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fgnm

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About fgnm

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    Game Designer
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    Sound Designer
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  1. My design document includes many micro-details (not all but I can easily complete it in a month) on the tech side. Quite less on the art side (graphics, sounds, a well detailed story, dialogues etc.), this because I'm not an all-in-one, obviously I'm not able to do everything with equal quality. Yes, Crowdsourcing is an idea. I'm looking for any possible alternative and choose the right one! Facebook was created by one person, yes, but facebook is not a game, it just requires good programmers, at least to start. In my idea of good game even the smallest SFX have to be perfect (as far as possible).
  2. That's exactly what I've understood with this thread. I've never said that I want it now, I'm not afraid to wait 10 years (I hope not anyway :p) No I'm not even a big fan of this kind of games.
  3. Yes, I've understood... But work = money to invest myself -> chances of getting investors, am I wrong? It should be what you have explained in the link you've post. Education first, then experience and finally a chance to achieve this goal... Why should I "forget it"? I've already a bachelor’s degree, and in the next year I'll get the master’s degree. I've already found some courses with my university about Business and Management that I'll follow after master’s degree... Meanwhile I can find a job in gaming industry to get: experience and monies, at least to create a prototype in order to start a crowdfunding campaign and then get some investors, or if I'm lucky, to get investors without the campaign... is it really so impossible? I want just to point out that my idea is not a game as you intend. Of course, people will download it on their pc or console, and they will play it, but the project will not be limited to this, so it's not the umpteenth MMO on the market 😄.
  4. Thanks to all who are answering! I'm writing a business plan and I've estimated around $1 million to create an alpha with most of features, even able to generate some revenue. I can work for 2-3 years, as graduate it's quite easy to find a good jobs in Computer Science, both as freelance and as employed.. But I need experience, you right. On design point of view I can choose the things I need, but I lack in partical. So, I have to do some quality games, small, but good, even just to have a name in this industry. Meanwhile I have to do a prototype... that's could be the hardest part, because I've just two friends that could help me but they are graphics. I'll carefully read this, many thanks!
  5. Hello! Almost two years ago, I've imagined a game. Something that goes quite beyond the simple idea of "game", I've imaged a community, a society. I've spent the last two years to make a project of my idea. I've built a document where I explain everything about it: any functionality and gameplay. Soon I've realized that this "social revolution", as I have in mind, cannot be created by a single person (or few) and cannot be created with a little investment (100k$ are very few...). So, now that I've finished the project and all the design I'm wondering: how can I produce that? A very hard question for me, and I need some help. First, I'm a programmer (soon will graduate in MoS in Computer Science), but I'm a designer too. So, for many aspects I can contribute in the development not just as a game designer or producer but also as programmer and technical. Indeed, there are some core function that I must develop from myself (i.e. the in-game currency that should follow my own algorithm). What I need? I need just someone that believe in my idea and sees how big could be. I've designed everything, from landscape to gamers' psychology, and I'm sure that if I will explain my project to anyone smart, he/she will understand its potential. An important thing (I hope :D) is that my primary aim are not the monies but improve people's life, the game could be of course a gold mine just as like Facebook. I'm willing to transfer all royalties to anyone will accept, a pact that it will be developed exactly as I want. So, the real question is: where I can find investors in gaming industry? (Events, forums, chats, anything I can use to find the person I need) Have you any tips? Have you some real life examples? Many thanks, we can discuss I hope that this is the right section, if not, please move my thread.
  6. fgnm

    Rolly Monkey

    Break out of the cages! Help monkeys escape from the zoo and find freedom! How long will you resist in the urban jungle? [HOW TO PLAY] - Swipe horizontal to roll - Avoid being catch
  7. I understand, glowing variant sprite seems to be the better solution under many points of view. I liked the idea of being able to control brightness and other parameters at run-time with a shader, but you are making me think that maybe it's too much for the kind of the game I'm making..
  8. Yes, I need this effect on many other objects but not on the whole screen, and I would't really change all my assets with extra padding.. So which kind of approach you suggest to have a glow/bloom effect just on some actors on the screen?
  9. Hello, I'm trying to make a bloom effect in my 2D game made with LibGDX. I've a problem with the shader side, in short the glow effect should be go off the bounds of the texture, if I have a texture 40x40 the shader should cover 60x60 for example. This image explain better the problem I have: , as you can see the bloom effect is cut when the texture ends. I suppose that I should modify the default vertex shader to get what I need but I'm not very familiar with GLSL programmig so I ask if someone could help me. Vertex: #ifdef GL_ES precision highp float; precision highp int; #endif attribute vec4 a_position; attribute vec4 a_color; attribute vec2 a_texCoord0; uniform mat4 u_projTrans; varying vec4 v_color; varying vec2 v_texCoords; void main() { v_color = a_color; v_texCoords = a_texCoord0; gl_Position = u_projTrans * a_position; } Fragment #ifdef GL_ES precision highp float; precision highp int; #endif varying vec4 v_color; varying vec2 v_texCoords; uniform sampler2D u_texture; uniform mat4 u_projTrans; uniform float u_blurSize; uniform float u_intensity; void main() { vec4 sum = vec4(0); // blur in y (vertical) // take nine samples, with the distance blurSize between them sum += texture2D(u_texture, vec2(v_texCoords.x - 4.0*u_blurSize, v_texCoords.y)) * 0.05; sum += texture2D(u_texture, vec2(v_texCoords.x - 3.0*u_blurSize, v_texCoords.y)) * 0.09; sum += texture2D(u_texture, vec2(v_texCoords.x - 2.0*u_blurSize, v_texCoords.y)) * 0.12; sum += texture2D(u_texture, vec2(v_texCoords.x - u_blurSize, v_texCoords.y)) * 0.15; sum += texture2D(u_texture, vec2(v_texCoords.x, v_texCoords.y)) * 0.16; sum += texture2D(u_texture, vec2(v_texCoords.x + u_blurSize, v_texCoords.y)) * 0.15; sum += texture2D(u_texture, vec2(v_texCoords.x + 2.0*u_blurSize, v_texCoords.y)) * 0.12; sum += texture2D(u_texture, vec2(v_texCoords.x + 3.0*u_blurSize, v_texCoords.y)) * 0.09; sum += texture2D(u_texture, vec2(v_texCoords.x + 4.0*u_blurSize, v_texCoords.y)) * 0.05; // blur in y (vertical) // take nine samples, with the distance blurSize between them sum += texture2D(u_texture, vec2(v_texCoords.x, v_texCoords.y - 4.0*u_blurSize)) * 0.05; sum += texture2D(u_texture, vec2(v_texCoords.x, v_texCoords.y - 3.0*u_blurSize)) * 0.09; sum += texture2D(u_texture, vec2(v_texCoords.x, v_texCoords.y - 2.0*u_blurSize)) * 0.12; sum += texture2D(u_texture, vec2(v_texCoords.x, v_texCoords.y - u_blurSize)) * 0.15; sum += texture2D(u_texture, vec2(v_texCoords.x, v_texCoords.y)) * 0.16; sum += texture2D(u_texture, vec2(v_texCoords.x, v_texCoords.y + u_blurSize)) * 0.15; sum += texture2D(u_texture, vec2(v_texCoords.x, v_texCoords.y + 2.0*u_blurSize)) * 0.12; sum += texture2D(u_texture, vec2(v_texCoords.x, v_texCoords.y + 3.0*u_blurSize)) * 0.09; sum += texture2D(u_texture, vec2(v_texCoords.x, v_texCoords.y + 4.0*u_blurSize)) * 0.05; gl_FragColor = sum * u_intensity + texture2D(u_texture, v_texCoords); }
  10. fgnm

    Rolly Monkey

    Album for Rolly Monkey
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