MoradM

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About MoradM

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  1. Jumpy Sound

    Screenshots of Jumpy Sound, an indie Music Memory game for the android. https://play.google.com/store/apps/details?id=com.MoradMuslimany.JumpySound
  2. Just for fun

    Things I do when I'm obred
  3. Vepro

  4. Yes I plan on editing it later! Thanks!
  5. This is very interesting, especially for future game developers like me (I hope.) I feel the need for saying Thank you!
  6. Hello. A week ago I started the project of a 2.5D Skills Game, where our character is a cube, and this cube (which is called "Cubert") has several functionalities that it should use to bypass challenges throughout the levels.   Update: You can now play the game here     Here are the key functionalities that I have embedded: First of all, there is the camera script. I have embedded the SmoothFollowV2 from the unity resources and tweaked it to my liking. Added a "Hover" ability for Cubert; While in air, the player can press H and it would hover (just a big jump) until the hover fuel ends (which is indicated by the Hover GUI on the top left of the screen goes black). The hover fuel, if ends, will refresh after around 6 seconds. If the main back wall is blocking us from seeing Cubert clearly, its' material would just fade (alpha value,) and if the camera returns to its' bounds, the material gets back. Rotation ability: Cubert can rotate, and the camera would rotate with him. This ability is used to bypass edged passes, as it would be hard looking at cubert from the side while walking through them. Scale down ability for Cubert, where, if the player presses "n", Cubert would scale down for about 4 seconds, making him able to bypass narrow entrances. Hover Capsule, if taken, Cubert's ability to hover would increase way more (still working on making a Hover actual animated fuel bar, and not just GUI text.) To finally exit the level, there is a portal which is made out of two particle systems and a cube whose mesh renderer is disabled, in which Cubert must pass through. Both Day and Night environments. Basic lightmapping. More functionalities soon Currently there are 3 levels. *Note: If you are wondering how I created one or more of the functionalities, you are very welcome to ask me! Always glad to help!   Photos: [sharedmedia=gallery:albums:669]   Video: https://www.facebook.com/photo.php?v=10151584281838301
  7. 2.5D Game Concept

    A try with a 2.5D Game Concept. Done with Unity using C#. Features so far: (1) Manually programmed camera controller, follows the character "Cubert" in a 3D manner, even while rotating. (2) If an object is blocking the player from viewing Cubert (like the wall) then its' material is faded out (3) Cubert can move in all directions (4) Can jump (5) Can hover (a longer jump), but if this ability is used, it needs time (around 10 seconds) to be able to be used again (6) Can be scaled down to bypass narrow entrances! More soon!
  8. Puzzle 3D Game

    In this game, you have to figure out how to make the capsule that brings you to the next level appear! Here are pictures from the first level, where you have a matrix as a hint, and once you solve it you get the numbers 1, 5 and 8, and you must trigger them and only them in order for the capsule of levels to arise!
  9. Vectorial 2D Platformer

    A simple idea.  Have you ever considered using the Unity engine?
  10. Web game: flash or unity?

    It all depends on what kind of game do you plan to develop. Facebook social games for example, are often made with HTML5 and/or Flash, but in my opinion, Flash's renderer is really too weak when compared to Unity's (keep in mind that Unity can be used to create 2D games with the right setup.) A 3D or 2.5D game should preferably be created with Unity as you have all (?) the tools you might need to carry on with the projects and evade tough and complex stages that the Unity team has already done for you.   Afterall, think about what do you exactly expect from the "engine" you want to work with. But at the end of the day, learning C#/C++ Game Programming is far better than investing time in Flash if not needed.
  11. A question regarding education..

    [quote name='teutonicus' timestamp='1315737140' post='4860286'] Get your SE degree and make plenty of games in your own time while you are studying. You do not need the 'games' degree to work in the industry. Start eyeing off graduate positions now (or even senior positions; you should have goals), so you will be prepared to rock your future employer's socks off with your amazing demos and resume once you graduate. Be awesome. [/quote] Sounds like a great plan, thank you!
  12. First of all, hello GD Members. I'm a new member in these wonderful forums. I've got a question to ask, and I need help with it: I'm beginning my education for a Software Engineer B.S.c. in October (which is a 4-year-long program) and my precise aim is to break into the game industry. Lately, I've been looking also at same B.S.c. programs in Game Development and Game Design, and I figured, when I finish my B.S.c. at Software Engineering I could go and take that program of Game Development/Game Design. But my question is, will I be able to work in the Game industry using only my Software Programming B.S.c., or do I seriously have to take another 3-year-long program of Game Development B.S.c. to even just get the chance to enroll in the game industry? What would you advise me to do, GD members? Any help is appreciated, since I'm a bit lost over here.... Thank you!