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Found 136 results

  1. Hello, As the title says, looking for a SMM / Promoter for my hobby project. Project is nearing completion, your job would be to start generating buzz & bringing in views via Twitter, Instagram, Facebook, Forums, etc. Lots of material for screenshots and screen-recordings. Twitter account currently has > 50 < 100 followers IG sitting over 1,500 If interested, please DM and I will share project website more details. Looking for someone who can post minimum 4-7x week across main social platforms.
  2. A Retro 2D (2-Dimensional) Overhead Online Cartoon Role-Playing Game for all ages. This requires a online connection. Currently in Open Beta, this features two main classes Ranged and Close Combat. For both classes you will have access to several Skills which each can be upgraded by using them. This shares common classic Role-Playing Game elements, such as Levelling, Exploration, Socializing, Battling, Progressing your Character, Obtainable Items, Weapons and Armor, which can be created and upgraded, Shops, Auctions and a Look Merchant to customize the look of your avatar. We also feature a bonus XP system that will give you Experience just for moving/attacking. It has Player versus Player combat which is unlocked at level 20. The Engine has dynamic map generation which will enable us to create allot of Maps with less effort. It is simple to play, yet has some powerful mechanics that even hardcore players will like. This Engine is in active development so expect updates!! Technical Info: We have a optimized renderer which takes into account re-using scrolled tiles which roughly doubles the performance of the FPS when the camera moves. It also is largely customized from BrowserQuest and Asky's BrowserQuest Engines so map loading is done on the fly. We also have map generators which can build large maps on the fly and the client can switch to one pretty fast (a few seconds). We currently only support Phones and Tablets however we may be looking to make a port to Xbox One. Play for FREE at: https://play.google.com/store/apps/details?id=com.retrorpgonline2 The Client has gone Open Source. See: https://github.com/Langerz82/RetroRPGOnline2Client
  3. EchoCell

    2D Engine Advice

    Hello folks! I’m looking for advice on which engine I should go with for a 2D game I want to make. The goal is to make a side-scrolling beat’em up/2D fighting game hybrid where the main levels are in beat’em up mode, but the boss battles are in 2D fighter mode. The combat controls (combos, special moves, etc) would be the same in both modes, and the game would include a tournament mode that is entirely in 2D fighter mode. I have minimal game developing experience, and am essentially a noob. I am mostly familiar with RPGMaker, but have also experimented lightly with Unity. I have zero programming knowledge, and thus am partial to engines more accessible to complete beginners. What engine(s) would be best suited to this kind of game? I am interested in both M.U.G.E.N and OpenBOR, but I don’t think either would allow the kind of genre-crossing I want to accomplish without significant programming skills that I don’t have. Also - and I realize I’m thinking too far ahead - I would like to be able to release this game via HTML5 and just host it online somewhere if possible. Otherwise I am okay with it being PC only. Thank you for your time and input! -Autumn
  4. PlayCanvas, an HTML5 games engine, has just seen the release of version 1.23. The new features in 1.23 include availability on NPM and official typescript definitions for the API. Improves from its last iteration are as follows: Post effects now use MSAA render targets with WebGL 2, Grab pass being able to be used alongside post effects and the WebVR Polyfill dependency being removed. GameFromScratch released a video on the basics of PlayCanvas if this engine piques your interest. View full story
  5. PlayCanvas, an HTML5 games engine, has just seen the release of version 1.23. The new features in 1.23 include availability on NPM and official typescript definitions for the API. Improves from its last iteration are as follows: Post effects now use MSAA render targets with WebGL 2, Grab pass being able to be used alongside post effects and the WebVR Polyfill dependency being removed. GameFromScratch released a video on the basics of PlayCanvas if this engine piques your interest.
  6. grelf

    Before DOOM

    The August 2019 Challenge on GameDev.net has been announced and it is about recreating DOOM with current technology. I missed the original DOOM craze in the 1990s although I had developed some computer games in the decade before that. So I first had to look at the Wikipedia entry on DOOM to see what it was all about. What a coincidence that the story, created in 1993, begins in 2019! Mars is supposed to be colonised by now with experiments being done on teleportation between Mars and its two tiny moons, Phobos and Deimos. One interpretation of the plot is that the teleportation machines are subverted so that they spew out horrible creatures from some unknown origin - hell? The creatures are determined to attack us and they must therefore be exterminated, which forms the action of the game. As I have not seen the original DOOM I am not qualified to respond directly to GameDev.net's challenge but it set me thinking tangentially. What about a prequel to DOOM, where the teleporters are being tested before being installed on Mars and its moons? Let us imagine that the testing was not thorough enough, leaving vulnerabilities to be exploited by hackers. Pre-DOOM is thus about the laboratory in which 3 teleporters are to be tested before being set up in their intended locations. The player will try each machine out and complete a test report. If all seems satisfactory we then have to consider what could still be wrong. Perhaps there is something outside the testing lab? My little game is written in JavaScript with an HTML5 front page. It is entirely client-based. It uses the HTML5 2D graphics context but no other libraries or frameworks. I have adapted it from another HTML5 game of mine, The Forest, an explanation of which can be found here. Pages after that describe the history (from 1982) and programming details. Pre-DOOM uses my own photographs for some of the graphics, just like The Forest. The game is basically complete and available completely free here: https://www.grelf.net/predoom There are just a few untidinesses to be addressed. www.grelf.net August 2019
  7. Hi I'm planning to do some HTML game programming with javascript. My question is can you mix the canvas rendering and HTML text/buttons well enough? I don't mean to draw them on top of each other but side by side. How well that works? thanks!
  8. Hey there, Intro I've been making this 2D lightweight engine targeted for Javascript and Canvas, making it ideal for the web (e.g: .io games). It also can work "natively" with nodejs; this was supposed to be a simple contiuation of the framework I made for my game jams, though taking the idea to it's logical conclusion it slowly it started be more and more demanding and as my spare time dwindles I realize that the project needs more people to keep it's quality. Simply finishing the engine as quickly as I can, no matter what, might result in bad quality. Keeping the quality though would increase development time indefeinitely. (I might just give up at some point) The engine is open source though, and already is a functioning prototype and that's why I think it's time to seek for other JS developers to join. So far it's only been me, but it's not a simple task as the line count is now over ~62,000 (js only) and maintainance starts playing a role. Current state You've got most standard features implemented and now working on a world editor. There's an up to date documentation & wiki pages on getting started. There are demos and tests (pong is ~140 lines of code with stupidest of bots) and issues & milestones up to date. Basically, as little friction as I could afford. Once the editor is finished: the heart of the project - a multiplayer component. How can you help Even giving me some feedback or making something using the engine would be a great deal that would make improving easier. Of course, actually contributing, preferably finishing existing issues related is the best thing that can happen to the engine. Even telling me whether or not this engine is a good idea or if the idea itself can be improved would help a lot. Github: https://github.com/g--o/JSCF Thank you for reading, appreciate your time
  9. THE PROJECT INT is a 3D Sci-fi RPG with a strong emphasis on story, role playing, and innovative RPG features such as randomized companions. The focus is on the journey through a war-torn world with fast-paced combat against hordes of enemies. The player must accomplish quests like a traditional RPG, complete objectives, and meet lively crew members who will aid in the player's survival. Throughout the game you can side and complete missions through criminal cartels, and the two major combatants, the UCE and ACP, of the Interstellar Civil War. Please note that all of our current positions are remote work. You will not be required to travel. For more information about us, follow the links listed below. INT Official website IndieDB page Also follow social media platforms for the latest news regarding our projects. Facebook Twitter WEBSITE MANAGER We are seeking a committed Website Manager. Our project is close to its public funding drive, we are looking to build a new website to support that effort. The Website Manager will be in charge of the creation and maintenance of the website. You will be helping with posting periodic updates, perform SEO, and perform UX improvements. Responsibilities: 1. Manage online content for company website. 2. Enhance existing aesthetics and user experience for web properties. 3. Work with team leads to institute content calendar for company website. 4. Help implement strategies to increase website traffic. 5. Proofread content. 6. Remain current with emerging web technologies. 7. Regularly attend remote team meetings. REQUIREMENTS To be successful in this position, following requirements apply: 1. WordPress expertise. 2. SEO basics 3. Outstanding communication skills. 4. Ability to complete tasks remotely without supervision. OTHER OPEN POSITIONS 3D Character Modeller 3D Environment Modeller 3D Animator Unity Engine Programmer REVENUE-SHARE The project is marching increasingly closer to be ready for our crowd-funding campaign. Being an Indie team we do not have the creative restrictions often imposed by publishers or other third parties. We are extremely conscientious of our work and continuously uphold a high level of quality throughout our project. We are unable to offer wages or per-item payments at this time. However revenue-sharing from crowd-funding is offered to team members who contribute 15-20 hours per week to company projects, as well as maintain constant communication and adhere to deadlines. Your understanding is dearly appreciated. TO APPLY Please send your Cover Letter, CV, Portfolio (if applicable), and other relevant documents/information to this email: JohnHR@int-game.net Thank you for your time! Please feel free to contact me via the email provided should you have any questions or are interested to apply for this position. We look forward to hearing from you! John Shen HR Lead Starboard Games LLC
  10. THE PROJECT INT is a 3D Sci-fi RPG with a strong emphasis on story, role playing, and innovative RPG features such as randomized companions. The focus is on the journey through a war-torn world with fast-paced combat against hordes of enemies. The player must accomplish quests like a traditional RPG, complete objectives, and meet lively crew members who will aid in the player's survival. Throughout the game you can side and complete missions through criminal cartels, and the two major combatants, the UCE and ACP, of the Interstellar Civil War. Please note that all of our current positions are remote work. You will not be required to travel. For more information about us, follow the links listed below. INT Official website IndieDB page Also follow social media platforms for the latest news regarding our projects. Facebook Twitter WEBSITE MANAGER We are seeking a committed Website Manager. Our project is close to its public funding drive, we are looking to build a new website to support that effort. The Website Manager will be in charge of the creation and maintenance of the website. You will be helping with posting periodic updates, perform SEO, and perform UX improvements. Responsibilities: 1. Manage online content for company website. 2. Enhance existing aesthetics and user experience for web properties. 3. Work with team leads to institute content calendar for company website. 4. Help implement strategies to increase website traffic. 5. Proofread content. 6. Remain current with emerging web technologies. 7. Regularly attend remote team meetings. REQUIREMENTS To be successful in this position, following requirements apply: 1. WordPress expertise. 2. SEO basics 3. Outstanding communication skills. 4. Ability to complete tasks remotely without supervision. OTHER OPEN POSITIONS 3D Character Modeller 3D Environment Modeller 3D Animator Unity Engine Programmer REVENUE-SHARE The project is marching increasingly closer to be ready for our crowd-funding campaign. Being an Indie team we do not have the creative restrictions often imposed by publishers or other third parties. We are extremely conscientious of our work and continuously uphold a high level of quality throughout our project. We are unable to offer wages or per-item payments at this time. However revenue-sharing from crowd-funding is offered to team members who contribute 15-20 hours per week to company projects, as well as maintain constant communication and adhere to deadlines. Your understanding is dearly appreciated. TO APPLY Please send your Cover Letter, CV, Portfolio (if applicable), and other relevant documents/information to this email: JohnHR@int-game.net Thank you for your time! Please feel free to contact me via the email provided should you have any questions or are interested to apply for this position. We look forward to hearing from you! John Shen HR Lead Starboard Games LLC
  11. jamespierce

    screenshot_2.png

    From the album: Pixel Memory

    Screenshot: Pixel Memory
  12. Viir

    2017-12-18.DRTS.play-with-bot.png

    This screenshot shows a game with the new bot and map. Screenshot from the DRTS Devlog at
  13. New video featuring last week of work, getting more views with every new video : Please, give me some comments to improve. Thanks !
  14. Following the plan from last week, I expanded the web port of the DRTS game. You can play this new version at https://distilledgames.itch.io/distilled-rts In the upper right corner of the screen, you will now find a button to access the main navigation, and from there, you can start new games. Besides the tutorial, you can also play on a larger map with a bot. To make this a bit more of a challenge, I spent a few hours on building a basic behavior for the bot. It will spread out, conquer more and more area on the map and eventually overrun you if you don’t act. I also started implementation of the map generator, which is used to generate random maps, and the new map you see is coming from this generator. A good part of the map generation functions are already implemented, but it needs some more work, most importantly to enable symmetrical maps. Symmetrical maps will come with a future release, as well as a user interface to customize the map generation process. The screenshot shows a game with the new bot and map.
  15. 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
  16. This is the video of last week. Some interesting points are shown : - Importance of legal issues on Game Development - A new Game Prototype I'm investing more time and learning about video editing, please tell me your opinion about the video and the content shown on it. Thanks !
  17. Anton Kormishenkov

    2D To The Capital 2 is now live on Steam!

    To The Capital 2 is a game in the genre jRPG with classic turn-based battles in which you have to travel together with four heroes visiting a lot of cities, dungeons, mysterious places and fight with various bosses.It took almost 2 years to develop and finally we have reached this important event as the release of To The Capital 2!Big thank you to everyone who has followed our project. I hope our game will give pleasure to fans of the genre of jRPG, and beginners in it.