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Showing content with the highest reputation on 12/06/18 in all areas

  1. 2 points
    It's just my experiences.. I recommend you get a mentor you trust.. don't believe everything you read or hear online without some kind of proof
  2. 2 points
    Thankfully I was able to complete the challenge, and as rough as the game might be and look, I'm glad I finished it. Foremost I want to thank GameDev.net for even having these challenges! Even though I'm a bit of a last minute contender, I really do enjoy pushing myself to finish these projects. I want to give a special thanks to @lawnjelly for being the very reason I even bothered to try out Unity for the first time, and most of all for providing free assets to use which saved me! I wouldn't have been able to complete the entry on time otherwise. Thank you to all those that followed my progress too! I also enjoyed following all your entries as well. Post-Mortem What went right: 1. I would have to say using Unity turned out to be a great choice for this project. I normally will use my own engine, or just code from scratch using a library for challenges. I used this challenge as an opportunity to learn the Unity Engine, and it was very successful. I found it extremely easy to jump in and code my own scripts for the various parts of the game. I had to get used to the editor and how things are handled, but it all worked out in the end. 2. My game plan was very successful. With the limited time I had by planning out everything ahead of time allowed me to push through this project a fast space. 3. Templating everything worked amazing... I was able to stream-line every aspect of this game and because of how I setup the rows I could do min-max for distances, speed, variations in spawns, ect... but I didn't implement these features in the final release even though the capability is already there. 4. @lawnjelly's asset pack helped me complete this project. I normally set out to do everything myself graphic wise, but I ran into pitfalls both in terms of motivation and work related things. I only was able to create three assets, but by using his asset pack I was able to finish up the rest of the areas, and ultimately completed the challenge. 5. Building the full project took less than 15 seconds to complete. I was surprised how fast my builds happened. What went wrong: 1. Motivation would've been the biggest issue I had... No idea... Maybe I just wasn't feeling the project but anytime I had free time the last thing I wanted to do was work on the project. Thankfully since I committed to finishing this project I forced myself to pull through in the end anyhow. 2. Work... October and November turned out to be the most profitable month my company had in 2018, and I was busy working on several cases. This didn't leave me with as much free time, but with my motivation issue this wasn't a good combo! 3. Visual Studio debugger kept crashing my Unity... Not sure why but it was getting extremely annoying when attaching. 4. Unity wouldn't sync properly with Visual Studio on several occasions causing me to reload everything when trying to work in code with my scripts. 5. I wasn't able to create all the graphics and at the quality I wanted.. 6. Environment textures turned out very mediocre due to me rushing and using a sloppy method to generate these as PBR materials from pictures. The water could've been done a lot better and with motion, but again not time... Would've made way better textures from scratch. Project:
  3. 1 point
    What you described isn't that big of a database hit. Even if you have 100,000 people per day, they should not be constantly probing the entire high score list. These requests are both simple and easily cached. If they're cached they have no real work, just the network requirements of sending data each way. If they require a lookup, there is no join or anything, just a single key lookup on a single table. Modern database servers can handle several thousand concurrent requests like that every second on a single machine. You're more likely to hit networking bottlenecks before database limits with those queries.
  4. 1 point
    Atum engine is a newcomer in a row of game engines. Most game engines focus on render techniques in features list. The main task of Atum is to deliver the best toolset, that’s why, as I hope, Atum will be a good light weighted alternative to Unity for indie games. Atum already has fully workable editor that has an ability to play test edited scene. All system code has simple ideas behind them and focuses on easy to use functionality. That’s why code is minimized as much as possible. All source can be found here - https://github.com/ENgineE777/Atum In case you have questions related to Atum engine do not hesitate to contact me via email enginee777@gmail.com Currently the engine have follow features: - PC, Android and iOS platforms are supported - Scene Editor with ability to play test edited scene - Powerful system for binding properties into the editor - Powerful assets system - Track based editor for creation of animated objects - Sprite Editor - Render system that supports DX11 and OpenGL - UI system bassed on assets - Script system based on angel script - Controls system based on aliases - Font system based on stb_truetype.h - Support of PhysX 3.0, there are samples in repo that's using physics - Network code which allows to create server/clinet; there is some code in repo which allows
  5. 1 point
    Devlog #1 - Beginning 6th of December 2018 Really A Studio - Follow us on Twitter! - Subscribe to our Youtube channel for upcoming devlog videos! - Join our Discord server! - Consider supporting the team on Patreon! - Interested in contributing to the project? Fill out our application form or contact a Producer on the Discord server! Who are we Really A Studio (RAS) is an independent game development team. RAS was founded on the 30th of October 2018 as a bootstrap startup with the goal of creating innovative, quality video games. Our incredible team consists of passionate designers, artists, 3D technologists, sound engineers, and content producers from all around the globe working together to create great games. Our first and current project is Astroworks, a singleplayer sci-fi action game set to release in 2019Q1. Astroworks Concept Astroworks is a story-driven 3d arcade space combat action game. Fight against a galactic megacorporation turned evil with multiple spaceship choices, heaps of weapons and abilities, featuring tons of explosions! Embark on challenging missions which include fighting against swarms of enemy battle drones, blowing up enemy capital ships, sabotaging factories, spaceship races and more! Today’s topics: Backstory & the main villain: The Crimson Duke Backstory Astroworks is a galactic megacorporation. It has monopoly status over several markets. It has a severe problem with logistics, because it overexpanded and the speed of travelling between star systems takes a long time and the resource for powering their spaceships are way too expensive. On a small colonial planet called Thars, a new material called filinium (pronounced fiLInium) is discovered in the asteroid belt orbiting it which soon gets used as the fuel for local spaceships and it proves to be extremely effective and also makes the ships move at a much faster speed. Stories about this new miracle fuel starts spreading in the galaxy like wildfire, and the residents of Thars make a nice living out of trading their filinium. Thars has been a scarcely inhabited planet for a long time with only a few small sized colonies scattered across its surface. But now after the discovery, its population started growing and cities started to sprawl. In one of the bigger cities The Azure Ghosts forms, an underground criminal gang with a purpose to raid the trade routes around the planets orbit. Soon enough they start to construct an in-orbit headquarters for themselves, manned with small, weaponized spaceships. Thanks to this they are able to create a nice pirate infrastructure. The Azure Ghosts becomes a formidable foe for any peaceful merchant who wishes to make a profit on filinium. Meanwhile, Astroworks is taken over by an ambitious new leader called The Crimson Duke. He thinks that filinium would make Astroworks the sole biggest power in the galaxy, only if they could get their hands on it. So he decides to rebrand Astroworks to his likings and he sets out to take Thars and all its filinium, no matter the cost. The Crimson Duke (early sketches) Personality The Crimson Duke has a charming and calculating personality. He will use anything within his power to make others work for him. He sees others as mere toys and tools. If anyone refuses his offers, The Crimson Duke will quickly “deal” with them. There are lots of rumours about The Crimson Duke’s deeds. Although he usually tries to make allies with the people he meets as long as they prove useful in any way. This makes most people believe that he is an amiable person. However, when they get to see his true self it’s probably already too late. Back Story (sketch) The Crimson family has controlled the Astroworks megacorporation for more than 50 years. Since childhood, The Crimson Duke’s father was teaching him only one thing thoroughly: “Impose your will on others. It’s the best way to achieve more power.” The words of his father became a lifetime credo for the young Duke. After reaching adulthood, The Crimson Duke started working with his father to usurp the leading role of Astroworks from his uncle. Using any methods necessary, together they persuaded others to work for them or eliminated those who became a threat. If someone proved to be too powerful for a simple elimination, they formed a temporary alliance with friends of their enemies… waiting for the moment when they could “satisfyingly” end it. The continuous blood baths and assassinations along with the fact that The Crimson Duke usually wore red clothes resulted in his nickname. A nickname that he likes because it sparks terror in his enemies. When his father was finally appointed as leader of Astroworks, The Crimson Duke only needed to take care of one last thing. With a proud look on his face, his father didn’t resist when The Crimson Duke sliced his throat with a dagger. With full control over Astroworks, The Crimson Duke started its military appropriation for resources and expansion while causing destruction all over the galaxy. Now, The Crimson Duke has set his eyes on a promising new resource: filinium. If he achieves control over its production, Astroworks will finally be the greatest megacorporation in the galaxy. And The Crimson Duke believes that he will fulfill his objective to be the most powerful man, so powerful that nobody will ever be able to oppose him. The Crimson Duke’s capital ship: Narrator (clay model of the capital ship) (clay model of the command pod detached from the capital ship) Description As the perfect representation of Astroworks’ power, the capital ship Narrator is enormous and has an incredibly high firepower potential. Thanks to its defensive structures no enemy spaceships dare to get close, and thanks to its energy shield it is impossible to damage it from further away. On top of these impregnable defenses the capital ship is able to launch devastating laser beams which obliterate anything caught in its path. Thank you for your attention! Tune in next time as well and don't forget to follow our activity on these sites: Really A Studio - Follow us on Twitter! - Subscribe to our Youtube channel for upcoming devlog videos! - Join our Discord server! - Consider supporting the team on Patreon! - Interested in contributing to the project? Fill out our application form or contact a Producer on the Discord server!
  6. 1 point
    65535 is the max. Look into a commercial grade service for going bigger than testing, you'll get better service and have a guaranteed level of service on your upstream. For now, make sure you won't be charged for using too much of your upstream, there is quite possibly a quota in effect, check the fine print on your agreement. That last point is where it gets really specific to your setup. Every router is different, every software is different. Don't ever trust that they will just be closed by default. Verify, or end up with a network full of malware and botnet clients. Port forwarding is a traffic routing type of activity, and firewalling is a blocking or allowing activity, they can both be handled by the router(sometimes), or the router might not have a firewall component, it's hard to say. Make sure you either have a firewall on the router, or on the server, or even better in/on both.
  7. 1 point
    If you have a fiber connection and the upstream isn't shared by too may customers you'll probably have no issues. It all depends on the fine print from your ISP, so I recommend reading it if you want to do anything more serious than testing things out, and it's a good idea to do so anyhow in case there are any charges for over-use of your upstream... fine print... It happens. https://en.wikipedia.org/wiki/List_of_TCP_and_UDP_port_numbers There's an expansive list, I don't see 3737 on there. haha.. It's common practice though to pick something in the higher ranges 10000+ of the port spectrum to avoid unintended conflicts with other less publicly documented software, though, these days I think the odds are about the same either way you go. If you aren't thinking long term for a possible commercial release later, then I wouldn't worry to much about what port numbers you use, and it's an easy enough detail to change later. As long as the ports you are NOT using, are ALL closed, you should have very little risk involved with hosting a test server for some friends. Making sure the ports you have open can't be exploited is up to you, the server programmer... again, for a friends only server, almost no risk.. You might get probed by some automated scanning software now and then though.. so expect some garbage data from time to time, especially if you use a port # below the 10000ish range..
  8. 1 point
    Yeah... We have fiber optic cables I'm pretty sure so I've never seen it under 10mbps upload. Also, for the firewall or Port forward or whatever, I'm trying to make a game (gamedev.net lol) and I'm coding the server and clients both myself, so for port forwarding should I just find a port that's not commonly used (such as 3737, was what I was planning on using) to Port forward, I should be safe, yes? So in summary I need to Port forward one port (3737) and not allow connections from other random ones, is that all I need to keep my network safe? Edit: it would probably be easier to ask, what would be a significant security issue?
  9. 1 point
    Oh, is that where you have your Orc parties ? 😂
  10. 1 point
    Note: we received this article as a submission from an author who wishes to remain anonymous. We will endeavor to pass on any feedback or questions and post responses. It can be hard to judge the quality of your own video game. You've worked hard and poured your heart and soul into it, and it's easy to forgive things that others will find off-putting. You've probably played it a lot during the process and will have become accustomed to things that might be jarring for others. On the flip side, creators can be their own worst critic; it can be easy to become hyper-critical and notice all the little flaws or rough edges that your audience may not care about or even be aware of. Obviously, it's hugely beneficial to get feedback from others and to playtest your game, but it can be hard to find reliable feedback, and you may be hesitant to do so in the earlier stages of development. How then, can you reliably judge the quality of your game so that you can be sure you're making your best product? One solution is to use references. Visual References You might have seen an artist painting or drawing something that's right there in front of them; stopping to check and adjust details as they go. The perfect way to ensure your artwork matches the real thing! But what if they can't work in front of their real subject? They might refer to one or more photos of their subject (or a similar one) instead. This is a reference; something to refer to, to check the details. You can do this too! You don't need to copy a subject exactly, like a learning artist faithfully rendering a fruit bowl - your subject may not even be something that exists in the real world! Perhaps your video game features fantastical monsters, mysterious aliens, or any number of imaginative creations. Fortunately, you can still use references for smaller portions of your work. A selection of eyes for inspiration. Perhaps you need some striking eyes for your alien species. Claws for a vicious monster. Rippling muscled limbs for a powerful beast of burden. Whatever it is that you're after, with some quick searching you'll be able to build a quick collection of reference images for inspiration and to check that the details of your work are realistic. Along with a good handle on fundamental art skills, the use of reference images can allow you to quickly judge and improve the quality of your work. Feature References Visual references are fairly obvious once you've thought of them, but we can use references in other ways too. Is your game complete, or is it missing things it might need to really capture an audience? Compare to similar games to see if you've implemented all of the features players are likely to expect, and if similar games have something that yours don't, think about whether not having that feature is an improvement (sometimes it is!) or whether it's something your players will miss. Note that in this case when I say similar games I don't necessarily mean something with the same theme and gameplay, which may not exist if you're producing something creative, but rather something that would be played by a similar audience. Maybe no one else is creating a hack & slash game where you can establish and explore romantic relations with your weapons, but you could still look at both action RPG titles and dating simulations to see if you've included everything players of those genres might expect. Making a lightweight casual puzzle? Look at other hyper-casual games. Hardcore simulation? Look at other in-depth sims. Does your game offer the input methods players will expect? Do other games in your genre all offer unlockable characters? Is your game accessible? Do you have that neat screenshot-sharing feature your competitors all offer? Quality References Your art looks great. You have all the features players might expect. But is your game polished enough? The good thing about judging quality is you can even compare to games that have wildly different gameplay. Instead, you would want to compare your game to others of a similar price point: if you're making a small free-to-play puzzle, don't compare to a blockbuster AAA game. Do your screenshots grab attention like those of your chosen references? Are the animations as smooth? Is there a consistent theme, or is that font you chose for the menu options jarring and out of place? Conclusion By finding and comparing your game to references, you can more easily judge the quality of your work and see if there are things to improve or add.
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