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    1. Past hour
    2. Tom Sloper

      How can anyone draw with an Graphics Tablet ?

      The topic went off-tangent there. Joe isn't the OP, so can we just stay with the original question please thank you.
    3. CyberFlash

      Hopper ( GameDev Challenge Entry ) Blog 01

      Oh ho ho hooo those are some nuclear bees! This is really cool! And that Croc though too I need to visit the 3D world some more! Y'all having tonnes of fun! hehe
    4. So I messed about with my card game again today for a couple of hours. I am happy to say it went well I added two new game modes Addition and Subtraction which took all of about 10 mins. I added some options so you can choose the highest number card(1 - 13) amount of decks(1 - 13) I cheated a bit on the decks as I just used the menu for the highest card number. Adding in subtraction made me realise I needed negative numbers which wasnt a problem till I realised the - wasn't showing up. This caused me a headache for quite the while . Finally after an hour of changing fonts and what not making sure it wasn't something stupid I went back to my text rendering code... This is where I found a massive mistake (bmap.rows - glyph->bitmap_top) / fontSize, with that line. In my head bmap.rows - glyph->bitmap_top would give me a nice floaty number. Instead it was giving me a vary large unsigned(as that is what bmap.rows and glyph->bitmap_top return. A quick change and bang we were back in business! ((float)bmap.rows - (float)glyph->bitmap_top) / fontSize, magic! I then decided I had a few spare mins so i put in a win screen that congratulates you if you get 0% or 100% right flashy colours included.
    5. CyberFlash

      Frogger GameDev Challenge - Part 4 - Frog Jump

      This looks really cool! I hope you get your mojo back and manage to keep going with it! Awesome froggy!!
    6. CyberFlash

      The autopsy of Crazy Chicken..

      Thank you very much! Thank you very much!
    7. Tom Sloper

      Aspiring Character Artist looking for advice

      Just a few tips. A character art portfolio shouldn't have environment art or object art in it. You excel in characters, so focus on characters. Put only your best work in the portfolio. The first 5 images must jump off the screen and put their hands around the viewer's neck and shake, while screaming "dude/girl, you gotta hire this artist!" The rest of the images need to be great, not half-assed. Don't put any pencil sketches in it unless they're stand-alone frameable masterpieces; "show your work" is just for math tests. Your portfolio will be online. Make it dead easy for viewers to find, and to figure out what you're best at, and how to hire you.
    8. I imagine a tower defense game isn't the kind of game that'd get like 500 hours of playtime by one person... or could it be? Howdy! I've been working on a Tower Defense game and I'm a bit of a brute, meaning I just come by and slap some walls up and there's a house. I lack the creative side 🤣 Sure enough I have ideas but those aren't hard to come by and don't necessary mean i'm good at stuff. I'm hitting a wall with my Tower Defense game as I need to get creative with it now.. I have enemies that come in, towers that can be placed and shoot at the enemies and the enemies go bye bye! As time progresses the enemies get tougher and a little bit faster and eventually/ultimately they'll get through the map and smack your HQ and you're done.. But I need to find a way to make sure you stay there long enough to lose... I'm working on an upgrade system for the towers as that must be somewhere near step 1 on the list.. Ideas for enemies as follows: Small tanks that are fast but with low HP, that are weakest against the Gun Turrets Medium tanks that have steady stats but are weak to the flamethrowers Large tanks that are really slow but super durable, except to rockets. Boss enemies that are the biggest, the fastest, with the most HP and that have canons of their own that can shoot and destroy the turrets. So to create the requirement for different strategic placements... Perhaps randomizing the enemy so the player couldn't possibly know which one is going to arrive/how many of that type there will be so they can't just drop 2 Gun Turrets and be like cool I'll do something at Wave 5 now *Smirk*... I currently only have limited assets and I'm working on convincing someone to make more so maybeee I can add more tower variations otherwise I've got Gun, Flame, Rockets, I'm waiting on the new enemies but there's also only 4 types of those... Would that be 'enough' ? I won't be winning any awards with this but I still don't wanna 'just make something and leave it' I still want it to be 'Good' or maybe even 'Great' Could I possibly trouble anyone for some ideas? 😧 The current version of the game is here if anyone wanted to try it out. I would definitely appreciate any thoughts/discussions/ideas etc. Many Thanks!
    9. CyberFlash

      I'm stuck with 'endless' math/formula...

      [I realize as I've just wrote this next line that it is very obvious..] I never thought of 'Game Design' as being the place/department to look at for the ideas side of things 😧 I always thought it was literally a designer is about the colours and how it looks But yeah I'll have a look over there and see if I can get out of my jam 🤣 But yeah totally, its becoming predictable and I attempted to achieve that via throwing out some randomness like randomizing the speed in such a way that if the base value was 5 it'd randomly choose to be either 5 6 or 7 kinda deal.But it just wasn't enough like some enemies would get through but everything sharing the base hp meant by the time it came back around the map (it kinda loops itself) the tower would finish it off... I definitely need to go back to the (moment of realization...) drawing board... Is it called a 'drawing' board because its 'game design' department? 😮 Anyway weird n quirkiness aside. I think the whole 'Most is crap,' part hits me hard too like I just throw out ideas but maybe I should rethink something or 'give it a go' kinda thing. Not like I have much/anything to lose and I have a ton to gain if it goes right! Next update of the game is guna have some godzilla laser beam frogs with explosive reindeers. Or not. That might stay in the crap pile 😅 Thank you for your advice :)! -- On my way to Game Design squad! wow like the section is actually called "Game Design and Theory" 😓😓 now I know!! ty again
    10. Today
    11. Haha, ok. Ahmmm... yo, the truth is i'm a spam bot. I almost passed the 12 years long turing test on this form, but now you caught me, hihi
    12. There is just some confusion, and I caught it too because when you read the OP's post: I have drawn on paper since I was two and I think I can draw just fine but it looks like a 4 year old coloring book when I try to draw with my drawing tablet. I've had one for nearly 5 months and I haven't improved with it. Sometimes I'm more serious about practice drawing with it and totally fail. I simply just cannot draw with it. Yet I see incredible works done by guys who have the same hardware and I have no clue how they got there. The only solution I can conceive is they draw then scan it in or use a Tablet Monitor Such as XP-Pen Artist16 Pro which is waaay beyond my budget right now. Does anyone have any insights? then your reply: I ended up scanning the drawings and using the pen to redraw over the now visible template on screen. This worked, but without the template all my drawings ended up terribly skewed. No idea how much practice it takes until one can draw properly, but i assume nowadays with touchscreens the issue is gone, because you see what you draw right under your hands as usual. Finally i also tried to use the pen to play Quake III, but no luck there either, i still got fragged. It just appears like it's a response from OP when it's actually just your experience on the subject.
    13. No, I am confused now. Anyways, i do not make alias accounts to advertise any products. Even if the OP is spam the question is useful, and because i have used such 'pen' (i do not even know the proper name) for paid work, i shared my experience. Notice my experience was bad, so no advertising here from my side. (Check IPs if you don't trust me).
    14. @Tom Sloper now that @JoeJ has posted, it seems that it was him using an alias account? I'm confused. But this topic seems legit now. I was wrong after all, yey.
    15. Any screen shot comparisons, @Lewa? Curious how well this technique worked for you!
    16. Shmelkin

      Improving Interrupts

      It could seem random, but the game just calculates interrupt level for each soldier and then compares them, who has higher interrupt level wins. But since all enemies are different and there are modifiers to interrupt level (shock, running state, the fact that your merc seen this enemy before or not) make it look a bit random. Also, if one sees other and other not, the one that sees always gets interrupt. Also, soldier cannot get interrupt on someone he saw this turn previously. And cannot interrupt at all if he is under fire (even if shooter missed completely). Could you add maybe similar feature into the game - if soldier is attacked by burst/auto, he cannot interrupt (or his interrupt counter raised by amount of bullets shot at him). Kind of suppression effect. Jagged Alliance 2 1.13 added new interrupt system (IIS) which works similar to your game - when opponent spends APs in the view of soldier, after certain amount of APs spent interrupt is triggered. Though it's much more complicated, as everything in 1.13. I personally prefer reaction (overwatch) system of Fallout Tactics, when soldier just fires at opponents who move or fire in his field of view, and you can disable it or set min chance% to fire. It allows faster play than manual interrupts and looks more dynamic and realistic in my view.
    17. Ed Welch

      Improving Interrupts

      Ok, I didn't know that. As a player it seemed random. I never understood why sometimes the interrupt didn't trigger.
    18. First of all, use coordinates where (x1,y1) = (0,0): Just define (x,y):=(x2-x1,y2-y1) and you are now shooting from the origin. Even if the "time for arrow to fly" doesn't matter, figuring it out is the easiest way to solve the problem. Imagine that the hit happens at time t. At that time, you know that x^2 + (y+5*t^2)^2 = 400*t^2 Expanding that you get 25*t^2 + (10*y-400)*t^2 + x^2 + y^2 = 0 Plug in the values of x and y, and you get a quadratic equation where the variable is t^2. Solve it. In general there will be two solutions. Pick one of them. Take the square root to get the time t (the one you didn't care about). Now you know that the movement in the horizontal direction is linear, so x = 20 * cos(alpha) * t, and from there you can easily compute cos(alpha). Finally take the arccos and you have solved your problem. Try to do this step by step and let me know where you got stuck. Oh, and please don't edit your posts, or this conversation will be ruined for anyone that might encounter it in the future.
    19. I am currently an undergrad several months from graduation. My major is in Game Programming and Development. During the course of my studies, we've had a few modeling classes and I really took to it and feel that is the direction I really want to go, specifically I would love to become a character artist. I keep hearing about your portfolio being super important, but I've really never been able to find out what kind of work is best to put into my portfolio. There's no "put 2 of these and 1 of those in," kind of tips. I get that I'll want to put some characters I've modeled in there, but I guess what I really want to know is, if I want my portfolio to be noticed and taken seriously for a character artist position, what is the best way to present it? Since most of my courses have dealt more with programming, I need to build everything for my modeling portfolio on the side, outside of class on my own time. I know there are no specific numbers like: put 3 realistic humans, 2 robots, a creature, and a stylistic character in your portfolio. But as a general rule is there some kind basic guideline or tips for what to make to get your portfolio off to a good start?
    20. DANX7

      Assistant Producer

      Hey Novakin I've graduated for video game design and business management so I believe I would be a good fit for this project. I am still pretty inexperienced when It comes to design but I would love the opportunity develop my skills. Thanks.
    21. That is because it's: Debug.Log("Welcome"); Cases do matter when calling methods.
    22. I need help, I just started learning today (about programming). But I dont understand what I am doing wrong I am getting a error message: Assets/PlayerMovement.cs(10,9): error CS0117: UnityEngine.Debug' does not contain a definition forlog' I found the problem (its about the captials.)
    23. Alberth

      I'm stuck with 'endless' math/formula...

      Your problem is named "game design", ie finding answers to the question "how do I make the game fun to play?" You may want to head over to that forum for a discussion. As to your problem, as you describe it, it sounds like it's too predictable to the player. There is a perfect counter strategy to the attacks that allows you to sit just back and let the game play by itself. I think you need to add more parameters, more variation. On solution could be in having different types of units. Quick units, slow units, units that don't die very quickly by one type of weapon (but much faster with another type), etc. If you add so many different types of enemies that the player simply doesn't have the room to kill all kinds of enemies in one spot, he has to think much more carefully what to do. Start thinking outside your box. What can you add to the game? Just start brain-storming wild ideas. Most is crap, but that's fine, you just need a few good ideas, maybe some combination of things?
    24. Rutin

      Entry for Frogger Challenge

      Good job! I didn't realize the chicken wouldn't stick to the boats! 😮 Added in a good challenge as I had to move while the boat moved and transition. Nice touch!
    25. Hello guys, I've been hard at work on my fighting game project ideas and I'd like it if anyone wants to share their thoughts and feedback on my character list and any improvements I need, thanks. Here's the list. I put most of these characters in pairs that either would have a connection or some sort of similarity. Female Mabamarang(Filipino evil sorceress) and female Babaylan(Filipino good spirit healer) Trapeze contortionist female fire dancer and male killer clown Thai female assassin scorpion style and Thai female assassin spider style Sacred ancient viking warrior and Valkyrie Ancient Greek statue and gargoyle Ancient Sumerian/Babylonian dark wizard and female alchemist with mercury poison Gorgon/Naga female snake serpent and Kaiju monster US special op female commando and male mercenary Tawagawa era telekinetic Japanese ghost girl and Meiji era samurai ghost warrior Warrior monk with snow Leopard spirit from Tibet and warrior monk rival with cheetah spirit Augmented MMA fighter and cyber enhanced street fighting female kickboxer Wild west Texan gunslinger and female bounty hunter thief Outlandish ice creature and Native American tree ent Mongolian female archer and Mongolian swordsman warrior Chainsaw plagued lumberjack and pickaxe bombing miner Amazon female vampire and classic Eastern European vampire coven leader Indonesian dukun sorcerer and ? Evil biochemical doctor and evil nurse Ancient ogre with spiked club and crazy dwarf 19th century German or French Werewolf and futuristic steampunk female monster hunter Sentinel robot and skeevy augmented mechanic with cyber enhancements Cyberpunk black British female cop and her cybernetic dog Evil cybernetic augmented enhancement British cop in mech suit and evil cyber female cop African American SAS trooper style modern ninja with wolves and kunoichi kitsune fox ninja Italian good nature pegan witch and evil black magic witch (possibly American) African American or Puerto Rican female scientist and futuristic Frankenstein type Blonde female Aussie secret spy agent and ? Alien space marine and insectoid alien Demon possessed scarecrow and Grim reaper wraith Evil possessed doll and Mannequin Cannibalistic metal band leader and wendigo Demon succubus and Demon lord king Hindu martial arts actress with tiger spirit and Korean female popstar singer with enhanced scream an dragon spirit Flagellant and Priest cultist Wyvern dragon and chimera Amazonian female warrior and ancient Aztec/Mayan alien/dimension god? Evil templar ancient knight and evil spiked themed warrior with claws Yeti/ape beast and enhanced fighting monkey Sharkman humanoid monster and lovecraftian chulthu creature Super hero kid and female time manipulator Ancient Chinese sand mummy and ancient Djinn Wudang style Nepalese female warrior and old sage master Super computer female enhanced A.I and female dimensional illusionist deity Electric prisoner with lightning demon assistant and smoke grenade prisoner with poison gas Barbaric minotaur and Griffin beast The symbiote blob and ? What do some of you think so far?
    26. Kjell Andersson

      Design Genifect 2.0 OpenFX plugin

      Genifect 2.0 OpenFX plugin has been released by Dual Heights Software. New in 2.0 is the Materialized Bevel filter which creates bevel and lighting effects for texts and symbols. Using MatCap textures you can create advanced and realistic lighting effects on 2D-text and logos to make it look like it was made out of gold, copper or any other material that you can find a MatCap texture for on the Internet. Genifect is an OpenFX plugin that works with the major compositing software for video and animation including Nuke, DaVinci Resolve/Fusion, Vegas Pro and Natron to name a few. Visit the official Genifect page to learn more: https://www.dualheights.se/genifect/
    27. Kjell Andersson

      Design Genifect 2.0 OpenFX plugin

      Genifect 2.0 OpenFX plugin has been released by Dual Heights Software. New in 2.0 is the Materialized Bevel filter which creates bevel and lighting effects for texts and symbols. Using MatCap textures you can create advanced and realistic lighting effects on 2D-text and logos to make it look like it was made out of gold, copper or any other material that you can find a MatCap texture for on the Internet. Genifect is an OpenFX plugin that works with the major compositing software for video and animation including Nuke, DaVinci Resolve/Fusion, Vegas Pro and Natron to name a few. Visit the official Genifect page to learn more: https://www.dualheights.se/genifect/ View full story
    28. Rutin

      Frogger GameDev Challenge - Part 4 - Frog Jump

      Thanks! Your frog is perfect the style you're going with. My frog is the first one I've ever modeled and rigged in my life. I'm shocked it can even jump. I will speed up the animation and movement as needed later on when I tweak more things.
    29. Nice. I like how you're going with such a style. Looks good!
    30. Yeah, it's kind of unclear what's the question. But maybe you want to take a look at this: https://www.cs.cmu.edu/~kmcrane/Projects/HeatMethod/paper.pdf It's meant as a very accurate approximation of geodesic distance on surfaces, but it works on volumes or graphs of points too. (Assuming you already ruled out Dijkstra and A* for some reasons? The above can be used in a real time scenario eventually if you use iterative solvers with one iteration per frame.)
    31. TactxStudios just finished posting a series of three tutorials that uses the development of a traditional peg game (Peg Solitaire) to highlight an approach for game development — using sequential builds. Each build is a fully executable project – allowing the developer to build, bundle onto targeted platforms and execute. Hardly an ‘Agile’ process, but what I’d term a ‘blocking and tackling’ plan for rapid game development. The three tutorials focus on: BUILD I: – In support of this initial build, the tutorial outlines the general concept of the game, to include, defining the target audience, setting targets for overall simplicity/difficulty, defining game play and win objectives. Integral to Build I will be the collection of initial graphic assets, to include backgrounds for both the splashscreens and gameplay, logos for the developer and game title, level selection panel and level buttons, game object sprites and animations. BUILD II: – During this second tutorial, we expand on Build I – adding a fully functional Level 1 of gameplay. During the tutorial for Build II, we add the full set of game objects (tabletop, pegs and pegholes), expand the controller to accommodate game setup, routines to handle player actions for moving the pegs, jumping other pegs and also removing the jumped peg from the gameboard. Additionally, during this build we’ll include procedures to accommodate several unique game conditions: (a) error-prone actions, such as multiple clicks on a peg – or – selecting an invalid jump move, (b ) selecting a jump path when multiple jump options are available and (c ) determining if there are still any potential moves that the user can make – if not, ending the game. BUILD III: –The last tutorial adds new play levels to the game – focused on different geometries – each of which will be more challenging to the player. Please take a look – I think you’ll find it an interesting project. Here’s the URL’s to the three parts: E1 - Opening SplashScreen and Level Selection Panel E2 - A Full Game focused on a Single Level -- a 10 location triangle E3 - The Final Four Level Peg Puzzle Game
    32. TactxStudios just finished posting a series of three tutorials that uses the development of a traditional peg game (Peg Solitaire) to highlight an approach for game development — using sequential builds. Each build is a fully executable project – allowing the developer to build, bundle onto targeted platforms and execute. Hardly an ‘Agile’ process, but what I’d term a ‘blocking and tackling’ plan for rapid game development. The three tutorials focus on: BUILD I: – In support of this initial build, the tutorial outlines the general concept of the game, to include, defining the target audience, setting targets for overall simplicity/difficulty, defining game play and win objectives. Integral to Build I will be the collection of initial graphic assets, to include backgrounds for both the splashscreens and gameplay, logos for the developer and game title, level selection panel and level buttons, game object sprites and animations. BUILD II: – During this second tutorial, we expand on Build I – adding a fully functional Level 1 of gameplay. During the tutorial for Build II, we add the full set of game objects (tabletop, pegs and pegholes), expand the controller to accommodate game setup, routines to handle player actions for moving the pegs, jumping other pegs and also removing the jumped peg from the gameboard. Additionally, during this build we’ll include procedures to accommodate several unique game conditions: (a) error-prone actions, such as multiple clicks on a peg – or – selecting an invalid jump move, (b ) selecting a jump path when multiple jump options are available and (c ) determining if there are still any potential moves that the user can make – if not, ending the game. BUILD III: –The last tutorial adds new play levels to the game – focused on different geometries – each of which will be more challenging to the player. Please take a look – I think you’ll find it an interesting project. Here’s the URL’s to the three parts: E1 - Opening SplashScreen and Level Selection Panel E2 - A Full Game focused on a Single Level -- a 10 location triangle E3 - The Final Four Level Peg Puzzle Game View full story
    33. Gooey

      Getting back to it

      @Rutin ill try to sort it this weekend. @JWColeman This is the tutorial i used to understand loading and using .ttf fonts. if you have any questions get hold of me in the discord
    34. Tom Sloper

      How can anyone draw with an Graphics Tablet ?

      Fair comment. The link is removed. The topic is staying open for now.
    35. PersuaderGames

      I DRAW FOR YOU for the sake of experience

      Hello @GhostarWhite7 ! I am working with a few friends on a classic adventure game located in the snowy mountains. We are working on concept art at the moment, maybe you can help us creating more ideas and creative concepts? You can write me anytime for more information : )
    36. Hey Alvaro, I read up on freefall and now understand the second equation. So... I went back and tried to solve the problem from the very beginning, one step at a time, and I'm pretty much stuck on step 1 right off the bat... :L (see image) Even when assuming there is no gravity, I don't know y and t. Oh God...
    37. Mike Acton from Unity shared the slides from his Unite LA talk on LOD and Culling Systems that Scale, where he described the method used for culling and HLOD for the MegaCity demo. Labelled as a talk about what he "didn't do", Acton lists 7 points about how he went about with the optimizations. View the full twitter thread: Presentation as a PDF: culling.pdf View full story
    38. Mike Acton from Unity shared the slides from his Unite LA talk on LOD and Culling Systems that Scale, where he described the method used for culling and HLOD for the MegaCity demo. Labelled as a talk about what he "didn't do", Acton lists 7 points about how he went about with the optimizations. View the full twitter thread: Presentation as a PDF: culling.pdf
    39. DrDeath3191

      Continuous GJK for Linear Translations

      I looked a bit further into Erin's code. After plugging in my values (and unfortunately finding the same inaccuracy), I looked in the main method and found a variable called 'shouldBeZero'. As you can probably guess by the fact I'm bringing it up, it isn't. It evaluates to 3.24570510e-06. I'm hoping beyond hope that this means there is an issue I can actually fix, rather than having the TOI solver just randomly fail on occasion. It does seem weird that I'm having these issues with such small values. For reference, I am reproducing this issue by performing GJK on a point at (835.0f, 445.0f) and a line segment from (895.0f, 425.0f) to (895.0f, 475.0f). I realize the further you get from 0 the more inaccurate things get, but I thought it would take more. Especially since this algorithm seems commonly used. This issue is turning into a bit of a show-stopper right now; if just the distance were slightly off I think I could somewhat manage. The direction being off just breaks everything, though. I suppose I could just put the tolerance to 1.0 or something, but that seems rather excessive. I'm just not entirely sure how I can progress at this time.
    40. belfegor

      Cant view my inbox

      Thank you. It works now.
    41. khawk

      Cant view my inbox

      I'm not sure why your ticket was missed in the support system, but this is fixed for you.
    42. Sorry that no one has answered, but it is perhaps because your question is really not worded well at all... plus there seem to be missing images?
    43. This is a section of what I did in my own project, if you need more of an example I can post my full class. SDL_Window* window; ID3D11Device* device; ID3D11DeviceContext* context; SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER); window = SDL_CreateWindow("Window Title", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 640, 4800, SDL_WINDOW_SHOWN); D3D_FEATURE_LEVEL featureLevel; D3D11CreateDevice(0, D3D_DRIVER_TYPE_HARDWARE, 0, createDeviceFlags, 0, 0, D3D11_SDK_VERSION, &device, &featureLevel, &context)); int width = 0; int height = 0; SDL_GetWindowSize(window, &width, &height); DXGI_SWAP_CHAIN_DESC sd; sd.BufferDesc.Width = width; sd.BufferDesc.Height = height; SDL_SysWMinfo sysWMInfo; SDL_VERSION(&sysWMInfo.version); SDL_GetWindowWMInfo(window, &sysWMInfo); sd.OutputWindow = sysWMInfo.info.win.window; context->Release(); context = nullptr; device->Release(); device = nullptr; SDL_DestroyWindow(window); window = nullptr; SDL_Quit(); 1) you initialize SDL and create a window the normal SDL way. 2) create your DirectX 11 device normal DirectX way. What's different is when you create your swap chain, use SDL_GetWindowSize to get the size of the window and use SDL_GetWindowWMInfo to get a reference to the underlined HWND used by the SDL_window. After that use the swap chain to flip the window and use SDL to poll the window events.
    44. In this video we will learn to control the 3d interface of blender
    45. Hello everyone, So much time has passed. I’ve been away from my online life and making games for months. Thanks to some new opportunities it looks like the time has come for me to return to active development again And what better way to restart my venture than putting out new updates for my games I will share some details about my short term plans soon, but I’m devoting this entry to a long-overdue I Am Overburdened update! Update Version 1.2.0 is live and the highlight of it is the save-game feature! Besides this one major addition, it is mostly a bug-fix and tweak build. Save & Exit Finally the game can be suspended in the dungeon and continued later. Since a full play-through is relatively short plus I Am Overburdened is primarily a rogue-like and save-scumming would undermine this core idea so only one save slot exists. Of course more could be added with slots only having a continue option if there are genuine requests for it, but I think the game works well this way. This is more like a convenience feature to be able to stop playing at any point you wish and finish the run when you have the time to spare. The pause menu had to be reorganized a bit, since it was already crammed. As you can see it’s cleaner now and the last option saves and closes the game. I would like to create a more technical post too about this specific feature. Kind of like a tutorial about aspects of save systems. Let me know if you are interested! Immediate (Save &) Exit The immediate exit hot-key was remapped from F10 to F9. Sorry about this change, it was a necessity (os/platform reasons), but as a bright side it also supports saving the game. So now if you hit F9 during play and the game could be continued (e.g.: the player is not dead ), the state will be saved just like when saving and exiting using the pause menu. This change is already reflected in the input guide. Pesky bugs I’ve been working on the game on and off in short bursts in the last months and alongside with the community I discovered some problems too. I fixed quite a few things so I’m simply going to list them: Few items and their related skills could cause a crash under super specific circumstances. It’s not likely many of you run into these issues, but if your play was interrupted by a crash I’m sorry. Certain item skills with persisting effects (e.g.: Fear, Cripple) could get stuck or be triggered on recently summoned/resurrected monsters in rare cases. These were not visible, but could affect how well you did, so my apologies for the occasional unfair (de-)buffs. The positioning of hallucinations from toxicity effects (e.g.: Toad monsters, poison in potion) were not correctly randomized. These hallucinated monsters were always placed in the upper-left quarter of the map, breaking the illusion. Now this is fixed. A while ago I added item-slot notifications to item pickups and chests when standing nearby. It did not occur to me though, that with this modification the treasury pickups and chests triggered unnecessary ones too. Oops, fixed! In balance With this update balance tweaks found their way into the game too. There were still some complaints regarding this aspect, so I made normal mode a tad bit harder and nightmare difficulty a tiny bit more forgiving. These are not substantial changes, only slightly affecting the pickup and chest spawn rates. Another extra is “near death” detection. Simply put if you end up in a really bad situation at some point, the game tries not to punish you even harder on the next dungeon level These changes are subtle, so they keep the game challenging, but they were introduced to make it more fair at the same time. Boss confusion Some people found the boss level corpses confusing. I don’t know if the new version will work out better (this is not the first time I change this ), but now the number of corpses (below the one serving as the story hint) are tied to the unlock progress of the boss entry in the monster book. I know some other unlocks still need more and better hints too. I’m going to work on these problems in the near future… Am I still alive? Yes, pretty much. Due to personal and financial reasons I had to put full-time game development on hold for a long while, but I’m back now and I will be working on my projects in the upcoming months. Before I vanished from the face of the INTERNETZ I teased possible ports and a bigger content update for I Am Overburdened. These are not forgotten and progressing well In a week or two I will reveal more details about my plans. Until then, have a fun-filled time. Thanks for reading and take care!
    46. I ended up scanning the drawings and using the pen to redraw over the now visible template on screen. This worked, but without the template all my drawings ended up terribly skewed. No idea how much practice it takes until one can draw properly, but i assume nowadays with touchscreens the issue is gone, because you see what you draw right under your hands as usual. Finally i also tried to use the pen to play Quake III, but no luck there either, i still got fragged.
    47. _WeirdCat_

      Find infinity or a rect from set of 'halfspaces' 2d

      Yeah i came up with same conclusion about parenthes of child subspaces etc. Thanks for info
    48. Crazy Chicken Ever Wondered why the Chicken crossed the Road? Here is your chance to find out! Play as a Crazy Chicken in a metropolitan area, dodge cars, find your way through the streets, and even cross a few City rivers by boat-hopping. You must travel across the city to find your purpose in life, or die trying. Game created as part of the gamedev.net gamedev challenge fall 2018 - frogger. https://www.gamedev.net/blogs/entry/2265494-fall-2018-gamedev-challenge-frogger/ Challenge Requirements The game must have: -Menu menu and a way to return to the main menu -Frogger gameplay mechanics, including but not limited to: -At least one character -Must maneuver the character across obstacles, moving and stationary -The character must have a goal to achieve - location-based, point-based, or otherwise -Score system -Game over screen -Audio: 1 music track and/or sound effects (firing, enemies being hit, etc) -Game may be in 2D or 3D Visual Assets Disclaimer: https://www.kenney.nl is where I got the game art from as I am not an arty person. I used a mixture of packs so just adding the whole url. Music Asset Disclaimer: http://purple-planet.com is where I got the farm music from.
    49. CyberFlash

      Crazy Chicken - Game Dev Challenge Fall 2018 Frogger

      Album for Crazy Chicken - Game Dev Challenge Fall 2018 Frogger
    50. CyberFlash

      The autopsy of Crazy Chicken..

      Just to start off with... I have this underlined fear that I've missed a part of the challenge that says "Must be a Frog" 🤣, But howdy! I quite liked making this little game. I first thought that it was going to be well complicated to do and then I really thought about it and it was simply 'collision' and 'movement' really... (Just FYI this is done via Game Maker Studio but NOT drag & drop, actually coded -- Don't know if that matters) and so I began to crash cars into this small Chicken Icon.. and I did actually miss out on a detail from the challenge actually... "Must maneuver the character across obstacles, moving and stationary" -- I specifically missed the 'and' so I'd made a working version with 3 bits of road and cars going left n right, I'd messed with speed a bit to try and find a decent 'balance', I was thinking to myself about 'How would I do something like the logs from frogger?' and 'Its okay, I'll submit just with Cars and then try to do an update with a water area or something' so upon 'finishing' I reread everything as a checklist and realized that you actually need to have moving obstacles.. I thought it was over! lol The water and boats bit wasn't too bad though once I started thinking about it. (I am now some super pro coder so there's probably much better methods that I am yet to learn) I've gone with the approach that IF the chicken is touching a water tile and NOT touching a boat, die. Kinda thing.. I first tried to add this in reverse as in, IF the water is touching the chicken and not a boat but it just wouldn't register, maybe because there's multiple water tiles or multiple boats or it just didn't want too but the chicken accepted it! And i'm really glad it did because genuinely last night I was actually lay awake for a bit thinking about the old frogger with logs... The boats I used are actually from a pirate pack from Kenney Assets and its like a 'bare' pirate ship.. I don't have mad skills with graphics and the challenge didn't mention having to draw so i went with it. I hope that's okay! I reckon I might need to slow down the boats a bit and maybe add more cars... but this is my nemesis right here... "Balance". I'm trying to think about what went wrong and what went right, it kind of all went right at the moment.. I mean I don't think it was an overly complicated process and if you break it down into its core mechanics, Move, Collide, Die, then add Timer, Then add points and/or point conditions. I made it so if you have 15 seconds or more you 'get' 200 points, 10 seconds or more 100 points, else you get 50, The score doesn't really do anything or go anywhere but it works. I hope that meets the requirement for a score system and I don't actually use a score variable. I was thinking about just taking the remaining time and multiplying by 10 and then that is your score but I opted for the 3 set scores instead. I know how to do both I just chose the timed conditions (Which could also work with a point system and you use time conditions to give a 'bonus' either points equal to the value of remaining time or if you have 10 seconds left get 10 points etc etc... I don't really do the whole bloggy thing much so I end up just writing more words than are necessary and I'm not sorry nah kidding, Peace out! -- how do you end a blog though? lol
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