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  1. Hey guys! I have been looking into ways that we can transfer data over from our pc game to a mobile app in a cloud-based fashion. We were planning to have users sign into our own web api through Steam on the PC game and on the Mobile game. This would allow us to store game information based on the user's steamid that can be passed between the mobile game and the pc game. What ways is this sort of cloud based implementation done? What do people usually use to accomplish something like this?
  2. CyberblastStudios

    DevLog #15 - The Harvest is Greenlit!

    Thank you! We are very excited to release this game!
  3. CyberblastStudios

    DevLog #16 - Keep on keep'n on!

    Well, after our game, "Valley of Crescent Mountain" has been greenlit, we are now getting in as much content as we can! We are very excited to start preparing this game for release on Steam. Part of that process is streamlining what we already have implemented. One of those things is our networking system for the tiles. We were lazily replicating all of the tile data at once, and we wondered why the loading on the network was so slow! I made a system tonight that splits up the tiles into sections and replicates the data for those separately! This turned out to work well as I tried to take the tile amount up a notch to over 16k, and there were no loading issues on the network at all! I suppose the motto always is with networking, "only send what you absolutely NEED over the wire."
  4. CyberblastStudios

    DevLog #15 - The Harvest is Greenlit!

    Well, I am very pleased to say that The Harvest has been Greenlit by the community! After 22 days (Which is nearly PI Weeks) of campaigning on Steam Greenlight, we received a notification from Valve themselves that we had been Greenlit! As a result, the entire team went mad on our Discord chat! We have also started to plan what we are going to do next with The Harvest to bring it closer to release on Steam! Today marks a new milestone in The Harvest's development! I can tell you right now, we have a lot of cool stuff planned for this project and for you guys to see later down the road! I can't wait to see the day where people get together on the harvest and farm and explore the world together on a multiplayer server! I want to give everybody on Gamedev.net who supported our campaign a big thank you! It means a lot to us! We will be sure to keep everybody updated with the latest developments on The Harvest! Stay tuned! GREENLIT page! http://steamcommunity.com/sharedfiles/filedetails/?id=448884478 Follow me on Twitter! https://twitter.com/CyberblastSoft
  5. CyberblastStudios

    Evolution of Jigster

    Every stage keeps looking better and better! Keep up the good work!
  6. CyberblastStudios

    DevLog #14 - Everybody Loves Struct Serlialization!

    Mostly today I did not have too much time because I spent a lot of the day home from work shopping for microphones and microphone boom stands. I decided I would make the saving and loading and the usual file utilities for the character profiles. I kind of forgot today how to make this saving and loading work with the reflection system that Unreal Engine provides. I would much rather do this than write out raw bytes to the archives because of save file redundancy when new game versions come into play. After spending a bit of time playing with the serialization stuff I managed to get the saving and loading of the character profiles to work flawlessly. We can now pull this data when the user loads into a level to apply any of the skin colors, clothing, etc, that the player may have and send that information across the network! Vote for us on Greenlight: http://steamcommunity.com/sharedfiles/filedetails/?id=448884478 Follow me on Twitter!: https://twitter.com/CyberblastSoft
  7. CyberblastStudios

    DevLog #13 - The Lone Ranger.....On a Pig...

    Late last night, @Riuthamus wanted me to make a way for the player to ride pigs in The Harvest! At first when I started mounting the player to the pig mesh, I was very frustrated as the pig would not budge! The Next morning I felt stupid because I had forgotten to disable the collision for the player, since that collision was interfering with the movement of the pig. Anyway, after that stupidity, it was working like a charm, the pig is very fun to ride! We will plan to maybe add more to this in the future to enhance the mechanic of having ride-able animals in game. I also plan to add bags to the sides of some animals that contain item inventories so that you can transport items with ease! I was helping @Navyman package his game in UE4 today since he does not have a Windows machine at the moment. I realized I had forgotten to check the "For Distribution" checkbox in the settings, so it ended up making a development build. These kinds of builds do apparently require Visual Studio to run. A person that he gave the packaged game to complained that Visual Studio was needed to run the game! That is very good for me to keep in mind when we start making production builds for The Harvest! Check out The Harvest on Greenlight! http://steamcommunity.com/sharedfiles/filedetails/?id=448884478 Follow me on Twitter! https://twitter.com/CyberblastSoft
  8. CyberblastStudios

    DevLog #12 - Aint no beard trimming here!

    Just added the core features today for the character customization screen. In this screen you will be able to pick out your facial hair, head hair, nose type, skin color, and more when you first start the game. The main thing I have left to do is make some placeholder GUI elements for the facial feature selection and the skin color and other colors selection. Thanks to Unreal Engine's replication system, these custom character features will not be hard to network! Unreal's networking system is quite easy to use for most things and very powerful and stable at the same time! Thanks Epic! Not before too long will we have something cool to show! You guys will just need to wait in suspense! Vote on our Greenlight! http://steamcommunity.com/sharedfiles/filedetails/?id=448884478 Follow me on Twitter! https://twitter.com/CyberblastSoft
  9. CyberblastStudios

    DevLog #11 - Greenlight Magic Number?

    [quote name="slayemin" timestamp="1489093548"]From what I know, Valve was going through the submissions and manually approving green light items. It wasn't automated. The green lighting process was just a way for them to get community feedback on games to help in their decision making process. Steam has always been a platform of curated games. There are some games which can sit in green light forever, and no matter how many yes votes they get, they'll never see the light of day for some reason or another (ie, a game satirizing GabeN would be funny and get voted, but never approved by Valve). The key to getting greenlit is to make an amazing game with compelling content. After you're greenlit, you're only 10% there -- its not automatic success and validation. You now have to sell your game, and the best way to sell it is to make it good.[/quote] I agree with you that they are manually going through them at least somewhat! And yes, a quality title is the best way to sell for sure.
  10. CyberblastStudios

    DevLog #11 - Greenlight Magic Number?

    The popular belief among developers running Greenlight campaigns is that there is no hard set yes vote threshold for which a title would likely be greenlit. However, I personally believe that threshold to be around 350 yes votes. I was working on a previous game called Precursor's Dawn that was greenlit at 351 yes votes. This was surely at the lower range of yes votes that greenlit games at the time had. We have spoken with other developers about their yes vote counts that they had when their project was greenlit. Most of their counts were right in the 345 to 350 range at the time they were greenlit by the community! Whether there is a threshold or not, it is surely something interesting to ponder about while you keep on developing your title and rooting for it on Twitter while you wait for yes votes to fly in! I would like to hear what anyone else thinks about this topic! Go vote on The Harvest on Greenlight! http://steamcommunity.com/sharedfiles/filedetails/?id=448884478 Follow me on Twitter! https://twitter.com/CyberblastSoft
  11. CyberblastStudios

    DevLog #10 - Visual Studio 2017!

    Today I had almost forgotten that Visual Studio 2017 came out today after it was in a release candidate stage for a while there. I always complained on how slow Visual Studio 2015 was to load and show intellisense in our C++ UE4 project "The Harvest". I was ecstatic when I went to the Visual Studio website to go get the 2017 version! I installed it after a long wait with uninstalling the old slow version and replacing it with the new! I found the new Visual Studio to be much faster to load and show intellisense suggestions! This will be a big time saver for us as a team since Unreal Engine is pretty much tied to Visual Studio for official IDE support! I also got some other things done with tidying up the backpack and starting the weather system implementation. We are very excited to get this game out to everybody! Check us out on Steam Greenlight! http://steamcommunity.com/sharedfiles/filedetails/?id=448884478 Follow me on Twitter! https://twitter.com/CyberblastSoft
  12. CyberblastStudios

    DevLog #9 - Backpacks Anyone?

    Well, today I was messing with some streaming stuff! @riuthamus gave me a 6 month license with XSplit! He absolutely hates OBS so he insisted that I use it! So I spent most of the day today setting up all of my Twitch streaming stuff. I ended up streaming a little today! Unfortunately, I did not get much done during that time! Here is the link to the archive on Twitch: https://www.twitch.tv/videos/126935894 . After the stream however I did get the backpacks working like I wanted to! Later, I will put an inventory component in code into the backpack so that the player can use it as a separate inventory! Vote for The Harvest on Greenlight! http://steamcommunity.com/sharedfiles/filedetails/?id=448884478 Follow me on Twitter! https://twitter.com/CyberblastSoft
  13. CyberblastStudios

    Spine Runtime for Unreal Engine 4 Released

    Looks pretty cool!
  14. CyberblastStudios

    DevLog #8 - Junk in the trunk!

    We've got junk in the trunk! The time has come that we put in a way for the player to see extra items in their inventories be shown visually on the side of a backpack! The backpack later will also serve the purpose of holding another inventory for the player to stash their beloved possessions into! We are also working on some weather condition stuff that will tie into the time and season systems! And just a head's up! We will be coming out with something interesting at the end of next week! But you will need to wait to see it! Check it out on Greenlight! http://steamcommunity.com/sharedfiles/filedetails/?id=448884478 Follow Me on Twitter! https://twitter.com/CyberblastSoft
  15. CyberblastStudios

    DevLog #7 - Fishing Time?

    Well, it's about that time.... Yes, its time for fishing! We really route in the game to get edible resources apart from just digging a hole in the cold hard ground, stuff a seed into it and let it suck the minerals out of the soil in hopes that it will flourish into a fully grown crop the player can harvest. We need to be able to utilize our water supplies for something in the maps by planting down some fishing spots for the players to cast their fishing hooks into. Cooking will also be needed to make such a filthy raw fish edible without causing the player illness. That is all the time for now, Check out our Greenlight link! http://steamcommunity.com/sharedfiles/filedetails/?id=448884478 Follow me on Twitter! https://twitter.com/CyberblastSoft
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