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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.


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  1. How would such a bump map look like? Also, Game Maker can't really utilize bump maps :S.  Is there any other solution, except drawing a picture over the surface and faking it?
  2. Sorry, I hope this is the right forum.    Anyway, I would like to do something that looks like an old CRT-TV.    I already got the scan-line and vignette shader (GLSL), now my problem is that I need to slightly "bend" the surface on the edges to the back to create this illusion of an old CRT-TV surface. I am using Game Maker Studio, so I have only 2D capabilities and limited 3d functionality, like drawing models and manipulating matrices.    Can someone help me to get this started?   edit: A picture of what I mean in a game where I saw it. It is very subtle and I hope you can spot it in the screen well enough.
  3. I am.   I did not study. I had a large interest in cross platform way of doing games and graphics. So I stumbled upon OpenGL. I just started learning it over Nehe. Then with the years, I expanded my knowledge and so on and so forth. Was pretty exciting, but I am nowhere as good as professionals.  I can do quite some stuff with OpenGL though :):
  4. Glaubt nicht was ihr in der deutschen Presse über Dorner lest. Der Mann ist ein Held. Nichts anderes. Er hat korrupte Cops angezeigt und dafür wurde er gefeuert. Er bekämpft Korruption. Nichts anderes. Und selbst wenn er sich ergeben würde, würde er das ganze nicht überleben. Er muss für sein Leben und die Freiheit der Bürger in Kalifornien kämpfen.
  5. Thanks fixed it: dp = pow(abs(dot(wvPosition, wvNormal) + 1.0), rim_power);
  6. This is the error I get from YoYo's Game Maker: ############################################################################################ FATAL ERROR in Vertex Shader compilation ShaderName: sh_rimlighting C:\Users\xxxxx\AppData\Local\Temp\gm_ttt_77174\memory(182,8): warning X3571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them at gml_Object_obj3DPlanet_Draw_0 (line 27) - shader_set( sh_rimlighting ); ############################################################################################   This is the Vertex Shader I apply: attribute vec3 in_Position; // (x,y,z) attribute vec4 in_Colour; // (r,g,b,a) attribute vec2 in_TextureCoord; // (u,v) attribute vec3 in_Normal; // (x,y,z) varying vec2 v_vTexcoord; varying vec4 v_vColour; varying float dp; uniform float rim_power; //Increase to reduce the effect or decrease to increase the effect void main() { gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * vec4( in_Position, 1.0); v_vColour = in_Colour; v_vTexcoord = in_TextureCoord; vec3 wvPosition = normalize((gm_Matrices[MATRIX_WORLD_VIEW] * vec4(in_Position, 1.0)).xyz); vec3 wvNormal = normalize((gm_Matrices[MATRIX_WORLD_VIEW] * vec4(in_Normal, 0.0)).xyz); //float power = 5.0; //Increase to reduce the effect or decrease to increase the effect dp = pow(dot(wvPosition, wvNormal) + 1.0, rim_power); } This is the GML Code I call:   var rim_power = shader_get_uniform( sh_rimlighting, "rim_power" ); d3d_transform_add_rotation_x( 90 ); d3d_transform_add_rotation_y( planet_angle ); d3d_transform_add_scaling( planet_scale, planet_scale, planet_scale ); d3d_transform_add_translation( x, y + offset_y, 0 ); shader_set( sh_rimlighting ); shader_set_uniform_f( rim_power, 5.0 ); d3d_model_draw( modPlanet, 0, 0, 0, background_get_texture(tex_mars) ); shader_reset(); d3d_transform_set_identity(); I do not know where this error is coming from. If I uncomment "float power = 5.0" and use it instead of the uniform rim_power, then it works.  I also get this error when I set rim power to any number that has anything different than .0 as last number. So e.g. 1.0 works, but 2.3 leads to this error.  Any hint or insight is appreciated.
  7. I uploaded this game to Steam Workshop, but it is not completly done yet! It is a light version of what I am planning to release later with more ships, more backgrounds and more bosses! [b]Steam Workshop:[/b] http://steamcommunity.com/sharedfiles/filedetails/?id=107934091 In a nutshell, you fight evil ships that are coming at you and you level up while doing so! All 4 Levels ( limited atm ) you gain 1 perk point that you can spend. Perks like:[list] [*]3 shots fired instead of 1 [*]Base auto heal [*]More damage against bosses [*]and more [/list] The twist is, that everytime you fail to hit an enemy, it deducts 1 from your multiplier. Shooting them raises your multiplier, except for bosses! So pure button mashers will have a bad time reaching a good score. If you even let an enemy slip past, he is gonna damage your base. If it explodes, you lose, no matter how much health you have. I designed this as a score attack in a robotron style. There is also 1 additional ship with a different special weapon to unlock. I hope you have as much fun playing it, as I had making it! I really would like to get some feedback from you guys [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]. [b]Screenshots:[/b] [img]http://i.imgur.com/Fvee1.jpg[/img] [img]http://i.imgur.com/ty4BA.jpg[/img] [img]http://i.imgur.com/FNkk2.jpg[/img] [b]Legal:[/b] Music is licensed under Creative Commons CC-BY-3.0 Deceased Superior Technician [url="http://www.dreade.org/nosoap/faq.php"]http://www.dreade.org/nosoap/faq.php[/url] The Font is Copyright © 2009, Matt McInerney ([url="http://pixelspread.com"]http://pixelspread.com[/url]|matt@pixelspread.com), with Reserved Font Name Orbitron. This Font Software is licensed under the SIL Open Font License, Version 1.1.
  8. Arma 2 detects it via the Key and then you become a one hit kill. I want to throw in another method: Make an extra torrent version. Like giving your actors in the game a piratehat or anything else that is just cute and funny. Then cut down the playtime and distribute it to the torrent network as official release by some unknown hacker group. Advantage is clearly more free attention for your game if it is good and the pirate hats might cause a lulz or two which is always good.
  9. Danke für alle Glückwünsche gestern. :D
  10. Are there any? Torque2D has a good price, a good editor, but also some minor flaws like the handling in the editor, esp. for animations, and no cpu multicore support. I could not find anything like Torue2D which is not tailored towards iPhone and Android. What I am looking for is an engine that comes with an intuitive set of tools like an editor, scripting and modern accelerated rendering. I don't care for any smartphone support.
  11. @V-Man Glew is a bad idea for OpenGL 3 and 4 since it uses deprecated ways to get the extensions and causes Warnings. @Asesh GL3w works on Windows and Linux as far as I can see. Yes, it is the same case. The python script generates a file dependant on your platform which you can include into your project.
  12. Use [url="https://github.com/skaslev/gl3w"]gl3w[/url]. It does the Job for you.
  13. OpenGL

    This is my vertex structure, also for 2D: [code] struct NLVertexData { /// \brief Constructor NLVertexData() : x(0), y(0), z(0), r(1), g(1), b(1), a(1), s(0), t(0) {} /// \brief X f32 x; /// \brief Y f32 y; /// \brief Z f32 z; /// \brief Red f32 r; /// \brief Green f32 g; /// \brief Blue f32 b; /// \brief Alpha f32 a; /// \brief s f32 s; /// \brief t f32 t; }; [/code] That makes a size of 36 bytes per Vertex. That leads to the following Vertex Attribute Set: [code] glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(NLVertexData), 0); glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof(NLVertexData), (void*)(3*sizeof(float))); glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(NLVertexData), (void*)(7*sizeof(float))); [/code] Shader-Layout: [code] layout(location = 0) in vec3 Vertex; layout(location = 1) in vec4 Color; layout(location = 2) in vec2 TextureCoord; [/code] So yes, you need only 1 set of texture-coordinates per Vertex. Don't know why they use it like this in that tutorial. Why they are called S and T is something I did not figure out after reading 3 Books and an unknown amount of websites regarding the topic . I just take it as a given naming . Good Tutorial: [url="http://arcsynthesis.org/gltut/"]Learning Modern 3D Graphics Programming Through OpenGL[/url]
  14. [quote name='nickme' timestamp='1312846710' post='4846432'] hi, i have problem setting up sdl to run on vc++ 2010. any help will be appreciated. thanks [/quote] Make sure to download 1.3, not 1.2. http://www.libsdl.org/tmp/SDL-1.3.zip They are flagged as unstable, but they run just fine.
  15. Well, go ahead then. Use that IDE if you insist. Who am I to question that . [quote]- it requires making a project file, even for compiling code with just a single C file[/quote] Spawn a console: gcc myfile.c -o myexe.exe