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Found 394 results

  1. UK Game Studios: I have been approached by an investor who owns several businesses that is interested in acquiring or investing in a games studio. They are interested in established studios with a body of published work and/or a game in a significant stage of production. They would like to arrange initial calls or meetings with any interested parties and are happy to enter into NDAs to ensure all conversations remain confidential in the early stages. If you would be interested in an initial conversation, then please PM or email me (john@gamevoices.com) and we can take it from there. *please do not respond in comments.
  2. Hello! My name is Luke Wood. I dungeon master for my friends' dungeons and dragons games and have been trying amateur voice acting for the past couple of years. I am looking for an opportunity to try and get into this profession. Feel free to message me to see if we can work something out!
  3. Good Morning All, I am a person who enjoys any and all aspects of writing. I am looking for some small or medium projects, perhaps even some large projects (should there be a mutual interest) where you need some writing completed. I am happy to create: lore, character backgrounds, world creation, quest creation, marketing materials, website content, game information and basically anything else. My portfolio is not huge at the moment, and some very basic examples can be found below. https://docs.google.com/document/d/1romuh2D-9Q-cVil2gPceYVe6ufSz3HSXcJAwVq77V3w/edit?usp=sharing If you need any help please let me know, you can contact me via my email callumsmith1315@outlook.com or Discord OldManPingu#6458 Note# I'm not looking for any major benefits from this, apart from helping out budding young developers. I will request that I can display examples of work completed on my personal portfolio.
  4. Uttam Kushwah

    combination of RTS and TPP

    I am working on a RTS + TPP based game in which player can be able to switch between this two gameplay simultaneously. Just for example game will start as RTS in which player can spawn new unit from town center or something like that. After game progresses forward player can select a single unit from his/her army and will be able to play as TPP wtih that unit in between his/her own army on ground to destroy the enemies army as goes in typical RTS. The difference is he/she will be down there with his/her army as a part of it. It means the rest of the unit of player's army will be controlled by the AI and the one unit player selected will be controlled by the player as TPP. The conversion of views from RTS to TPP or vice versa is done by camera animation attaching itself to player unit or the top view of the war field. The best part is player can switch between this two views as many times he/she want. Player really can be part of the war(as TPP) which is going down there and give mass commands to it's own army from up there(in RTS view). Any unit which is a mobile unit is eligible for player's third person control. It will be like A soul switching the human bodies and dictator giving command simultaneously. Now my doubts are 1) the idea Is lame,obscure,dumb 2) the idea is foolish player won't like it. 3) the idea is been already implemented. 4) the idea is very difficult to achieve. 5) I am dumb. 6) the idea is wonderful and worth a try(no matter what i am gonna do it) My objective is not to make a fully functional game to play, it will be just a prototype. I am doing it from scratch reasons i won't mention for not to bother you all. so anyone who want to give his/her advice on this are greatly appreciated.😀 😀
  5. Hi guys, first of all, this is my first post and I don't know these forums very well yet. Please move this thread, if I posted in the wrong forums! I am currently trying to integrate Google Play Services into my Unity Mobile Game and I've hit a wall. I just cannot get the login to the Google Play Services working, it always fails. In the game, the green Google Login box is showing up and doing its login animation, then it runs into the error case (login failed) with the following error in LogCat: This is my code in Unity to do the login: I've looked through the net, but the solutions I found online are not working for me. Has anyone here experience with setting this up correctly? My project has come to a complete standstill because of this and I am in desperate need of help on this :( I am using Unity 2017.4.20f2 and the plugin from Google is version 0.9.61 Best wishes
  6. I see tens of results come up on youtube and other social platform that are very skeptic of solo development. They always discourage the solo dev by saying it is too difficult and one should not take risk. I didn't find a single source that encourage solo development. I will not take names, but if someone can do it, some other can do it as well. Having a defeatist mentality that something is very difficult and one should not do it has been in trend lately, not only in the field of game development. What is your opinion? Replies from solo developers would be great!
  7. 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.
  8. 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
  9. 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 Thank you and I'll see you on the next weeks Dev Diary!
  10. 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
  11. 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
  12. 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!
  13. 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!
  14. 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?
  15. 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 :)
  16. 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.
  17. 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
  18. 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.
  19. 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?
  20. 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.
  21. 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
  22. 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?)
  23. 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..
  24. 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.
  25. 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.
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