# All Activity

1. Past hour
2. ## Finding indie game developers that need composers

I'm looking to get my feet wet in composing for indie games. How can I come in contact with indie game developers that need composers?
3. ## 'Neuronica' Space shooter: asking for your feedback.

I don't think combining average enemies with bad weapons and a bad ship is a good choice for a demo, which should have a particularly good game balance in order to make a good impression and show typical (or particularly fun) gameplay situations.. You might limit use of the bad ship with its weak weapons to the harmless asteroids, and give the player something better for the subsequent demo levels (representative of how the player would be equipped at a similar point in the actual game).
4. ## STEP 1: Combat & Basics

Where to start? Of course, we need an idea: I've always been a huge fan of World of Warcraft, and always thought it could make a great top down RPG. So the basic idea is to transmute WoW combat into a Divinity: Original Sin clone. Fair enough. Now let's imagine how a game in our combat system should be played. Describe it: First, player TURNS are ordered for each ROUND. When his TURN STARTS, a character can play any ABILITY in his ability bar. In the most basic version, these abilities can DEAL DAMAGE, ADD a CONDITION to a player (good or bad) or both. So, when an ABILITY is EXECUTED, we create an instance of one or more HITs, wich describe hit properties, and then apply them to one or more characters. CONDITIONs can be triggered by various COMBAT EVENTs, and when fired can create their own HITs. Each ability costs a resource, let's call it ABILITY POINTS. They also have other restrictions, like RANGE, TARGET TYPE, CHARACTER STATE or other resources. Now we need a character. We have a warrior with low level stats and few basic abilities. What kind of interactions these abilities should produce? A few ideas: - We sure need to move. So we should have a basic movement ability (walk). It shouldn't be for free, so its ABILITY-POINTS cost will increase with target distance. - We have a sword in our hands. Let's swing it. A basic melee hit, with a single target, dealing damage. - We are tanks, so a basic surviving ability could be handy. Recharge shields. - If we are tanks, we need tools to manage aggro somehow. A taunt ability. - Some kind of self buff would be nice. Maybe a counter hit ability for the next round. Finally, the character stats. We keep it very simple, later on we can complicate it. - Hit Points. Of course. - Shield. Another type of hit points. - Action Points. Amount of 'things' a character can do in a turn. - Power. Source of damage. - Armor. Damage mitigator. This was my starting point. Instead of jumping into action in Unity, I decided I should be able to play this basic version of combat on a simulator. Later it helped immensely with debugging and depedency managment. In little time, I was able to play a warrior vs warrior scenario: A gorgeous log based combat This was a great achievment. This kind of combat engine should make room for animations and user input. As there is so much stuff to cover, I'm skipping the details of the implementation, as it is a complex subject with so many different approaches. After making a lot of systems like this through the years, I always felt like a big step foward having them working. Great, I could finally launch Unity. I spent some time choosing graphic style until I came with something I liked enough. It was simple and clean, with a toon shader doing all the work for me. I don't have much experience in this field, so I felt that keeping it really basic was going to be a really good idea. Then I needed a place to test the battle system. No better place than an arena. So here is one. Colours, colours everywhere! After creating the most basic UI and abusing Unity NavigationAgent for movement capabilities, I finally replaced the combat engine interfaces with their Unity counterparts and... It worked! It's alive... alive! But it was ugly and lifeless. Barely a tiny step ahead of the log based combat system. It was missing just one thing to look like a game instead of a form: ANIMATIONS.
5. ## Hill Data is Strange to me

What do you mean? The 3D image shows exactly what one expects from the 2D drawing. @Josheir With the geometry on the new diagram, you'll get a pyramid with a square base. In the end, it depends on what you want, of course. But in any case, your code appears to work correctly. If it does not do what you want, then you're not telling it what you want ;).
6. Today
7. ## When do we need multiple FBOs?

Your terminology is definitely not D3D here. Attachments and FBOs aren't D3D concepts. I don't think I can really help accurately if I'm not sure what you're talking about. Sounds like an FBO is a wrapper around all the render targets that are bound for a given draw call? I.e. an object representing MRT rendering? In which case _Silence_'s answer is correct. In your example of ping-pong rendering, you don't want to write to both render targets at the same time, you want to write to one, then read from it and write to other.
8. ## bug invaders

So, did you want to close this thread as well?
9. ## hex grid

well I solved my problem private float HexWidth(float height) { return (float)(4 * (height / 2 / Math.Sqrt(3))); } private PointF[] HexToPoints(float height, float row, float col) { // Start with the leftmost corner of the upper left hexagon. float width = HexWidth(height); float y = height / 2; float x = 0; // Move down the required number of rows. y += row * height; // If the column is odd, move down half a hex more. if (col % 2 == 1) y += height / 2; // Move over for the column number. x += col * (width * 0.75f); // Generate the points. return new PointF[] { new PointF(x, y), new PointF(x + width * 0.25f, y - height / 2), new PointF(x + width * 0.75f, y - height / 2), new PointF(x + width, y), new PointF(x + width * 0.75f, y + height / 2), new PointF(x + width * 0.25f, y + height / 2), }; } public void DrawHexGrid(Graphics gr, Pen pen, float xmin, float xmax, float ymin, float ymax, float height) { // Loop until a hexagon won't fit. for (int row = 0; ; row++) { // Get the points for the row's first hexagon. PointF[] points = HexToPoints(height, row, 0); // If it doesn't fit, we're done. if (points[4].Y > ymax) break; // Draw the row. for (int col = 0; ; col++) { // Get the points for the row's next hexagon. points = HexToPoints(height, row, col); // If it doesn't fit horizontally, // we're done with this row. if (points[3].X > xmax) break; // If it fits vertically, draw it. if (points[4].Y >= ymax) { gr.DrawPolygon(pen, points); } } } } private void Form1_Paint(object sender, PaintEventArgs e) { DrawHexGrid(this.CreateGraphics(),new Pen(Color.White),0.0f,500.0f,0.0f,500.0f,50.0f); } }
10. ## hex grid

why did down vote I am working a new project.
11. ## putting together another hobbyest team

Sounds great man! Thanks for responding.
12. ## C# hex grid

well I am able to draw a hexagon but I want to draw a whole screen of hexagons. here is my working 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 = 0.0f; 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(); }
13. ## When do we need multiple FBOs?

A bit like MJP, your title and end of your question is about multiple FBOs but you are talking about multiple render targets. To answer a bit generally, you'll need several FBOs when you'll need to render from different view (ie for shadow-mapping), or if you need to render a scene with different output (ie for SSAO). You'll need MRT (multiple render targets) when you'll need to draw to different output in a single render pass. Deferred rendering does so in order to store position, normals, colors... in a single pass.
14. ## When do we need multiple FBOs?

I think OpenGL also has this issue. I tagged "DX12" because I'm using some wrapper around it and it has "FBO" classes. Take the "ping-pong" technique for example, why do we need two fbos, instead of just one fbo with two render targets? I cannot imagine any circumstances where we should have multiple fbos, since we have multiple color attachments to a single fbo...
15. ## Historical Source Archive on Github

Archivist Jason Scott is posting the source code for a number of old games to Github. The collection ranges everywhere from Leisure Suit Larry and Zork from the 1980s to Descent from 1995 and Mech Commander 2 from 2001. Who knows how long these repositories will last, but as long as the collection is online it's a treasure trove of game history. Check out the repository list at https://github.com/historicalsource.
16. ## Historical Source Archive on Github

Archivist Jason Scott is posting the source code for a number of old games to Github. The collection ranges everywhere from Leisure Suit Larry and Zork from the 1980s to Descent from 1995 and Mech Commander 2 from 2001. Who knows how long these repositories will last, but as long as the collection is online it's a treasure trove of game history. Check out the repository list at https://github.com/historicalsource. View full story
17. ## bug invaders

thanks kseh I have used AABB collision detection in my breakout and pong game. it has been a while so I will have to study up on collision algorithms.
18. ## Should End Game content scale with player level?

Those are great points Frob. Thanks for the input.
19. ## When do we need multiple FBOs?

Is this a question about OpenGL framebuffer objects? I only ask because you tagged the topic with "DX12". 🙂
20. ## bug invaders

Nothing wrong with switching projects for awhile if you like. Whatever game project that you work on, you will probably find a need to work with some kind of collision detection. And you'll want that collision detection to work for every instance of a sprite, tile, bug, actor, or whatever character or thing you add to your game. What you have with your bug invaders code, (as of your code post last Monday), is in an ok position to work for every instance of a bug. I stand by my last suggestion for how to proceed if you want to take another shot at it. There would be a lot more to solve after that, but having just one bug disappear when a bullet hits it would be an accomplishment. Collision detection and processing is something that I have to rework in some way just about every project that I work on. That is not including differences in what I want the game to do on a collision, it is just detecting whether one occurred at all and then having the game do what I want to do. What I have is currently a more advanced system than what you have but basic AABB collision detection is where it starts.
21. ## Sardonyx

Sardonyx is a sidescroller action adventure game with a focus on combo attacks, puzzle solving and unique gameplay. Uncover the mystery of the Industry by solving puzzles and defeating enemies in a once breathtaking landscape, now in ruin due to strange events. Search for the sardonyx and reclaim what is rightfully yours. Prepare to fracture. Sardonyx on Discord https://discord.gg/kDzKgKA
22. Yesterday
23. ## Visual Studio 2017 MSVCRT.lib link error

Hey SyncViews, There are no external libraries aside from those required by win32 functionality (Iphlpapi.lib, Psapi.lib,Shlwapi.lib, Winmm.lib, Ws2_32.lib). The most perplexing bit is that it is complaining about something being redefined in the same library, meaning not the usual MSVCRT.lib vs MSVCRTd.lib, etc. (the usual thing caused by CRT mismatches). I've opened the issue with Microsoft, and was able to get them the info they should need to repro. I wasn't aware of this, but there is functionality in Visual Studio for generating repro information for linker issues. You can add "/linkrepro:C:\ReproDir" to your linker command-line and it will dump all the necessary files and info to reproduce the linker phase into the specified directory. This includes .obj files as well as all .LIBs it is attempting to link. In looking through this, it confirms that there is only a single CRT lib being included (MSVCRT.lib). So, we'll see what Microsoft has to say (and I'll update here with results).
24. ## bug invaders

well I am going to draw a hex grid for a tank game I am going to develop, this is a board game I like called panzer blitz.
25. ## Designing and developing video game admin system - any tips where to find info?

Well, like I said, not got any complete game examples. There might be an article out there, but generally MMORPG, Battle Arena, or more conventional FPS/RTS/etc. that host centralised servers I expect will have these things purely internally and not show much to the outside world. If you look at say Valve's offerings, the dedicated servers available to players are far less featured than the overall system that powers say CS:GO and Dota2 (e.g. all the ranking stuff, player reporting, support tickets, etc.,). As far as general control interfaces go, well basically any piece of modern network gear has a web portal. You probably used one on say your router. A lot of IP Phones (common in offices so they can just have a single ethernet network) also have such an interface, as well as firewalls, email gateways, switches, etc. And the majority of web related server software you install these days will as well, such as forums, bug trackers, .etc. For managing support tickets, both technical ones / bug tracking, and just general customer support there are various off the shelf services that can be used. For Warframe uses zendesk (https://digitalextremes.zendesk.com/hc/en-us), which you thus could get and take a look through from an admins perspective. I am sure some games also use fully "rebranded" ones, or at least their own customer facing user interface, while others simply use a forum for such things. A lot of these user based platforms also have the ability to integrate with external software/databases for the purpose of user profiles and logins, commonly called SSO single sign-on (so I can use my single user account/password, to log into say the game, the forums, and the support desk), so you could see how some of them are doing that (e.g. quick search found https://support.zendesk.com/hc/en-us/articles/203663826-SSO-single-sign-on-options-in-Zendesk see "enterprise single sign-on section"). For GUI consoles, on commons ones on Window's I can think of is the Server Manager, Group Policy, and SQL Server management tools, but I only used them from a basic developers perspective, I am not an admin.
26. ## Visual Studio 2017 MSVCRT.lib link error

Do you link with any other libraries? The CRT version must match all static libs, and often must match all DLL's (exceptions are libraries that completely abstract malloc, free, etc.), and I think I have seen some similar things with a static library compiled with a different version or settings (debug/release static/dll/singlethreaded CRT).
27. ## Sqlite data base taking too much size from Unity side

You still need to provide more information. And "1.5" GB is nothing for many large databases, they can be terabytes or more, all depends on purpose. 1.5GB with a single table and 40,000 rows is only about 40KB per row on average, which while maybe bigger than the average row, can really be many things. What exactly is the schema for each table (the SQL CREATE TABLE ...  to make them) Provide an example of data for each table, at least 1 row Explain how that data is being used

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