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Magogan

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About Magogan

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    Programming

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  1. Magogan

    Beginning DirectX, Ortho?

    Well, it just reads the compiled shader from the file and loads it. You may want to structure it a little better so you can reuse the code for loading multiple shaders in the future. The vertex coordinates expected by the orthographic matrix are in pixels I think, from -0.5*screen size to 0.5*screen size, I just saw you used 0.5f as coordinates - you have to use e.g. -100 to 99 for a 200x200 px rectangle if I'm not mistaken.
  2. Magogan

    Beginning DirectX, Ortho?

    std::ifstream vs_stream; vs_stream.open(FileName, std::ifstream::in | std::ifstream::binary); if (vs_stream.good()){ vs_stream.seekg(0, std::ios::end); auto vs_size = size_t(vs_stream.tellg()); auto vs_data = new char[vs_size]; vs_stream.seekg(0, std::ios::beg); vs_stream.read(vs_data, vs_size); assert(vs_stream.good() && vs_stream.gcount() == vs_size); vs_stream.close(); //Initialize shader here using pDevice->CreateVertexShader, pDevice->CreateInputLayout, pDevice->CreatePixelShader, ... //pDevice is your graphics device (of type ID3D11Device*) delete[] vs_data; } I'm sorry, I googled it and it uses the D3DCompiler API. However, you can simply use the code above without including any additional header or DLL.
  3. Magogan

    Beginning DirectX, Ortho?

    I still strongly suggest compiling the shader using the HLSL compiler included in Visual Studio as I explained in my previous post. That has a lot of advantages and you actually see detailed error messages when something is wrong. It is also the correct way to do it.
  4. Magogan

    Beginning DirectX, Ortho?

    Probably because you put vertex and pixel shader into the same file. You can actually precompile shaders in Visual Studio (use file extension .fx and include them in the project and choose some HLSL options such as type and version in the file properties) to get more helpful error messages and you don't need to ship the raw code to your players and save game startup time by not compiling the shaders every time the game starts. https://stackoverflow.com/a/10759416/9593665 See link for some info on loading the shaders.
  5. Just updated the title, still looking for someone who is willing to work with me on this.
  6. Magogan

    How much longer can Trump/Trumpism last?

    The problem is that Trump is not doing a good job. As a politician, you usually want people to support you and therefore do things that most people benefit from, e.g. affordable health care etc. The only positive thing I remember that Trump has done is the North Korea thing, and I am not convinced that he did this on purpose. He threatened nuclear war via Twitter and I think Kim Jong-Un simply thought that this guy is crazy and would actually do such a thing, not like other presidents who would never have started a (nuclear) war against North Korea and therefore didn't pose a real threat. Every other thing I remember him doing was not beneficial to the working class, including his own base. But they don't seem to understand that, I just don't know why.
  7. Magogan

    How much longer can Trump/Trumpism last?

    Trump makes America great again, don't you see it? Finally we are doing something against our allies and side with long-time foes like Russia. And those tax cuts for the wealthy really help the struggling working class. Also more expensive healthcare is very great because it helps funding research and development in how to increase profits. I actually have no idea how people could even believe in Trump before the election. I think this will continue as long as he is president, but I cannot imagine that he will get re-elected. He wouldn't have been elected in the first place if the U.S. had been a real democracy with fair elections and more than two political parties. Seriously, over 300 million people represented by two parties? Minus the people not really represented because they live in red/blue states.
  8. Magogan

    As a game dev, what are you most afraid of?

    Not being able to complete my game. I've been working on this for about 4 years and being "only" a programmer, I have to find a modeler and an animator to continue and I was unable to find anyone with a reasonable amount of time and dedication yet.
  9. Update: I also need someone who creates voxel models.
  10. Magogan

    Blocked ports?

    Well, the problem is that I have an additional server written in C++ running on the login server, so I cannot run it on port 443 because the web server already occupies this port. Getting a documentation from the ISP isn't feasible either because it may affect a lot of my customers/players in different locations in the world. Isn't there another port number that is free on most of the ISPs? Maybe 8080?
  11. Magogan

    Blocked ports?

    Hi, someone from Brazil had problems connecting to my login server. It works perfectly fine on the web server on port 443 (https), but he just cannot connect to port 12345. I can confirm it is working on my PC (in Germany), I can connect to port 443 and 12345. It happens on both his phone and his PC on the mobile network and regular cable internet (same ISP though). traceroute only gives timeouts on 12345 (but works fine on port 80). What can cause this? Is his ISP just blocking the port? Or is it something I can prevent, e.g. by changing the server's port? Is there a better port choice or will there always be people who have problems with blocked ports? Does the routing over the internet depend on the port in some cases? That would not make sense though, because ports are local addresses... Cheers, Magogan
  12. Hi there! I am a programmer working on a voxel RPG and I need some help with animations and modeling. I develop the game Cube Universe, which is already released on Steam Early Access. The voxel models are not that good (programmer art), so I need someone to improve the existing models, including textures, and create a few new ones. The game also lacks animations, so I am looking for someone who knows how to create at least simple animations in Blender (or any other program). I can offer a revenue share, but the game currently doesn't sell very well because of the models, missing animations, and, as a consequence, me not doing any sort of marketing. The sales will likely go up by some orders of magnitude once this is done and there is something you can advertise to players out there, but I cannot promise anything. Therefore, I posted it as a hobby project, hoping someone shares my passion for developing games and is willing to help me making a great game. If you are interested, feel free to contact me via PM, Discord (Beosar#8149) or email (contact@cubeuniverse.net). About the game (copied from Steam page):
  13. Magogan

    Advice on increasing sales

    Well, I didn't have that much to show, the game was in development and I had no one who could make anything pretty enough for marketing. Without enough money for a marketing campaign, there is no point in paying for any ads. I would need a good trailer or banner and I don't even have that. And Facebook app install ads are only for mobile apps, not desktop applications.
  14. Magogan

    Advice on increasing sales

    I was not sure if I'm allowed to share that link, but since you asked... https://store.steampowered.com/app/820070/Cube_Universe/ No, I haven't sent press releases to anyone because I'm not sure if that is benefical in this "early" stage and also have no idea to whom I should send them. I have social accounts, but I'm not sure how much time I should spend on that given that I still have to develop a game here. Also, I probably should wait until I have at least a logo. I'm not sure how important that is, but it has to be done anyway. Any idea on the design of the logo and the background for the graphical assets on Steam? I think it should in some way show the USP, but I don't know how that could be done. Edit: 40.89% view rate for my trailer? WTF? How can such a high percentage of people not click "Skip ad"? More than 25% are watching it completely. How on earth is that possible? But also only one click out of 577 views/1410 impressions... Well, people can search for it on Steam/Google, but I don't know if they do. At least they heard of it, I think that's a good thing. But is that worth the money (€0.01 per view)? Can I somehow find that out?
  15. Hi, I released my first game (some kind of voxel RPG in space) on Steam Early Access about 3 weeks ago and I'm wondering what I could do to increase sales. The problem is that I'm working on this alone and I'm not good at graphics design etc., so it is not finished, meaning it lacks some textures and animations for the voxel models. The voxel world itself is kind of "finished", but since I had no time to add more biomes, it looks like Minecraft. The unique selling point is that the blocks are smaller, mountains are higher, there are quests, and different planets that you can fly to on your spaceship. I don't know how to continue... I need money to live, but I can also understand that people hesitate to buy the game in this early stage - but this is not helpful since I cannot continue the development without any money, so I would have to find a job and do the development in my spare time. It would basically take decades to finish the game if I did it alone. So far, I sold less than 100 units. The price is $8.99. I feel like I just cannot charge less (with the exception of sales) given that the game has been in development for over 3 years and I need to make money. I tried advertising my trailer on YouTube, but that doesn't look promising so far, although I got 36% view rate (30 seconds watched or clicked on the ad out of all impressions), which seems a bit high given that I personally skip ads much more often. Anyway, do you know what's best here? Cheers
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