks everybody for the help. Sorry about the incorrect terminology and lack of understanding. I'll keep working until I understand. I'll also look at the fix your time step article. I'll have questions, but i'll just open a new thread once I can't find a particular answer. Thanks again.
  12. If I understand this right, you can do this, but at that point it is no longer in any sense 'physics', you are just moving the object position directly, there is no momentum. That kind of approach can work though and even works better in certain types of games.
  13. Finished working on multiplayer for Pixfight, soon it will available on all platform. Both uses sockets. 

     

  14. My own way of doing this is taking the direction vector and multiplying it with the magnitude of the velocity. This was why I assumed the velocity was the result of acceleration. So if direction = Right(1,0,0) and velocity was say 45 degrees(20,0,20) then I can use Pythagorean theorem to find the magnitude: Root((A*A)+(B*B)) So the root of 800 = 28.284 units of speed at 45 degrees. Edit: I mean (20,0,20) = 28.284 units of speed at 45 degrees. Then (1,0,0) * 28.284f = (28.284f ,0 ,0) moving right at the speed of 28.284 units.
  15. Your terminology seems a bit dodgy I think. Applying direction? What does that even mean, it could mean different things in different scenarios. You can apply an impulse, or a force, to change a velocity. You can apply an offset to change a position directly, and that is used in some games, but I am guessing you are trying to use the physics approach of having game events change objects velocities, and then the velocities in turn change the objects positions. Even in these games, sometimes you will 'teleport' an object to a position and override the velocity in some situations. Trying to translate, you should be applying your 'player direction' (where you want them to move) as an impulse, or force, to the velocity of a 'physics object'. All of these are vector3 by the way. In a really simple physics simulation you might have a physics object: class PhObject { void Iterate() { // move the position each tick by the distance in each axes defined by the velocity m_ptPosition += m_ptVelocity; // apply some friction, so the object slows down, unless it is e.g. in space m_ptVelocity *= 0.99f; } // simple functions to make the object move void ApplyImpulse(const Vector3 &impulse) {m_ptVelocity += impulse;} void Teleport(const Vector3 &ptPos) {m_ptPosition = ptPos; m_ptVelocity.Zero();} // retrieve position of object (this would more likely be an interpolating function for rendering) void GetPosition(Vector3 &ptPos) {ptPos = m_ptPosition;} private: Vector3 m_ptPosition; Vector3 m_ptVelocity; }; Providing you get this down, you want to find out how to decide what impulse to apply due to keyboard input each game tick. void MyInputTick() { Vector2 move(0, 0); if (PressingForward()) move.y += 1; if (PressingBackward()) move.y -= 1; if (PressingLeft()) move.x -= 1; if (PressingRight()) move.x += 1; float yaw = GetInputYaw(); // from mouse somehow // rotate move vector by yaw radians (so that forward points in the look direction) move.Rotate(yaw); move *= PLAYER_MOVE_SPEED; // actually the impulse magnitude, but it will determine the speed // apply the impulse to the player physics object, so that on the physics tick the player will move! PlayerPhObject.ApplyImpulse(move); } Obviously this isn't debugged, it's just conceptual. It is ESSENTIAL that you read and understand the 'fix your timestep' article before doing this or you will just get more confused. The big take home here is that the player input and the impulse is a totally separate issue to stepping the physics. Anything could need to apply an impulse or force to a physics object, not just a player pressing keys. It could be an AI monster, a motor, a missile etc etc.
  16. No. The velocity vector tells you what the direction of movement is. If you want to turn the character to another direction, then you rotate the velocity vector. So for example if you want to turn 30 degrees to the right, then you rotate the velocity vector by 30 degrees to the right. After you're doing with the velocity vector, including adding any accelerations and so on, then you apply it to the position. NewPos = OldPos + Velocity * dt To rotate the velocity just use whatever you have... a matrix, quaternion, or whatever you use.
  17. So even though my controls are working, I might have it all wrong, at least intuitively I had it wrong? At the moment I have it like this: transform.position.x += this.velocity.z * transform.forward.x * Game.Time.step; transform.position.y += this.velocity.z * transform.forward.y * Game.Time.step; transform.position.z += this.velocity.z * transform.forward.z * Game.Time.step; transform.position.x += this.velocity.x * transform.right.x * Game.Time.step; transform.position.y += this.velocity.x * transform.right.y * Game.Time.step; transform.position.z += this.velocity.x * transform.right.z * Game.Time.step; I should always apply direction to the position vector first, and then apply velocity to the position afterwards is what you're saying? Sorry about asking so much, just want to make sure I get it
  18. Just to expand on this, a typical simple example: Player input : pressed forward Apply impulse in the forward direction (determined by yaw, and atan2), with magnitude scaled to determine the player speed. Impulse is simply added to velocity. Physics tick : Player position += velocity. Friction : velocity *= 0.99 Things become simpler once you fix your timestep.
  19. They certainly won me over with Fox on the run!
  20. I think the answer you are looking for is, you don't. Velocity has a direction already (providing it has magnitude), you just add the velocity to the position each (preferably FIXED) tick. Anything to do with direction is done beforehand when you decide how to affect the velocity as a result of the player input / look direction.
  21. As per the rules for this forum, proper paid positions need to go on our job board instead. Listings last 45 days and get good exposure across our site and social media accounts, and the funds raised go towards keeping the site online and freely available for everyone.
  22. Introduction Hello! I'm speaking on behalf of the Node Collective LLC, we are in high production of a video game, and are in need of assistance for certain positions to be filled. As for the authenticity of our production, we have staff whom have worked on the Transformers movies, as well as Mass Effect series, and we have banded together to create this production in progress. This will be a paid position, based on assignment or monthly payments. Node Collective will provide a game design document (Last Updated) whilst in direct communication with the company. As for public relations, all we can state is that this is a game based on a futuristic American Civil War, set in the 2030's. We are using the Unreal Engine. Yes, the company is registered (in the process of registration) via the Arizona Corporation Commission, and the GDD as well as assets are copyrighted under the United States Copyright Office. Current name of the production is "Shadow's War" though, this is temporary. Name change is in process. Our website is in the process of being set up. We're looking for a few, certain positions to fill, including: Please note, as for the first month of work, payment may not be included as to decipher your abilities and talents. As well, if they will be useful in production. An "internship" if you will. Voice-Over Artist - Technical Department This position will be tasked with doing several voices for certain characters, within the game. Preferably a resume will suffice. Programmer - U-SCRIPT/C++ - Technical Department This position is tasked with programming in Unreal Engine, via U-script. Which, is a more suitable version of C++ for Unreal Engine and it's appliances. At least a year of experience, and/or a resume will suffice. UE4 Level Designer - Art Department This position will be tasked with Level Design within the Unreal Engine. A resume is necessary. Texture Artist - Art Department This position will be handed models, as to texture in detail for the game in 4k textures. Resume will suffice. General understanding of Substance Painter and Designer. Use of Substance Painter and Designer. Payment As of now, we are currently paying for 40+ staff members, as well as production and legal costs of this project. Don't expect to much, though we are willing to pay per assignment or via monthly. Payment for you will be deciphered based on your experience and importance of a position. Contact [CONTACT INFO REMOVED] Thank you for the consideration of our project, hope to see from you soon! Sincerely, Node Collective Management Team
  23. Hey everyone! We're once again looking for more team members to join thisexciting revenue share indie project. Think of it as a top-down Fortnite where you can see where people are hiding, mixed with the fun and laughter of Worms! We now have a Galaxy Wars Unity Connect Page so please check it out - this is where we'll be showcasing artwork, screenshots, and clips. We're looking for: Someone with experience of using Unity Effects system to enhance the visual appeal (explosions, firing weapons, general sfx) 2D Artist for branding, menu's and UI any Unity coders (You can never have too many!). We have a strong team of consisting of Unity Developers, 3D Artists, and a Music Composer If that's you then drop me a message!
  24. Fulcrum.013

    WHO recognising 'gaming disorder'

    Brain is analogue system so uses set of PID regulators, calibrated for cost of bruices and bumps, received as feedback to test direct muscle movements. It is enought for basic activity. But it not works for more coplex moves, that produced for cost of accumulated angular momentum of other body part for example. In this case you just can not get motion feedback, becouse you just can not move without exactly knowledge what to do. For example sit down on chair, put your legs and torso vertically and hips horizontally. Now try to stand up without moving foots back, twist torso forward and touching by hands anything but yourself. It is imposible to do for cost of direct muscle forces. Curved step works similar.
  25. Hi. Let me know if you need any help with narrative and dialogue writing or any other text writing. I have a BA in Linguistics and Literature, currently studying Game Design and Unity.
  26. Hey there Ninja, thanks for the quick response. I'm using vectors instead of quaternions and rotations are definitely normalized. The forward, right and up unit vectors are working with another implementation. The problem was actually that this was never going to work for me: // Only for moving forward and backward, doesn't work though. transform.position.x += this.velocity.x * transform.forward.x * Game.Time.step; transform.position.y += this.velocity.y * transform.forward.y * Game.Time.step; transform.position.z += this.velocity.z * transform.forward.z * Game.Time.step; I actually had to consider that I'm only using x and z in my velocity vector, and I should add the z to all xyz properties of the position vector. Same for velocity.x. I feel foolish for not noticing this, but it's working beautifully now. Visualizing everything in my head as arrows helped out too 😛 Here's the right implementation: transform.position.x += this.velocity.z * transform.forward.x * Game.Time.step; transform.position.y += this.velocity.z * transform.forward.y * Game.Time.step; transform.position.z += this.velocity.z * transform.forward.z * Game.Time.step; transform.position.x += this.velocity.x * transform.right.x * Game.Time.step; transform.position.y += this.velocity.x * transform.right.y * Game.Time.step; transform.position.z += this.velocity.x * transform.right.z * Game.Time.step;
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