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Found 624 results

  1. I'm working on a space game, and I suck at art. I would love to get some help from someone who is more skilled than me. Things I need include modular space ship parts and GUI elements. Nothing too fancy, just functional so I can get a prototype put together. This could potentially become a serious project, but for now this is just a hobby project. In this video, you can see a few things I already completed :2018-02-24 20-08-13.flv2018-02-24 20-08-13.flv
  2. Hi there. I'm pretty new to this and I don't know if it has been asked before, but here I go. I'm developing a game using SFML and C++. I would like to use the "Tiled" tool to load maps into my game but I don't actually find any tutorial or guide on how to exaclty use it (I know that I have to read an XML file and stuff). I just step into diverse projects that make all a mess. Anyone knows where can I find good information to make my map loader by myself? Thanks in advantage!!
  3. Today again I painted the next drawing. I look at him and I understand that something is wrong in him. Can problems with the prospect or with black and white or with the composition or is everything terrible? help me figure it out, help.. My english is not very well, i'm from russia and i want to draw for game
  4. I've made first release! Yeah!

    Hello guys, I've released my game for the first time. I'm very excited about it and I hope you'll enjoy the game - Beer Ranger. It's a retro-like puzzle-platfromer which makes you think a lot or die trying. You have a squad of skilled dwarfs with special powers and your goal is tasty beer. There is a lot of traps as well as many solutions how to endure them - it is up to your choice how to complete the level! Link to the project: Project site Link to the Steam site with video: Beer Ranger Have fun and please write feedback if you feel up to. Some screens:
  5. An original fantasy RP game needs dedicated, self-motivated, and chill individuals! We have a story and general plot already set up, ready to be expanded upon. Miasma: Twilight Decree is a 2D roleplay adventure game. It’s set in a unique fantasy world with a vast map containing continents and oceans alike. Players are given one objective: to endure the troublous environments Allagia have to offer and successfully progress through time to reach the Age of Technology. The stakes are high, and every character’s actions can alter the world – or reset everything back to the beginning ages. MTD features a blend of survival aspects, dark themes, with the ability to make a mark in the history books. What we're currently looking for: • Writers - Super creative individuals who have experience in lore-making, world-building, and know their way around fantasy writing. All of the general elements are here [setting, plot, etc.] and need some "fluffing out"[quest lines, clans/ factions/ families, etc.]. Bonus points to those who can whip up spells and skills. • Artists - Mainly those who specialize in pixelated art, or people who can make concept art [since we lack pictures]. • Project Manager - Someone who is organized and can keep this project on the rails. As thorough as I am, it's difficult to cover all the bases on my own. • Other Positions - Anything else to fill in the gaps. We currently use Wikidot for our wiki; someone with CSS and syntax experience to polish it up would be awesome. A musician/ composer for all things musical. Way later down the road, we'll need community managers, DMs, and the such, though it isn't necessary at the moment. Other information: I've been working on this project since the beginning of 2017 with a group of friends. Life basically prohibited a lot of us from continuing on with it, and it went on hiatus for a while. I'm making an attempt to bring this back from the dead since plenty of time and effort went into it beforehand. It goes without saying that I also have a passion for roleplaying. I cannot stress enough that anyone interested should be into fantasy settings or D&D. Otherwise, you're probably not going to have fun with helping! We do have a Patreon with a few supporters, and Discord. Until things really start moving, we'll be using Discord to collaborate. For any questions, comments, or concerns, feel free to comment below or add me on discord @ Allagia X#9174 [best method of contact] for more info about this project.
  6. A new hud

    Lately I've been working on updating the hud. The game is quite colorful (once you press play) so I thought adding a cardboard only hud to make the distinction. Use to look like this: Now it looks like this: Top left is supposed to be the briefing about the current level. Working on localizing those texts. More about posable heroes: Steam Store Page
  7. Hello fellow devs! Once again I started working on an 2D adventure game and right now I'm doing the character-movement/animation. I'm not a big math guy and I was happy about my solution, but soon I realized that it's flawed. My player has 5 walking-animations, mirrored for the left side: up, upright, right, downright, down. With the atan2 function I get the angle between player and destination. To get an index from 0 to 4, I divide PI by 5 and see how many times it goes into the player-destination angle. In Pseudo-Code: angle = atan2(destination.x - player.x, destination.y - player.y) //swapped y and x to get mirrored angle around the y axis index = (int) (angle / (PI / 5)); PlayAnimation(index); //0 = up, 1 = up_right, 2 = right, 3 = down_right, 4 = down Besides the fact that when angle is equal to PI it produces an index of 5, this works like a charm. Or at least I thought so at first. When I tested it, I realized that the up and down animation is playing more often than the others, which is pretty logical, since they have double the angle. What I'm trying to achieve is something like this, but with equal angles, so that up and down has the same range as all other directions. I can't get my head around it. Any suggestions? Is the whole approach doomed? Thank you in advance for any input!
  8. Hi all, I am starting to develop a tactics game and ran into a problem I had not thought of. I began by drawing a screen with a hex grid, and this is no big deal. I got that working fine. But, I realized it didn't look quite right. This is because in most strategy games, you're not looking straight down. There is a bit of a tilt. Attached is an example of what I mean. The hexagons on bottom are larger than the hexagons on top, and I'm unsure of how to go about adding this effect. Especially when you consider that some maps may be of different sizes. I'm not sure if this is the right place to post something like this, but it seems as though some sort of linear transformation would be applied? No? I don't even know where to begin in a problem like this. Thanks.
  9. Hello, I have limited programming experience in C++, but have always had a passion for games. Where do I start? I have a rough idea of the type of game I want to develop and am ready to commit the time necessary to learn new languages. Are mobile games too difficult to begin with? Should I begin learning the basics of keyboard controls before attempting touch screens? I would appreciate any input or advice! Thanks! Nick1
  10. draw stuff like this Okay, so I am an artist and have been for 6 years. However, I struggle to write code. I'd like to make a small demo of a game I'd like to make one day. If your willing to help it'd be much appreciated. so here is the concept: it's a survival game that involves cute characters that are mochi. Mochi Universe Draft version 0.01 (24 December, 2015) Concept The game concept revolves around city building and exploration. The target audience will be age 9+ (most likely because of the possibility of fighting). The cute graphics should appeal to all audiences male and female. The gameplay includes elements of real-time strategy games (such as warcraft ) with faster paced action (such as clash of clans). In order to build your city, you will need to explore the surrounding environment and collect items (such as in minecraft). The gameplay will less intense than warcraft and clash of clans, so the focus will be more on casual gamers than hardcore gamers.
  11. Forest Strike - Dev Blog #8

    Hi there, here we go with another weekly Dev Blog. This time we can call it the Bug Fix blog, since I mainly worked on issues that you guys reported. Bug Fixes KO Hook The KO hook is actually a new feature, but it is already available in the Pre alpha 0.0.1.2. and there were quite a few issues. If the character got hit by multiple bombs, multiple hooks were created and had the instance of the character stored. After the instance got destroyed, the hook was still referring to the instance and the game crashed (because it was no able to reference the instance). This issue was fixed this week. Here is an example of the hook: Current character Regarding usability, there was an issue of identifying which character you selected. Usually, if you hover over a character, there was an arrow. Now, the arrow is displayed over the current character which is selected as well. Back button The right mouse button is now used as a "back"-button. You can navigate to the previous menu from any sub-menu of the title screen or from the character selection. Additionally, you can un-equip the bomb. There was an issue, if you selected the bomb and were not able to put it away. In that case, you would have hit yourself, since you had to place it. Now, you can simple un-equip the bomb by pressing the right mouse button. Win message If you managed to defeat your friend, the win message was displayed on the screen. I forgot to reset the message. After starting another game, the message got already displayed. This was fixed this week. Additionally, there is a "back"-button as well to get to the title screen (should there be an additional button in order to directly go to the character selection as well?). If nobody won the game, a "Draw" is displayed on the screen. I am still working on the issues and most of them will be fixed next week I suppose. The tileset for the next level is almost finished as well. So I may show you the next level soon. Be sure to stay up 2 date! That's it for this update. Thank you for reading! As always, if you have questions or any kind of feedback feel free to post a comment or contact me directly. Cheers.
  12. Hi everyone! I am from an indie studio that has received funding for our concept and is ready to create the next generation 2D Pokemon-inspired MMORPG called Phantasy World. This ad is for a volunteer position but hopefully will transition into something more. Our vision is to create a game that draws inspiration from the series but is dramatically different in both aesthetics and gameplay as the work would be our own. We are hoping that you can help us make this a reality and are looking for game developers familiar with the unreal engine and would be happy to work on a 2D top down game. Sprite artists are also welcome as we are in desperate need of talented artists! Join our discord and let's have a chat! https://discord.gg/hfDxwDX Here's some of our in game sprites for playable characters while moving around the game world! Hope to see you soon!
  13. Good Evening, I want to make a 2D game which involves displaying some debug information. Especially for collision, enemy sights and so on ... First of I was thinking about all those shapes which I need will need for debugging purposes: circles, rectangles, lines, polygons. I am really stucked right now because of the fundamental question: Where do I store my vertices positions for each line (object)? Currently I am not using a model matrix because I am using orthographic projection and set the final position within the VBO. That means that if I add a new line I would have to expand the "points" array and re-upload (recall glBufferData) it every time. The other method would be to use a model matrix and a fixed vbo for a line but it would be also messy to exactly create a line from (0,0) to (100,20) calculating the rotation and scale to make it fit. If I proceed with option 1 "updating the array each frame" I was thinking of having 4 draw calls every frame for the lines vao, polygons vao and so on. In addition to that I am planning to use some sort of ECS based architecture. So the other question would be: Should I treat those debug objects as entities/components? For me it would make sense to treat them as entities but that's creates a new issue with the previous array approach because it would have for example a transform and render component. A special render component for debug objects (no texture etc) ... For me the transform component is also just a matrix but how would I then define a line? Treating them as components would'nt be a good idea in my eyes because then I would always need an entity. Well entity is just an id !? So maybe its a component? Regards, LifeArtist
  14. hello, i'm steve and im designer, i can design any idea and i'm looking for projects to help, if you are interesting write and we can talk about it
  15. Logo Area 86

    From the album Area 86

  16. Next level being designed for SAMA!

    From the album ScreenShotSaturday

    We've now started desinging the 3rd level of "Something Ate My Alien". This world is a gas planet, and all sorts of mayhem will be getting in our aliens way! #screenshotsaturday
  17. Team staff for 2D RPG Epic

    Small production team (Team lead & audio composer) is looking for diligent and fun people to join their ranks to make a new RPG tale. The story has been set, but how the story is to be told is still yet to be decided by innovators (That's where you come in). The story, Saving Grace, is a 2D RPG, akin to other popular RPGs, such as FFVI and Chrono Trigger. The story focuses on gameplay and story, and is an epic that is meant to inspire and become a roller coaster of emotion. A story following a silent protagonist, in a world where emotions are given shape and become conduits of power, a group of resistance fighters rise up to take down the self-declared ruler extending his grip over all until he controls all of the world of Tare. This exciting journey can only move forward with your help. Currently, our group is looking for (1) Programmer and (2) Artist (1) Programmer - Looking for a programmer that feels confident in programming RPGs and is willing to work with a team. No specified engine, but desire experience in Gamemaker 2 or Unity (but willing to work with other engines). Please send previous work for context. (2) Artist - Looking for a 16 bit high resolution pixel artist, to have similar aesthetics to the golden years of RPGs. Will need experience with simple animation software, such as SpriteMaker, to get project started. Please send either portfolio or example work. Looking to get demo developed by end of year 2018. Hoping to get a Kickstarter set by mid-2019 (which will lead to straight revenue and profit sharing, if successful) So if you're interested in having a say in a grand project and have your ideas come to life and be apart of a great team environment, then this is the project for you! And if you're interested in helping in other aspects of the game, feel free to message with what you would like to aid in! Making Greatness, Together
  18. Hi I am having this problem where I am drawing 4000 squares on screen, using VBO's and IBO's but the framerate on my Huawei P9 is only 24 FPS. Considering it has 8-core CPU and a pretty powerful GPU, I don't think it is not capable of drawing 4000 textured squares at 60FPS. I checked the DMMS and found out that most of the time spent was by the put() method of the FloatBuffer, but the strange thing is that if I'm drawing these squares outside of the view frustum, the FPS increases. And I'm not using frustum culling. If you have any ideas what could be causing this, please share them with me. Thank you in advance.
  19. I'm working on a small concept for a game and have a question about a concept I want to try out. So its top down (2.5D pokemon perspective I think they call it), I want the user to be able to walk with W,A,S,D and aim to the cursor. With a 100% top down perspective this would be easy and I could simply rotate the sprite to the mouse location. But with 2.5 it's a little harder since the sprite has a body that has different from each side. Another problem is the movement of the legs. When a player moves down he could either be walking backwards (when the mouse is above him), sideways when the mouse is to the left or right of the player. or forward when the mouse is below him. I added a simple gif down below that demonstrates the concept (without the leg movement) because that's gonna take some work Now my question. are there any games out there with the same mechanics. I know there are a lot 3D games that do this (battlerite for instance) but I cant find any 2d game. And do you guys see this work? Greetings, Merijn
  20. Hello, I do 2D graphics and animation. I would like to collaborate with a programmer, preferably: 2D, small scope (first), PC,(itch, steam) We both decide what we want to make, and share potential profits My pixel blog/portfolio: https://bahototh.blogspot.fi/
  21. Mine Seeker Steam Achievements and Testing

    Steam achievements for Mine Seeker are now complete. I will for sure be including these in all games going forward. Along with Cloud game saves and other services Steam offers now that I am more aware of what all they have to offer. Integrating with Steam was a particularly rewarding experience. I currently have 24 achievements players can earn. I had 30 but some were either not good or didn't fit the game well so in the end I actually removed some. Still a good number to keep people busy. So this screen shot says 9 of 30 achievements but its 24 now. But now that the hard work is done I now will be putting together some marketing materials, not very good at this part but I do my best. I've also learned a few new things so I'm looking forward to applying them and see if it has an effect on my sales. I'll be making a video, a bunch of pics and descriptions, etc. Once I have this together I'll be uploading the game to Steam so I can more easily have people test the game. I didn't know this until a couple days ago but its a bit of a pain to get the game running without Steam's assistance installing dependencies. So once I get the game up on Steam, hopefully in a week or so, I'll be reaching out to testers, bloggers, YouTubers, etc to see if anyone has an interest in testing, reviewing, or talking about my game. I also heard of a service I've never heard of before, keymailer. They help put game creators in touch with streamers so I signed up to check it out and see what it involves. So if anyone has any experience with them, good or bad. I would love to hear about it. Also I will be passing out Steam keys for the first time so if anyone has any tips or suggestions on that it would be greatly appreciated.
  22. screenshot_2.png

    From the album Pixel Memory

    Screenshot: Pixel Memory
  23. screenshot_1.png

    From the album Pixel Memory

    Screenshot: Pixel Memory
  24. Creating an awesome trailer for your indie game (on a budget) In this post I’ll talk about: Background information about our trailer; Features and spec of our trailer; General advice to make a good trailer; How to create an awesome trailer for your indie game (on a budget); Translating the trailer (and website); Preparing the video to be shared; Make all your effort worth it. Background information “3 Minutes to Midnight” ‘s (Scarecrow Studio’s first point-and-click adventure game) teaser-trailer has been officially released today! At Scarecrow Studio we couldn’t be prouder! In fact, we’ve been working on this teaser for the whole last month, while not losing focus on the point-and-click part of this adventure game. First a few specs about the “3 Minutes to Midnight” trailer Voices in English. 16 Subtitles (English, Spanish, Chinese Simplified, Chinese Traditional, Czech, Polish, German, French, Italian, Portuguese, Hindi, Turkish, Catalan, Korean, Japanese and Russian; Length 2:20 minutes; Resolution 4K; Youtube Link. General advice for creating a good trailer Keep it simple and to the point; This means avoid unnecessary logo intros; Cut to the chase, you don’t want people to close your video even before seeing the actual footage; Avoid showing too much black screens with text; That’s a resource many indie games use, because they don’t have enough material. If you don’t have enough material, don’t do a video. It will hurt you more than it will help you; First impressions count! Don’t ever think they don’t; So try to make your first impression a good one; Show the video first to people who wouldn’t mind hurting your feelings; That means forget about family and friends, you want to know the truth about what you created, not someone who tickles your ears; Make it short and interesting, try to keep the viewer paying attention all the time; We managed to make it interesting, therefore in our case the video is 2:20 minutes long; However, I would advice you to try to keep the length around 60 seconds and 90 seconds; Make sure you show what your game is about and the main features. Now, how did we do it? Aka, creating an awesome trailer for your indie game (on a budget) My first advice to you would be to make a list of the features that are going to make your game stand out; After creating the list, you have to make sure that every item on your list is shown in your trailer. Since there’s a huge variety of games I’m going to use our game, “3 Minutes to Midnight”, as an example. The features that make our game stand out from others are: Environment art; Character design; Fluid animations; Great story and background stories of the characters; Voices in English (and translations into 16 languages); A high dose of humor. So, how could we show all that in our teaser trailer without spending a lot of time (money) on it? At that point we had no game-play ready, so we couldn’t show that. At the same time, we had a lot of material that we couldn’t show to people (to avoid major spoilers or ruining the story), and the final script still was on the works. We wanted to create something unique and original while re-using some of the materials we already had, keeping the game development unaltered. Creating a trailer video, to show what we were doing, allowed us to start the promotion. The idea was to show the game as a movie that is about to be filmed. For instance, we could use the scenes, we already had, as the trailer’s background sets. Same for the characters, we could use them in their already animated positions for the game. Moreover, we could create a parallel script pretending the characters of the game are ‘actors’. The script should also clearly show the sense of humor of the game. It also allowed us to have the voice-actors begin with the voice-over prior the trailer was done. Translating the game A big piece of advice: Do all you can to have enough budget to reach as many users as possible. We realized how important localization and translations are. And we believe players will certainly appreciate this fact. In case your budget is really really tight, I’ll list you (in order of amount of users) the most important languages: English | Spanish | Russian | Chinese | Portuguese | German | French | Polish | Turkish We hired freelancers for the translation, (our budget can’t allow us to have permanent positions for this task). In order find the right freelancers we used a couple of websites, (I’m not going to write them here, but google “freelancers” and you’ll find them easily). First, you search the freelancers and sort them by reviews and amount earned, (that will ensure quality); After that, you contact them and negotiate terms and costs, (really important to do it before hand); Then, you make them do a test, (a small one, you might get it free of charge); Later, you make someone else proofread the test to see how many mistakes the first one made, and you repeat the process until you find the right person. Important advice when dealing with other languages: Make an excel file, with all the sentences in one column; Always specify the gender of the speakers, even if the character is talking to him/herself, (some languages change completely depending on the speaker’s gender); Be really careful with rhymes (in your language it might do, but in others it will need a lot of effort in localization, in the end, it might either increase the cost or lose the meaning); Also, don’t use expressions or sentences that only make sense in your country, (such as inside jokes that only people from your country would understand), that will save you a lot of time of giving explanations to the translators, simply try to make the process easy and smooth; Try to make short sentences, use as many punctuation as you can, avoid long sentences AT ALL COSTS! A long sentence might force the translator to paraphrase it completely and might lose the sense you were originally aiming for. Since you are an indie company, and your resources are limited, you don’t want to spend a lot of time answering questions coming from the translators. In our case, we have 16 languages, imagine answering questions being made by 16 people at the same time. Preparing the video to be shared One of the main features of our game is that it’s going to be 4K. A 4K 2:20 minute video is about 53GB after you get it ready with any edition software. So we recommend not to upload that directly. Why not: When you upload a video that big, YouTube will automatically resize it, which means you’ll have to wait until YouTube processes the whole video. You can’t control the outcome quality, since it’s the YouTube algorithms who are going to control the output file. Recomendations: After creating the video with your edition software, find out how that software generates a YouTube ready video. What you’ll get doing it like this: Smaller video (will upload way quicker) the bigger the file the longer it takes the higher chances of something interrupting the upload. YouTube won’t edit at all a YouTube ready video. Your video will be available right away after the upload without waiting so you can start working on it right away. Uploading the video and working with subtitles: We suggest you to upload it in one place, in our case in YouTube. So since you are indie and small try to concentrate all the viewers, visits, and comments in one spot. Create your own channel. If people like it they will subscribe and your updates will reach people who’s actually interested in your game. Create a good description of your game, you obviously know what is about, but explain that clearly to people. In our case it’s a 2D Classic Point-and-Click Adventure Game. Help people know where they can find out more about the game, add a link to your website or social media in the description. Work with the best quality you can, in our case is 4K but YouTube automatically creates duplicates in lower resolutions so anyone can see it. Fill all the information about the video, tags, description, suitable for all viewers, etc. Make all your effort worth it! Let people know about all the languages of your game, IN THEIR LANGUAGE, so make sure your website has at least one page where you can talk about the game in every language your game is going to be available to. In our case, we made the whole website in English, except the press kit, our press kit is in 16 languages, and it auto-generates the content depending on the preferred language of your browser, give it a try if you want: Press Kit
  25. Gameplay environment design

    From the album Casual vector art

    Game environment design for a mobile game. More details about this project are at: https://fgfactory.com/en/work/action-vitas
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