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Found 388 results

  1. Itching to kickoff the new year with great progress on Battle Gem Ponies! Gotta admit, I'm sorta stumbling out the gate in this race here, but I'm getting a rhythm down now. See what I'm talking about on the main blog.
  2. For those who believe in modern viruses or just as a topic of interest about past problems, I have a question. If a computer received a virus and it is therefore likely that it has started causing some damage, is the damaged or missing areas restored to health by the virus program? Sincerely, Josheir
  3. Hi, and welcome to the 6th Dev Diary of 2019. Today's topics are; - Asset optimization; what I have done so far and what needs to be done. - Making a Project Taival intro clip. - Donations have been enabled. Designed for symmetric rotation One of my aims is to have as much of as generic assets as possible, without the game feeling bland. Granted, it is a common practice in the game industry to have as many identical models, that can be re-used, so that RAM and CPU usage stays in check. It will also make the game smaller in size on your hard drive, so it does have many benefits. I have come across some research on texturing techniques that can be used to make the assets look quite different from the base model. One of those techniques is bump mapping, which can be used to deform objects to look completely different from a base model. This also saves system resources and is lighter to process than complex 3D models, which is one reason why texturing is in a key role when optimizing performance - and the reason, why I have left all my models with sharp edges. If I have understood anything wrong along the way or you have some pro tips, please feel free to educate me I'm here to learn. Animating Handles I have tried to find information on what is the best way to put together a window with a functioning, animated handle. If I have understood correctly, you can - and should - make the whole asset in one piece, even if that is not the only way you can do it. It makes the asset placement simpler, if you don't have to place several small pieces to have a fully functional object. This would be a waste of time and resources. In the texturing phase, an asset can have several different materials and textures associated with it. I had previously no idea that this is one technique that can save significant amount of system resources. If you have more resources for learning how this is done in Unreal Engine and/or Unity 3D, please let me know Glass Properties I'm aiming at making all the glass objects and windows breakable. Some will be harder than others though. For example, Balconies will have a bit stronger security glass, which is not indestructible, but more durable than regular window glass. The thickness of the glass pane will play a part in the physical properties. Weather will have a role in the game mechanics. Also, broken glass can be used as a weapon. Different glass types have different specs even as weapons. Intro Video! Work on the short Intro Video is taking it's sweet while, but it is coming together nicely. here is an early preview, that is still missing effects and practically all fine adjustments. Intro-ProjectTaival-00.mp4 PayPal Pre-Order/Donations Pre-Orders and Donations have opened up for everyone who wish to see this project come to fruition! There will be several benefits for everyone who donates. Some of the current benefits are; -Everyone who subscribes to a monthly recurring donation (of 2 USD or more) through PayPal and has an active subscription during raffles will also be included in those raffles (which will start after 200 USD monthly income is reached). -All the monthly subscriptions (of 2 USD or more) or a sizable donation givers (100 USD or more) will also have your name on the "Early Backers" section of the credits for the game, but if you wish to remain anonymous, please state this in the field for additional information. -Everyone who has donated 25 USD or more (in total), will get the game for free on launch day. If you subscribe with 2 USD per month, it takes 13 months to have a free copy of the game. -All the proceedings that goes over 7000 USD per month, goes to a community selected charity (voted on by all the donation givers) in a rotating manner - different charity each month. The sum is this big, because there is need for me to subscribe to multiple professional tools eventually, which costs thousands of dollars each month, when put together. This monthly sum will be adjusted in the future. -Exclusive access to "Early Patrons" -discord channel. -More benefits added as the project progresses. You can donate here; https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=U74SQAMXMTAQA&source=url Thank you and I'll see you on the next weeks Dev Diary!
  4. Good morning to you forum gurus and fellow lurkers! I am proud to announce that BorderStrain, my Open-World 2D ARPG is now listed as Coming Soon on Steam and we will now be starting invited Beta Testing! The Steam page can be found at: https://store.steampowered.com/app/1007070/BorderStrain/ The Webpage for the game can be found at: www.BorderStrain.com BorderStrain is a Multiplayer 2D Open-World ARPG developed by me and me alone. This is my first game developed and released so it is quite a learning experience! Working on a limited budget and doing all the graphical assets as well as engine building and game-design all by myself has meant that development has taken quite some time but I think it is now time to start sharing the game and getting some invaluable feedback to keep improving it in preparation for launch! The game is programmed in C++ using OpenGL https://www.youtube.com/watch?v=du2ukNvOB-g I am currently looking for active and eager Beta Testers to join and get a free copy of BorderStrain! If you would like to join Beta Testing there are a few checkpoints that I would like you to take a look at before sending your request to join Beta Testing Checklist: This is still Closed Beta, as such I expect you to honour this and keep any gameplay suggestions, bug reporting, reviewing etc within the Beta Testing Group only until we are ready for public testing, reviewing etc Both Single Player testers and Multiplayer Groups up to 5 People are invited. As the number of Beta Testing Slots are limited initially any group which will also test in Multiplayer will take precedence. If you want to join Beta Testing as a Multiplayer Group, please send all details in a single request mail. If you join as a solo tester, please state in your join request if you would be interested in being paired up for multiplayer testing or if you simply want to try the game out in Single Player mode The webpage is being reorganized right now and have a closed forum which will be accessable by all Beta Testers. If the forum is too limited for feedback, experience sharing etc we will organize a Discord server but for starters we will use the BorderStrain Forums. Please be aware that since this entire game has been a solo development with a custom engine there will be bugs! Although I have tried to to as much debugging and playtesting as possible I am sure (and actually hoping!) that you will discover more bugs. Please keep this in mind and I will work as hard as possible to correct any bugs found while playtesting The game comes with a custom Map-Maker which can be used to make sharable custom expansions which can be selected upon starting a new Server. Please state in your request email if you would be interested in using the Map-Maker to try to design your own custom expansion One prerequisite for being allowed to keep you Beta Key after release and aquiring a full copy of the game upon release is that you have at least 10 hours of Beta Testing logged. This is just to encourage active testing which we would really appreciate, and if you do not reach the target number of hours you will still have had a chance to playtest the game during Beta Since I am posting on this forum and I only have a limited number of initial Beta Tester slots I will be sorting applications based on forum activity. If you are not an active forum user and still feel that you would be a valuable Beta Tester, please give a short motivation in your email as I could very well make exceptions to this How to join: Send an email to admin@borderstrain.com with the following details: Your forum username here (used to do a rough activity check) A short presentation of yourself any why you are interested in joining Beta Testing Your email Your PC Specifications Your availability (rough estimate only) for Beta Testing Any replies to the Checklist above I will gather join request during the weekend and the upcoming week and as soon as I feel I have a good pick I will email back replies and, if selected, Beta Keys which can be used to access the game And of course, any feedback from you guys directly related to the BorderStrain announcement and Steam Page is alwasy welcome, regardless if you are interested in participating as a Beta Tester or not! Please provide any questions, feedback or thought below! Best Regards, BG109!
  5. BBalloway 16Bit Style RPG game looking for team members of all walks of life and talents [Hobby Unity Project] [Passion Project] [Vision] An online multiplayer RPG game that includes quests, resource gathering, and a player based economy in order to allow the player to make their experience in a way that they want. Not predetermined by the dev team, there will be multiple quests line some specific to the player's role but others are open to all. I envision an Open World where the players affect it and change it how they please along with gameplay focused on teamwork that makes that dream work! But also allowing lone wolfs to thrive and be off on their own adventure. [Style] 2D Tile Based 16bit voxel art [Point of View] Top Down Screenshot taken from inside of Unity [Requirements] Have time to invest nothing crazy but be willing to contribute Have a passion for our vision that we will all contribute towards, this is a team No experience required just be ready to learn I can help ya with the ropes or if you are an industry expert, it does not matter I appreciate all the help I can get [Main Roles] Developer: Script coding Artist: Sprite creation and animation Writer and Game Designer: Have a good idea of developing a long but loose story [Game Description] The player will enter into a large open world with biomes ranging from -10 degrees to upwards of 100 degrees. With the ability to gather resources, fight monsters, build on their land, farm, fish fight dungeons and go on quests with people! More details will be provided once you join us on our journey! Hope you find this interesting and shoot me a DM! Concept art
  6. I am developing one game application in which I need to connect Apex 7000 bill acceptor and Unity, So how can I connect it using any third party application. I need to calculate how much money I have inserted in bill acceptor from unity side. so how should I code it from Unity side?
  7. Hello, and welcome to the fifth Dev Diary! I have been making progress on the Demo room and the details for the assets are forming nicely. The Time-Lapse video showed me building the generic furniture, which are almost complete. There are still several assets to be done though - the space heaters/radiators, stove and freezer. Handles need to be made for windows, cupboard doors and doors in general, as well as drawers. Windows One window frame done, 2 to go. Luckily those are all that is needed to cover every window. Enlargements of window pane slot and window hinge Making the window frames is not as bad as many say, at least not on #sketchup, but it did take quite a bit longer than I anticipated. hinges are still one of the most time consuming things to make and the window hinges are not an exception to this. This simple hinge and the window frame together took about 3 hours to make, taking into account all the measurements, re-sizing and error correcting. Sometimes #sketchup can be a pain in the behind, despite it being so easy to use, most often when trying to merge two forms/components together. Doors Front doors are also largely generic, which is a time saver. Only difference will be the nameplates on the front doors and textures that are to be applied to them. Enlargements of the peephole and mail slot cover. In the game, I'm planning to make it possible to peek through the mail slot to see without distortion if there is danger lurking out in the apartments or at the staircase (works both ways). The peephole will have lenses and can be looked out from, but it will have the usual distortion that most traditional peepholes have (hemispherical image). Hinges Two of the larger hinges. Left one is for the front door and the right one is for the apartment room doors. There is going to be several other types still. The hinges are surprisingly time consuming to make. Even though they are one of the smallest things size-wise, they require much more detail, if realism is your goal. I aim the game to look as realistic as possible, with modest requirements for the hardware. Epilogue The approach I'm currently taking might not be the most optimal one and many things might need to be changed in the test builds of the game. Once the room assets are finished for the most parts, I'll be focusing more on bringing a more playable test build for all to try out. There wont be any enemies around yet, but it will be a showcase of the progress being made on the project and a chance for me to have some more feedback on, say, how the controls might have better feel to them, for example. Here is also a bonus picture; Thank you for reading the fifth developer #diary and I hope to see you all on the next one, on 11th of February! Please note that the day might have changed for you before the release, as I'm releasing these while there is a Monday in Finland. Sincerely, Marco Tinell
  8. Hi, To briefly introduce myself, I am a new member of this community who recently set a new career path to become a game developer/programmer. I currently major in Computer Science at an online university due to my current full time occupation. Internet provided pretty much everything I needed to know to get a kick start on this career, from different programming languages and their uses, different learning resources ranging from beginner level to expert, to basically the outlook of this career path. From what I have read, it's a very competitive and risky, but a rewarding job. Kind of job you have a chance in surviving only if you are truly passionate. I am no genius, so I am gonna have to work my butt off for the next few years to earn a degree and acquire the necessary knowledge and experience to be even considered in this harsh industry. Now! There is one thing I could not find. Networking in gaming community. I found gamedev.net, but as someone so inexperienced in online communities and social media, I need some guidance. For those of you who know or have experience in this area, what are some ways to start networking in the gaming community? I would greatly appreciate your opinion and thanks!
  9. Hello, I'm a game programmer and designer and I'm a Master's student studying Software Engineering. I'm looking for a research subject in video games (since I have always loved video games and it has affected my life in a very good way) I want to show others how good this industry can affect our lives. I would appreciate it if you can give me any suggestions or any related articles or links etc. so I can get ideas for a nice, solid research article about video games. Also you can check out our Website in this Link to see our works and get to know us! Thank you!
  10. Hi, I am in the planning phase of making a small project that’s designed mainly for multiplayer. A top-down pixel art party game that support 6 player. For a multiplayer game I would have to design the game base on that from the beginning. Since I don’t have much knowledge on networking, I’m trying to find the easiest solution possible. Here are few of option I can think of but can’t decide. 1.GMnet - This seems pretty easy but I’m not sure, should I switch engine to GM just for this purpose?(I don’t need 3d anyways) 2.LAN - Is it possible to implement a Virtual LAN model Like how GameRanger/Garena/Hamachi works but has it built-in in the game itself and make a UI that player could access to my own matchmaking server? If possible how hard is this option, is there any asset that could make this easier? 3.Network Engines like Photon – This is way too costly for a free hobbyist game.
  11. Nathan_Ward

    Dev Looking for a Team

    Hello fellow gamedev.net users! My name is Nathan and I'm a college student here in the U.S. looking to join a game development team! I am a relatively experienced programmer with most of my knowledge being in C++, however, I also have some experience coding in Go && Python. I have worked with different libraries including SDL2, OpenGL, SFML; I also have experience working with network programming, and low level system programming. I love learning and am always open to learning new technologies; have it be different languages, API's, engines (etc...). I am super passionate about video games and video game development and would love to help contribute to a project (since working by myself gets kinda lonesome/boring after a while, and I'm not exactly the best artist or game designer haha). If you have any questions or inquiries, please feel free to message me here or preferably dm on twitter @theNathanSWard ! Best, Nathan P.S. I’m very interested in MMO’s so that would be a plus for me :)
  12. Introduction As part of releasing your game to the public, something which is often overlooked is code signing. Code signing is a cryptographic process whereby your game's executables and/or installer are marked as authentic, so that the person running the executable (or anyone else for that matter) can ensure that: The executable has not been changed since it was signed The executable was created on a specific date at a specific time The executable was signed by a known, trackable entity (company or individual) responsible for the code within These give some definite advantages (as well as introducing some disadvantages) as shown below: Advantages of code signing Signing your executables provides tracability of your code, allowing anyone to see who is responsible for the program Signing adds authenticity which makes your game and your company (if there is one) more reputable and trustworthy It will give positive weight to systems such as smartscreen filter and many anti-malware programs, which are more permissive of signed executables than unsigned. Disadvantages of code signing There is an up-front cost involved in aquiring a certificate for code signing If you do not have the required forms of identification or business documentation, obtaining a certificate can be hard to impossible There is a learning curve to understanding how certificates work (which this article hopes to address) The steps involved in signing your code To properly sign your code, you must follow several steps, which must be completed in a strict order. These steps are: Select a certificate authority Before you can sign your program code, you first need to select a certificate authority. The cost of object code signing has come down massively in price over the past few years. You will need to search for a certificate authority that will provide you with a type of certificate known as an "object code certificate" or "authenticode certificate". Here are some possible choices, this list is by no means exhaustive and I encourage you to search for additional sources of certificates before parting with any money: StartSSL - You will need to pay for "StartSSL Verified" at $59.90 per year. Certificates last two years after which they must be renewed. Comodo - This costs $119.95 per year, however if you are a member of Tucows this can be reduced to $75 per year simply by purchasing through Tucows as a member. Verisign/Symantec - Traditionally the most expensive choice but popular with big business. Starts at $795 per year. Remember to shop around as many different resellers of certificates offer their product at a much lower price through third parties, for example as a business user you can get brand name certificates at a much lower price via RapidSSL. Also remember that a lot of the time, you are paying for brand names. All certificates I have listed here are equally trusted by the Windows operating system, so there isn't much point in paying $795 per year for a certificate when one you pay $59.90 a year for will function identically. Purchasing a certificate When you have selected a company to purchase your certificate through, you will then need to purchase your certificate through their shopping cart (unfortunately, I cannot really advise how to do this as it varies from website to website, but the concept is similar - provide payment details and wait to hear from them). As part of the purchase you will either have to upload signed forms of your photo identification or business documentation to the certificate authority's website (so be prepared to do this, there is no way around it). Generally, it is expected for a non-business user to be able to send scanned copies of a photo driving license and/or passport, and a recent utility bill. Also, expect to hear from the certificate authority directly via your phone number, which will be a mandatory field on the application form. This will be a call to verify your identity, and not a sales call. Generally, the level of checking for a code signing certificate is somewhat similar to that needed to open a bank account. he reason for both of these is to prove you are who you say you are so that the certificate you are purchasing has some weight. This prevents you for example from signing up and buying a certificate claiming to be "Microsoft" or "Google" as to do so you would need that company's business documentation. Once you have completed the process, you will be sent a link to download a certificate file. Downloading the certificate file Once the certificate authority has provided you with a link to download your certificate, you will then have in your possession one or more small encrypted files. You will either have (depending on the authority you selected) a seperate .crt and .key file, or a .pfx (or p7k) file, which is the .crt and .key files combined into one. You should make sure that these files are backed up securely, as if you lose them you may have to pay for re-issue of your certificate which can be costly. My advice is to move them immediately to a DVD-ROM and lock them away wherever you keep your paper driving license and home insurance, or whatever else holds value to you. SSL and signing fundamentals Before we continue further with the article it is worth pointing out the difference between the certificate and key (.crt and .key file) which you have obtained from your certificate authority. Both are important and have different uses. When you first sign up for your certificate authority of choice a "private key" is generated. This is used to uniquely identify you, and if lost can never be replaced. Depending on the authority you choose, some may trigger creation of this file by your browser, and have it stored in your registry or browser settings (in which case it is never sent to the certificate authority, which is more secure) and others may generate it for you, and send it to you with your certificate. Either way, in the end it is used as part of the certificate which is sent to you. The certificate is a blob of data created by your certificate authority, and then signed by both your key (see above) and the key of your certificate authority, wihch you will never have in your possession. In simple terms, to sign your certificate means to apply a hash to it using the private key of the signer in such a way that you may verify it without that key but may not re-create it yourself, allowing you to verify its authenticity but not forge its content. There is much more to the process, delving deep into complex maths and cryptography, but that is beyond the scope of this article which intends to simplify code signing rather than make it complex. Saving the certificate file If your certificate authority has provided you with a .cer and .key file, I advise that before you continue, you convert it to a .pfx file as it is easier to work with on Windows. There are several ways to convert your files, and your certificate authority might provide you with an online tool or a simple download of your certificate in .pfx form. If they do, I suggest you use this feature as it will be more straightforward. If they do not provide such a facility, you can use the openssl toolkit to convert your .cer and .key file into .pfx using the command line below, for which you will need to install the openssl toolkit onto your PC, which is a free open source download: openssl pkcs12 -export -out yourcert.pfx -inkey yourkey.key -in yourcert.cer The program will prompt you for a password, as part of the process I strongly recommend you enter a strong one as this will protect your certificate from misuse if it is obtained by any third party! Once you have the .pfx file, simply double click it and windows will prompt you to add it to your registry: You should mark the certificate as "not exportable" which will stop someone from simply extracting the certificate from your registry at a later date. Following through the wizard will prompt you for the password you set on the file, simply enter it, and continue clicking through the wizard accepting the defaults. Once complete, you will receive a message saying the certificate was successfully imported into your registry, which means you are now ready to sign executables! Please remember that the certificate you have purchased is valid for signing files until its expiry date so you only have to buy the certificate once every one or two years (or however long the certificate is valid for) and with this one purchase you can sign as many executables as you like, whenever you like. After this, the sky is literally the limit! Signing your executables, and timestamping We now finally have the correct configuration and the correct files to be able to sign our executables. It is important to note however that there is one important difference between signing an executable, and putting an SSL certificate onto a website or most other uses of security certificates. Binary code may be timestamped. What this means, in simple terms, is that the signed executable can still be considered valid even if your certificate has expired, you just wouldn't be able to sign any new files with an expired certificate. To prove my point find any signed executable on your disk which is over three years old. The chances are, by now the certificate which was used to sign this file has expired (you can see this by right clicking on the file and choosing properties, then the 'security' tab) however if the file is timestamped, when you double click the file it will still be considered valid. Timestamping is a process done automatically when you sign your file. It involves contacting a third party server which counter-signs your file with a special value which references back to the certificate issuer's servers. This value can then be used to verify that the certificate was valid at the time of signing the file rather than right now. Because of this, you should always use your certificate authorities own timestamp server which you can easily find on Google. Armed with this information, signing your code is quite straightforward: "C:\Program Files (x86)\Windows Kits\8.0\bin\x64\signtool.exe" sign /d "Your games name" /tr http://www.startssl.com/timestamp /a path\to\your\executable.exe In the command above we are using the signtool.exe binary, which comes with the Windows 8 development kit. There will likely be several copies of this executable on your disk and any one of them will do fine for this task. We specify the "friendly name" of our program using the /d parameter, as shown above, and the /tr parameter specifies the timestamp server as we discussed above. The command above can be used not only to sign executables, but also DLL files and OCX files, driver files, CLR bytecode, and just about any other type of windows executable you can imagine. Specifying the /a parameter to the signtool command simply tells it to use the first valid code signing certificate held within your registry to sign the file. If you followed this article to the letter this is where your code signing certificate and key will currently reside. I store my code signing certificate here as it is generally a secure place to put it, where you don't risk accidentally putting it into your code repository or into your network drives, encrypted or decrypted. Now you have finished the process, you can test your executable by double clicking it, and if your executable requires elevation (which most install packages etc do) then you will be presented with the friendly blue prompt: Summary Hopefully this article should give you some insight into how to sign your code. Signing your code is not just an awkward expense, in the current software and games market you should consider it important for anything you release to the public. It protects you, and it protects the people who want to play your game. If you have any questions about this article please do not hesitate to comment on this article below. Article Update Log 21 Apr 2015: Started work on article 7 May 2015: Initial release
  13. Hi there, My name is Liam. I've been out of game dev for a long time. My last video game project was for the Net Yaroze if that gives you a time frame. I have however been working on a lot of tabletop games as of late and figured it would be worthwhile getting back to my roots. I'm able to do a little bit of everything, but focus on art. I'm a graphic designer for a living, and versed to some degree with most 2 and 3d art, but have been working primarily in vector, illustration and UI for the last 5 years. As for what am I looking to make? Anything really. Sure I'd like to work on something with a ton of depth, but I think something simple and short might be best for getting to know and develop a working relationship with people. Thanks for reading.
  14. DreamHack Activities

    DreamHack's Indie Zone Marries IndieGamesPlus

    In an effort to boost awareness for indie games, we've partnered up with IndieGamesPlus for DreamHack Dallas 2019! The IndieGamesPlus team will be imbuing DreamHack's Indie Zone (this includes the Indie Playground and Indie Show & Tell Stage) with new creative ideas. Beyond helping us shape the future of the Indie Zone, IndieGamesPlus will also be on the board of judges to select the games we invite to the festival. If you're interested in being a part of DreamHack Dallas 2019, then check out these sign-ups special made for indies: Indie Playground Submit for a chance to win a 10x10 booth in the DreamHack Expo and a spot on the Indie Show & Tell Stage. DEADLINE: APRIL 5TH Page: https://dreamhack.com/dallas/activities/indie-playground/ Entry Form: https://form.jotform.com/72125421242140 Art Gallery Enter your art for a chance to have it printed and hung in our Art Gallery at both DreamHack Dallas and DreamHack Summer 2019. DEADLINE: APRIL 12TH Page: https://dreamhack.com/dallas/activities/art-gallery/ Entry Form: https://form.jotform.com/72125687442156 Game Pitch Championship Prepare your elevator pitch and enter it in our competition. You'll be reviewed and critiqued by a panel of industry judges. Only 5 nominees will be asked to return to give their pitch in front of a live audience on the Indie Show & Tell Stage for a chance to win $2,500 USD. DEADLINE: APRIL 5TH Page: https://dreamhack.com/dallas/activities/game-pitch-championship/ Entry Form: https://form.jotform.com/72117732142145 Check out the full article about the partnership on DreamHack's site Keep up to date with IndieGamesPlus
  15. GameDev2017

    BIZARRE Sprint 31 plus Sprint 32

    Sorry, we're late. We had to keep the house! Sprint 30 and Sprint 31 is done and we managed a lot. The preparations for the new Gameplay Video are almost finished. For example, we textured a lot of objects for Clearwater's home, but also for his grown-up world-outside. We modelled and textured tons of furniture, books, trees and stuff. The game environment gets bigger and bigger. Houses get built, streets arise, a city is developing. Furthermore, we improved Clearwater's video sequence animations. We did this in several steps. We split the tests in three phases. The first, second and the last revision (still open). We roughly tested Clearwater's appearance, movement and behavior in the first phase, we improved and refined all video relevant animations more precisely during the second one, but in the last revision, planned for Sprint 32, we want to check all vertices, all envelopes, all angles and bones in the closest view possible. All sequences must look perfectly for the new Gameplay Video. Okay. What else? We shot a cool full-body 4k pic of Clearwater. I continued writing the book BIZARRE Episode I. Really! I wrote all bizarre dreams unless one. I mean, dream no. 13 implicates the end of the story and is already known, for me. Dream no. 12 is still unwritten. Hopefully, I finish writing the book until New Year's Day! After the completion of the book, I'll read it again. In case I still like what I have written, the book gets edited. I'll publish the book asap and only in German, unfortunately. At least for now. When the book is published, all #WORDSproductions team members will read it to decide which parts of the book get realized in the game. Our plans for the current Sprint 32: We want to texture all unfinished objects inside and outside Clearwater's apartment, i.e. the kitchen objects, the park objects, etc. I want to continue writing the book BIZARRE Episode I, dream no. 12 and 13 hopefully We want to work on Clearwater's shooting-behavior till perfection We want to perfect Clearwater's video sequence animations in the last revision phase, we want to perfect Clearwater's appearance We want to model more decorative objects for the apartement till completion It is indeed possible that the new Gameplay Video gets published this year, but sure, we can't promise anything, cuz Bugs are after us, u know! That's it. Enjoy the Christmas time (by playing insanely video games!)
  16. Hello everybody! I'm developing my first big game and almost done with finishing all the mechanics, the only few things that left is some balancing and some enemies behavior corrections. But scince I'm developing it on my own and it's 3rd person shooter the game needs a lot of content such as animation characters environment meshes and so on. And there is a problem: I don't know what to do next. So let me explain situation a little bit better. I was doing very simple games for 3 years when I started game developing and a year ago I decided to create a really big and serios project. So for these year I've managed to create all mechanics balance them and now I got a game that can be played and people (who tested it) enjoy it. The only thing is left is to bring "beaty" to the project. I can model all static meshes for the levels, create some FX, textures and I've even managed to create all enemy characters. So I'm more a programmer than an artist and I simply don't know how to create all other stuff such as animations, player characters and so on. It's realy bad, because for now I can't even show my work to the people, because it's very ugly and poor. And I don't have money to pay artists. So please can you give some advices on what to do in this situation.
  17. I'm developing an engine for a 2D game in C ++ and for some days I've been looking for a way to protect the images and audio of my future game. I know there is no 100% protection and that someone would be able to open these files, but I mean the regular user who just installed the game, prevent it from modifying the sprites, change the sound, overwrite the xml files with game map data. I downloaded some games made in Unity and noticed that a .assets extension is used, in Diablo 2 it is used .ma0, .mpq, .data, in FEZ .pak, in Super Meat Boy only a .tp file. In other words, you can not open and edit any of these files in a text editor or unzip with winrar, they offer a minimum level of protection. How is this done? Do I have to create my own binary file format or is there any program that makes it easier to work?
  18. I have dabbled into almost every single field of study that goes into making a game. Currently, I am a sophomore and I made 2 VR titles and 1 non-VR. Next, on my journey, I went on to create a 2D game engine with very basic but "Turing complete" features. Having experienced a small piece of everything that there is I am finding it very difficult to commit all of my efforts into a single field. I loved my time making gameplay systems, playing with OpenGL, creating 2D basic physics simulations and making sound engines and the regular engine stuff. How should I decide what I should go deep into? I am aware of the fact that the industry doesn't really look for complete package candidates for job/internships because normally they tend to get a small task which is dependent on a small section of the game (generally speaking). I kinda want to maximize my chances of landing somewhere good so I am trying to make a very planned approach from the beginning. I am 3 semesters in my CS major (out of 8 semesters) and the time for looking for internships is getting close. This is really bugging me because I am also the only one around here that is interested in making a career out of gamedev. If I continued to get demotivated like this I may just hop on to one of the "fad" tech nowadays like Machine learning and Cloud etc., which I see as a waste of my effort from the past 4 years to get to a point where I am able to explore gamedev to this considerable extent.
  19. Just a short update. The TactxStudios Defold Tutorial website has been converted from WordPress to HTML to improve overall performance for all users. The revised site is now online: https://www.tactxstudios.com Over the past few weeks, the following changes have been made: The site has been converted from using WordPress as a platform to being a straight HTML5 website - this conversion took a little longer than I had hoped, but the results seem well worth the investment in time. The numerous WordPress plugins which were used to support the site functionality were simply grinding it to a halt. Additionally, the HTML Defold Game Previews have been changed into popups which are invoked by clicking a thumbnail – saving load time when you bring up each tutorial. Lastly, all the static assets (images, zipfiles, css, etc) have been deployed onto a Content Delivery Network (CDN) which promulgates them to worldwide hosting servers. This really reduces load time. Initial benchmarking highlights the impact. For example, the BalloonPop! Game Tutorial was taking over 17 seconds to load at the host site, but has been reduced significantly! It now takes 2 seconds or less to render the site for users in Europe/North American and 3 seconds or less to render for users in Asia/South America. These changes should greatly improve the tutorial experience. There are several new tutorials being working on – to include: New Introductory Tutorials: Use of the Defold Camera Build/Deployment Procedures for Android and iOS New Game Tutorials: A Tower Defense Game, Tic-Tac-Toe, and A Space Invader Game. Thanks all for your interest…all the best, David
  20. I'm currently learning XAudio2, and so far I think I've got a general idea of the basics (load sound to buffers, send buffers using a source voice to a mastering voice, and so on) So I was wondering, is audio something that needs to be in sync with the game's frame rate? I decided to watch some youtube videos of games being played at very low and very high frame rates, and all music and sound effects were played the same. I believe this is not surprising, otherwise the audio would be played at a variable speed depending of the frame rate, and that would ruin the experience completely. But still, is there any situation that audio needs to take into account the game's FPS? (rhythm games, lip sync perhaps?)
  21. Hi everyone. First time here, not sure I have this post in the right thread, so forgive me if I do not. I write in several languages, depends on needs and mood LOL, Currently I've been visiting my DOS DAYS of gaming and wrote a few quick ones. Currently working on a text adventure. Like those of old days (Get key, open box etc...part of the fun was figuring out two word combos), but with modern story line and mechanics. So am curious where could I find the right type of gamer that likes these types of game to test it. The story line is weak as it is just a rough draft while I complete it both the engine and the game. What I would be looking for is the interaction part. Do the rooms link up right, do the puzzles make sense, do they even fit with the story line etc... There will be tyupos in the story (did you catch that LOL ). Once the game can be played in its entirety, I will go back and flesh out the story better. So if anyone is interest.. let me know. The release will be far apart, as I am working on a few other projects as well, not to mention I take care of several properties and that keeps me busy, The story is called "The Apartment", and is a haunted thriller about a girl (who you play) that got stuck in this abandon apartment while jogging to escape a freak storm, only to find herself stuck there. Find your way out, and what coincident pulled you there (wooooooooo...). Since I am a huge gamer (600+ games in steam alone), I pulled several mechanics and story lines from some of the best games and made a new one. I think it works (even nabbed on idea from a great movie). thanks again if you read this far..
  22. Before I select a method for saving my my large 2d rpgs map maps full of custom objects (Fighters, Books Potions, Wands, Armor, Buffs, Weapons, Scroll, NPCs, Buildings ECT.) that is too slow or won't meet my needs. I want to know what would be the best way or least a good way. I want to have maps of at least 500*500 32*32 tiles. I'm using the TiledMap libGDX class for the map but the objects are all my own using many abstract classes and the KPCOFGS(Kingdom Class Phylum Order Family Genus Species) method. I have gone with data driven editing as opposed to scripting so my classes have many editable fields to change various things about them. The fighter class has over 100 fields for things like various kinds of armor, the weapon , the packs, strength, strength increase, experience, Iq and many more). I have an editor written for these. They then get placed on the map and in lists stored in game objects class that Game Map has access to. My question is what would be the best way to save the map and all associated objects to load at a later date? I would like to able to save the maps on windows, mac and linux and load them on windows, mac, linux, and android.
  23. Hi there everyone, I hope this is the right forum to post this question in. So a local games company is recruiting for a narrative designer position, and I'm interested in applying, but I'm not sure what they're looking for in the portfolio. What should the ideal portfolio consist of? I know that videogame scripts are set out like screenplays, so I figure those are ideal, but would prose also be acceptable? I've never written a screenplay before, and while I think with a week or so over christmas I can fashion together a decent script, I would feel a lot more confident submitting some of my short stories instead. Should I submit my written work, or focus my efforts on making a decent screenplay? If the latter, how big a piece should it be? Any other tips in general? Thank you for any help you can provide! (Also, if it helps, I'm happy to provide links to some of my writing to demonstrate my style)
  24. Hi Guys: Could someone please post the steps to create a project file, load files, compile and link using Code:Blocks on ubuntu. I can create the project but when I go to add files and click the proper directory, nothing shows up on the screen. If someone that uses Code:Blocks could post the correct steps to do this, I would be grateful. In the project file I would need to load JPEG files. Thanks for your time!
  25. In an aggressive move to lure developers, Discord will allow developers to self-publish games with a 90/10 revenue split. The announcement claims developers are creating their own stores and launchers to distribute their games instead of focusing on what's really important. Read more on the Discord blog here.
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