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  • ゴ여천동출장마사지 ☎ 0①ⓞ.2⑧O④.③885 コ입니다.출장 콜걸뜨거운핫한 여천동출장마사지
  • ズ매곡동출장마사지 << ㅇ①ㅇ / ②⑧ⓞ④ / 3885 >>ス시원빠끈 신속후불선입금 NO 매곡동출장마사지
  • セ진천동출장마사지 < 0!0=2⑦1⑥=!8②⑧ >ズ빠끈신속 정확선입금 NO24시간 진천동출장마사지
  • Drunken Monday, developers of Slash Arena: Online
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  • Project Industry[Unity Indie Game]
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  • Game Testing and a Cup of Coffee
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  • disini
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  • First Blog
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  • Cool Designing Tips They Don’t Teach You in Classes #1
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  • 7 Things Every Mobile Team Needs to now
  • 선릉역안마 ゥェ1ゥェ。ィ.2816_〃2526 윤실장 ω환상의코스ω24Open #선릉역안마윤실장 선릉역안마연예인급사이즈 선릉역안마아가씨 #선릉역안마실장 선릉역안마정보 선릉역안마안내
  • Exploring Level Design
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  • Mobile App and Game Programming Blog
  • Take my heart to this game
  • Mobile App, Web & Game Design News
  • BEST MEDICAMENT ONLINE
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  • Simple game for Pixabay's developer challenge
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  • Porting the mobile game to Gameroom (FaceBook)
  • Veteran Game Localization, Voiceover & Publishing
  • How to Develop Mobile Apps which are Engaging and also Improve the Revenue Stream?
  • Colony 7: Performance and Progression Blog

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  1. Hello! I've read MJP's great post on CSM and jiggling/shimmering and it seem to be the exact problem i'm having (I realise it's from 7 years ago or so but it seems very relevant) I was hoping someone you had time to help me solve it or point me in the right direction. I feel like i've learned the concepts and read everything I can find on the subject but I just can't seem to solve it. I'm more than happy to pay someone for their time, I just want this solved so I can forget about it because my game is at a fun stage were I can really start adding all the good bits (combat and spell effects, dungeons, swords etc). Anyway.. Here is a youtube video of the problem. I turn on the render target view about halfway through so you can see the shadow map top right. I've turned off all but the closest cascade for now and stretched it rather far so the quality isn't amazing but it shows the jiggling problem nicely. Please help My method for making the projection is pretty short and is very similar to MJPs post: public void GenerateCSMOrthoSliceTS(float pNearClip, float pfarClip) { Vector3[] frustumCorners = new Vector3[8]; Matrix mCameraViewProj = _Camera.CameraView; mCameraViewProj *= Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, _Camera._aspectRatio, pNearClip, pfarClip); BoundingFrustum oCameraViewProjFrustum = new BoundingFrustum(mCameraViewProj); frustumCorners = oCameraViewProjFrustum.GetCorners(); Vector3 frustumCenter = new Vector3(0, 0, 0); for (int i = 0; i < 8; i++) frustumCenter += frustumCorners[i]; frustumCenter /= 8; // don't bother recaculating the radius if we've already done it if (radius == 0) radius = (frustumCorners[0] - frustumCorners[6]).Length() / 2.0f; Vector3 eye = frustumCenter + (SunlightDirection * radius); ShadowLightPos = eye; Vector3 ShadowLookAt = frustumCenter; ShadowLightView = Matrix.CreateLookAt(eye, ShadowLookAt, new Vector3(0, 1, 0)); ShadowLightProjection = Matrix.CreateOrthographicOffCenter(-radius, radius, -radius, radius, -radius * 8.0f, radius * 8.0f); ShadowLightViewProjectionMatrix = ShadowLightView * ShadowLightProjection; if (_nojiggle) { float ShadowMapSize = 4096.0f; // Set this to the size of your shadow map Vector3 shadowOrigin = Vector3.Transform(Vector3.Zero, ShadowLightViewProjectionMatrix); shadowOrigin *= (ShadowMapSize / 2.0f); Vector2 roundedOrigin = new Vector2((float)Math.Round(shadowOrigin.X), (float)Math.Round(shadowOrigin.Y)); Vector2 rounding = roundedOrigin - new Vector2(shadowOrigin.X, shadowOrigin.Y); rounding /= (ShadowMapSize / 2.0f); Matrix roundMatrix = Matrix.CreateTranslation(rounding.X, rounding.Y, 0.0f); ShadowLightViewProjectionMatrix *= roundMatrix; } }
  2. I was wondering if anyone knew how to simply send and receive an integer? if (PhotonNetwork.isMasterClient) { //send an integer } If(!PhotonNetwork.isMasterClient){ //receive integer }
  3. Hi all! We are looking for a C# programmer for our 2D Action RPG titled Adavia, made in Unity. The game itself is akin to Legend of Zelda: Link to the Past, though we're also adding in traditional RPG elements such as Character Creation. This is more of a hobby than anything commercial, if it somehow does manage to go commercially, all revenue will be split equally among the team. If you're interested, we ask that you be comfortable with: Unity Coding A.I's for enemies and NPCs. Working with GUI's. Communicating regularly with the team via Skype (text only). If you have any questions or would like to apply, please contact me at nathan.jenkins1012@gmail.com
  4. Hello guys, i make game in unity and i don't know how to make time script. i need to make how much points i have then gameplay begin to be faster. I try on this way but wont work i don't know much to programming i'm beginner. Can any one help me? Thank you! Sorry for my very bad english! Script i made: https://pastebin.com/VCEhtCub
  5. Give me feedback

    Hey, everyone! This is my first post here. I would like to know what you think about my project called STRATUM. It's a 2D platformer that is heavily based on storytelling and boss fighting while trekking through the world. Everything in STRATUM takes place in the first century AD, in a world that wraps our own universe, called The Stratum. A parallel Universe that is the home of the Christian deities . In this game you will play as a Dacian warrior, unfamiliar with everything in this world, you’ll get to know and understand The Stratum together with him. The main thing that I want with STRATUM is to reinvent the known lore and history of the Christian deities and realms. The story is unconventional, it plays down a lot of the mysticism of Hell or Heaven and it gives it a more rational view while keeping the fantastic in it. What do I mean by that? Well, think about Hell. What do you know about it? It's a bad place where bad people go, right? Well, that's not the case in STRATUM. I don't want to describe such a world. In STRATUM, there is a reason for everything, especially for the way Hell is what it is in the game. "Hell" is called The Black Stratum in the game. This world is not very different from Earth, but it is governed by different natural laws. The story will also involve the reason why this world entered in touch with ours. What do you think about all that I said? Would you be interested in such a game? I have to say that everything is just a work of fiction made with my imagination. I do not want to offend anyone's beliefs. I want this to be a one man game. I have been working alone on it (this was my decision from the beginning) from art to effects to programming to music to sound effects to everything. I also have a youtube video HERE if you want to see the way the game moves and the way my music sounds. Please, any kind of feedback will be highly appreciated. If you have something bad to say, do it, don't keep it for yourself only. I want to hear anything that you don't like about my project.
  6. Hey guys, I am working on a 2d orpg called Shadows of Mayhem and seek a small team to help me bring it to fruition. Some story and concept art can be found at https://shadowsofmayhem.tk . I am primarily looking for mappers/eventers (via a world editor) but these roles would also be useful Female Voice Actor Artist Secondary Developer (C# & Monogame) SFX Designer I have a fair history of experience with these types of games in various different roles and am an avid storywriter as the site may give away. If you are at all interested please add me on skype ( dapr0ph3t ) Or alternatively contact me via email at toom_dog@hotmail.com Thanks in advance!
  7. COMPANY AND THE PROJECT We are an indie game studio consisted of professional and friendly people. Additionally, we are a team of skilled artists and dedicated indie enthusiasts. Our current project is INT, developed on Unity Engine 5 for platforms Windows, Linux, and Mac. INT is a 3D Sci-fi RPG with a strong emphasis on story, role playing, and innovative RPG features such as randomized companions. The focus is on the journey through a war-torn world with fast-paced combat against hordes of enemies. The player must accomplish quests like a traditional RPG, complete objectives, and meet lively crew members who will aid in the player's survival. Throughout the game you can side and complete missions through criminal cartels, and the two major combatants, the UCE and ACP, of the Interstellar Civil War. Please note that all of our current positions are remote work. You will not be required to travel. For more information about us, follow the links listed below. INT Official website Steam Greenlight IndieDB page Also follow social media platforms for the latest news regarding our projects. Facebook Twitter TALENTS NEEDED Animation Rigger Community Manager Website Administrator REVENUE - SHARE This is the perfect opportunity to get into the game development industry. Being an Indie team we do not have the creative restrictions often imposed by publishers or other third parties. We are extremely conscientious of our work and continuously uphold a high level of quality throughout our project. We are unable to offer wages or per-item payments at this time. However revenue-sharing from crowd-funding is offered to team members who contribute 15-20 hours per week to company projects, as well as maintain constant communication and adhere to deadlines. Currently the crowd-funding campaign is scheduled for the year 2018. Your understanding is dearly appreciated. Thank you for your time! We look forward to hearing from you! John Shen HR Lead Starboard Games LLC
  8. Procedural Music Generator

    Hey everyone I've hit a milestone for a side-project of mine I've been working on for some time. It's been a frustrating labor of love, but reached my version 1.0 mark recently The asset can be used to create procedural music configurations that are editable in real time in a game. You're able to edit dozens of variables like the scale, mode, tempo, instruments, effects and dozens of other settings to react and adapt to gameplay or other events (or just use it as an easy tool to custom make music for your game). It's available on the unity asset store here: https://www.assetstore.unity3d.com/#!/content/99791 A demo is available on my github page: https://stickandbindlegames.github.io Video Link-Main: https://youtu.be/kDLc6GFdZTk Video Link-Presets showcase: https://youtu.be/dcVjY5rkUqU Video Link-Features Overview: https://youtu.be/TGQM11iRRUQ Video Link-Chiptune example: https://youtu.be/P3BNIbOhSfU It's still in active development, despite this release, so I'd be very interested in any feedback ( good or bad), advice, or suggestions for what may make it more appealing to you as developers. It'd be useful to know what features would make it more useful to you as a developer, or feedback on any aspect of the player, really, as I have a few directions I can take the generator for future updates. Thanks for your time! I look forward to anyone's thoughts :).
  9. I'm software developer from Georgia(Country). I'M Bachelore of computer science and engineering. 4+ year of experience in C# and OOP; I'm Looking for very motivated, friendly and enthusiast person for team work. i have ideas for games, I'm enough good in programming and i want 3d design and photoshop skills from you. from my side i can offer 50-50% from our products income and invitation in Georgia(Country) after first successfully project. Thank you for attention!
  10. The Update Only Game Devs Appreciate.

    After recovering from our little crash, we made some progress. 1: Self Populating animations. (no, It doesn't actually look that choppy) 2: new Interaction UI. 3: Scrollable hot bar. 4: New tree spites. A nice bit of progress I think. stay tooned for more White Harvest. —Brua-1589
  11. Hi everyone, I'm new to learning AI pathfinding, although R&D for 3 month... so here is the problem that I had, hope there are someone can give me some advice. I was trying to develop my Flight Agent in 3D space. and store all the obstacles reference into octree. so I got the space & obstacle distribution represent in octree already, however I wanted to implement 1) Navigation network graph region (to define the space in region) 2) HPA* , to implement the high level path finding based on simplify network graph the major issue : I know how to collect all remain space from octree node, but I didn't know how to segment the space, and build up a network graph based on it.
  12. Item Shop!

    self Populating Item shop. —Brua-1589.
  13. I have an error with my camera code CODE: https://gyazo.com/e76fce37df9cf2aac3663dc772e62b74 ERROR: https://gyazo.com/f791cf45282c4789f78ea49a806573ce I also Have an error with my enemy system CODE: https://gyazo.com/bfd8fb95dda7047d0bb53f294b4ede7e ERROR: https://www.youtube.com/watch?v=xBjWoV1Z2E4&feature=youtu.be the enemy is floating down while i want it to hit the block Add comment
  14. I am trying to add normal map to my project I have an example of a cube: I have normal in my shader I think. Then I set shader resource view for texture (NOT BUMP) device.ImmediateContext.PixelShader.SetShaderResource(0, textureView); device.ImmediateContext.Draw(VerticesCount,0); What should I do to set my normal map or how it is done in dx11 generally example c++?
  15. Hi! I've just released my third game, Spinnin' Flare. It's a one-tap arcade with difficulties increasing with each level. I came up with as great visuals as I could so the user playing it feels as comfortable as possible. Check it out here: Google Play And check the video here: Youtube Here are some screenshots: Remember to submit a review so I know what to improve when creating more games! Any feedback will be appreciated Have a good day!
  16. First of all I just wanted to say thank you for taking the time out to read this. So I'm having a problem as to how I could create Lag Compensated Projectiles. The system I have is setup to send the frame of the server on which we fire, and it can rewind the hitboxes back up to 60 frames (1 second). I'm not quite sure how exactly I should go about compensating for the lag. What I have for my projectile script is this: public float speed = 10; public float gravity = -9; public Vector3 oldPos; public Vector3 newPos; Vector3 direction; Vector3 velocity; Vector3 force; float distance; private void FixedUpdate() { velocity = speed * transform.forward + force; force += new Vector3(0, gravity, 0); newPos += velocity * Time.deltaTime; direction = newPos - oldPos; distance = direction.magnitude; RaycastHit hit; if (Physics.Raycast(oldPos, direction, out hit, distance, ~ignoreLayers)) { Destroy(gameObject); } else { oldPos = transform.position; transform.position = newPos; } } All it really does is move a transform and cast a ray from the previous position to the current position and adds gravity.
  17. COMPANY AND THE PROJECT We are an indie game studio consisted of professional and friendly people. Additionally, we are a team of skilled artists and dedicated indie enthusiasts. Our current project is INT, developed on Unity Engine 5 for platforms Windows, Linux, and Mac. INT is a 3D Sci-fi RPG with a strong emphasis on story, role playing, and innovative RPG features such as randomized companions. The focus is on the journey through a war-torn world with fast-paced combat against hordes of enemies. The player must accomplish quests like a traditional RPG, complete objectives, and meet lively crew members who will aid in the player's survival. Throughout the game you can side and complete missions through criminal cartels, and the two major combatants, the UCE and ACP, of the Interstellar Civil War. Please note that all of our current positions are remote work. You will not be required to travel. For more information about us, follow the links listed below. INT Official website Steam Greenlight IndieDB page Also follow social media platforms for the latest news regarding our projects. Facebook Twitter TALENT NEEDED We are looking for a Lead Programmer to build, refine, and implement a variety of features into the game. We are looking for a team player who is exceptional at self organization and team coordination. All features implemented will need to be based on the General Design Document and other supplementary materials. Duties and Responsibilities: Implementing various game features into the Unity Engine. Manage a team of programmers. Designate tasks with the aim to meet deadlines. Report to the Project Lead and host Coding team meetings. REQUIREMENTS Essential Mastery of the Unity engine. Exceptional at both verbal and written communication. Able to manage a small team. Game Design and experience. Mastery of GitHub (or other similar program) and Knowledge of Version Control. Preferred Knowledge of QA Testing and ability to run QA Testing. REVENUE-SHARE This is a great opportunity to get into the game development industry. Being an Indie team we do not have the creative restrictions often imposed by publishers or other third parties. We are extremely conscientious of our work and continuously uphold a high level of quality throughout our project. We are unable to offer wages or per-item payments at this time. However revenue-sharing from crowd-funding is offered to team members who contribute 15-20 hours per week to company projects, as well as maintain constant communication and adhere to deadlines. Currently the crowd-funding campaign is scheduled for the year 2018. Your understanding is dearly appreciated. TO APPLY Please send your Cover Letter, CV, Portfolio (if applicable), and other relevant documents/information to this email: JohnHR@int-game.net Thank you for your time! We look forward to hearing from you! John Shen HR Lead Starboard Games LLC
  18. COMPANY AND THE PROJECT We are an indie game studio consisted of professional and friendly people. Additionally, we are a team of skilled artists and dedicated indie enthusiasts. Our current project is INT, developed on Unity Engine 5 for platforms Windows, Linux, and Mac. INT is a 3D Sci-fi RPG with a strong emphasis on story, role playing, and innovative RPG features such as randomized companions. The focus is on the journey through a war-torn world with fast-paced combat against hordes of enemies. The player must accomplish quests like a traditional RPG, complete objectives, and meet lively crew members who will aid in the player's survival. Throughout the game you can side and complete missions through criminal cartels, and the two major combatants, the UCE and ACP, of the Interstellar Civil War. Please note that all of our current positions are remote work. You will not be required to travel. For more information about us, follow the links listed below. INT Official website Steam Greenlight IndieDB page Also follow social media platforms for the latest news regarding our projects. Facebook Twitter TALENT NEEDED We are seeking a talented and keen Web Administrator. The Web Admin will perform periodic updates, improve the design of the official website and enhance user experience of online content, including a web comic and blogs. Duties and Responsibilities: Manage online content for company website. Enhance existing aesthetics and user experience for web properties. Work with team leads to institute content calendar for company website. Help implement strategies to increase website traffic. Proofread content. Remain current with emerging web technologies. Attend weekly remote team meeting. REQUIREMENTS HTML, WordPress, CSS expertise. SEO basics Outstanding communication skills. Ability to complete tasks remotely without supervision. REVENUE-SHARE This is a great opportunity to get into the game development industry. Being an Indie team we do not have the creative restrictions often imposed by publishers or other third parties. We are extremely conscientious of our work and continuously uphold a high level of quality throughout our project. We are unable to offer wages or per-item payments at this time. However revenue-sharing from crowd-funding is offered to team members who contribute 15-20 hours per week to company projects, as well as maintain constant communication and adhere to deadlines. Currently the crowd-funding campaign is scheduled for the year 2018. Your understanding is dearly appreciated. TO APPLY Please send your Cover Letter, CV, Portfolio (if applicable), and other relevant documents/information to this email: JohnHR@int-game.net Thank you for your time! We look forward to hearing from you! John Shen HR Lead Starboard Games LLC
  19. I am trying to create a simple GUI system, with buttons and text for now, but this little problem has me absolutely stumped. Basically, I'm creating a new instance of the class GUI and giving it a reference of the newly created window (wnd) which then stores it in the variable "w". With that, I loop through all the current buttons and draw it using the window's draw function (w.Draw()) but the variable "w" always ends up being null and giving me that error. Here's part of my code: // Program.cs static void Main(string[] args) { RenderWindow wnd = new RenderWindow(new VideoMode(800, 600), "Test"); Font font = new Font("ITCBLKAD.TTF"); GUI gui = new GUI(ref wnd); wnd.Closed += new EventHandler(CloseEvn); while (wnd.IsOpen) { wnd.DispatchEvents(); wnd.Clear(); gui.RenderAll(); wnd.Display(); } // ... // GUIHandler.cs class GUI { protected RenderWindow w; static protected List<Button> buttonContainer = new List<Button>(); public GUI() { } public GUI(ref RenderWindow window) { w = window; } public void RenderAll() { foreach (Button obj in buttonContainer) { obj.Draw(); } } } class Button : GUI { Text textObj; FloatRect rect; RectangleShape shape; Vector2f vec; State state; readonly string type = "button"; private Button(string text, Font _font, float xpos, float ypos, State _state) { vec.X = xpos; vec.Y = ypos; textObj = new Text(text, _font); textObj.Position = vec; state = _state; rect.Left = xpos; rect.Top = ypos; rect.Width = 10; rect.Height = 10; } public static Button NewText(string text, Font _font, float xpos, float ypos, State _state) { Button temp = new Button(text, _font, xpos, ypos, _state); buttonContainer.Add(temp); return temp; } public void Draw() { w.Draw(textObj); } } Is there anything I'm missing? I'll post the whole code if needed.
  20. I have a design doc I can share, either contact me here, at levgree@yahoo.com, or on Discord (tag is levgre#1415). I am only going over some of mechanics in this post, with more focus on combat than campaign, as combat is the core of the game. designers could possibly be welcome, at the least I don't ever mind getting additional ideas/feedback. Like said in the title, the game is inspired by Darkest Dungeon, but aspiring for deeper and more varied combat/campaign mechanics. Theme: the player controls a party of raiders that go on missions, getting loot, building up reputation and experience, etc. These missions would often be populated areas like towns and forts, but also could be caves, forests, and other settings. The player will control a party of 6 characters. Changing group formation and individual character positions will be an essential part of strategy for all party compositions. However, most characters will still be in melee combat, as often the party will be fighting off enemies from both sides (just less often from the rear). Characters, both friendly and enemy, will be able to die or be severely injured in one hit, and no magical healing available. However they will be able to dodge or deflect most attacks until they run out of "stamina", at which point they become sluggish and easier to kill. So gameplay wise, stamina behaves sort of like the regenerating shield in halo. However if the player makes a tactical error or puts a character in a situation where they are outmatched, characters could still be wounded even at full stamina. So individual battles are not the only threat, but also tiring from waves of enemies. The player's group can rest when needed, but that will allow the enemies to ready their defenses or get reinforcements. So speed and smart stamina management is encouraged. Although, there will be some level of variety in approach, the player could have a more heavily armored team that slogs through tougher fights, or a lightly armored quick characters for a fast team that relies more on the element of surprise. Weapon and armor choices for each character will be significant strategic decisions, based on battle formation and also the strengths and weaknesses of the party comp/individual characters. The exact setting is not yet decided, it could be realistic medieval, high fantasy medieval with demihumans and magical creatures and some level of magic, steampunk, etc.. The "raiders" could be seafaring viking types, fighting in a religious conflict like crusaders, or some of both. Thanks for reading, and lmk if you are interested or have any questions.
  21. BattleTech is going to have a Random Event System during the single player campaign. Basically as time ticks by, there's a random chance for these events to popup during the time between combat missions. You're given a situation and a handful of options to choose from. Some options may not be available based on previous events, contracts, or other game play. Based on the chosen option, a result set is chosen at random (weighted) and the results of that are applied. I recently delivered the event editor for our game so the designers could crank out events at a faster pace. Originally, it was hand edited json. Then it was a simple text format that Kiva wrote a python parser for to convert that text into json. Now it's a WinForms app with a gui, validation, and other utilities built in. The designers have been using it for a while now and so far they're really happy with it. Here's a screenshot of the main editor and one of its subforms. Event System Data Model Events - Have a Title, Description, Image, Scope, a list of Requirements, and a list of Options. The Scope tells us which main object we're going to be dealing with (typically Company or Mechwarrior). The requirements say what must be met in order for this event to be pulled. And the options are the choices the player makes when they see this event. Option - An option is a choice a player makes. It has some text, a list of Requirements, and a list of potential Result Sets. Choosing this option randomly selects one of the result sets. Result Set - Is what gets applied as an outcome to the event. It has a description, a Weight, and a list of Results. The Weight influences the randomness of the outcome. If we have two result sets and one has a weight of 75 and the other a weight of 25, then the first Result Set has a 75% chance to be chosen. Result -This contains all the data that happens as a result of the event. Added Tags, Removed Tags, Stat Modifications, Forced Events, Actions, flags for a Temporary Result, and its Duration. This is how the game world gets modified. You can add a tag to the Company Honorable, Remove a cowardly tag from a mech warrior, give a star league era Gauss Rifle, or force an event into the queue for later. Requirements - Requirements have a Scope, a list of Required Tags, a list of Excluded Tags, and a list of Comparisons. The scope tells us what we're looking for. Any Required tags must be on the object. Any excluded tags most NOT be on the object. And any Comparisons must be met. For example: Scope: MechWarrior, Required Tags: Marik_Origin, Excluded Tags: Cowardly, Comparison: Injuries > 0 - would look for a wounded Marik pilot who is not a coward. TagSet - A list of strings attached to various items in our game (maps, encounters, contracts, company, mechwarriors, mechs, etc.) It's a simple concept, but very powerful. Many things are setup with an initial set of tags, but we also add tags to your Company, and your various mechwarriors. These are then querried on by events and other systems in our game to make the world feel more alive. Data Driven Content I'm a big proponent of using data to drive applications (game or not) because of all the benefits it provides. The major benefit here is being able to add content to your game without access to the source code. When done correctly, it opens the doors wide for a modding community to take your game into new directions and it can really add some longevity to a title. The event editor will be included in the final version of our game and I'm excited to see what events they'll come up with. - Edited to talk about what the event system actually is so people don't get confused about "event programming".
  22. Hi, I am composer and sound designer that is trying to learn some codeing Could You help me and tell me what should i add to change volume to 1.0F when enter trigger using System.Collections; using System.Collections.Generic; using UnityEngine; public class AudioPlay : MonoBehaviour { public AudioClip strings_1; AudioSource audioSource; // Use this for initialization void Start () { audioSource = GetComponent<AudioSource> (); audioSource.PlayOneShot (strings_1, 0.0F ); - when game starts i want it to start but with 0 volume } // Update is called once per frame void Update () { } void OnTriggerEnter2D (Collider2D other) { if(other.gameObject.tag == "slotviolin") { Debug.Log ("coilder works"); // how can i change volume to 1.0F and if it's possible how to make it smooth ? } } } Thanks
  23. About us:We are a team of 14 developers developing multiple mid scope games both are over halfway complete. We polish all of our games and focus on quality.We are a small team, everyone currently on the team and future teammates must be interested in game development as a whole and not just one role, being a small indie company it is very important that you can wear a few hats and not just one. Everyone on our team is a game dev.looking for:3d Artist (hand painting a huge plus)3d Animatorentry level Software engineer with reasonable skills in c# / shaders. ^ requirement for all positions: A true love of game development and to be very self motivated.We are a very active team, you must be too. If interested or for more information add me on skype: nicholas.boucher4Atlas Sentry art style: (art complete)(code complete)http://www.slidedb.com/games/atlas-sentryRat n Gat art style: In Devlopment
  24. Hi guys,i m looking for someone that can work with me on a "top-down" multiplayer fps as 2d and 3d artist.I used photon server and i can take the part of programming.For now i made only the basic gameplay of the game that include shooting,switch weapon and and damage player.If someone can help me please contact me via e mail: 270514974@libero.it.I really appreciate your collaboration and hope you have a good day.....Thanks for you time to read the postAt the bottom i attach some screenshot of the current game,i m sorry that i can't attach a video...
  25. I would like to show you how I draw menu for my future game in Illustrator. Small speedart. I hope it turned out well.