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Found 395 results

  1. 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
  2. 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?)
  3. 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..
  4. 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.
  5. 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)
  6. 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!
  7. 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.
  8. 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. View full story
  9. Hi, Our hack & slash game, Book of Demons is exiting early access in less than an hour (8am PST) and we're doing an AMA live on reddit Feel free to join and ask us any questions
  10. I've been making music for about 7 years, I have hundreds of releases on soundcloud and bandcamp. Recently I have stepped up my post production game, pouring long hours into EQ and mixing. Most of my music is in a moody, "foggy" piano style with heavy experimentation through pitch shifting, overdubbing, and live recording. I use a spectrogram EQ to manually shape sounds and scoop out noise in Audacity. I am familiar with many general concepts, applying compression, reverb, high and low pass filters, and pretty much all of the effects in Audacity and many of the pitfalls and lessons of live recording for guitar and piano in my home studio. I am familiar with some other programs like ableton and fruity loops but live recording is my strong suit as opposed to composing music in a DAW. I rely heavily on improvisation, recording large amounts of audio and cutting it down and manipulating it in post as well as doing overdubs. I can put out a project of piano music in a month or so up to what I think is a high / acceptable standard that I personally am happy with. I am heavily inspired by Akira Yamaoka's work on the Silent Hill series as well as Angelo Badalamenti. I dream of composing music for games or short films, and feel like I'm ready to take on a project like that, as well as being willing to license my already existing music out which I think would be a perfect fit for the right type of horror game or anything with emotional elements. I am currently working on another project that will be released in December or on New Years. I will work for a reasonable amount and have done this out of passion for 5+ years because I love doing it. I feel that I have improved enough now to pursue doing something like this. Thank you so much to anyone who even bothers to click any of these links, and thank you for your time! Here are my links, and you can also email me directly at tristan.best@gmail.com www.soundcloud.com/domonemesis https://tristanb.bandcamp.com/ https://www.facebook.com/TristanBMusic https://twitter.com/tbest253 Other skills: I do all of my own cover art with digital photo editing and subsequently also have about 5 years of experience with that- photography and digital photo manipulation. I can work on marketing materials or art in this way. I play the Piano, Guitar, Synth / String piano etc, and I sing. I have close connections to some other musicians and visual artists. I will be honest if I don't think my music will work for your project or if I'm not sure if I can do something well enough, but I feel comfortable taking on some general audio design as well, including general sound / dialogue recording or noise reduction.
  11. So my only coding experience is with writing Interactive Fiction games with Inform, so I get the logic and stuff, but, I'm so used to starting with a program with libraries and assets already built in, that I have no idea how to build something from scratch. I'm would like to make this simulation game where the player is a student in a [magic] school, and I've got stats for the students, their personality types, and ideas on how that should effect their performance in class, and experience rates, and all this data in a google spreadsheet, but I have NO idea how to start creating this game on a code level. So, I'm just struggling on finding out how to get started. Can anybody give me some advice?
  12. Hi there, my name is René, and Im a pixel artist, this is my first post here and Im kind of exploring my own freelancing possibilities in the field. Please excuse my english, Im from the chaotic Venezuela, I'm currently living in Colombia, and looking forward to know another beautiful country and culture. I have years of experience working professionally on 2d and 3d animated pieces for a wide variety of cases, but I'm a bit tired of rendering times, illumination artifacts, rigging and binding stuff here and there, processor slowness, plugins mismatch, plugin bugs, plugins outdated, licensing updates, corporative projects, that's a good reason, and found a lovely branch on the field that embraced my like a cotton cloud on a shiny day, Pixel Art. Then I begun a surprisingly productive journey on Fiverr a few months ago, until a guy got my attention with a interesting project that I'm about to begin. So I had to put my Fiverr status on standby for a while. While we take our time to start that project, my mind and hart asks for a taste of the Patreon experience, and so I've been thinking for a while of doing something related to the Cyberpunk dystopia, but as I have no time to do another project, I thought releasing graphic assets packs in some way, so I've been relating this and that and figuring maybe in some developers community I could let know this to begin with. There are so many styles and mechanics on the gaming possibilities that I want to release a wide range of assets for general purposes, but inside a unique world theme, so I made my mind over this Cyberpunk topic now, but if things go well, I would need to ask to the audience for a new Theme. This is my on my avatar hehe by the way, just a pic to express a bit of my animation skills. I established my corner on Patreon already, but I have little knowledge of the platform, so any suggestions are welcome, and you are welcome as well to visit and comment any inquiry related to the topic. Check it here: My Patreon Thanks for reading. Have a nice day! René.
  13. SOS-CC

    Mobile Quick update

    Hey All, Things came to a much slower pace and I apologize, but there are very good reasons. I have just started a new job so it’s taken a lot of my time with training, traveling, etc. On top of that I’m still getting used to being a single parent. Much easier when you have a spouse. Then on top of all that the holidays are here. So I can definitely say that the update will not be here this year. I literally tonight just finished all of the art work (except for the main boss). Now I still have to plan, code, implement, test, test, and test. There is still a lot of work left. This will be the 2.0 update. It will finish the story, add a new game mode (with new leaderboard), add new power ups, and new options for first time players to unlock content. Then I will port the game to Android and Steam. Outside of that I do not plan on any more updates, other than crucial bug fixes. This will complete the game and fulfill my vision (actually beyond that with all the game modes I added along the way) and keep my promise to Sarah. So when do I expect this to arrive? I am thinking early March for the 2.0 iOS update and then May for the ports. I will work to get it done sooner. Thank you for the support, following, and your interest. This was a fun project and WAY more work than I originally thought lol. Take care. View the full article
  14. Hey there, first of all, I want to calm you... No, I am not trying to make nextgen MMO. I am just trying to make some simple game, using geolocation services. (and no, I dont believe i will be rich in one year, and will create another * GO title with millions of downloads). So, it's for a mobile, using Unity engine. Everything is good in a "singleplayer" mode, but now comes the real problem. How many/much networking I need to cover ? Will my choose for a NoSQL DB, choosing mongoDB to handle data (locations, stats, variables) for each ingame object individually, and for account data using for example MySQL, be enough ? If I will be running DB server at home? I am mainly confused about needing some kind of any other game server. Well, I will run app on my phone, get "world" from lets say openstreetmaps, getting all needed data from DB, spawning objects in this world covered by Unity (translating geolocation data to world, low poly objects - about 200m around GPS, maybe 60 objects at a time max), handling tasks on the app directly on the phone (crafting, killing, building), saving new data again to DB. As a beginner, I am thinking I got it all. And as a beginner, knowing it looks so easy now. If I want to add some kind of chat, or some king of real-time progression in game (like matchmaking duels and so) , or tasks be happened on server so less security risks, less hacking and so on, I got it, I will need some kind of game server. Will there be a big difference, deciding to make some server-client things on my game, If I choose to like in the middle of development ? (I am still at start). I am just so confused by the options on the web, like tenths of networking assets in unity, tenths networking services on web, all the possibilities. Its so many to learn, and I will get nowhere. So, will my covering, adding DB to my game, having DB servers home, work? Or I am so bad at logic with this, that I should just delete my gamedev directory, and never create it again ? Thanks for any helpfull informations, hopefully giving me some insight in this problematics.
  15. Hello, The current questionable design: I have lava that kills the player when it hits it. The logic to play the death explosion is in the object the player hits. When I did this I was influenced by what I read about Sims object design. By placing the logic in the object it's easy to add more objects with different logic. The downside is that responses are distributed in all the objects. The upside is that I don't have to write code for handling damage events and responses, and mapping damage types to death animations etc. I do feel this would be inappropriate for things like projectiles, and enemy attacks. However because the object it hits is Static I figured it'd be ok. The Ask: So, what are your thoughts and what would you consider a good design?
  16. Me I've been designing and developing games since I was 9 when I was making my own card games or setting up rules with my cousins for pretending to be shopkeepers and selling each other toys and other things with monopoly money (epic). Fast forward and I've been making random stuff, tinkering with things, and not really getting anywhere. I'm currently working on my first solo project and taking it farther than I've ever taken a game on the PC. It's pretty sick. \m/ My end goal is to have a team who can work together with varying ideas to make something memorable that gamers can come back to and appreciate. At the end of the day creating games is my passion, it's the best form of story-telling and that's what I want our team to be known for. Three of my Favorite Games Halo 3 Warcraft 3 World of Warcraft What I'll Do Game Design Management Writing Help make awesome games with you. oWo What I Can Help Do Intermediate Programming (C#, Python, GML, JS, PHP, CSS, Java) Pixel Art (I can do traditional drawing, but I don't have anything for digital art.) What I can't do right now. 3D modeling or coding. Audio anything. Expert/Advanced level programming. Goals of Our Team PC-Only, could change in the future. Genre Scope: Story-Heavy Horror RPG Survival Getting our feet wet, finding out who's who in our team, and making phat $ at some point /s. Requirements A mic and a Discord account to join our Discord server. Some previous work (doesn't have to be professional or with a team) for whatever position you're wanting with us. A couple hours at least 3 days a week to communicate and work with us. Great communication skills THREE of your FAVORITE games. >:D
  17. Hello, it’s time for statistics from my last game “Fisherman” (downloads and earnings), expect it, I will share data from my other games + total earnings + plays (online) + downloads from my 8 games (6 Android + WebGL, 2 only WebGL). My game (fisherman) has been released for Android (Google Play, Amazon Store) + WebGL (Kongregate, Crazy Games). Fisherman is a clicker/idle game, your purpose is to earn the highest amount of cash + buy new upgrades (more about game here). Game has been downloaded 740x (698x Google Play, 42x Amazon Store). The Highest number of downloads (one day) is 434x. WebGL version (Online), got: 17000 (Kongregate) game plays 6000 (Crazy Games) game plays Total 23000 game plays. Kongregate Data, daily new players Installs image (Android): Google Play Downloads Amazon Store Downloads Google Play users country What about earnings? Android: $6,42 Unity Ads (reward video ads, only played when users want). $2.55 ChartBoost (full screen ads, only visible, when player have enough high earnings + they got CD for 5–8 minutes, expect it if Unity Ads fail to show ad, this one will show reward ad). $2.55 from Google Play, $0 from Amazon Store. Online (WebGL): $32.53 Kongregate (played based on game plays + they quality). €13.97 Crazy Games (based on game plays + they quality). In total, it gives me: ~$57.41 (- taxes and -graphics costs and other cost, expect it there is fee for withdrawing cash + PayPal got weak exchange rate). My game (this one and others), don’t got IAP. I expected these earnings, to be honest I never expected something (you know big cash, popularity, MMO RPG with millions of players), that’s why I’ve never been disappointed. It could be worse, game earnings Check out my game: Google Play Amazon Store Online And my social media: Facebook Twitter (^ You won’t miss info about my new games + about new stats from future games) OK, time for most interesting statistics: Most amount of rates (Android) comes from Xiaomi Redmi Note 4. In terms of downloads, most popular phones are Redmi 4x and Redmi Note 4, expect it there is a lot of other Xiaomi Devices + a lot of Samsung smartphones. Total daily play time ( the best day) is 8.68M seconds (~100days), total daily play time per user (the best day) is 3.13k seconds. Expect it, in the best day, I had notice 38.53 shop button clicks (only one shop) and 11k transports (started). Best Day = day with highest rate of installs Android Rate (Google Play) Oh, I had thought, that I will get a lot of 1 star rates (I got 2x crash bug): 1. I had updated Google Services, because older was working very bad, I got no errors, on my phone (Android 6), all was working fine, then after releasing game to Google Play, I got crashes on users with Android 6+. 2. I just released a very small upgrade, then my game crashes for users (Unity corrupted packaged game files, only Android). Those crash didn’t affect rates, because I got very good users, they had reported me those bugs so fast + I fixed them in less than 24 hours (ussaly day of bug report = day of bug fix) Time for some images: New Users, Data from Unity Analitycs Monthly active users (Data from Unity Analitycs) Country of my game users (Google Play data) Android Versions of my users (Google Play) Here are stats from my game before “Fisherman”, “Zarsthor”: Game got downloaded 152x (111x Google Play + 41x Amazon Store). Expect it, it got 7k game plays (online. Earnings: $0 Chartboost, $0 Unity ads, $8.73 Web Version (WebGL). Ok, time for next bonus stats, after releasing zarsthor (my 5th game), I decided to release 2 small WebGL games (games for 2 players): Throw, it was a simple game, to be honest IDK about what is it (I think we are throwing something), it has earned $10,4 (more than Zarsthor, let’s say Zarsthor was xxx time when throw was x time). It got also 12,162 game plays, Fish Eat Fishes, my next simple game, this time it earned $47.77 earnings. Game got 29,577 game plays. So my total earnings, are from all games (8 in total, 6 released for Web + Android, 2 only for Web): Unity ads $144.24 Chartboost: $114.54 (withdraw from $300) Crazy Games: (Great Website with online games) $238.68 Kongregate: $128.32 In total = $625.78 (-$114 non Withdraw from Chartboost, -taxes, -graphics cost and others). My Web (WebGL) game plays amount (total, from my all game) Game plays: Kongregate: 86,421 Crazy Games: 164,599 In total: ~251k game plays (only online versions). My total downloads of my Android games is: Google Play: 11643x Amazon Store: 1943x Total: ~13586 Expect it I got 2 from my 6 Android games on itch.io, today I had seen, that bomb rain got 6 downloads, tree tap 59 (on itch.io), but I had never linked to my itch.io, so today I had uploaded all my other games to it. My Itch.io Time for some social media data: Facebook: 69 likes Twitter: 50 observing people And some strange bonus data from a Polish website (like Dig): my tag is observed by 381 people, my list (like a e-mail newsletter, but on portal only) is subscribed by 123 people Expect it, I got on that websites (total) 4166 “up votes” (let’s say it’s an up vote) and total 985 comments + 164.1k views. Expect it (on blog like, I mean it’s a website blog on polish website like dig, where all can post various things), I got total 6119 up votes ( the best post got 722 comments and 2715 up votes). What about reedit? I got 945 total up votes (counted up votes — down votes) And total 441 comments. Time for data from my other games (Downloads) Fisherman: Google Play Amazon Store Online 698 Google + 42 Amazon Store = 740 Downloads Zarsthor: Google Play Amazon Store Online 111 Google + 41 Amazon store = 152 Downloads Mirkowanie: Google Play Amazon Store Online 4118 Google + 49 Amazon Store = 4167 Downloads Stickman: Google Play Amazon Store Online 549 Google + 533 Amazon Store = 1082 Downloads Money Tree: Google Play Amazon Store Online 5013 Google + 970 Amazon Store = 5983 Downloads Bomb Rain: Google Play Amazon Store 1154 Google + 308 Amazon Store = 1462 Downloads Expect it, you can check my games on Kongregate and itch.io (Android) New users for all games (Unity Analitycs) My most earnings comes from “Fish eat Fishes”, “Tree Tap” and “Mirkowanie”. Like I said before, I never expected something (you know big cash, popularity, MMO RPG with millions of players), that’s why I’ve never been disappointed. Future Plans: When you are reading it, I’m answering tons of PM (thanks for each of them). Also, I’m leaving gamedev, to be honest it’s so hard work, and I got nothing from it. Joking, I plan to release some updates to my last game + I’m working on small web game (15% done), then I gotta move to my main project. It will be tycoon, special one, with unique theme, no one even released Tycoon with this theme. I don’t want to give details right now, I’m still planing it. Thanks for support, thanks for each Pm, thanks for helping me with beta/alpha tests, also thanks for playing my games :-} When I was making those games, I had learned a lot, and it’s still start for me. I mean, my first game was some random thing, just idk what I was making, I just was making something, no plans, idea. No marketing (only marketing was in day of release). “Releasing Games” is just a start of work, updating game, responding to players, marketing game is a next ton of work. Got any questions? Feel free to ask them :-} I had complete gathering those data at 5AM, total earnings and earnings from games may be other (just not all data is fetched + some old data is not visible). ** I’m not expert, I’m still newbie in gamedev (just a 20 old guy, who one day started making games). Threat this post as a share of curiosity, it’s not a professional data collection. Check out my game: Google Play Amazon Store Online And my social media: Facebook Twitter Also, here is more detail statistics from some of my other games: Mirkowanie Stickman RPG Tree Tap Bomb Rain Data
  18. This game is currently in alpha and all graphics are currently placeholder graphics. Any feedback is appreciated. Trailer: https://streamable.com/st2rr Click here to play
  19. My entire past week revolved around a game that wasn't mine for once. I took the time to play the newly released followup to my favorite indie game of all-time (Undertale, in case you didn't know) and it was time well spent. I came out the other side of those credits re-energized, inspired to work harder, and pumped up on well-designed RPGs and quirky/interesting fantasy worlds. Overall, a nice reminder of why I love gaming so much.See what notable new design elements are coming (without getting too specific) along with some Earth-Shaking indie dev news on the Yotes Blog.
  20. Hi guys We have a few positions available for our Viking battle sim. It is a first/third person 3d game set in norway. We are looking for a concept artist and an assistant producer. We have a team of devs already and we are still in pre production but any devs can contact me and I may be able to offer additional positions for the right dev. This is a part time project. Anyone interested must be dedicated and motivated. For more info please contact me
  21. Hello, everyone. There ara a little misunderstood, which I've resieved after spending some time working on a little bit more complex UI than I did usually. So my misunderstanding: what should I use to update from one widget to another: "Remove all widgets" or "Set widget visibility" or there is not much difference beetwen them in perfomance?
  22. James Proctor

    Unity Unity MMO Creators - Youtube channel

    I've started a Youtube channel for anyone wanting to make a Indie MMO using the Unity3d game engine. Topics include: Business Kickstarter uMMORPG kit Atavism SpatialOS Community Building Interviews And more You can access the channel here. Intro Video:
  23. James Proctor

    Unity Unity MMO Creators - Youtube channel

    I've started a Youtube channel for anyone wanting to make a Indie MMO using the Unity3d game engine. Topics include: Business Kickstarter uMMORPG kit Atavism SpatialOS Community Building Interviews And more You can access the channel here. Intro Video: View full story
  24. Hamdani

    The Journey Begin

    Hello everyone, we are five man indie game developer from Indonesia working together on a mobile game. We do not give name to the game name yet, but we called the project “Graveyard Escape”. The game development start with Ade and Elbert idea’s to develop game together with Amruzi, Syauqi and Me, Hamdani. We called ourself “Nomadden” because we do not have office for developing game, we used our college Laboratory. The Idea for this game we got it around 2 weeks ago when we discuss about the game idea. But we start the game development two days ago on monday. “I jump from wall to wall I pull myself onto anything After I throw something I feel awesome Who i am ? No, i am no spider I am a lonely dead man trying to escape from my grave because of boredom.” That’s it, the game is about a skeleton that rise from the dead. You need to control the skeleton to move upwards and not fall to the ground. The game controller is simply just tap, you just need to tap your screen to control the skeleton. You can also crush enemies, avoid obstacles and die again. At the moment we still working for the MVP (Minimum Viable Product) for the game. It still using basic shape like box, capsule etc. We are doing this without any external support, so we do this without getting paid. For this reason we need to finish the demo version so we can do playtesting and getting feedback from player whether the game will be enjoyable. So stay alert , it will probably be flying out on November. Cheers have a nice day.
  25. Greetings all! I've been in the game industry since 2009 working as an artist, designer, project manager, producer and right now working as an entrepreneur and COO. During my career, I've also been educating in Finland for newcomers to the game industry. Sharing experiences for beginners may ease the ride radically, enabling them to dodge the foxholes and bear traps which wait around almost every corner. Either it's about learning to program, create art, craft game design or run a game studio. Or how to gain the motivation to keep on going with your first game project and end up releasing it worldwide. I've just recently started to grow a community, which enables me and other experienced game developers to share their experiences with beginners and help them get into the industry. We've all been rookies at some point, it's good to remember, what YOU would have wanted to know when starting off. Now is your chance. And if you happen to be the beginner I'm talking about, or maybe you are just looking for a place to gain motivation, tips, tricks, and other developers to work with the Jestercraft community is here for that. I've established a Discord channel for starters and I would love to see you guys there as well. Here is the invite link, hop in and let's start chatting! JESTERCRAFT DISCORD CHANNEL: https://discord.gg/hdZXeMJ And hey, here are some online courses I've crafted so so far. More will come within the coming months: Construct 3: Top-Down Shooter - https://www.youtube.com/watch?v=kRJ3wHdFuMw Construct 3: Random Spawn pickable objects - https://www.youtube.com/watch?v=fSRJorxbPfQ&t uDemy Course for beginners to learn programming logic (Only available in Finnish, for now): https://www.udemy.com/pelisuunnittelija/
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