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Found 394 results

  1. Hi. I've been struggling for a while to learn how to build and program on my own for about 8 or 9 years now. Going from articles and vid solo has not been working out for me. I struggle, or lose interest, but when I did work with people in the past before I felt like I was retaining the information and actually learning something and making progress. I'm going with what's worked for me so I'm looking for other people who are willing to learn with me or experienced people who are willing to teach. I'm currently trying to learn Pico-8. I've gone through the first four tutorials, but it's been a while since I last went into it. I'll go back to refresh my memory and then we can meet up on Skype, Slack, or Discord to go over these tutorials together. Most of my free time is on the weekends, but I can do weekdays as well but only at night. Eventually, I want to get started on a game. I had a simple platformer in mind. Run, jump, climb. Keeping it simple. If you are interested post in here or send me a PM.
  2. Hi there gamedev community! I am currently developing a horror mobile game on android. I am stuck at the dilemma of multiple choices. What kind of approach should I take in terms of development and design? From user experience perspective would you rather have that third choice? Or would you rather play a game that has white or black consequences instead? On the other hand I have been initializing buttons for each action in the game but then it turned out to be resource wasteful, so what I thought about was to create a handler with an integer flag, whenever the player clicks on the button the flag is incremented or decremented so next time the button is pressed a different method would be chosen from the handler. I hope I'm being clear, if you have any questions please ask for further explanation. TL;DR: I would really appreciate getting help in the methodology and design of developing a choice based game. Thank you for reading.
  3. Carlos Alvarez

    Matchmaking and bots

    Hello guys, I'm currently making an online multiplayer game, it'll be 1vs1 at first. I've reading about matchmaking and I wonder how some brand new indie games do to have a player's base at beginning so the server is never empty. I have been thinking if is ethical use bots as fake players and that way there'll be always someone to match in? sorry my english is not my native lenguage.
  4. Braynex

    Game Engine Survey

    Permission to post admin, thank you . Hi everyone! I need help from our group mates who are game developers (full-time, indie, aspiring and hobbyist). I'm currently doing my final year project (thesis/dissertation) in B.S. (Honours) in Computer Science and Software Engineering, which will be submitted this year. My project is related to Game Engine and its architecture. I need to collect more data from users and to be able to do that, I created a survey form online. Please fill-in the form (link below) and provide all relevant and applicable information on every page. Thank you in advance for filling the form . The survey form can be found here -> Google Form . Note: Please do note that if you want to receive a copy of your form (filled form), please provide a valid email address (email will remain anonymous), else just enter a bogus email. As for the name, no need for your full name (hence I put "name" and not "full name"), first name or given name (or your a.k.a./alias) is enough. Of course, it is much better if a valid email and full name were provided, but not mandatory.
  5. Hello, I'm a freelance composer with some experience in the game industry, but still in a starting point. I'm in a process of professionalize myself, so I want to gather lots of information. I have various questions to developers that could hire a composer, here I go: 1- Do you receive a lot of e-mails of composers? usually you feel they send copy/paste mails? 2- How you would like a composer to present himself on a mail? 3- Do you usually work with a composer that you've collaborated before and you have confidence with? or you don't mind hiring a new composer because his style fits in? 4- If you meet a composer in an exhibition and he gives you a pendrive with his work so you can check it out, is this a plus point (if you like his work) to hire him? in another scenario, he just give you his business card. 5- When you are working with a composer and he is doing his task on his studio (outsider), how do you keep the communication fresh and the confidence in the relationship growing.
  6. Hey guys I'm a newbie here and interested in game development. A little background, I went to college for a while and learnt C++ and Java, however due to personal reasons at that time I was not able to get most out of my classes. You can say that I'm a little proficient in C++ like I know how to use loops, functions and abit of pointers. I'd like to do game development in my free time and build my portfolio at the same time. So how do I go about this? I understand that there are many things in game dev such as cameras, math, AI and the engine. I do not know where to start. should I go back and brush up on my C++ or can I dive into something that is less intensive and learn and build from there? I'm currently reading the book by Jason Gregory of Naughty Dog, Game engine architecture. I'm pretty sure most of the technical stuff would fly over my head but the concepts are very interesting. One of my goals would be to build an engine in the far future. Can you guys fill me in on what to do and how to approach this? Khairul
  7. Hello, Currently I am working on a game design document for a Text Based Gangster MMORPG. This will be Web Based similar to torn.com, mafiareturns.com, mafiamatrix.com. Basically, the players will choose between a Crime, Law, or Business role. They then progress with their characters, ranking up and trying to reach the top. Players can get together and form crews or groups as well. Players must be smart though, because death in the game is permanent and they will have to create a new character if they die. I'm looking for someone (or a small team) to help develop the game. I will handle design, production, and even business administration. I need someone else to handle the backend and possibly front end of the coding. I envision the game being done in PHP, MySQL, HTML, CSS, AJAX, etc. I'm open to suggestions by the coders as well. I may also need an artist who can draw a clean UI for us. At the moment, this is a rev-share position with contractual pay options later.
  8. ChrisKolev

    The Game Composer

    Hello, My name is Hristo Kolev, a student at “Manchester Midi School”, Manchester, UK and I will be graduating this August with a degree in “Music production and audio engineering”. As part of my final research paper I am exploring the development of game audio through the years and the role of the composer as part of the development team. The research is mainly focused on the connection between audio and technological developments and the skills a musician has to have in order to work in the industry. I will be extremely grateful if you agree to answer few question on the topic. Name: Date: 1. How long have you been composing for video games? 2. What is the most effective platform of promotion for you as a composer? 3. What are the essential skills a game composer needs and how did you gain these skills? 4. What are the biggest challenges you have faced in becoming game audio professional? 5. How composing and sound design have changed over the years and how did you managed to adapt to those changes? 6. Do you think that in technological aspect game audio is reaching its limit for innovations? 7. With so many requirements today, such as composing, sound design, knowledge and understanding of scripts, programing and coding, Wwise and FMOD, how do you manage to learn everything and keep track of all new innovations and which of these you think are most essential for a young composer or audio engineer? Please feel free to add any addition information you find useful. Any advice will be highly appreciated! Kind regards, Hristo Kolev
  9. Aldacron

    Symmetry Autumn of Code

    The D Language Foundation and Symmetry Investments have partnered to host the Symmetry Autumn of Code. We're looking for three university students (undergrad or postgrad) who are interested in getting paid to hack on some D code for four months. Each participant will be paid $1000 for each of three milestones, with one participant being selected at the end of the event for an additional $1000 and a free trip (transportation, hotel room, conference pass) to DConf 2019. Applicants are free to propose any project that will benefit the D ecosystem, either as contributions to existing projects or something entirely new. Preference will be given to projects where the primary development occurs in D. If you've never programmed in D but have experience with C, C++, Java, C#, or similar languages, it won't take you long to get up to speed to the level you need to participate. There's enough shared with other C-family languages for instant familiarity, and the differences can be learned as you go. While actual game projects are unlikely to be selected, there are plenty of opportunities for participants to put their game programming skills to use. For example, one of the suggested projects on the Wiki is a 2D rasterizer for resource-constrained embedded systems. There's no need to limit yourself to what's on that page, however. Any sort of 2D or 3D, or even GUI, library is fair game. Something related to networking or AI, or VR, maybe port a project you already maintain in another language. Wherever your skills and interests lie, if you think it can enhance the D ecosystem, then don't be shy. This is a good opportunity to add a new language to your skill set (or put your existing D knowledge to use), make some extra cash, and potentially get a free trip (the past three DConfs have been in Germany, the previous three were in the States). If you're interested, the details are on the D Blog. If you're just curious about D, then dlang.org is the place to start. Checkout the DLang Tour or Ali Çehreli's excellent (and free!) book, Programming in D. There are a number of people in the D community doing game development (including a couple of former Remedy employees who were able to use D in Quantum Break). Good luck!
  10. Brand new here, so let me know if I break any rules! I stumbled across Ray Oldenburg's suggestions of the different "places" in our modern lives whilst (in an unrelated manner) creating a PBBG, and it got me thinking of all of the other games I've played that served as my Third Place for a time. These were places where I felt attached to, like the people who showed up every day were going to be people I could get to know and carry on a relationship with (psychological definition of relationship, not dating). It was compelling enough to be able to define it so well that I want to try and replicate the experience in my up-coming game. I've been stabbing in the dark without having to be able even playtest it (although will be shortly available), but I feel that there could be some serious thought put toward designing a game to fill in that Third Place for our players. However, trying to fill in the criteria of the aforementioned wikipedia article, I figure that having open access to a chat room for everyone is essential. As well, not allowing external factors to change how people can access the chat (like a perk for in-game purchases). So, my questions are: should we even bother designing with something like that in mind? Or is it more something that grows organically and cannot be predestined? Surely there are facilitation that the developer can implement, but is it be a waste of time? Similarly, what about actively preventing negative social influences that can damage or destroy a community?
  11. Blazing Pitchforks Recruiting: 2D Artist/UI Designer (If Skilled At Just One You May Be Accepted! Contact Us For More Info!) Payment Methods: Get Copy Of Game When Finished, Payment Will Be Determined By The Amount Of Work Put In And Can Either Be In The Form Of A One Time Payment Or A Rev Share This Will Be Paid When The Game Makes A Net Profit Open To Discussion Requirements: - Need To Have A Reasonable Skill With 2D Art & Be Willing To Learn (Experience With Low Poly Art Is A Plus) - Speak Fluent English - Work Well With A Team - Be Responsive Description: Blazing Pitchforks is a multiplayer game aimed at around online games of 4-8 people, there are two teams 'The Farmers' and 'The Animals', players will be constantly completing objectives and trying to outsmart the other team before the time runs out in order to win. The current project has been going on for over a year and we are really looking to get a reasonable demo working for a potential kickstarter campaign. We need a re-do of most of the UI as we look towards releasing in early access on steam we will also need promotional art and art for our website. Our current team consists of a Programmer, 3D Artist, 3D Animator, 2 Sound Effects Designers, Musician, Community Manager, Community Moderators and some Quality Assurance Testers. Location: You can join our project no matter where you are from our current team is from varying places mainly in Australia. More information will be given about the project upon acceptance or contact. Contact Me Via Direct Message Or Email Me At: jackdonaldson005@gmail.com Join Our Discord Server If You Wish To Talk More https://discord.gg/Axbwgwv This is a serious project and if you put in the work and help us you will be rewarded. This is not just a project that will die as a large amount of our team is heavily invested and we aim to complete this game and eventually sell it.
  12. A sticky dilemma. I'm part of a team based in USA that produces a virtual world software for remote business purposes. The businesses that use us are our Clients with users from all over the world (and expanding), but primarily in the USA. Our software makes use of customizable human avatars to use in world for each user. We have gotten requests from one of our biggest paying Clients and approval from boss to include religion based avatar clothing options (yamulkes, headscarves, skullcaps and turban head coverings currently, potentially garments too). As our software is used for business, most people want to keep their real world likeness, which may include some of this clothing because it is a part of their identity. Since this is such a sensitive topic on all sides involved and we are in a politically charged climate in the USA, clearly we don't want to offend anyone because they all pay us. In my opinion, even if this request was deemed as a reason for loss on Client's part, it will still be our company providing the service that will be affected primarily. As an emerging company we can't afford to lose users or current/potential Clients over something unrelated to the core mechanics or hardware requirements of the game. How do we put it in the avatar creation menu? Keep it with the other head coverings (so not to upset/offend the religious wear users via segregation) or separate it (to protect from accidental abuse of said garments from ignorant users and offend everybody)? As difficult as it would be for us to do (right now), do we only allow access to certain users? Would that be going too far to request information such as this from users, or for them to have to volunteer it for access? How do we talk about it with the client? When the concern was brought up, they warned us to be careful about using the term "religious wear", so we switched to the more broad "cultural wear", in which they again implied even that term might offend in discussion (because Texas users (very many) would get mad about their cowboy hats not being treated as culturally significant...) and client tactfully avoided telling us what they want us to call it themselves. How do we have a productive conversation though they put out a controversial request and are not willing to speak confidently on it's behalf?
  13. 3 Reasons Indies Should Apply for DreamHack's New Activities Coming to Austin June 1-3 We're expanding our DreamHack events to encompass a "Gaming Lifestyle" approach. So basically we're bringing a ton of new content to the already massive show that focuses on Indies, Tabletop, Films, Students, Art, and more. Of course this means we're making everything we're already doing even bigger and more awesome such as Esports, LAN, Music, Expo, and pretty much everything else. The Top 3 Activities Indies Should Apply For... 1. Indie Playground: The Indie Playground is a curated area where games entered into our competition before the event have a chance to win a complimentary booth to showcase their game. The selected games are organized into 12 genre categories that are reflected in the layout of the Indie Playground. Multiple titles are selected for each genre ensuring attendees will enjoy as many indie titles as possible. It's free to enter and those selected will score a FREE 10'x10' booth. We're pretty flexible on what you can send us. If you're not finished with your game yet you can definitely still submit. We've judged and accepted tons of unfinished video games, tabletop, etc. before. Entry form....https://tinyurl.com/DH-IndiePlayground Deadline: April 20, 2018 2. Game Pitch Championship: The Game Pitch Championship was created to help build the skills you need to successfully get your product out there. Many developers are talented and either nail the build they have to show but don’t really nail the business plan or they nail the business plan and not the build. With a pitch, you have a short time to impress so you need to nail it all. This competition will not only help hone your skills with industry vets guiding your progress through the competition, but you’ll win accolades too. You could also win $2,500! Entry Form....https://tinyurl.com/DH-GamePitchChamp Prize: $2,500 USD Deadline: April 20, 2018 3. Art Gallery: Exactly as it sounds, our gallery showcases some of the most amazing artists in video games, tabletop, comics, anime, and more. DreamHack staff select a number of works then we just print cool art on canvas for FREE—your game gets a slice of advertising while our fans enjoy a non-TV wall on the expo floor. It doesn't even require you to be onsite for the event, so this one should be a no-brainer. Entry Form....https://tinyurl.com/DH-GameArtGallery Deadline: April 20, 2018 Good luck!! Reach out to sydney.mantrom@dreamhack.com for questions.
  14. Hi there. I'm looking for some quick opinions, advice or other comments on my custom engine architecture. For better or for worse, I have ended up with an ECS engine. I didn't intend to go this way, but countless searched through Google and the forum seem to confirm that this is the case. I have entities (mere Ids), components (pure data) and systems (holding raw resources and functionality) to operate on them. To be honest, I'm fairly happy with it. However, I have yet to implement any actual logic into my 'game', and have been looking around for details on the various ways of handling interactivity, specifically, interactively between entities and components. A topic that comes up a lot is events and event queues. I have not liked these. I don't want to add functionality to entities or components, and I don't like the idea of callbacks or event calling firing all over the place. So, I have been puzzling over this for the last two or so days. Eventually, I gave up on the musing and came to accept that some kind of event system is going to be needed. So, I had another look at the bitSquid blog (recommended on this forum), and something occurred to me. Isn't an event really just another form of entity? If it isn't, why isn't it? I also realised that I already have something pretty similar running in my engine now. Specifically, my (admitted quite naive) implementation works more or less like this. The scene hands a list of physicalComponents and their corresponding placementComponents, and the collisionDetection sub-system iterates through them, looking for collisions. If it finds one, it creates a collision, adds it to the list, and moves on to the next one. Once it is finished, the collisionResolution sub-system goes through the list, and handles the collisions - again, currently very naively, by bouncing the objects off of one another. So, I am wondering if I can just use this same approach to handle logical interactions. Entities with logical requirements have a collection of components related to interactivity (the range, the effect, and so on), and the various sub-systems iterate through potential candidates. If it notices an interaction, it creates an interactionEntity (with the necessary data) and the interactions are processed by the next sub-system. I guess I'm looking for some feedback on this idea before I start implementing it. The hope i for more granularity in the components, and the ability to add a logical scripting system which combines various components into potential interactions, and omits the need for any kind of event system. Or am I just repeating the general idea of events and event queues in a slightly more complicated way? Additionally, any comments or commentary on this approach (ECS, and so on), would be very gratefully received. I've pretty much run out of resources at this point. Regards, Simon
  15. hello! so i had this idea of a game i wanted to make that i had in mind for years and i wanted to try to execute it (at least partiality). problem is, i don't really know what kind of game style this game can fall under and i don't really know where to start learning sources and design wise :/ . i want to create a management style game and all the controls the user has are through a menu of some sort similar to this (this particular example is from a game called '911 operator' by jutsu games): to find more information about how i can create such a game i really want to know what's the name of this style of game, mostly GUI controlled game. aside from that i'm looking for a bit of advice, which engine would be best for such a game? i'm fluent in C++,C# and python so any game engine you can throw at me is great! are there any good sources to learn from before jumping into this kind of game, tutorials of some sort perhaps? thanks so much to anyone who answers, this really means a lot to me!
  16. Hi. I have pulled in five NuGet packages for my Visual Studio 2017 project, however when I build the project, VS spits out 10 .DLL and .XML files in the root of the binary folder, to do with the packages. Can't I shove them into a \packages folder so the user doesn't see these ugly resources next to the .exe file? I've Googled moving the packages but the only responses seem to be around moving the installation folder of the NuGet packages on the local machine, as opposed to where VS builds them to.
  17. DreamHack Activities

    DreamHack Atlanta

    until
    DreamHack Atlanta Atlanta, Georgia 16 November – 18 November We're expanding our DreamHack events to encompass a "Gaming Lifestyle" approach. So basically we're bringing a ton of new content to the already massive show that focuses on Indies, Tabletop, Films, Students, Art, and more. Of course this means we're making everything we're already doing even bigger and more awesome such as Esports, LAN, Music, Expo, and pretty much everything else. CALL FOR ENTRIES: The Top 3 Activities Indies Should Apply For... 1. Indie Playground: The Indie Playground is a curated area where games entered into our competition before the event have a chance to win a complimentary booth to showcase their game. The selected games are organized into 12 genre categories that are reflected in the layout of the Indie Playground. Multiple titles are selected for each genre ensuring attendees will enjoy as many indie titles as possible. It's free to enter and those selected will score a FREE 10'x10' booth. We're pretty flexible on what you can send us. If you're not finished with your game yet you can definitely still submit. We've judged and accepted tons of unfinished video games, tabletop, etc. before. Entry form....https://tinyurl.com/DH-IndiePlayground Deadline: Friday, September 28th, 2018 2. Game Pitch Championship: The Game Pitch Championship was created to help build the skills you need to successfully get your product out there. Many developers are talented and either nail the build they have to show but don’t really nail the business plan or they nail the business plan and not the build. With a pitch, you have a short time to impress so you need to nail it all. This competition will not only help hone your skills with industry vets guiding your progress through the competition, but you’ll win accolades too. You could also win $2,500! Entry Form....https://tinyurl.com/DH-GamePitchChamp Prize: $2,500 USD Deadline: Friday, September 28th, 2018 3. Art Gallery: Exactly as it sounds, our gallery showcases some of the most amazing artists in video games, tabletop, comics, anime, and more. DreamHack staff select a number of works then we just print cool art on canvas for FREE—your game gets a slice of advertising while our fans enjoy a non-TV wall on the expo floor. It doesn't even require you to be onsite for the event, so this one should be a no-brainer. Entry Form....https://tinyurl.com/DH-GameArtGallery Deadline: Friday, September 28th, 2018 Good luck!! Reach out to sydney.mantrom@dreamhack.com for questions about the forms.
  18. DreamHack Activities

    DreamHack Winter

    until
    DreamHack Winter Jönköping, Sweden 30 November – 3 December We're expanding our DreamHack events to encompass a "Gaming Lifestyle" approach. So basically we're bringing a ton of new content to the already massive show that focuses on Indies, Tabletop, Films, Students, Art, and more. Of course this means we're making everything we're already doing even bigger and more awesome such as Esports, LAN, Music, Expo, and pretty much everything else. CALL FOR ENTRIES: The New Indie Activities we're adding to our Sweden Event.... Indie Playground: The Indie Playground is a curated area where games entered into our competition before the event have a chance to win a complimentary booth to showcase their game. The selected games are organized into 12 genre categories that are reflected in the layout of the Indie Playground. Multiple titles are selected for each genre ensuring attendees will enjoy as many indie titles as possible. It's free to enter and those selected will score a FREE 10'x10' booth. We're pretty flexible on what you can send us. If you're not finished with your game yet you can definitely still submit. We've judged and accepted tons of unfinished video games, tabletop, etc. before. Entry form....https://tinyurl.com/DH-IndiePlayground Deadline: Friday, September 28th, 2018 Art Gallery: Exactly as it sounds, our gallery showcases some of the most amazing artists in video games, tabletop, comics, anime, and more. DreamHack staff select a number of works then we just print cool art on canvas for FREE—your game gets a slice of advertising while our fans enjoy a non-TV wall on the expo floor. It doesn't even require you to be onsite for the event, so this one should be a no-brainer. Entry Form....https://tinyurl.com/DH-GameArtGallery Deadline: Friday, September 28th, 2018 Good luck!! Reach out to sydney.mantrom@dreamhack.com for questions about the forms.
  19. until
    Hi! I work for Twitch. We are hosting--and streaming--an event on August 31st where we will launch new tools for developers. This announcement will most directly impact game developers and full stack web developers that are hobbyists, small business developers, and indie developers. Visit the event page for more information: https://twitchdevplatformrevealrequest.splashthat.com Request an Invite if you'd like to join us for this event in-person. And join the Twitch Developer community at dev.twitch.tv! Thanks!
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