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  2. The team over at Orx have released the first in a series of demonstration / tutorial videos for Orx: https://www.youtube.com/watch?v=wo6o8BAMnM0 This episode shows how to move characters seamlessly from one side of the screen to the other, as opposed to regular re-positioning. This is a good technique that requires no code in Orx, but rather just some data configuration. You can also apply this technique in other engines. There will be more videos being made over the next days and weeks to showcase Orx more, and give developers a good idea of what the engine is capable of.
  3. Today
  4. Brain

    Did I really remake Minecraft?

    It really doesn't take much similarity for the human mind to associate things together, the mind looks for patterns. It's just what we do as a species. A previous version of my game before moving to unreal engine 4 looked like this: Even then multiple people said "it looks like minecraft" just because everything was cubes or square edges. Moving to ue4 introduced a completely different lighting scheme, more normal maps and sharper shadows which then shed that stigma, at no time since has anyone said it looks like minecraft any more. Perhaps similar may work for you? It's worth pointing out that world's in no man's sky are voxel based just like in Minecraft, and some physics and rendering quirks hide that very well. Hope this helps!
  5. slayemin

    Best places to "market" my VR game

    If you aren't ever going to go "commercial", you can spend $100 and post it on steam for free. You can then give away steam keys to people on reddit (r/oculus and r/vive) and just by being on steam, you'll get people who randomly find your game and want to play it. You'll still want to create some sort of a gameplay trailer so people can see what the game is about before they decide to download it -- technically, they 'buy' they game even if they don't give you money, so they gotta like what you're selling even if its free.
  6. ProjectTaival

    Dev Diary #021 - After R&R

    Hi, and welcome to this weeks dev diary! First, I must apologize for not having had anything interesting to show for a long time now. Most of the time that could have been used for something productive have sunken into technical difficulties and optimizing the settings of various software that I use and lately especially my hardware issues has taken a toll on the creative time. While I was sick, I did manage to do the benchmarks for the most part, but had to re-run them after suffering several BSOD earlier last week. The situation with my computer looks bleak every now and then to say the least, but for now I have managed to set the BIOS configuration to a more stable settings and finally got 2 out of 3 benchmarks to run from start to finish. The Results The reason for this benchmark is to find the optimal middle-ground for quality and performance, so that the rendering time stays as reasonable as possible with as good quality as possible. One test was only partly finished before writing this Dev Diary, the rendering time for the lowest quality setting is an estimate based on the first 2 seconds it got to render. The settings for the benchmark is the same for all the renders; Preserve RGB (Color management turned off) 32 Bit Colors Full Resolution (1080p) Bicubic Asset Quality 60 FPS 25 Seconds Clip There are one peculiarity though; the first 1187 frames (out of 1500) are a static image, which went by fast on every setting. I decided to include this just to see if the quality setting has any impact on how fast it renders the static image frames. The result of that was quite predictable, since if you let After Effects render one of the static image frames once, it will be really fast after that. The real speed test began after that. Cinema 4D Quality 01 *Estimated Runtime = 2h 28min Cinema 4D Quality 51 Runtime = 4h 51min Cinema 4D Quality 99 Runtime = 11h 39min (*Based on a run-time of 120 frames = 2 seconds rendered in 1 hour) ----------------------------------------------------------------------------------------------------- Here is the last weeks Render Quality Comparison picture for reference; If you are facing a similar situation of having to decide which quality setting would make the most sense, I hope this helped you a bit, at least. That is all for this weeks Dev Diary, I'm terribly sorry for not having anything more to show, but to make up for that, I will show some low quality mock-up images of my game design for the mobile game thus far. Thank you for your time and I'll see you on the next one And as always, you can check out every possible mid week announcements about the project on these official channels; • YouTube • Facebook • Twitter • Discord • Reddit • Pinterest • SoundCloud • LinkedIn •
  7. Brain

    Keeping Ahead of the Mobile Monetization Game

    This reads a little like a press release or advertisement, I'm not sure what I've learned about general advertising within the mobile space that doesn't seem specific to the adcolony platform...
  8. Webellion

    Five Nations

    Five Nations is a real-time sci-fi strategy game for PC platforms, Switch, and mobile. Encompassing tactical combat in space in real-time mixed with micromanagement of economy, construction, and production, it will play both in single player and multiplayer modes. The RTS mechanics being custom-made to deliver action-packed gameplay. Gameplay You are a commander of one of the five greatest galactic empires in the far future Develop your space facilities, mining stations, factories, power plants, and research centers. Produce a gigantic armada of spacecraft to confront and destroy your rivals by applying shrewd strategies to outmaneuver their fleets. All this in real-time, by micromanaging your spaceships and structures through conventional RTS mechanics tailored to modern action-packed gameplay. Story In the near future, countries of the Earth are clustered in an international organization to create co-operation between states and prevent future wars. Aligning mankind under a common flag helped the economic and technological progress that paved the way for space conquest. During the colonization of the solar system, a group of pioneers discovered a wormhole that led to an unknown corner of the galaxy. Although the first attempt to enter the wormhole was deemed a complete success, the second expedition never returned... Join our Discord server and get Super Early Access https://discord.gg/uSSzUKs Social Media Facebook fan page: https://www.facebook.com/fivenationsthegame Instagram: https://instagram.com/fivenationsthegame GameJolt: https://gamejolt.com/games/fivenations/389358 Itch.io: https://webellionlimited.itch.io/five-nations Twitter: https://twitter.com/webellion Five_Nations_-_First_Trailer.mp4
  9. Shaarigan

    Game initialization.

    Static variables are necessary at least at the point of singletons, fixed size buffers and one-time startup information you don't want to calculate every time again. Examples are a log or profiling buffer or UTC time. Whyt I usually do is wrapping the engine entry point into a macro calling some start-/ and cleanup code arround the user main. What you generaly want is also reading some kind of config destinated to your game from a file in the game directory like the "engine.ini" file to set specific configuration to your engine or have a "userprefs.ini" that set local user settings like display resolution
  10. GoliathForge

    Explosive Balls

    Album for Explosive Balls. Thanks...
  11. VoxycDev

    Kitten, Pony And Bunny

    The usual crew is comfortable in their environment plus some views from the castle. They roam from castle to castle, in search of positive vibes to absorb and share.
  12. VoxycDev

    First Person Catcher!

    Working on the color palette. The usual crew is comfortable in their environment plus some views from the castle. They roam from castle to castle, in search of positive vibes to absorb and share.
  13. SillyCow

    Best places to "market" my VR game

    Thanks, I don't much like posting on Facebook, because then my personal contacts get spammed by my hobby posts. I would much rather use a channel that is separate from my private life.
  14. Project Thumb Thank you for this challenge. I see we're wrapping it up a little early, which is great. This was my, "all in software" attempt and it went really well. A couple of days ago, I broke the enemy side in a playful sort of way, which gave me an excuse to pull the AI from one of my other projects and stuff into this. Next day we were writing states and wiring it up. That felt swell. The pixel water made me happy, check that off the list. Anything that runs away with a mind of its own in running source is every bit worth the play. Working with raw arrays like this is pretty powerful. There is a Perlin generator in there for improved background and foreground coloring which might also be an interesting continuation. reference source : [ youtube user : javidx9 ] reference source
  15. Phoenix Games

    [Work In Progress] Don't Give Up

    'Don't Give up' is a game set around a child growing up through school years, each level represents a school year passed. As you play through the game, the levels get darker to reflect the stress and anxiety many students feel towards the later years, obstacles will also begin to appear in the form of school themed dangers like a pencil or books etc..., as well as this the levels will become more twisted and loose their colour for a more dark, bleak and twisted theme.
  16. jbadams

    Best places to "market" my VR game

    That's a tricky one at the moment - obviously, you need to try to find places where your potential users are - but with VR hardware still a niche interest, that's a bit trickier to locate than more traditional markets. My best suggestion at the moment would be to try to find groups on Facebook, and relevant hashtags on Twitter. Perhaps others working on VR titles (@slayemin ?) might have some more specific ideas.
  17. You are a very creative person. I would love to know more about what software you use to develop your games with. Do your games turn out the way you imagine them?
  18. GoliathForge

    Explosive Balls

    The pixel peeps have come to tap into your pipeline. It is your duty to collect as many explosive balls down the hole for study and protect your pipes. Happy hunting. A circle physics game with c++ source. Two state machine examples. One stack based driving the main game and another more traditional finite state machine driving the enemy ball shooter. Other points of note are, a software sound implementation, some neat home grown physics math, picking... the flowing 2D water thing... and just all around decent clean code. GDN_SideScroller_ExplosiveBalls_source.zip
  19. If you want to look up my background: Book - Unity AI Programming Essentials Unite Austin 2017 - S.O.L.I.D. Unity - YouTube Lynda.com Unity 5: Build a Real-Time Strategy Game Lynda.com Unity 5 2D Procedural Terrain Senior Developer - NASA Kennedy Space Center's - Launch Mission Senior Developer - NASA Kennedy Space Center's - Mars Base LinkedIn - a bunch more stuff Unity Connect - and even more.
  20. collocgame

    Colloc

    COLLOC is new type of puzzle game, and it has over 6 entire unique chapters and over 60 different challenging levels, come play and make the great fantasy world colorful again!
  21. GoliathForge

    white dragon finger paint

    they said, "hehehe hohohoho". One more "ho" for a warning point?
  22. Hello, everyone! I finished a piece of game, it is a first person shooter with different puppets, including 3 of my favorite tin puppets, so consider 6 months of intense graphics and listen, listen to this hymn of Iraqi youth, these Alladins of modern progress, while my puppet Modesto seeks for tea bowl and plucks a bit lapels of military tunic of Republican Guard. This part of game happens on Baalbek highlands not far from the ISIS hideouts of Lebanon. Game contains even the PUPPET of Saddam Hussein (time line 8:21-8:59) and thinks over the impact of changes. If you download the game, the third episode, (at the bootom, with password 'BAGHDAD') would be this most recent experience. While considering this eastern cultural event, spectator might also amuse himself while looking through my US refugee documentation at http://www.europique.com/ttbop2docume.... What else? Physically I am located in the US now. And thanks, only in 'Ask Leslie Moonves' project, on Vasily Zotov's game website: http://www.europique.com youtube: https://youtu.be/8r2M_D94cVo my theatrical also: https://youtu.be/J0YKfgUefVU Vasily Zotov
  23. Using atomic variables is very expensive. You don't want to synchronize more than once per tick per thread if you can avoid it. Typically, there will be double-buffering. The main thread will do something like: 1) wait for all client threads ready 2) flip readable thread input buffers 3) flip writable thread output buffers 4) tell threads to read previously written data 5) read thread inputs 6) simulate into new write buffers The client threads will do something like: 1) signal ready 2) wait for "go" 3) read from thread output buffers 4) write to thread input buffers 5) flip readable output buffers 6) flip writable input buffers Note that each thread, and the main function, have their own state of which buffer is "readable" and "writable." Because the section between 1 and 4 in the main thread is a critical section, it's actually possible to avoid that, and just use shared pointers -- main thread reads and writes from the halves that the client threads don't read/write during this particular tick. And, in case you're not familiar; "flipping" just means swapping between buffers A and B; typically updating a couple of pointers. // One side will read from readBuf() while the other side writes // to writeBuf(). When both sides are done, call flip(), and the // reader can now read new-produced data, and the writer can write // into the buffer that the reader just finished reading. Repeat // until game over! template<typename T> class Flipper { public: Flipper() : flip_(0) {} T const *readBuf() const { return buf_[flip_]; } T *writeBuf() const { return buf_[1-flip_]; } void flip() { flip_ = 1-flip_; } private: T buf_[2]; int flip_; }; struct ClientState { Vector3 position_; Vector3 velocity_; Quaternion orientation_; Quaternion spin_; int hitpoints_; int weapon_; int ammo_; int grenades_; }; struct GameState { ClientState clients_[MAX_PLAYERS]; }; Flipper<GameState> gameFlipper_; struct ClientInput { float move_; float turn_; float jump_; Quaternion aim_; bool fireWeapon_; bool throwGrenade_; bool cycleWeapon_; }; struct AllInputs { ClientInput inputs_[MAX_PLAYERS]; }; Flipper<AllInputs> allInputs_; Semaphore ready_; Semaphore clientsGo_; int numClients_; void mainThread() { ready_.wait(numClients_); gameFlipper_.flip(); allInputs_.flip(); clientsGo_.set(numClients_); auto inputs = allInputs_.readBuf().inputs_; auto oldState = gameFlipper_.readBuf().clients_; auto outputs = gameFlipper_.writeBuf().clients_; do_the_needful(inputs, oldState, outputs); } void clientThread(int clid) { ready_.set(1); clientsGo_.wait(1); auto readFrom = gameFlipper_.readBuf().clients_[clid]; auto writeTo = allInputs_.writeBuf().inputs_[clid]; do_client_things(readFrom, writeTo); }
  24. Yyanthire Studio

    Moonrise

  25. Welcome to our sixth dev blog- Structure Overview and Research, part 2! In our third dev blog, we dove into our Structure system and provided an overview of the essential “RPG-like” elements of the game. Upon the very recent completion of our Research integration, all of what was considered ‘planned’ has now been finalized into the core of the game. We imagine these will undergo more modifications and additions as the game progress, but here is how they currently stand. If you missed our third blog post, Structure Overview check it out here: https://www.indiedb.com/games/moonrise/news/moonrise-dev-blog-3-structure-overview We will be continuing on from where we left off, what’s been put into the game, and so forth. --- Given that this project is a real-time strategy, we needed to focus our progression on not just one character, but the collective army as a whole. As you could imagine, this extends the possibilities into making something very unique, very quickly, by quite a considerable margin. --- The first, and most obvious thing we wanted to do is Stat Progression. This is fairly simple and straightforward- spend Resources to improve ALL of your Warrior’s health and mana. In a world where your warriors die quickly, and mana is something that should be greatly conserved, this should give you that extra edge to survive and fight longer. --- _ In addition, added survive-ability comes in the ways of regeneration. As, even if you have health and mana very high, it is still limited. Extra regenerative properties makes it that much more indefinite, and sometimes even completely necessary against all the evils of the land. --- _ Lastly comes damage. All the health, mana, and regeneration in the world means nothing if your target has the same properties. This damage modifier effects ALL of the spells any of your warriors can cast, greatly improving everything collectively. --- The next area to focus on are basic global elements necessary to function. This includes both Supply and Resource cap increases, making you able to store more Resources, and build an even bigger Army. --- Now onto the core- Being able to uniquely design your army is a fundamental part of Moonrise. As such, some of the personifying factors are things like… Class Advancement: While lower-tier Warriors are freely able to be drafted into the army, the strongest ones require something special. Not only do they have a high resource cost just to unlock, but they also require finding their special Tome hidden within the world (more on Tomes below). Something to note: we have essentially 9 different classes total at the moment, each uniquely different from one another at their core, and will be developed to be much more different from each other as the game progresses. Spell Unlocking: Similar to unlocking a Class, to further define each Class as a whole, you are allowed to unlock various new spells for said Class, thus defining them in even more detail. The costs will be high and irreversible, so choose wisely. Aura Unlocking: Wildly different from Spells, but at the same time still similar are Auras. Auras are effects that take place in an area around the user, typically applying status conditions to enemies or buffs to allies. Their effects apply passively, their essentially passive spellcasts. As with Spells, these, too, can be unlocked. It is important to note- you are never truly locked out of other pieces of content for your decisions. It is merely the high costs that force you to pick and choose what you can afford. In addition, the strict amount of allotted Warriors at your disposal forces a very well-tailored army. As you advance deeper into the game, you are able to unlock more, expanding your choices, until you reach the end game where the desired goal is to not only allow you, but also require you to use everything given to you to be able to progress. We feel this would give the most dynamic and interesting gameplay experience possible. --- Lastly, Tomes are the final thing to be talked about. Hinted at above with Class Advancement, Tomes are artifacts used to progress a Class even more. They can be attained anywhere from slaying powerful beasts, to discovering them in the arms of magnificent critters, or even gifted for aiding an important creature. The Tome is the core piece preventing Advancement, and once it has been acquired, the only thing left is to gather the Resources necessary to pay for such an advancement. Finding them is the true challenge, for they are never handed to you, only earned through venturing and experience. --- Thank you for viewing our post! Support and interest for the project has been rapidly growing ever since we began posting here, and we're incredibly grateful for all the wonderful feedback so far! We hope this project interests you as much as we love developing for it, and please look forward to more updates coming in the very near future! If you’re brand new, consider checking out our trailer and overall description of the game here: https://www.indiedb.com/games/moonrise
  26. JTippetts

    white dragon finger paint

    What?
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