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Found 307 results

  1. Alright, I'm not even sure if I write my first post in the right sub category. Basically I'm creating some browser game based on .net and you got there an inventory with a bunch of potions. I'm just not really sure how to handle different potions and its usage on the backend to not make it into a spagetti. So, whenever user clicks on the potion, it sends an id of the potion to the api endpoint, I'm checking there the type and just getting the info about potion. I got an enum which describes the type, like mana, hp, energy, exp or you name it. So what now. Do I make like a huge switch statment and just pass it to a different methods or something and do there what has to be done with the potion? Sorry for not showcasing any code, but I do not have any for this, just trying to brainstorm how to implement some potion usage mechanics. Am I going the right direction or I just missed the path and heading to the dead end?
  2. Hey so, i need help in how to sync animations using Forge Networking i tried sometings but nothing
  3. Hi, I am currently trying to learn the basics of Unity - most of the decent tutorials I have found imply that you have at least a basic knowledge of C#, so I am busy trying to pick up the basics of that first. Initially, I just downloaded the free version of Unity which happens to come with 'MonoDevelop-Unity' - so I am using this to write my code and play along with the C# tutorials I have found. The problems I am having are this (Disclaimer: I am using a Mac for this) 1) I am not sure what the differences between 'running' and 'building' code are. In MonoDevelop-Unity, there is a little play button at the top which seems to cause a little 'Terminal' box to pop up when you press it. The code seems to do it's job and the terminal box returns the following message: Hello World! Press any key to continue... Have I built or run my code? 2) There are several bits of jargon that keep being thrown around, without much in the way of explanation: 'Classes', 'The Main Method', 'Namespace'. These are the main confusing terms - what do they mean and how do they apply to my code? 3) This is the main one, I would be super grateful if someone were able to provide a line-by-line explanation of what each line of this code is doing/means? I wrote it, and it makes a message appear on screen, which is fine - but I want to know what is happening (i.e. which words/parenthesis are doing what)? Here's my code: using System; namespace HelloWorldTwo { class MainClass { public static void Main (string[] args) { Console.WriteLine ("Hello World!"); } } } Console.Writeline (); is presumably telling the machine to "Write whatever is in these brackets () to the console (I assume 'console' is C# lingo for the terminal dialogue box?). Any feedback here would be greatly appreciated. Thanks!
  4. Nemo.st

    PC Create UI

  5. So, im trying to make a camera collision, like any other game so the camera does not pass through walls, i have the camera attached to the player i tried a lot o different things but nothing, if anyone knows a way it would be very helpfull
  6. Crichton333

    [GAME] Space Station X

    Space Station X is live and FREE on the App Store. Download Link: https://itunes.apple.com/us/app/space-station-x/id1320649812?mt=8 • Space Station X • Tap on incoming objects to keep the Space Station intact. Use different pickups to help with the defense. Defend the last deep space station at all cost ! Download Link: https://itunes.apple.com/us/app/space-station-x/id1320649812?mt=8
  7. Hi there, here is a little experiment I wanted to show. I developed this controller as help for a guy from the german Unity forum. He wanted a 1st person view controller (with 3rd person character in the background ) and using the Unity CC (character controller) component as base. Its a complete different style of controller but only to show whats possible. At the end, I liked the dynamics of this controller. It was also an exercise for IK and using animations in Unity for me again. For this i changed the original 1st person controller of Unity with the "Ethan" character model. There were some problems, among other things, because this controller uses the CC as a component and if you now just puts "Ethan" the axe in his hand, then he blows the weapon when hitting through the walls. To solve this, we added a backspin to the character at a collision. Additionally i mixed a slay animation, an axe animation and IK. We had started completely without a slay animation, this was also because the movement of the axe was controlled by a self-created axe animation. Ethan's hand is held in position via IK. I just did not really like the mix of idle animation and axe animation, so I added a slay animation to Ethan. For hitting the slay animation and the axe animation is now mixed. The hand follows the axe animation and Ethan plays a suitable slay animation. This allowed us to better control the position of the axe in front of the player. I had further problems with the clipping of the body of Ethan. For this I had to slightly modify the original controller, so that the camera is always nicely in front of his face. In addition, the camera is now partly controlled by the bone of the player animation, which, like me, creates a very nice dynamic effect: Video: https://streamable.com/4xvx5
  8. ErnieDingo

    Asset Water Test

  9. I caught wind of the Missile Command challenge earlier in the month and figured I'd knock it out during Christmas break. I was planning on coding more on my Car Wars prototype but the challenge took up most of my programming time. Sleeping late, hanging out with my family, and playing video games took up the rest of my free time. All in all, it was a great way to slide into the new year. I spent some effort keeping the code clean (mostly) and even did a couple of hours worth of commenting and code reorganization before zipping up the package. Many sample projects are quick and dirty affairs so aren't really a good learning resource for new programmers. Hopefully my project isn't too bad to look at. What went right? Switching to Unity a few years ago. This was definitely the right call for me. It helped me land my dream job and allows me to focus on making games rather than coding EVERYTHING from the ground up. KISS (Keep It Simple Stupid) - I started thinking about doing my own take on Missile Command but decided on doing just a simple clone. The known and limited scope let me keep the project clean and kept development time down to something reasonable. Playing the original at http://my.ign.com/atari/missile-command was a big help for identifying features I wanted. Getting the pixel perfect look of old-school graphics was a little bit tricky, but thanks to a well written article I was able to get sharp edges on my pixels. https://blogs.unity3d.com/2015/06/19/pixel-perfect-2d/ I had done some research on this earlier so I knew this would be a problem I'd have to solve. Or rather see how someone else solved it and implement that. Using free sounds from freesound.org was a good use of time. There are only 4 sound effects in the game and it only took me an hour or two to find what I felt were the right ones. What went ok? Making UI's in Unity doesn't come naturally to me yet. I just want some simple elements laid out on the screen. Sometimes it goes pretty quickly, other times I'm checking and unchecking checkboxes, dragging stuff around in the heirarchy, and basically banging around on it until it works. I got the minimal core features of Missile Command, but not all of it. You don't really think about all the details until you start making them. I'm missing cruise missiles, bombers, and the splitting of warheads. Dragging the different sprites into position on the screen was manual and fiddly. There's probably a better way to do this, but it didn't take too long. You can't shoot through explosions, which makes the game a little more challenging. And you can blow up your own cities if you shoot defense warheads too close to them. It was easy enough to fix, but I left it in there. What went wrong? I spent a ton of time getting the pixel perfect stuff right. Playtesting in editor, it was set to Maximize on Play. There wasn't quite enough room to see the full screen so the scale was at 0.97 making the display 97% what it should be and thus, blurred all my sharp edges. I didn't see that setting though... >.< I pulled my hair out trying to see the problem in my math, and even downloaded a free pixel perfect camera which was STILL showing blurry stuff. Finally, I built the game and ran it outside the editor and saw things were just fine. There's also an import setting on sprites for Compression that I cleared to None. I'm not sure if this second step was necessary. I've been bit by the Editor not being 100% accurate to final game play and wished I would have tried that sooner. I had trouble with the scoring screen. I wanted to put the missiles up on the score line like Missile Command does, but ran into trouble with game sized assets and canvas sized UI elements. After 45 minutes or so I said screw it, and just put a count of the missiles and cities up. I didn't data drive the game as much as I wanted. The data is in the code itself so users can't mod the game without downloading the source code. I'm also only using one set of colors for the level. If I put any more time into this, I'll probably tackle this issue next, and then worry about the features I missed out on. Final thoughts Working on this project makes me appreciate how awesome the programmers of old really were. With the tools I have (Unity, Visual Studio, etc.) it took me a couple of weekends. And even then I didn't recreate all the features of the original. I'm including a link to the zipped up project in case anyone wants to see the source code to play around with it. Hopefully someone finds it useful. If so, let me know. EcksMissileCommand.zip - Executable if you want to play. EcksMissileCommand_Source.zip - The project if you want to mess around with it. Sound Credits freesound.org https://freesound.org/people/sharesynth/sounds/344506/ - Explosion.wav https://freesound.org/people/sharesynth/sounds/344525/ - LevelStartAlarm.wav LevelStartAlarm_Edit.wav - I used Audacity to edit the above sound. I took the first six beeps then faded them to silence. https://freesound.org/people/Robinhood76/sounds/273332/ - MissileLaunch.wav https://freesound.org/people/sharesynth/sounds/341250/ - ScoreCount.wav
  10. Hi all, just a little demo for cloud shadows on my actual terrain. The weather system I'm using had not implemented this feature yet, so I had to do it myself. My terrain still has no grass details or trees, but that comes next. In addition I installed a little music composition from our composer Daniel Larsen. Additionally, I've incorporated a character's head (and body) tracking to the camera target. Here's the result, have fun: Video: https://streamable.com/68h6h
  11. We're looking for programmers for our project. Our project is being made in Unity Requirements: -Skills in Unity -C# -Javascript -Node.js We're looking for programmers who can perform a variety of functions on our project. Project is a top-down hack-and-slash pvp dungeon-crawler like game. Game is entirely multiplayer based, using randomized dungeons, and a unique combat system with emphasis on gameplay. We have a GDD to work off of, and a Lead Programmer you would work under. Assignments may include: -Creating new scripts of varying degrees specific to the project (mostly server-side, but sometimes client-side) -Assembling already created monsters/characters with existing or non-existing code. -Creating VFX -Assembling already created environment models If interested, please contact lead developer on skype: statichs This project is unpaid, but with royalties. Or if you don't have skype, please email: eldwin11929@yahoo.com (but contacting via skype is preferred over email) --- Additional Project Info: Summary: Bassetune Reapers is a Player-verus-Player, competitive dungeon crawler. This basically takes on aspects of dungeon crawling, but with a more aggressive setting. Players will have the option to play as the "dungeon-crawlers" (called the 'Knights', or "Knight Class", in-game) or as the "dungeon" itself (literally called the 'Bosses', or "Boss Class", in-game). What this means is that players can choose to play as the people invading the dungeon, or as the dungeon-holders themselves. Key Features: -Intense, fast-paced combat -Multiple skills, weapons, and ways to play the game -Tons of different Bosses, Minibosses, creatures and traps to utilize throughout the dungeon -Multiple unique environments -Interesting, detailed lore behind both the game and world -Intricate RPG system -Ladder and ranking system -Lots of customization for both classes s of customization for both classes
  12. I'm new to coding and I'm trying to learn as I go along. I had an idea for a kind of speed input game, where a 3 arrow code randomly generates and then you need to complete it left to right. I have figured out how to randomly generate the code, including the visual prompts but the issue I'm having now is figuring out how to enforce the left to right input I want. I'm guessing a massive part of it is all three image objects I use, use the same code. So then do I need to make separate codes for each one and then?..... and even still I'm having trouble figuring out how to actually do the enforcement of input order. Any suggestions?
  13. How do I get my script to, at the start, pick a random enum? private enum Arrows {Up, Down, Left, Right, }; I want my game to at start pick a random enum and then wait for the relative void to be inactivated for it to be refreshed and a new enum is randomly picked. Anyone know how to do this?
  14. Hi all, We do these internal game jams from time to time. One of us created a multiplayer game that we had enough fun playing in the office that we thought we would just stick it in a browser for the world to enjoy, and just use ads to pay for it's running costs. The game is kazap.io. I thought I would share with you how we handled making the motion smooth and keeping a 'snappy' feel. Here is the video, and there is also a blog post with code!
  15. Doctrina Kharkov

    C# Tetris tutorial Unity 280 lines

    Free tutorial with source code ( 280 lines ). Do not use any Unity specific logic like Raycasts or Colliders. Everything works in 2D Array of int's http://doctrina-kharkov.blogspot.com/2017/11/kak-napisat-tetris-c-sharp-unity-1.html
  16. Hello everybody, today someone in the german Unity forum asks how best to pick up an item in Unity. It's about which animations have to be played and how does one accomplish that the character actually pick up the item? The following way was discussed I would play an animation that is similar to a pick up animation. If necessary, you can also just take an idle animation. In addition, I would use IK to move the left or right hand to the target and move the body (also over IK) toward the target. If you do it completely over IK, then the character bends almost completely from the hip and bends the upper body. I suppose for a better animation you should find an animation in which a character goes to his knees and then put the IK over it. I ended up using an pickup animation. This animation starts by pressing a key and creates a transition from the idle animation to the pickup animation. After that IK has been activated. The IK bends the entire body in the direction of the pickup goal and additionally the arm bone was moved to the pickup target. I've fixed a few minor errors in grip accuracy and animations. Here's the newest version: Video: https://streamable.com/m10p2 Image:
  17. Hey guys...I found a great channel on youtube. I was always a Unity guy and got pretty good in it. But finally I ended up with doing stuff on my own without a specific engine. I love the freedom of it I found monogame and I found this guy...he is a professional programmer in AAA games studio and shows really cool stuff for 2d MMORPG and server-client stuff!! Defenitly check it out...! https://www.youtube.com/channel/UCThwyD-sY4PwFm7EM89shhQ Have fun
  18. I've got a problem and I'm not happy with the solution I found, looking for input. Commands, which serve as passable functions are stored into a queue that gets pulled from on regular intervals. Then they are stored in an EnquedCommand object and placed into a different queue. EnquedCommand contains some info such as where the command is being run from. The second queue is also pulled from on regular intervals. The objects that submit the commands and each Queue are kept separate so they have no easy means of communication. This has worked fine so far. The problem is I now have a command that is supposed to have the original object that enqued it do something when that command is run in the final queue. But it has no easy means of knowing when that happens. The solution I found is to embed a callback parameter into EnquedCommand and have that passed through the queues so that the callback is called when the command is run. What I don't like about the solution is that this requires a fair bit of refactoring and, so far, this is the only command that needs one. Seems like overkill. Are there any other solutions anyone can think of?
  19. Fabricate Games is looking for several team members for Twin Prophecies RPG Fabricate Games is producing our first game, a fantasy RPG. We are currently in the middle of development and are aiming to have our game submitted to Steam next year. We are dividing the game into two chapters in order to more easily manage our time and focus on getting a quality product delivered. At the beginning of the project, the graphics should be developed in a realistic style similar to the Elder Scrolls or Dark Souls. Due to a lack of artists it was decided to continue with a more stylized style, but this decision depends on available artists. There is already a working story that the player will follow but will be able to explore the world around them. All of us have jobs outside of the game and understand that that comes first, so we only expect about 10 hours of work each week. Who we are Matt — Story Writer/ Team Manager/ Marketing Sam — Story Writer / Voice-overs Ashley — 3D Modeler / Animation / Voice-overs Mabenan — Programmer / Unity Generalist Wolfgang — Unity Generalist / Programmer / Level Design Josh — Programmer / Unity Generalist Daniel — Music & Sound Gia — 3D Character Modeler / 3D Artist Who we are looking for.. Must be 18 or older and an active Skype or Discord user. 1-2 Level Designer / Environmental Artists with at least 3 months Unity experience. Plan on fairly large areas 1-2 km in size. 2 3D Modeler / Artist. While we would love to have a modeler to do as much as he or she can, we primarily need a modeler who is interested in working with our main characters & monsters. Will work closely with both writers to ensure a cohesive vision of the models come into the game. (1) C# Programmer / Unity Generalist with 6 months Unity experience. Specific tasks would include setting up quests, Leveling System, AI, and UI. More general work would include functions such as level triggers or miscellaneous asset integration. 1 Web (Forum) Developer / Web Presentation 1 Special Effects Designer / Shader Developer The Plan Due to our desire to be a smaller team (max 10 team members) we will be employing Unity assets. Most assets will be code orientated. However, if the style of the asset fits the aesthetics of the game, we will also use art assets. This will be a profit share project. Public GDD Link Example of assets planned in design: Third Person Controller RPG Character Pack UniStorm / Tenkoku Inventory Pro Gaia Terrain Creation + CTS Ultimate Fantasy Creator Some example combat scenes: Contact info: Please include a portfolio if you have one otherwise let us know what you been working on. Email - huginmuninstudios@gmail.com Me on Skype: zer0f0rce
  20. Hey, So I'm currently working on my first serious project. It's basically a rogue-like combat game that focuses on melee. I want the combat to be a blend of Crawl and Hyper Light Drifter. Anyways, I've been thinking about how to structure the game and cannot organize my ideas. Earlier, I wanted to create a health system for my player. Instead of just adding one to my 'PlayerController' however, I made a generic one with variables and methods that would allow for generic data storage. You'd specify a max health, and then use a method to inflict damage whenever needed. There was also a method to check if the entity died. I'm not sure if I can structure my whole project this way. So far my only other script is the one controlling player movement/attacks. I'm using Unity, so component-based design is a pretty big thing, Now I have to implement things like an XP system, a generic control for monster AI, and a template to define weapons. How should I approach all this code? How should I structure it? I took a look at this but still don't quite understand what it means. The entire time I've been making games, I've just been doing my thing. I found out with my last decently sized project that just writing code is not a good idea. Can someone introduce me to some game design/structure principles? Thanks.
  21. So I am trying to build a turn based rogue-like game and trying to figure out the best way to structure the turn base / action system. I need to be able to support the the same action taking up different amounts of "time" (for example, some enemies should be faster and slower than the player) and different actions should take different amounts of "time" (for example, eating a meal should take long than loading a gun). After thinking about it for just a little, this is my general idea at a very high level. I would have a `ActionManager` class that would store effectively how many "action units" have pasted since the start of the game (probably be stored as a float). Any actor that can perform an action would need to register an event listener on the `ActionManager` to be notified when the "action units" have changed. The `ActionManager` would also expose itself as a singleton allowing any actor that can add to the "action units" to access it that way (right now just the player but I can foresee there being use cases where something else might need to push time forward). The singleton method might not be the best approach for this but it is probably the easiest and want to get something working before worrying about that part too much. All actors that can perform actions would need to store 2 things. One would be the last value of "action units" that it received. The other would be a list of pending actions it wants to perform (to be loaded in some fashion, not sure right now but not critical to the topic at hand). Now any time a method on the `ActionManager` singleton is called that changes the "action units", an event is fired to all listening actors. Those actors would then check the difference from the newest value of "action units" and the last one it stored. With that value it would then loop through the queued up actions is has stored, each which would have a "wait for remaining action units to pass" value. It would take that value and subtract it from the difference. If the result is a positive number, it would just update the "wait for remaining action units to pass" value. If the number is 0, it would perform the action and take it off the queue. If it is a negative number, it would perform the action and take it off the queue and then check the next action until the calculation is 0 or higher. With this system, I could say a player movement cost is .25 "action units" and one enemy might have .33 "action units" cost for movement. Every time the player moves, it would update the `ActionManager` and when the player has moved 4 times (resulting in an action unit of 1), the enemy would have only moved 3 times (1 / .33). This structure for this kinda of system seems like it would be pretty flexible. The biggest concern I have with this system is that I want to make sure it has a little overhead as possible since it will be core to the performance of the game I think. The actions in the queue I hope I can make as dumb as possible where it is really just setting data and ideally I can make the task of filling up the queue be a background process (so that when the player is doing nothing, other actor queues are being filled up to a degree) but that is another topic all together that I am sure I will be making posted about here in the future. Any kinda of critiques, opinions, ideas, suggestions, etc. for the high level system to laid out above would be most welcomed.
  22. Title: TheLooppy Design: Flat (Vector) Genre: Platformer, Puzzle Developer: flatingo (Twitter, Instagram) Platform: PC Language: C# (Unity3D) Release date: January, 2018. Available on Steam. Description: TheLooppy is a hardcore 2D platformer with puzzle elements, in which you help the hero Looppy to go through the magical valley to the crystal of desires, so that his dream of becoming big can finally be realized. Do not leave this cutie in trouble alone. Official Trailer: Screenshots:
  23. Noxalus

    [Android] Xmas Hell

    Hello world! I'm here to present you a little Android game I made for christmas, exclusively on my free time, for fun (free, no ads, no in-app purchases) and using MonoGame. It's an hardcore shoot them up where you have to defeat the ten Santa's minions. There are achievements and leaderboards for every boss. If you accept challenges, you can try the game here. It's an alpha version, so please give me your feedbacks to enhance the experience until I release the final version for christmas For whom that are interested in technical details or the story about the game developement, it under this line.
  24. Noxalus

    Xmas Snowflake

    Try Xmas Hell here: https://play.google.com/store/apps/details?id=io.noxalus.XmasHell
  25. Noxalus

    Xmas Candy

    Try Xmas Hell here: https://play.google.com/store/apps/details?id=io.noxalus.XmasHell
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