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    1. Past hour
    2. Scouting Ninja

      Combine 2 Physics objects

      Have you considered getting the book, or maybe you already have it: Real-Time Collision Detection by Christer Ericson? For a long time back when I was using Irrlicht it was my goto book for making games. If you aren't into reading books have you considered using a physics library for the game, or maybe you are already using one?
    3. mr_tawan

      Where to find music ?

      Well I think the reason is, they know what they are gonna get. Hiring someone means you have to wait until the composer finish his work. If you end up don't like the outcome, most freelancers will allow a few changes without charges. Too many changes make you have to pay extra for further changes. Also it means more time is needed. Also, some developers (especially new faces) don't know where and how to hire a composer. In the past, these people ended up using illegal copy of another game's OST (for example). Having library make their life easier. And many indie developers don't know how to communicate with sound designer/composers. So, knowing upfront how the song/sound is is quite a benefit here. But when it comes to larger scale commercial game, a custome-made tailored game soundtrack/sfx are still needed. It shows the level of polish of the game. Of course, both library and custom-made can be used together (especially in the sfx area).
    4. Seriously, if that doesn't come with some kind of suggestions or possitive crticism, then I'd ignore it.
    5. Fulcrum.013

      Combine 2 Physics objects

      Rotation/scalinf/shifting of equations is just a basics of linear algebra that widely used into analitics and computation geometry field. It is a main tool used to perfom objects transformations into 2D/3D and other D spaces. Im not used mesh modeling since seen solid body modeling at 2003 . Hybrid curved body representation always have a glide surfaces that can be transformed to meshes with preordered complexity an precious normals and surface UVs/tangents and so on.
    6. NyticianX

      GameDev Game Design Query

      Hey thanks for the response that’s great news! When I get a moment I’ll take a browse and go from there. Regards, Nyt.
    7. Scouting Ninja

      What could I learn about AI in a short amount of time?

      That is actually a very good idea. So far I have only used Behaviour Trees in engines with tools for the Behaviour Trees. Implementing such a system on my own shouldn't take as long as trying something new that I am unfamiliar with.
    8. masskonfuzion

      How to react when people say my game looks like shit?

      Does your game run at 240 FPS at 8k resolution? No? Then it's crap.. I'm kidding. I'm echoing the sentiment that game development is hard work, and it often goes unrecognized or under-appreciated. Your game looks like a solid work in progress. Keep at it!
    9. https://kotaku.com/in-the-wake-of-arenanet-firings-game-studios-rethink-t-1827591298 I think we need to solve this with better web GUIs, similar to >format c: -> Are You really sure [Y/N]?: "!@##@!!!!" -> [Submit Reply] -> "Please wait one hour and click Submit again..." -> Captcha -> [Finally Submit] This is hard to deal with. Many people really want sharp graphics. They do not perceive the fact of realtime CG being too sharp as a problem - they want it this way. They are only happy when my eyes start to bleed. An option would be to offer a sharpening filter (operating after AA and any blur). Kane and Lynch 2 did this well and even i loved it, and it also made the graphics super realistic (looks like filmed with real camera). This is underused in games i think. Maybe all the people that can never get enough sharpness and texture resolution would be happy with this too.
    10. Scouting Ninja

      AR Infused board game

      One place where AR boardgames could thrive is in the party games market. Werewolf https://www.playwerewolf.co/rules/ actually has a mobile version (Not AR). A lot of the people I know have it on there phones for game nights. It has a huge amount of downloads on the app store. It is simple but one of those things to do when you are with friends, family or just bored of the normal games on board game night. I bet if your AR boardgame is marketed as a party game, easy and convenient to play anywhere a person hangs out with friends; you could build a decent player base around it.
    11. Today
    12. There are many ways, as many as your creativity allows. If you want the entire domain redirected to a different server, you might be able to handle it with a DNS entry and a line in your web server to treat one domain as the other. That is, set the IP address of a.com to be the same as b.com and allow the server for b.com to acknowledge a.com as the site's name. A more typical approach is the HTTP server redirect. This requires code on your server. Normally a page gives a 200 OK response. The 404 page you described usually isn't just the text, the server also sends a 404 NOT FOUND response code. Redirection response codes are 301 MOVED PERMANENTLY or a 307 TEMPORARY REDIRECT which will bounce a web browser to the new location. There is also the 303 SEE OTHER response which is usually handled after a POST, PUT, or DELETE and tells the browser to issue a GET request at that other page. Exactly how you do this depends on how you create your pages. If you watch a web debugger on large sites you'll see it is quite common to get a series of 3xx responses to move from a friendly URL name to a specific resource, or to bounce around on corporate servers to the final resource. If you're looking to do it client side in JavaScript, probably the best is to replace the window's location: window.location.replace("..."); to cause a redirect without a back-button trail, or window.location.href("..."); to leave a back-button history. Wrap it up in a timer if you want a short delay: window.setTimeout(function(){ window.location.replace("...") },3000); You could do something with JQuery if you want to. However, since this is all client side you have no control. Browsers with scripts disabled, web spiders, embedded browsers, and other systems may not redirect the way you expect. Each approach has different merits. Handling the entire domain is probably best at the DNS level. If you want to make sure everything moves the HTTP 3xx redirect responses are best done by the server. Relying on the client to do it with JavaScript will be the least reliable approach.
    13. frob

      AR Infused board game

      Basically: Go for it, but it probably isn't where the industry will end up. I've had many design discussions about it over the years. In tabletop games there is a strong physical component of manipulating all the little pieces, placing them in their spots, throwing the dice, and more. The physical presence is a draw. However, those small physical tokens are a cost. It takes effort to take everything out of the boxes, construct the play area, set out the pieces, sort through the cards. There are many tabletop games I'd enjoy far more if they didn't require an hour of setup and cleanup. From all the discussions the biggest factor of AR would be to have an open playing space with completely virtual tokens. This reduces the setup time down to nothing. Having the computers do that can reduce the slow parts of the game of counting out individual tokens, hunting for them in the token box, or searching for the corresponding card. However, it also removes the physical presence and physical manipulation that are a big part of the experience today. If you can find a good mix between the two then players will rejoice and you'll be swimming in well-deserved money. However, the industry will probably end up not a mix of the two, but instead being entirely virtual with only a physically-delineated play space on the table, or only with physical dice or similar minimal objects. Players can still sit together and enjoy their drinks and food while playing, but nothing gets damaged from unwashed hands or spilled drinks.
    14. For this type of strategy game a part of the fun is balancing combat strength and power against cost. Your list includes some of that, but it doesn't seem well defined. You mention "tech", you mention units having costs, you mentions melee and range. Those are part of the balance. It is generally good to have a mix of strengths and weaknesses, with the relative values depending on the cost of the unit. This gives the player the ability to create strategy. A good strategy game allows a skilled player to come up and win under difficult positions if they can exploit strategic weaknesses. You've started with five types, but you've not really figured out strengths and weaknesses. You'll want to start figuring them out with something like this: Peasants: Strength - cheap, quick to train, probably can build things. Weakness - very low defense stats, low offense stats. Spearmen: Strength - Spears are extremely strong against cavalry, pikes in the ground slow incoming opponents. Weaknesses - Low defense stats. Swordsmen: Strength - High defense stats, high melee damage stats. Weakness - High cost, slower due to armor, requires technology. Archer: Strength - Ranged damage. Potentially agile/fast unit. Weakness - very low defense, possibly as low as peasants. Requires technology. Catapults: Strengths - Very high ranged damage, possibly splash damage. Weakness - Extremely slow to move, slow to fire and reload, extremely low defense against melee, cost. When you've figured out all the strengths and weaknesses, you've got to figure out approximate power and cost ratios. How many of X should be able to defeat a Y? Generally if two have equal cost the strategic value should be equal. That is, of a light infantry costs the same as a basic archer, then if you put an archer versus an infantry the archer has a chance to kill the infantry as they approach, but if they reach it the infantry can quickly overcome the archer, making it about a 50/50 since they cost the same. Paying a higher cost like an archer digging in or embedding in a tower makes the archer more powerful, paying a higher cost like better shields reduce the risk to the infantry from inbound arrows. Every character type should have some weakness that can be exploited. In real life navies, consider how aircraft carrier groups are configured. There is generally an aircraft carrier that is quite weak and slow and serves as a hub but has very low offensive or defense capabilities in itself; several airplane wings that are maneuverable and can do a wide range of damage but have limited range and few individual weapons; 1-4 cruisers with guided missiles that can handle large distant surface targets; 1-6 destroyers with anti-submarine and anti-aircraft capability, 1-4 submarines to counter other submarines and other ships, and can sacrifice secrecy to launch missiles; fuel and supply ships and other vessels for logistics and maintenance and mission needs. Note how each ship has weaknesses and strengths. On their own each ship can be overcome by others. Subs are easily destroyed by destroyers and by air-dropped armaments. Cruisers are vulnerable at close range. Destroyers are vulnerable at long range. Aircraft are weak and easily overcome by nearly anything, but extremely mobile and versatile. When they are working as a group they are strategically solid. Similarly in the Star Wars universe, a Death Star can destroy entire planets, has high power long-range defenses, and carry over a million military personnel, but could be overcome by weak points from small ships. Their fleets generally include a collection of craft each with a different mix of offensive and defensive capabilities. You also asked about making it interesting. That's harder. You need an incentive to get players moving as quickly as possible. The opening moves are critical, and a player who stalls up front will have more difficulty later. You've got to have increasing entropy. In some other games the contest is about balance and reducing entropy, encouraging the loser to come from behind, such as cart racing games giving high-power bonuses to last-place players and weak rewards to those in first place. In RTS games the goal is increasing entropy. You want the end to be explosive, even when one side is completely overpowered. That generally means the end game is decided by enormously powerful battle fleets in games like Starcraft, or by fully-leveled characters in LoL that can do enormous damage with every hit. And you've got to have a chance for players to win from behind. This generally means the win condition (or loss condition) is not defined by the accumulation of power. Consider sometimes in League of Legends where a team can strategically distract their opponents into major battles and conflict, and even though they are weak they win the objective by opening a hole for their minions. The "winion" strategy works amazingly well if you can distract the opponent. If you can see other strategic openings depending on the game it can be enough. In the old Command and Conquer games, if you knew where the target was you could focus on building a huge fleet of aircraft. All the defenses would be fired at the first few airplanes, so a set of 8+ aircraft flying directly to the construction target could destroy most players. A Zerg Rush feels like a dirty trick but wins the game. And of course, all it takes is one incredibly lucky X-Wing to take down a Death Star. The trick in strategy is to find and exploit strategic weaknesses, while building up your own layers of strategic defense.
    15. I had actually run into an issue using any debugger. My JVM was closing my Engine whenever it found a hook in OpenGL. The issue was that the JVM is spitting out Access Restriction Errors, so I'm looking for other alternatives. As GLSL is a C style language, I'm trying to figure out if I can force it to print to the console whenever it does something, so I can find out where any errors are, or at least where the pipeline gets 'clogged' so to speak.
    16. You could try to implement a Behaviour Tree and, when it's ready, try to add some minor variation to the behaviour with small decisions based on random numbers. Entity-Component Systems are also a good thing to take a look at, since you could set different behaviours to the same looking enemy, and make them slightly unique. Regards.
    17. a light breeze

      How to react when people say my game looks like shit?

      If you're looking for low-hanging fruit to fix, then I suggest making the grass darker. You have this cool dark-with-glowing-lights æsthetic in your structures, but the glowing lights are being drowned by the grass, which is almost as bright and much bigger. Maybe change the lighting from daylight to dusk or night so that the grass doesn't receive as much light, or maybe just use a darker grass texture.
    18. Cody.Rauh

      Seeking - Music & Sound Effect Artists

      Ethan, my apologies for the late reply, didn't get the email notification for the reply on this. I will send you a PM shortly. Respectfully, Cody
    19. @csbrown28 -- Ignoring people's argument about how they happen to define what is or is not a flow chart, did those examples help in your issue of presenting the economic system flows?
    20. Hello again! First of all, thank you to those who were kind enough to comment or give an upvote on my intro blog entry, it is greatly appreciated. This entry I would like to introduce you to my game. To do that I want to first share the URL of my website: https://www.wildorigin.online/ it is a work in progress, and incomplete. That said I feel it is good enough for the moment to give someone an introduction to the game until I can produce polished videos and GIFs to really make it stand out. Which brings up two questions: 1. What is your software preference for recording video/gameplay, and why? 2. Also, what do you use to make your GIFs and is it different from your video recording software? Please leave your comments and questions below in response to this blog. Thank you! - Cody
    21. frob

      GameDev Game Design Query

      The Game Design and Theory part of the board covers that type of discussion. Theory, gameplay mechanics, and balancing elements apply just as well to video games as tabletop and card games. It is quite common for innovative games to start their lives as cards, dice, and notebooks, and most big games see multiple paper-based revisions before a line of code is written. Discussion about your non-digital game's design and theory will fit right in.
    22. Gameka

      Kluno: Hero Battle

      Kluno: Hero Battle makes puzzle matching competitive for the first time ever! Google Play: https://play.google.com/store/apps/details?id=com.chorusworldwide.kluno iTunes: https://itunes.apple.com/us/app/kluno-hero-battle/id1319768325?mt=8 Join the battle now and get FREE 1000 GEMS!!! (p.s. by 27th July 2018) (Please provide us your player name and email address and send it to klunosupport@gameka.my so that we can send you the gems.) Description: Kluno: Hero Battle is an innovative online player vs player (PVP) Hero Arena where the combat is controlled by a Match-3 tileboard. Swipe and match to get your Heroes to unleash their skills. Claim victory by destroying your opponent's base and be rewarded with trophies, hero cards, items, and the amazing sensation of domination. Fast-thinking, quick moves, and instincts will be the key to winning. It is a clash of wit and skill. Collect cute anthropomorphic animal heroes. You'll find a space squirrel with a shotgun, a beluga that sings, a monkey that uses bananas as bombs, and many more unique characters. Upgrade them and build a powerful team composition. Each hero has specific skills that can function as attack and support. Experiment with the variety of heroes to find out the best combo for you. Bring out your competitive spirit and challenge other players to be at the top. Earn trophies to achieve higher ranks and battle even more skilled players. Note: Kluno: Hero Battle is free to download and play, however, some in-game items can be purchased with real money. Screenshots: Features: [Fast-paced action] Challenge the traditionally casual gameplay of puzzle matching by instead matching fast and managing a team of heroes. Plan and react quickly to the situation of the battle arena or be crushed. [Diverse heroes to be collected] There is a variety of adorable heroes to be collected. Each of them comes with different types of quirky personalities. [Build the best team] Each hero can unleash an offense or support skill depending on their placement in the arena. Experiment and find out the best combination of heroes that suits your strategy. [Win battles and get rewards] Earn trophies and chests by winning battles. Unlock chests to get more hero cards to upgrade heroes and more items to be used against your foes. [An arsenal of items] Discover and collect an arsenal of items to assist you in battle. Worry not about depleting your inventory as items come in surplus. Each item has a unique purpose; try them all and build your strategy accordingly. [Online Competitive PvP] Challenge real players from around the world. Progress through the leaderboards and be the top player. You can even fight your friends if you both tap on 'Battle' subsequently. [Unique graphics] Visually, the game features beautiful and adorable 2D stylized art-style. The charm is enhanced by adorable heroes with weird personalities. Warning: Wilhelm scream can be heard when playing the game!!! The game is now open for beta testing. So please leave some feedback on so that we can improve on the game by commenting here or emailing us at klunosupport@gameka.my. If you like the game, please share and like it on the respective stores.
    23. Scouting Ninja, thanks a lot! That was exactly what's going on. I had no idea what Anisotropic Filtering does, now I know. I had to set this first: minfilter = gl.LINEAR_MIPMAP_LINEAR; magfilter = gl.LINEAR and of course: const max = gl.getParameter(ext.MAX_TEXTURE_MAX_ANISOTROPY_EXT); gl.texParameterf(gl.TEXTURE_2D, ext.TEXTURE_MAX_ANISOTROPY_EXT, max); Now my frames are rendering very nicely: For those of you looking for more details on how to do this on WebGL or OpenGL ES, you check out this tutorial. It's a very brief but informative article. Thanks again Ninja!
    24. Yeah. Not AAA here, but still a multi-million dollar game -- I did 6 months of full time work completely overhauling the renderer on a Xb360/PS3 game, adding PBR lighting, dynamic shadows, full post processing stack, dynamic materials (dirtiness/etc), and tonnes of optimisation work to get this all to run at the same speed as the previous renderer... And then it launches, and you get more comments saying "it looks like a PS2 game" than compliments. If you get real criticism, try to actually take it in and learn from it... But if you get toxic gamer comments, just leave them in the trash to save your own sanity. FWIW though I actually did engage with a few of these "it's shit lol" type comments on some forums where I could, to try to get them to explain their issue, and in some cases I did actually get somewhere! -- e.g. one guy who said the "graphics are shit" actually meant that the animation blending results in unrealistic transitions. Another guy who said it "looks like a PS2 game" actually thought that the anti-aliasing made it look too blurry. These people don't know anything about the subject, have limited vocabulary, and engage in a lot of toxic culture, so instead of giving actual critique (something they're incapable of) they just shit on you instead
    25. Anisotropic Filtering is what you are looking for: https://en.wikipedia.org/wiki/Anisotropic_filtering Basically what is happening is that your mips are causing artifacts when blended with the original texture. The mips are scaled squarely but your view distorts them in a rectangle fashion. So what Anisotropic Filtering will do is make rectangular mips that align with the view and allows for this kind of distortion. It is a very cheap trick to fix problems like this. Personally in my games I don't even allow players to turn it off. Because it has very little impact on it's own. Instead I allow players to switch to shaders that use less textures as the Anisotropic Filtering's performance hit is directly proportional to the amount of textures used in a shader.
    26. This. You want to try to identify "low hanging fruit". N.b. the items that will get you the biggest improvement with the least work.
    27. Yesterday
    28. I have reached a point in the game I am making where everything is just starting to fall into place. So now that everything is aligning I can't help but notice that my AI is the weakest part of the game. The game is a 2D Sci Fi space combat game. The game leans much more towards arcade games. At the moment my AI uses a rule based system, something like this: public Class AIRules { //Rule1 void ShootEnemyInRange(){ //Code for firing etc. } //Rule2 void LookForTarget(){ //Code for looking for a target } } Rule 1 has priority over Rule 2 etc. So as can be seen I am no expert at making AI. I would like to improve my AI but I don't have months to spend learning something new. I was hoping that someone could point me to something simple that I could learn to improve my AI, that will only take about a week to learn. It could be any small practical thing. Something that would be useful to a indie developer.
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