Jump to content
  • Advertisement

Search the Community

Showing results for tags 'General'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Categories

  • Audio
    • Music and Sound FX
  • Business
    • Business and Law
    • Career Development
    • Production and Management
  • Game Design
    • Game Design and Theory
    • Writing for Games
    • UX for Games
  • Industry
    • Interviews
    • Event Coverage
  • Programming
    • Artificial Intelligence
    • General and Gameplay Programming
    • Graphics and GPU Programming
    • Engines and Middleware
    • Math and Physics
    • Networking and Multiplayer
  • Visual Arts
  • Archive

Categories

  • Audio
  • Visual Arts
  • Programming
  • Writing

Categories

  • Game Dev Loadout
  • Game Dev Unchained

Categories

  • Game Developers Conference
    • GDC 2017
    • GDC 2018
  • Power-Up Digital Games Conference
    • PDGC I: Words of Wisdom
    • PDGC II: The Devs Strike Back
    • PDGC III: Syntax Error

Forums

  • Audio
    • Music and Sound FX
  • Business
    • Games Career Development
    • Production and Management
    • Games Business and Law
  • Game Design
    • Game Design and Theory
    • Writing for Games
  • Programming
    • Artificial Intelligence
    • Engines and Middleware
    • General and Gameplay Programming
    • Graphics and GPU Programming
    • Math and Physics
    • Networking and Multiplayer
  • Visual Arts
    • 2D and 3D Art
    • Critique and Feedback
  • Community
    • GameDev Challenges
    • GDNet+ Member Forum
    • GDNet Lounge
    • GDNet Comments, Suggestions, and Ideas
    • Coding Horrors
    • Your Announcements
    • Hobby Project Classifieds
    • Indie Showcase
    • Article Writing
  • Affiliates
    • NeHe Productions
    • AngelCode
  • Topical
    • Virtual and Augmented Reality
    • News
  • Workshops
    • C# Workshop
    • CPP Workshop
    • Freehand Drawing Workshop
    • Hands-On Interactive Game Development
    • SICP Workshop
    • XNA 4.0 Workshop
  • Archive
    • Topical
    • Affiliates
    • Contests
    • Technical
  • GameDev Challenges's Topics
  • For Beginners's Forum
  • Unreal Engine Users's Unreal Engine Group Forum

Calendars

  • Community Calendar
  • Games Industry Events
  • Game Jams
  • GameDev Challenges's Schedule

Blogs

There are no results to display.

There are no results to display.

Product Groups

  • Advertisements
  • GameDev Gear

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


About Me


Website


Role


Twitter


Github


Twitch


Steam

Found 396 results

  1. FresherLemons

    Too Many Roads With No Map

    Hello, Everyone I'm new to the world of programming, as I've just recently taken an interest in it and I've made a few leaps into some of the languages. For the longest time, my dream has been to work with a large game development company, however, I understand the distance of my current knowledge from achieving that goal. I'm posting this thread because I was hoping some experienced vets out there can help start me on a path as to what I should be doing, as just stepping into this world is quite daunting with all of the choices. I would like to learn the basics of a language and then be able to apply it to a small project like creating my first simple game down the line. So far, I've fiddled with Python, Java, and MATLAB (for engineer courses). I wanted to learn C# so I start in Unity, but I can't seem to find any free tutorials to the language that are good. I don't have my mind dead set on what game engine or language I want to be using. I'd just prefer ones that pair well together.
  2. Big Impact Sound Composer for Media

    Big Impact Sound | Composer for Media and Games

    Big Impact Sound | Composer for Media provides royalty free music and sound design for media, games, television, film, trailers, commercials, documentaries, YouTube creators, exhibits, websites, slide shows, corporate projects, podcasts, wedding albums, presentations, audiobooks, radio, apps and so much more. Royalty free music Big Impact Sound allows you to distribute the royalty free music worldwide and without any additional fees. Our music licensing system is transparent and easy: once the music license is paid there are no copyright issues. Wide range of musical styles Our award winning team has more than two decades of experience in the creation and production of contemporary and classical music. Composition on demand Custom-made composition and sound design that will maximize the impact of your game, movie, commercial, trailer, documentary or presentation. Music productions ranging from single tracks to full orchestral scores We can provide single tracks or full scores and our team helps you with your project from start to finish according to your specific wishes. Stock Music (Library Music) Fast and easy music and sound design browsing in our huge music library. All our tracks are immediately available for any of your projects. Fast turnaround time We are used to work with tight deadlines and will help you meet them. We are passionate about our work and always aim for perfection. Contact us (by PM or by the website) to discuss how we can enhance your project with a distinctive sound identity. https://bigimpactsound.com/
  3. This blog was originally posted on Level Up Translation's blog. As the developer or publisher of a title that took a considerable amount of time and money to develop, the localization of your game is clearly a point you should not neglect. Localization strategies differ from one platform to another though. Here are a few tips to help you decide what languages to localize your Steam game into. 7 languages cover 65% of Steam users Your game is going to hit Steam and you don't even know where to start with its localization? Don't worry, we've got you covered! Here are the 7 languages (including English) you should absolutely consider localizing your game into: 1 - Russian 10.88% of Steam users are Russian. They make up the second largest gaming population on Steam after the US. Russian players also own a whopping 8,66% of the total games owned on Steam, and PC is by far their favourite gaming platform. Don't think twice, localize your game in Russian! 2 - German 4.93% of Steam users are German and they account for 6.23% of the games owned on the platform (31.87 per user on average, against 20.09 for Russian players). Germany is also the first European country in terms of game revenue, so localizing your game in German is not only a safe bet, it's a must. 3 - Brazilian Portuguese The share of Steam users from Brazil keeps on increasing. 4.72% of Steam users are Brazilian and they account for 3.55% of the total games owned on the platform. Brazil is the most important market in South America and English proficiency is relatively low. Still hesitating to localize your game in Brazilian Portuguese? Think again! 4 - French 3.61% of Steam users are from France and they account for 3.49% of the games owned. Localizing your title in French also gives you access to Quebec as well as French-speaking countries in North and West Africa. However, if you are specifically targeting French-speaking gamers located in Canada, we do recommend that you localize your game into Quebecois as well. 5 - Chinese Chinese gamers mostly play on PC (57% of the Chinese gaming population) and with 4.86% of Steam users coming from China, your game definitely has to be localized for that market. Chinese users own relatively few games (2.46% of total games owned on Steam) but this is probably due to the relatively low number of games available in Chinese on the platform at the moment. Who said niche? If your game has the potential to find an audience in China, you know what to do next. 6. Spanish, but... Although "only" 1.43% of Steam users are from Spain, as much as about 6% of Steam users come from Spanish-speaking countries. Spanish is a pretty special case though. Should you decide to tackle the Latin American market (the second fastest growing region in terms of game revenues), we highly recommend that you go for specific locale versions. Localizing your game in the above 6 languages will have more than 35% of Steam users covered. Providing your game was developed in English (an additional 30%), this makes your game available to 65% of Steam users! Raise your hand if you would like to miss 65% of the Steam market! Anyone? No? Good... Other languages worth considering for Steam Italian Looking at the numbers, the Italian gaming market is far from its days of glory. However, one could hardly recommend to ignore the "I" in the traditional FIGS (French, Italian, German, Spanish). Not only has Italy a relatively low English proficiency, but choosing not to localize your title in Italian might expose you to negative criticism for not living up to the expectations of Italian gamers. Many consider the lack of Italian localization an eliminatory criteria for playing a game, and just like many French and Spanish players, Italian gamers tend to swiftly uninstall a game if it is not available in their native tongue. Polish, Ukrainian Given the share of Steam users speaking these two languages (respectively 9th and 11th population of Steam users), localizing your game in Polish and Ukrainian is a pretty smart move. They are also cheaper than French, German, Italian or Spanish, so if you have the budget, go for it! Turkish 2.04% of Steam users speak Turkish. For comparison, Swedish players represent 1.54% of Steam's audience. On the other hand, translating from English to Turkish takes nearly 50% longer than translating into FIGS. Turkish is therefore relatively expensive when it comes to localization, and we only recommend it if your budget can handle it. Has this post helped you clarify where your Steam games could sell best? Then gear up for your global quest and work with our game localization specialists who will pour their heart and soul (as well as a considerable amount of coffee/tea) into the localization of your game! Contact us now! Follow Level Up Translation on Facebook, Twitter and LinkedIn to get all our tips and insights to help you with your game localization! If you like what you just read, there's more for you! Just follow us for more game localization tips and insights: Facebook Twitter LinkedIn Got a game that needs to be localized? Tell us about it! We've got plenty of XP to help you level up! Level Up Translation - Expert Video Game Localization Services - www.leveluptranslation.com
  4. piecuch.p

    liboggvorbis as a single-file

    liboggvorbis combined into one file - might be usefull if you want to simpifie dependencies of your project. Get it here. -rw-r--r-- 1 piecuchp staff 2.0M Apr 26 17:55 oggvorbis.c -rw-r--r-- 1 piecuchp staff 134K Apr 26 17:55 oggvorbis.h -rw-r--r-- 1 piecuchp staff 3.1M Apr 26 17:55 oggvorbis.o Combining script is quite complex and not well commented (also I might make some changes into source code that I don't recall right now) but maybe someone find it usefull: #!/bin/bash src_c="\ \ lib/codebook.h lib/mdct.h lib/envelope.h lib/smallft.h lib/codec_internal.h lib/lookup.h lib/lookup_data.h lib/lpc.h lib/lsp.h lib/masking.h lib/misc.h lib/os.h lib/registry.h lib/scales.h lib/window.h\ lib/books/floor/floor_books.h lib/books/coupled/res_books_stereo.h lib/books/uncoupled/res_books_uncoupled.h lib/books/coupled/res_books_51.h\ lib/analysis.c lib/bitrate.c lib/block.c lib/codebook.c lib/envelope.c lib/floor0.c lib/floor1.c lib/info.c lib/lookup.c lib/lpc.c lib/lsp.c lib/mapping0.c lib/mdct.c lib/psy.c lib/registry.c lib/res0.c lib/sharedbook.c lib/smallft.c lib/synthesis.c lib/vorbisenc.c lib/vorbisfile.c lib/window.c\ " src_h="\ include/ogg/config_types.h include/ogg/os_types.h include/ogg/ogg.h\ lib/ogg/bitwise.c lib/ogg/framing.c\ include/vorbis/codec.h include/vorbis/vorbisenc.h include/vorbis/vorbisfile.h\ " mkdir -p lib-portable files=0 C="lib-portable/oggvorbis.c" H="lib-portable/oggvorbis.h" echo "/** $0: `date`*/" > "$C" echo "" >> "$C" echo "_#include \"oggvorbis.h\"" >> "$C" echo "" >> "$C" echo "#define _BUILD_SINGLE_SOURCE" >> "$C" echo "#ifdef __cplusplus" >> "$C" echo "# define restrict __restrict__" >> "$C" echo "#endif" >> "$C" echo "" >> "$C" echo "/** $0: `date`*/" > "$H" echo "" >> "$H" line_offset=3 for c in $src_c; do if [ -e "$c" ]; then echo "/** $0: $c*/" >> "$C" echo "" >> "$C" #line=`cat "$C"|wc -l` echo "#line $line_offset \"$c\"" >> "$C" cat $c \ | sed "s/\([^_]\)ilog/\1ilog${cnt}/g" \ | sed "s/FLOOR1_fromdB_LOOKUP/FLOOR1_fromdB_LOOKUP${cnt}/g" \ | sed "s/bitreverse/bitreverse${cnt}/g" \ >> "$C" echo "" >> "$C" ((cnt++)) echo -n "." else # use '' for space echo "" >> "$C" echo "${c//\'\'/ }" >> "$C" echo "" >> "$C" echo -n "_" fi done for h in $src_h; do if [ -e "$h" ]; then echo "/** $0: $h*/" >> "$H" echo "" >> "$H" echo "#line $line_offset \"$h\"" >> "$H" cat $h >> "$H" echo "" >> "$H" ((cnt++)) echo -n "." else # use '' for space echo "" >> "$H" echo "${h//\'\'/ }" >> "$H" echo "" >> "$H" echo -n "_" fi done for i in lib/modes/*.h; do inl=`basename "$i"` sed -i "" -e "/#include \"modes\/$inl\"/r $i" -e "/#include \"modes\/$inl\"/d" "$C" echo -n "@" done echo "" sed -i "" -e "/^#\(.*\)include \".*\.h\".*$/d" "$H" sed -i "" -e "/^#\(.*\)include \<ogg\/.*\.h\>.*$/d" "$H" "$C" sed -i "" -e "/#include_inline \"psy.h\"/r lib/psy.h" -e "/#include_inline \"psy.h\"/d" "$C" sed -i "" -e "/#include_inline \"bitrate.h\"/r lib/bitrate.h" -e "/#include_inline \"bitrate.h\"/d" "$C" sed -i "" -e "/#include_inline \"highlevel.h\"/r lib/highlevel.h" -e "/#include_inline \"highlevel.h\"/d" "$C" sed -i "" -e "/#include_inline \"backends.h\"/r lib/backends.h" -e "/#include_inline \"backends.h\"/d" "$C" sed -i "" -e "/#include_inline \"asm_arm.h\"/r tremor/asm_arm.h" -e "/#include_inline \"asm_arm.h\"/d" "$C" sed -i "" -e "/# include \"collect.c\"/r theora/lib/collect.c" -e "/# include \"collect.c\"/d" "$C" sed -i "" -e "/^#\(.*\)include \".*\.h\".*$/d" "$C" sed -i "" -e "/^#\(.*\)include \<theora\/.*\.h\>.*$/d" "$C" sed -i "" -e "s/^_#/#/" "$C" echo "** Done (with $cnt files)"
  5. Hello, it's time for statistics and earnings from my 4th Android/WebGL Game, "Mirkowanie" is idle clicker, it's mostly a special game, because it was made for Polish website community (but not only players from Poland play it), it's specific, so I was not looking into a lot of players + earnings (Poland got very low earnings from ads) I'm just 19 year old newbie, I couldn't sleep, I had weak up at 3-4AM and I started to develop "Mirkowanie". It was fun to develop it ;p Just a lot of work in analyzing data (imagine checking website data from 2005-2018 year). Here are statistics: Game got downloaded 3451x (19x Amazon Store and 3432x Google Play), Amazon Store is that low, because downloads was mostly from Poland. Game got 26k game plays (online). Top download (one day) was 1900x times, I got 500x testers in one day. Kongregate (new players) Unity Analitycs (new players) MAU (Unity analitycs); Earnings? $36.82 (Unity Ads, video ads, can't withdraw it). $29.62 (Kongregate, we got payed from game plays, can withdraw it ). $17.56 Chartboost (ads that are shown in-game, sometimes video ads (if Unity ads fail), can't withdraw it ). So my pure "earning" is $29.62 (can withdraw it). So was not worth it, but that's not problem, my games also don't got IAPs + most of the players was from Poland (low cash from ads), but it was still fun to develop it, I mean it was crazy idea ;p I mean from one side I got 1900x downloads in one day, it's big number from me, but to be honest, for gamedev business it's nothing, but wait, for me it's still 1900x players (my first game got 600x Downloads in ~1 year). Also, fun fact, I was top1 new Free casual game in Poland. Also, ~25% downloads comes from Xiaomi devices. So in last week i got 14.3k sessions, max time spend in-game (one day, max, total ) was 13.85M seconds (~160 days). It's 80 minutes for each user, average 2.5 session per user. Some other stats: Most used phones: Most used android versions: Game name is Mirkowanie - Ilde Money Clicker Also, if any1 wish to check out my other earnings/statistics from other games, there are all on Reddit + I always post them on my Twitter/Facebook (same as my name on Reddit). Also, right now I'm working on space shooter with own story, we get new ships, buy upgrades, we got side and main quests and a lot more. It got story made by me + Original sounds, that's some nice music (not from game), but made by the same person: Check Music Images from the game are also on images with statistics. Check out game + observe me :-} Android Online Firefox play only, use text save, Chrome got bug, reported it to browser, still waiting for fix, that same other browsers on Blink engine (not all)) Amazon Store Facebook Twitter And my new game (W.I.P):
  6. I'm a man on a Mobile Gaming Quest (MGQ) to play a new mobile game every day, documenting my first impressions here and on YouTube. Below is the latest episode. Here's a quick overview of all games I've covered so far. Gacha RPG Final Heroes has some great app store reviews, but sadly enforces quite a few P2W elements, such as VIP and Energy systems, and has a - at best- stale PVP system. HOWEVER; playing the game, I found myself both excited and scared by how good the game is at triggering all the right areas in my brain, providing me with an instant-gratification overload of free gems, powerful items, skills and more. To be fair, the game is very generous with providing premium currency for free (at least $60+ worth of it), and at this rate, you'll definitely be getting 2 times 10 hero pulls for free. I think some can have fun with this game, but I would strongly suggest only diving into it if you either have money to spend or know these types of games. My thoughts on Final Heroes: Google Play: https://play.google.com/store/apps/details?id=com.xd.global.and.hf&hl=en iOS: https://itunes.apple.com/us/app/final-heroes/id1313229524?mt=8 Subscribe on YouTube for more commentaries: https://goo.gl/xKhGjh Or join me on Facebook: https://www.facebook.com/mobilegamefan/ Or Instagram: https://www.instagram.com/nimblethoryt/ Or Twitter: https://twitter.com/nimblethor
  7. I'm a man on a Mobile Gaming Quest (MGQ) to play a new mobile game every day, documenting my first impressions here and on YouTube. Below is the latest episode. Here's a quick overview of all games I've covered so far. MilkChoco is a unique and lightweight indie third-person 4 vs 4 shooter with a variety of game-modes (Deathmatch, Escort etc.) played on small maps. The UI is customizable, there's both auto-shooting and manual shooting, matchmaking takes seconds, and all weapons can be acquired through in-game currency. Honestly, this is one of the more fun casual shooters I've played on mobile in a long time! My thoughts on MilkChoco: Google Play: https://play.google.com/store/apps/details?id=com.gameparadiso.milkchoco&hl=en iOS: https://itunes.apple.com/us/app/milkchoco-online-fps/id1244497574?mt=8 Subscribe on YouTube for more commentaries: https://goo.gl/xKhGjh Or join me on Facebook: https://www.facebook.com/mobilegamefan/ Or Instagram: https://www.instagram.com/nimblethoryt/ Or Twitter: https://twitter.com/nimblethor
  8. I'm a man on a Mobile Gaming Quest (MGQ) to play a new mobile game every day, documenting my first impressions here and on YouTube. Below is the latest episode. Here's a quick overview of all games I've covered so far. Controller support, 60 FPS and a relaxed monetization - top-down twin stick mutant-shooter "Xenowerk" by Space Marshals developer Pixelbite has a lot going for it! The game's fun and has a neat atmosphere, and although the controls take a few minutes to get used to, the game's highly optimized, meaning it should be able to run smoothly on most devices. My thoughts on Xenowerk: Google Play: https://play.google.com/store/apps/details?id=com.pixelbite.mutant&hl=en iOS: https://itunes.apple.com/us/app/xenowerk/id969447496?mt=8 Subscribe on YouTube for more commentaries: https://goo.gl/xKhGjh Or join me on Facebook: https://www.facebook.com/mobilegamefan/ Or Instagram: https://www.instagram.com/nimblethoryt/ Or Twitter: https://twitter.com/nimblethor
  9. I'm a man on a Mobile Gaming Quest (MGQ) to play a new mobile game every day, documenting my first impressions here and on YouTube. Below is the latest episode. Here's a quick overview of all games I've covered so far. With its 50-player online Battle Royale matches (think Player Unknown's Battlegrounds), Free Fire is a nice, more casual, alternative to NetEase's 3 similar games. The matches are quick (often around 10 minutes), there's no pay2win monetization, the game runs smoothly, and it appears that all players are ACTUAL players instead of bots! Only slight downside is that the game offers less settings for customizing the gameplay experience, although I didn't find this to personally be an annoyance. My thoughts on Free Fire: Battlegrounds: Google Play: https://play.google.com/store/apps/details?id=com.dts.freefireth&hl=en iOS: https://itunes.apple.com/bt/app/free-fire-battlegrounds/id1300146617?mt=8 Subscribe on YouTube for more commentaries: https://goo.gl/xKhGjh Or join me on Facebook: https://www.facebook.com/mobilegamefan/ Or Instagram: https://www.instagram.com/nimblethoryt/ Or Twitter: https://twitter.com/nimblethor
  10. I'm a man on a Mobile Gaming Quest (MGQ) to play a new mobile game every day, documenting my first impressions here and on YouTube. Below is the latest episode. Here's a quick overview of all games I've covered so far. A small, but fun, 8-bit arcade indie boxing game that plays both in portrait and landscape mode. The controls are genius (screen split into 4 big areas with both tap and swipe controls instead of a button layout), there are plenty stats to upgrade as well as customizations for the character, and the game's decently challenging. My thoughts on Prizefighters: Google Play: https://play.google.com/store/apps/details?id=com.koalitygame.prizefighters iOS: https://itunes.apple.com/us/app/prizefighters/id1310218912 Subscribe on YouTube for more commentaries: https://goo.gl/xKhGjh Or join me on Facebook: https://www.facebook.com/mobilegamefan/ Or Instagram: https://www.instagram.com/nimblethoryt/ Or Twitter: https://twitter.com/nimblethor
  11. I'm a man on a Mobile Gaming Quest (MGQ) to play a new mobile game every day, and document my first impressions here and on YouTube. Below is the latest episode. Run, swipe, die. Rinse and repeat. Seriously, Glitch Dash looks gorgeous but might just be the most difficult arcade game I've played on mobile (well, apart from Flappy Bird). Avoiding the swinging hammers and laser beams is pure torture, but extremely satisfying when you finally complete each level. The game's currently in beta, but I decided to include it as I was having a lot of fun with it, and I figured some of you might want to signup for the beta. In terms of monetization, you start out with ten lives, which you'll quickly burn through, and get 10 new lives after 120 seconds, or immediately by watching an ad. Luckily, we can also remove the life system entirely through a $2 IAP. My thoughts on Glitch Dash: Google Play: https://www.signupanywhere.com/signup/nvip99qq iOS: https://www.signupanywhere.com/signup/nvip99qq Subscribe on YouTube for more commentaries: https://goo.gl/xKhGjh Or join me on Facebook: https://www.facebook.com/mobilegamefan/ Or Instagram: https://www.instagram.com/nimblethoryt/ Or Twitter: https://twitter.com/nimblethor
  12. This promise to be a colorful heaven filled with kindness, so stick around ! The main goal of this blog is to not only present our ideas regarding the game, but mainly to share an adventure of building this game with it's up and down, take your suggestions and comment, discuss various subject around game design and share the more we can about how we do it. This is impossible to achieve without a solid community and I hope we will get a warm welcome from GameDev community. I heard good stuff about it Ironically, this first entry is the needed boring one to tell you who we are and who am I. Ok, I did promise you a "rich in color" experience, but you know... word can be colorful too ! I'll try to make this quick so you all know what this is all about. Just read what may interest you and drop be a welcome word or just a hello ! This blog commitment My intention is to have this blog updated as much as possible to share each step of the creation of the game. By that I mean at least once per month, but i'll try to do it twice a mount. I prefer to do short but frequent blog entry. Once per week would be cool, but we will see. I'll cover all kind of stuff, including what we fail at too. We want to be transparent to ourself and too people. We learn a lot from that. I want to share concept art, talk about game feature, talk about our philosophy and thinking of what a good game is for us, i want to ask you what is best for the game. The current game process We are not on day 1, but we ain't achieve alpha build yet. For me, an alpha build is when you have at least 1 complete level with some finish and unfinished asset with a general set of the basic feature. We don't have all that yet. We do have completed many important feature of the game. Thousands of line of code is already there and we are working inside a dev level to test code but we have very few asset ready. You will be able too all that come to life here ! Another blog post will cover what the game will be and on what ground we started from. Who is Gon'Interactive ? Gon'Interactive was funded in 2009 by a group of 4 college in Montreal (QC, Canada). The main interest was, at the time, to provide multimedia services of a professional level with a budget friendly price to accommodate smaller business and independent people that couldn't afford the big studio. The company was producing website, flash game, 3D illustration and photography. As it evolve, the company became more and more focused on 3D Animation and illustration as it was driving it's main design interest. The company focused on creating marketing illustration and animation for a varied kind of client sets. A clear line grew over the year to establish Gon'Interactive as being an artistic studio capable of producing cool video and animation production from A to Z (Asset production, video montage, sound edit, post prodZ (see from A to Z) ) to accomplish. The Interactive part of the studio was to mix modern traditional medium such as video and enhance them with new multimedia medium. We became strong at building complex AS (action script 2.0) games and website. Unfortunately, as you may know, AS2.0 became AS3.0 and flash was already dying on it's own and replaced by html5, webgl and other medium. The interactive part of the company naturally evolve into Unity C# coding where we felt for the first time completely free to achieve whatever we wanted, and that feeling was awesome ! We started a new learning curve around Unity a couple of years ago to mix our arts with modern tools such as unity. After being involve in projects for other client, we felt it was finally time for us to do our own game. The one we always dreamed of and finally feel comfortable enough to do. Gon'Interactive have always been about putting all the work require to achieve the best image possible and this apply to the game. To keep a focus on this project, we cut down the amount of job we will take during the time of development because we are really committed to it. Who am I ? Well, that's a philosophical question I won't be able to answer in this life probably, but on a more scientific approach to the question, I'm Stéphane L'Abbé, president and owner of Gon'Interactive. For as long as I remember, I was addicted to drawing cartoon and superheroes. It was my first contact with art. I started learning photography in high school and also started programming. It was TurboPascal and I was doing boring animation and game with terrible fabulous graphic. Photography became one of my favorite hobby that eventually evolve to a ProAm level. Photography is a complementary skill to any 3D work as it involve a lot of understanding in light, material and composition. I like how lights and composition could affect perception and emotion. In college I started to learn and use 3D application to complement my work on a daily basis. I went to university to study architecture. During those years I learn a lot about, how to design, how to communicate emotion out of space, how space can affect people, how our mind read stuff, philosophical approach of what space is and how 3D software work and I got my master and became an architect. This was my professional answer to merge multiple interest into 1 job. Design, mathematics and arts. The real life of an architect is mostly project management and team management. You reach a point where you get very good at dealing with tough project, impossible schedule, budget, team management and those skill apply to every type of project management. The need for more artistic freedom is always inside me and building a game like Third Encounter Of A Kind is a dream come true ! I'll manage the community (if we ever succeed to create one) and i'm responsible of design and do a lot of coding too. My native language is french, so please, be nice to me regarding my English. I also understand a bit of Spanish. I try to do my best at each language, while not being perfect with any of them ! My favorite game was Space Defender. On the personal side, i'm a gamer. My gamer life started with Colleco vision, I still like the game ! I was lucky enough to have a mother working for a Commodore Store and we were owning soon after an Amiga 500 computer which was way ahead of his time in terms of graphic and processing power (3mhz ?) I then skip to SNES. Big lover of Mario of that time. The first console a bought myself was a Sega Sturn, my brother went on the Sony side at that time. We join back on Xbox, xbox 360 and xbox one. I'm not a fan of console brand, i'm a fan of good game.
  13. I'm a man on a Mobile Gaming Quest (MGQ) to play a new mobile game every day, and document my first impressions here and on YouTube. Below is the latest episode. A level-based side-scrolling "runner" where you control a girl riding on a dragon, wreaking havoc in zombie-infested cities to retrieve the pieces needed to create a time machine and go back in time to prevent the zombie apocalypse (yes, seriously). The game's fun and reminds me of "Death Worm", but getting enough gold to upgrade your dragon is a boring grind, which is slowed down so that the developer can sell gold through IAPs. Apart from that, there's a single $2 to remove all ads from the game, which is nice. My thoughts on Dragon Hills 2: Google Play: https://play.google.com/store/apps/details?id=com.rebeltwins.dragonhills2&hl=en iOS: https://itunes.apple.com/us/app/dragon-hills-2/id1248326158?mt=8 Subscribe on YouTube for more commentaries: https://goo.gl/xKhGjh Or join me on Facebook: https://www.facebook.com/mobilegamefan/ Or Instagram: https://www.instagram.com/nimblethoryt/ Or Twitter: https://twitter.com/nimblethor
  14. nbrosz

    Components and Messages in Unity

    Up to now, I have had a tendency toward monolithic classes when developing in Unity. My experience has always been with the typical object-oriented approach (with the exception of when I was developing using batari Basic), but I’ve been trying to train myself toward small, reusable components with focused purposes. I’ve had some good success lately, breaking larger scripts into smaller ones and using interfaces as a means of communicating between components where possible. public class ReportAttack : MonoBehaviour, IDamageable { public Team team; void Start () { team = GetComponent<Team>(); } void IDamageable.TakeDamage(MonoBehaviour from, DamageType type, float amount) { var attackerTeam = from.GetComponent<Team>(); if (team && attackerTeam && team.team != attackerTeam.team) Debug.Log(gameObject.name + " says: I've Been Attacked by " + from.gameObject + " on team " + (attackerTeam ? attackerTeam.team.ToString() : "no team") + " with " + System.Enum.GetName(typeof(DamageType), (DamageType)((int)type << 1)) + " (" + (int)type + ")"); } } While I’ve been fairly satisfied with the use of interfaces for calls to multiple or unknown components, I recall fondly the rapid development and flexible approach provided by utilizing messages in my 2017 Global Game Jam submission, Metalmancer. However, since Unity’s message passing uses reflection (or at least probably does, given that it takes the string name of the event to call), it does not perform particularly well. With that in mind, I hoped to make my own, alternative messaging system which is used much like the existing messaging system, but uses delegates and event handlers under the hood. This was the result. While I felt that I succeeded in my goal of providing a useful interface that hid the reflection-based old messaging system, I was crestfallen once I began running tests. On average, I see a performance increase of about 33% over Unity’s built in SendMessage, with the complication that all components using the new system must inherit from the new MessagingBehavior abstract class, rather than directly from MonoBehavior. Still, given that a direct call (as would be the case using an interface) is still about ten times faster, I wasn’t particularly encouraged by these results. On the other hand, as tomvds said in the Unity forums: Optimization is not about avoiding expensive code. It’s about avoiding expensive code where it matters. Still, stubborn as I am, it’ll be hard to convince myself to use even my own message passing architecture in lieu of more efficient interfaces. Or maybe I should just use an adaptation of wmiller’s Events system. Or I should just stop worrying about it. View the full article
  15. In this daily blog (and video)-series I take a first impressions look at the best mobile games that I come by. Be sure to share your favorite mobile game with the rest of us in the comments below! Even though I have never watched South Park, this game had me literally giggling out loud (gol? :p) more than any other mobile game I've played these past few months! It's a gacha card game with real-time PVP somewhat similar to Clash Royale, a single-player campaign, no chests you have to wait to open, and entertaining story-writing! The only downside is that the IAPs are insanely expensive (you're looking at $5-6 for the third best pack of cards, whereas the best packs cost around $20!). My thoughts on South Park: Phone Destroyer: Google Play: https://play.google.com/store/apps/details?id=com.ubisoft.dragonfire&hl=en iOS: https://itunes.apple.com/dk/app/south-park-phone-destroyer/id1106442030?mt=8 Subscribe on YouTube for more commentaries: https://goo.gl/xKhGjh Or join me on Facebook: https://www.facebook.com/mobilegamefan/ Or Instagram: https://www.instagram.com/nimblethoryt/ Or Twitter: https://twitter.com/nimblethor
  16. In this daily blog (and video)-series I take a first impressions look at the best mobile games that I come by. Be sure to share your favorite mobile game with the rest of us in the comments below! Cross-platform Multiplayer (online and lan) and Singleplayer shooter Flats, is the weirdest (and most lightweight) FPS I've ever played! The game runs smoothly and I was glad to see that all guns are unlocked from the start for free. There's nothing to unlock, no energy system, and a single $2 IAP removes all ads. The game runs smoothly, the many play-modes were fun, but the controls felt a bit strange and the game is mostly abandoned (for now) by the devs. My thoughts on Flats: Google Play: https://play.google.com/store/apps/details?id=com.foliagegames.flats iOS: https://itunes.apple.com/us/app/flats/id833603987?mt=8 Subscribe on YouTube for more commentaries: https://goo.gl/xKhGjh Or join me on Facebook: https://www.facebook.com/mobilegamefan/ Or Instagram: https://www.instagram.com/nimblethoryt/ Or Twitter: https://twitter.com/nimblethor
  17. Hello Hell Warders, we are now close to the finish of our game update, there are some new updates for you guys!! Release date should be in 2 weeks time!! Sorry for the delay!! Our campaign mode for Act 1: - Five maps + Boss stage - Champion remains the same (3 Champions) - Music Re-vamped - Lobby removed (will be added back in later after campaign mode is done, you can still co-op with using in-game menu) - Lots of new monsters - Tower re-worked - Tower Upgrades - Tower placement mechanism improved - Removed Spirit-orb system (no more run & pickup) - Improved map designs - Controller Enabled
  18. In this daily blog (and video)-series I take a first impressions look at the best mobile games that I come by. Be sure to share your favorite mobile game with the rest of us in the comments below! A TrackMania-style mobile racing game with controller support, a set of free levels, and access to a level editor and user-created levels through a single $4 in-app purchase. The game is really fun, the user-created levels are insane (in a good way), and controls work really great even without using a controller. Definitely the racing game I've had the most fun with on mobile! My thoughts on Jet Car Stunts 2: Google Play: https://play.google.com/store/apps/details?id=com.trueaxis.jetcarstunts2&hl=en iOS: https://itunes.apple.com/us/app/jet-car-stunts-2/id708142626?mt=8 Subscribe on YouTube for more commentaries: https://goo.gl/xKhGjh Or join me on Facebook: https://www.facebook.com/mobilegamefan/ Or Instagram: https://www.instagram.com/nimblethoryt/ Or Twitter: https://twitter.com/nimblethor
  19. In this daily blog (and video)-series I take a first impressions look at the best mobile games that I come by. Be sure to share your favorite mobile game with the rest of us in the comments below! Exiled Kingdoms RPG is hardcore, has an old-school feeling to it, and is free (8-12 hours of gameplay) with a single $4 IAP to unlock the full game (108 areas, 40+ quests, the Cleric class unlocked, 110+ hours of gameplay!). There are no "fast-travel" or auto-modes and even on "Normal", the game is satisfyingly difficult. Quite possibly the most immersive old school RPG I've played in a while, and an easy recommendation for any RPG fan! The only "down-side" is also the charm of the game; namely that the graphics aren't "pretty and polished", so if that's a requirement for you, don't bother with Exiled Kingdoms. My thoughts on Exiled Kingdoms: Google Play: https://play.google.com/store/apps/details?id=net.fdgames.ek.android&hl=en iOS: https://itunes.apple.com/us/app/exiled-kingdoms-rpg/id1091313127?mt=8 Subscribe on YouTube for more commentaries: https://goo.gl/xKhGjh Or join me on Facebook: https://www.facebook.com/mobilegamefan/ Or Instagram: https://www.instagram.com/nimblethoryt/ Or Twitter: https://twitter.com/nimblethor
  20. This week, we had some delay due to arranging exhibition around the world. We will be heading to White Night Conference in Moscow, ESGS in Philippines, Taipei Game Show and most importantly, GDC!!! We will be setting up the booth in these expos; we hope to see you there!! Back to Hell Warders, we have removed the resource generation tower as game-core, as it was not clean enough. We went back to a more classical, killing monsters that generate resources method. We hope Hell Warders will be easy to understand, play and enjoy. We are now developing our boss stage, polishing the stages in Act 1. There are lots of details need to re-touch, but we are confident that Hell Warders is going to be awesome!! Something that you guys worth waiting for!!
  21. In this daily blog (and video)-series I take a first impressions look at the best mobile games that I come by. Be sure to share your favorite mobile game with the rest of us in the comments below! Online Battleship game, SailCraft plays like a mix between the core gameplay of traditional board-game Battleship, mixed with mobile elements from Clash Royale, such as cards, upgrades, and chests. The game was surprisingly fun to play, and the monetizaiton feels alright for the time being. Naturally, there are also quests to complete and guilds to join. A really polished game (visually, and in terms of the gameplay) that I can easily recommend with the one caveat that it could turn pay2win at any time the developer wishes. My thoughts on SailCraft: Google Play: https://play.google.com/store/apps/details?id=com.seabattle.uq&hl=en iOS: https://itunes.apple.com/us/app/sailcraft/id1250365921?mt=8 Subscribe on YouTube for more commentaries: https://goo.gl/xKhGjh Or join me on Facebook: https://www.facebook.com/mobilegamefan/ Or Instagram: https://www.instagram.com/nimblethoryt/ Or Twitter: https://twitter.com/nimblethor
  22. GameDev2017

    The colored womans' face in 3D.

    The 3D modelling of the colored womans' face was completed last week. Of course she still needs hair and ears, but the main work is done. Now we can nail the head to her body in order to finalize the entire modelling of this characters' body. After this we will colorize her body in sparkling mixed colors. At the end, we will animate her movements, so that she is able to dance in our next video. It is planned to make her look sexy and creepy at the same time, as she is going to seduce the main-character of the game, Charly Clearwater, only to harm him later on. Let's do this.
  23. In this daily blog (and video)-series I take a first impressions look at the best mobile games that I come by. Be sure to share your favorite mobile game with the rest of us in the comments below! Side-scrolling action RPG God of Era is a "meh" game that has you play through a single-player campaign, leveling up and collecting a bunch of heroes with unique skills along the way (the fun part). However, after each level, you get to pick one out of three random cards, which is super rigged, as the "rare" among the three cards is always to the left if you pick the card in the middle (proof in my video). In terms of monetization, you get a bit of free premium currency from completing achievements, but with a stamina system and a hero shop where you can buy heroes for real life money, I'd not recommend spending any money on this game! My thoughts on God of Era Heroes of War: Google Play: https://play.google.com/store/apps/details?id=com.Zonmob.GodofEra&hl=en iOS: Not yet Subscribe on YouTube for more commentaries: https://goo.gl/xKhGjh Or join me on Facebook: https://www.facebook.com/mobilegamefan/ Or Instagram: https://www.instagram.com/nimblethoryt/ Or Twitter: https://twitter.com/nimblethor
  24. Computer gaming has been my main hobby ever since I got a used Odyssey 2 when I was six, and even though I'm now a programmer by trade, I've yet to finish a game project of my own. I've definitely done game programming - I've followed Unity tutorials, started a couple of roguelike prototypes and messed around a bit with a shooter using Google Cardboard at a company hackathon. I even joined an on location game jam, but I encountered some technical problems with my idea and quickly realized 48 hours wouldn't be enough. I had also decided to sign up as a one man team, which meant I had no one else to motivate me to keep going. I have been thinking about applying for some game programming jobs at some point in the future, which has me motivated to work on my skills again. A friend recommended getting into Lua and Love2D, so I decided to try them out. You can get started with Love2D and have something on your screen very quickly, which made it attractive to me after having worked on a C++ project for the last few months. Since Lua is often used as a scripting language for other game engines, it seemed like a good road for me to go down. I started developing a simple shooting game with Love2D as I was learning the language and the framework. This turned into a series of blog posts that I plan to post on this site as well. While writing my tutorial series, I had also registered on itch.io and noticed their massive game jam calendar. I decided to join a jam called My First Game Jam: Summer 2017. I logged onto their Discord server and found a very active community discussing ideas and assembling teams. I talked to a few people and ended up agreeing to work on a project with another person. They would design and write and actually already had a pretty fleshed out idea. I would do the programming. We talked some more about the idea, and we both started getting excited. We decided this would be our first game under the name Micro Brood Games (we are both craft beer enthusiasts). The basic idea of Walk and Talk is that the player is walking with a friend while carrying on a conversation at the same time. If you pick too many incorrect answers, you lose. If you bump into too many obstacles or walk out into the street, you lose. The walking part of the game is controlled with the WASD keys and the answers to questions are picked with the arrow keys, forcing you to keep track of two parts of the screen at once. Since I was still on the Lua/Love2D kick, that's what I decided to use for development. The features I managed to implement before the deadline are: Movement and collisions between you and your friend / environment Randomly generated sequence of screens that scroll vertically Reasonably realistic movement for the friend AI Fail conditions for touching the top of the screen, answering questions incorrectly or not at all and for not using the sidewalk when crossing the street Win condition for reaching the end of the last screen Meters for friend annoyance level and time left for the current question The features I plan to implement before announcing the "Release" version of the game: Moving pedestrians to collide with Obstacles on the ground to avoid More variety in environments Gamepad support Configurable controls Splash screen and menus Better sprites and UI I will be writing a few more posts about Walk and Talk as I develop these features. After we are satisfied with this game, we will move on to the design phase for the next one! Here are some screens of the game jam version, which you can download here.
  25. Just powering through and coding my heart out. Nothing to show yet, but things are progressing behind the scenes. Working towards that Minimum Viable Product with a few days to go til showtime! Pretty much every feature from the last demo needs to be remade and bug free using the new development tools I have. The next demo has to be ready by Saturday morning, or I'm going to have to introduce countless strangers and fellow devs to my buggy pre-alpha from December! Can't let that happen. It's crunch time. Check out the devlog. (nearly caught up to the most recent DevBlog! Been sharing one a day as to not be too spammy about it :p)
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!