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Found 1154 results

  1. A Epic Isometrical Survival RPG, your plane crashes on a mountain, the people who were on your plane are dead, you find out there are people on the mountain, but the mountain holds a dark secret… We are currently looking for: 2D Artists – Low Poly 3D Artists – Unity Programmers If interested join the interview discord: https://discord.gg/hcqg83j I’d prefer it if you are gonna ask dumb questions like: is this unpaid? How much money you gonna give me? Then don’t join, no offence but it’s something that’s very obvious... at the moment no. This isn’t paid... We are currently hoping for a publisher to publish our game. Other than that we welcome you 😀 The game will be made in unity and coded in C#
  2. How do I detect the mouse event of moving my mouse left or right and wheel up or down? I have used Get_X_LParam for mouse movement and WParam for wheel movement. Like DWORD x = HIWORD(wParam) but both of these events return continuous values. for eg. if(x>0) { //do this } else { //do this } the Wparam only returns the same value every time even if I am moving my wheel downwards. Same with Get_X_LParam
  3. Hi everyone, Stitched has been released for almost a year now and our game has gone through numerous great updates and revisions thank to feedback from everyone! To conclude a wonderful summer, our game is currently on sale for 30% off on Steam from September 17th to October 1st. Check us out here: Store.steampowered.com Also, we would want to showcase some of our artworks for our game. Below are some of the concept arts that we did in the past. Firstly, the main subject we wanted to focus on before any art is the primary color of the game. We decided to choose purple as it's a color that stands out and somewhat fitting in a horror game. Below is the original title screen and the finalized version of the title screen of Stitched. We original wanted to give Catherine long hair but decided against it because we feel the long hairstyle was done too many times. We wanted to give Catherine a unique look hence we decided upon the new shorter hairstyle. We also touch up on her expression to make the player see that Catherine is terrified. Thirdly, we wanted to emphasize the title of the game by making it glow with light purple color. The below three images represent design stage for the doll character in Stitched. The first image is the original sketch. The second image is an updated version to give the character a more serious tone. The final sketch is to give the character her color which include her hair, face, and dress colors. We went through a large amount of revisions for this character to get the right color, facial expression to match her personality. And lastly, check out some amazing fan art for our game through this youtube video! For anyone who is interested in our art. Check out our deviant art page here. For those who have further interest in our game, check out our website here and our Steam developer page here for future projects! Cheers! Fluffex Studios
  4. Good Morning, Afternoon, or Evening, My name is Dalton Potter and I am a budding game developer looking to learn skills and develop a beautiful project me and my friend came up with a year ago or so and have refined ever since. The idea is a basically a mix of Final Fantasy and Zelda in terms of exploration and battle, but will throw in its own unique features to switch things up a bit. What we have in place so far is the main story and many connecting character back stories, a map of the over world (still not 100% confirmed however), how some of the main characters look (also not 100% confirmed), a few battle and puzzle mechanic ideas, general story progression, locations, a few beta music tracks, and lore. What we lack however is any solid assets or work done on it as neither of us have any expertise in game development, but have both unanimously agreed that this idea is too good to forget and pass up. We are currently looking for people to help us work on the project as time goes on and maybe, just maybe, it may grow into a full blown team of people working on a game and eventually sell it on Steam or other client services. Any replies to this topic will be read as soon as possible depending on my schedule. I have also attached a couple photos and sound files of some design concepts we have. I also have a Pastebin made of the entire story and main character back stories, as well as history into how the idea came to be, though I'll let the Pastebin be requested as needed in the future. Hopefully this project turns from being just an idea into something amazingly beautiful and playable......it just needs to be created that's all..... Thank you in advance, Dalton Potter P.S. The sound file, "Power and Prestige" is a song that sounds as though it could be used as a trailer theme, and "Curiosity" sounds as though it could be used on a farm at sunrise. Source of music was from YouTube, but the groups official site is as follows: http://floatingcloud.net/ EDIT: I am adding in a link to the pastebin so those that view this can get look at the story for the game. Link: https://pastebin.com/U7dKp8PS Floating Cloud - Power and Prestige.mp3 Floating Cloud - Curiosity.mp3
  5. The days between now and when the last blog entry was written were pretty hard. Not because I had some hard programming problems to solve, but because of procrastination. This is not the first time it became an issue, but this is the longest period of time where I did mostly nothing, and I feel REALLY bad about it. I guess I'm a bit perfectionist and wannabe workaholic who tries to work every minute of my life, but that this when the procrastination doesn't get the best of me. Reasons For Procrastination Before the procrastination started I thought that to become a good game developer you firstly needed to play games yourself. And this might be true, but when playing games becomes more important than actually making games, I see it as a problem. In the last week or so I became kind of addicted to games. That's because it feels like an achievement every time I beat a new game, and somehow it makes me feel good about myself. That never happened to me before. I mean, I did play games, but I didn't enjoy them THAT much. And I think this is the problem. I started enjoying playing games more than developing them, and this needs to be fixed FAST. My Plan For Ending Procrastination First of all, I will try to play less. I will make games a reward after I do something new with my project. Maybe for every hour of coding, I will let myself play 30 minutes of Metro 2033. Next, I noticed that most of my procrastination comes from me being lost between all the different tasks that need to be programmed. Well, the tasks themselves may not be the problem, but the fact that I'm not sure HOW I should do it is. To fix this, I decided that for each task I will spend at least 15 minutes to brainstorm ideas on how it should be implemented. For example, yesterday I knew I needed to make allied bomber plane airstrike which would target enemy vehicles. But I didn't know how to implement it. Where should the airstrike button be, how should it look like, what happens after you click it, should the game randomly choose which enemies the planes target, or should the player do so, and so on. To answer these questions, I turned off my youtube tab (less distractions is better), took a pen and paper, and started writing. And voila, after 10 or so minutes I had a small plan figured out. There's something about writing things down which make them more important and urgent than having them in your mind. Also it makes it easier for you, because you don't have to remember as much stuff. What I've Done Although I procrastinated a lot, there are still some things which I've done. One of them is the allied airstrike which I mentioned earlier. Upon clicking the airstrike button, the mouse turns into a target icon and you can select which enemy you want to bomb. There will be a limited amount of airstrikes per given time. Next, I added some motion blur into the game, which is not necessary, but pretty cool I guess. Also added ambient occlusion. And most importantly I prepared the project to support multiple levels, since now there's only one. Art My artist is working hard on the last turret models. This is what he came up with this week. Next Week During the next week I think I will start implementing other levels, and finally will try to get the project closer to release.
  6. I'm an animator/programmer, and my specialty is animating static images using 3D modelling software (Blender). Looking for a 2d artist who can produce NSFW images (NOT the sprites/spritesheets, just a static scene) to use in an action-RPG style of h-game. Mostly for a hobby joint-project, but It would be a good opportunity for both parties to practice their skills. Please message if you're interested or want to invite me to an already established team. Thanks!
  7. The newest version of my pirate adventure/strategy game in the vain of Sid Meiers Pirates! is out! Please try it out! You can run missions, gain ranks with different nations, hunt down buried treasury and lost cities, trade and much more. There is also now a semi-interactive tutorial to help you get started! You can level skills and buy ships up until frigates. Any issues? Any balance problems, economy problems? Download: Plunder Horizon, alpha 3 (60 MB, windows only, just unpack it and play, no installation)
  8. Gas Lantern Games

    [GAME] Ant Empire

    Hello!I have spent the last year and a half developing a game in my spare time in Unity! I am releasing it soon on Steam. Ant Empire is a strategic remake of some older games. It is influenced by games such as Ant Empire and Civilization.I am currently doing a kickstarter to help fund an AI before launch.I have attached some images (tried some gifs but they were too large) to show the current stage of Ant Empire, which is nearly completed.
  9. Continuing to work on “Eldest Souls” (first article here!), I’ve begun familiarising myself with the workflow between Fmod and Unity, and the integration system. I know much of this will be pretty obvious to most, but I thought I’d share my thoughts as a complete beginner learning the ropes of sound designing. The library of sounds that Fmod provides has been very useful, at least as reference points. I’ve still kept to my ethos of producing the sounds myself as much as possible. Having said that, Fmod gives you 50 free sounds with your download, and I’ve used a wooden crate smash, a drawbridge and electricity sound you can hear in the foley video below. The thing i found most useful was witnessing changes i made in Fmod being realised instantly in Unity. If a volume needed changing, or the timing of one of my effects was off, i can literally switch to Fmod and then back to Unity and immediately see the result of my alterations. It also seems apparent that using middleware such as this (or i've heard Wwise is also equally intuitive) grants the developer, and myself included, a great deal more flexibility and opportunity to edit sounds without going all the way back to a DAW, and bouncing down again. Needless to say, my workflow is so much faster because of it. I've also loved the randomised feature of Fmod, whereby any sound can be made to sound slightly different each time it is heard. Taking a footstep recording i made for example, I was able to add further authenticity of uneven footsteps by randomising the pitch and volume of each playback. I used this technique when creating footsteps for the first major boss in the game called "The Guardian". A big, over-encumbered husk of a monster. I also had fun rummaging through the garage for old tools and metal components for the “Guardian” (the first boss) footsteps. See below! I also created a sword attack for our player, trying to sound different from the generic “woosh” I see in so many video games. I used a very “sharp” and abrasive sound to differentiate him from any enemies. On another note, I recently upgraded my microphone to a Rode NTG2 shotgun, which has been phenomenal. I haven’t had to worry about noise interfering with the clarity of my objects, whereas before with the sm58 I had to be clever with my EQ and noise reduction plugins. Important to note again that this still a “cheap” mic in comparison to most other products on the market, and all in all my entire setup is still very simple and affordable which I’m quite proud of. I’ve seen many musicians spend heaps of money on gear they don’t necessarily need. I much prefer being resourceful with less equipment, than to have more than I can understand or remember how to use. It’s forced me to understand every aspect and capability of my tools, which I believe is a principal that can be applied to any discipline. I have more fun little sound effect videos on my Instagram for those interested, where I post regular updates. Thanks for reading! (if you’ve made it this far) www.sergioronchetti.com INSTAGRAM fallenflagstudio.com
  10. BASICS IN SOUND DESIGNING FOR VIDEO GAMES Recently I joined the talented team at Fallen Flag Studio as the composer for their latest release "Eldest Souls" which consequently lead me into a field I have always dreamt of trying - sound design! Having no prior experience, I began watching a few online tutorials (if you want to learn from anyone make it Akash Thakkar from "Hyper Light Drifter"... what a guy!) and basically just testing stuff out i found around the house. Luckily my dad has a garage FULL of random crap to use. Before i continue, it's important to note that i DO NOT have fancy equipment, meaning anyone can try this. (my equipment is an sm58, focusrite scarlett interface and Logic Pro X plugins... that's it!) I started basic with some footsteps, which weren't all too difficult. Then I moved on to projectiles and a spear attack one of the bosses has. Below are a couple super short videos on my resulting attempts. Amazing how great a banjo sounds for that typical "woosh" sound! And if you're wondering, the paper was added to give some texture to the jab. I could be finding a lot of these sounds in libraries online (like the built-in ones that come with Fmod and Unity) but I've chosen not to, in order to produce authenticity and hopefully a more unique gameplay experience for players when the final product is put together. P.S. if you'd like to try the game and hear my hard work we'll be at EGX and several other conventions later this year, soon to be announced! Thanks for reading! www.sergioronchetti.com fallenflagstudio.com To those interested, there's an Alpha trailer of the game in question below.
  11. Hi, my name is Roman, and I'm a doing a adventure game inspired by point and click adventure from "Lucas Arts". The adventure game "One helluva day" now has its own page in Steam store. http://store.steampowered.com/app/603680/One_helluva_day Self-centered CEO trying to save his company from bankruptcy forced to rescuing whole town from impending disaster. Description: One helluva day, an old school cartoon point and click adventure with a "Lucas Arts" adventure style In the tradition of "The day of tentacle", and storyline about - One unfortunate day of the life ordinary directors of a small firm, full of mysticism, conspiracies, cults and the end of the world. Screenshots
  12. Hey guys, my name is Jordan Winslow and I am a professional electronic music producer & composer who also happens to be a talented story writer and has a ton of experience with VNMaker, Tyrannobuilder, Renpy, and RPG Maker tools and I am looking for talented artists who want to make a horror game together! Last Horror Project I Composed Music For: My last game I created: "The Watchers" https://jordanwinslow.itch.io/the-watchers My Music: https://jordanwinslow.me/showcase I am open to plot ideas but, based on your artwork, I would like to create an original story that matches our music and art so we can play on both of our strengths. Up until now I have only been able to create visual novels with the use of stock photography and stock videos, but with the use of original art, we should be able to come up with a story that is far more specific to the art on screen. My favorite horror games (For reference) Saya no Uta (Horror Visual Novel Originally in Japanese) The Crooked Man SOMA Corpse Party I have a few pretty awesome ideas for sci-fi or extra-dimensional horror games, I also know of a great real-life story about aliens we could make a game about and I could easily come up with something new if I am inspired by your art! So let's create something awesome together! Send me a message along with some examples of your art and we will either create a team of multiple people together or just the two of us if you are capable of coming up with a decent amount of original artwork! I've got the music, the story and the programming handled unless you want to do the programming and help with the story.
  13. DarkSwords

    DarkSwords

    Hey. We are a young team of online game developers from Ukraine. We made an excellent game for home and office. This MMORPG with open world and unique mechanics. The game is made in the style of graphic MUD. We really want to show our game to people. Dark Swords is a free online role-playing game of new generation. The action takes place in a unique world which doesn't have analogues. DarkSwords combines the traditional role-playing system with innovative approach to the game process implementation, character development and social aspect. You can join the players from all parts of the world right now for free! Welcome: http://darkswords.com Russian version: http://darkswords.ru
  14. I've been trying to organise a small-medium sized toy game project to supports macOS, iOS and Windows simultaneously in a clean way. But I always get stuck when I cross over to the target platform. I'll try to explain, I have organised my project in modules like so: 1. core c++ engine, platform agnostic, has a public c++ api 2. c api bindings for the c++ api, also platform agnostic, this is actually part of 1 because its such a small project 3. target platform bindings, on iOS and macOS this is in swift. Basically wraps the c api 4. target platform code. This part just calls the api. Also in swift. So in all I have 4 modules going simultaneously, all compiled into a separate static libraries and imported into the next phase/layer. Am I even remotely close to something functional? I seem to getting stuck somewhere between 2 and 3 when I cross over to the target platform. In theory I would just need to call the game loop, but I always end up writing some logic up there anyway.
  15. Do heavily-loaded compute shaders affect the performance of the other "normal/render" shaders? or do they use a dedicated core?
  16. tyree

    character

    decided to make a character. in the 3d program. I drew a leg then the upper body. then the face this is in flash http://bleed.6te.net/drawnwalk.html
  17. Hey guys, I am getting an exception when I run my code. It's an asteroid game and I am using VS2012 express for it. When I run my code I get this warning dialogue box and then it takes me to UpdateBullet function.
  18. Gnollrunner

    Anyone use Dear ImGUI?

    I was looking for a GUI API I could use with DirectX11 for my project. My search led me to Dear ImGui. I was wondering if anyone here has tried it and had any comments on it. I'm mostly interested in HUD stuff but there will be some menus for inventory and the like. Also if you know of some other API that I might look into I would be interested on hearing about that too.
  19. I have set up a normal shadow mapping but the result is not so good. So, I decided to do cascaded shadow mapping. Can anyone point out to me a good source or place to start with?
  20. Hello everyone, I'm looking for a group of people for a small MMO I'm looking to make. The general idea for it is inspired by really old MUD games. MUDs or multi-user dungeons were games before graphics were invented, more or less. It used only text and ASCII art to convey what conventional graphics would. The benefits to these kinds of games were the natural tight-knit player based the garnered and the world's flexible without the constraints of potential expensive or time-consuming implementation of graphics, for example, MMOs are expensive and hard to change but in MUDs player content is much easy to make and in turn can be added at to the devs content. So I want to make an updated version of this format, with a simple, probably 8bit tiled overworld with text and maybe pixel art for specific places in the overworld to stop it from looking so dull on the eyes and even out the harsh learning curve that comes with a whole bunch of text being thrown at you with little to no context. I’ll be called KingGrave and it’ll be a permadeath MMORPG relying heavily on roleplay and player based content mechanics. For combat for both PvE and PvP, I’m imagining a very ability based real time turn based combat. For this, I'm looking for most programmers and writers, but really anyone who looks at this and thinks that sounds like a good idea and I wants to participate. I'm not a very good programmer myself so any level or experience is welcome. Hopefully, this is a project me and whoever wants to join can expand on and improve with time. If you'd like to join or have any questions for me please do so in the comments or in the discord: https://discord.gg/H2BS9eT ~Ayden gl;hf
  21. Trivia Quiz: All about everything! - this is an exciting intellectual game that allows you to learn a lot about the world and improve your IQ. Especially useful quiz will be for students and pupils - it allows you to learn more than tell in the classroom, as well as help to test your knowledge! Choose your favorite theme and test yourself in different quiz modes! You can choose from one to four topics of questions or all at once! Play in Steam: Trivia Quiz in Steam To your taste, the game has a wide range of topics: - Geography - here you can test yourself on the knowledge of countries, capitals, flags, continents, volcanoes, mountains, lakes and other things. - IT - if you know all about computers and technology, then you here. - Amazing nearby - find out the most-the most on the planet: the biggest, the longest, the most unusual, the smallest and other amazing facts. - Biology - test yourself on the knowledge of biology from cells to animals and humans. - Space - all about the planets, their satellites, galaxies and the conquest of space! - Chemistry - is a topic for those who know chemical formulas not only of water and alcohol, but also understand the structure of elements) - Mathematics - answer questions on mathematical formulas, famous scientists-mathematicians and various definitions. - History - do you like to study dates and key events in the world history? Do you know who Alexander the great, Napoleon and Kutuzov are? Then you here! The game has several modes: 1. Game on time (Classic, Until the last) 2. Free play (Classic, Until the last) 3. Try your luck 4. Survival 5. Survival for a time 6. Campaign Mode For streamers, we have a special option that allows your channel's subscribers to vote online for one of the answer options during the game. If you use this option, you can contact us and we will provide you with everything you need. This feature makes the stream much more interactive and fun! For you there are Achievements and a rating of Knowledge Leaders. With each update we will add questions on existing topics and create new topics! Soon we will add themes: - Physics
  22. Revival Gaming

    Revival Gaming

    Hi my name is Darryl Burkett and I am owner of Revival Gaming. I have a website (https://revivalgamingllc.com/) and I have a kickstarter for the first round of funing. I would like feed back and how to get a good team for my company.
  23. Hello! I'm currently looking for a programmer for my hobby project, to be built in Unity and released on the PC. It's currently in the pre-alpha stages, as I am currently working out how all the systems should eventually work and quickly realized I didn't have the coding knowledge to achieve it. (I'm more of an artist than a coder.) This is where you can potentially come in! Should the game be released, all funds accrued will be split equally and credit will of course be given wherever applicable, I can't guarantee it will get released, however. The Premise A fantasy, pixel art game in which you build a city and look after its inhabitants by supplying them with the things they want. (Education, Politics, Entertainment, ect..) The people can be visually customized, gain skills & jobs, marry, have children, grow old and die, their lives are at your whim. As you are building your city, you'll find that some citizens can go on quests for unique building materials, this turns the game into a X-Com style turn-based strategy, using the people that you send. Your city can be built however you want, with decorations and such, though your people may get upset if you don't give them what they need/want and abandon your city. The Programmer As the only coder in our project duo, I'd really need to insist that you know your way around a coding environment fairly well, as well as be able to utilize those scripts with Unity, the engine the game is being built in. The project will require: Pathfinding Coding UI Coding AI Coding Shader Coding (This may not be required if another method can be found) Communication I've found using Google Drive for documents, Unity Collab for file-sharing and Discord for communication really helps keep everything tidy and easy to access. If you have any problems with these systems, please let me know. If you are interested, please contact me at nathan.jenkins1012@gmail.com Whilst it is difficult to showcase coding, some examples of your work would be highly appreciated. Thanks for reading!
  24. Hello everyone I would like to announce that I am working on a fighting game that will be released in 2019 as a full game.I would like to take some of your time and ask that you check it out and give me some feedback.If you like the game please follow me on www.newgrounds.com or on scratch.mit.com or on game jolt.@Genius-xi
  25. Lessons Learned From Playtesters Last week I released an alpha version of the game and got some feedback. Even though only one person actually responded, it was still enough for me to see what is wrong with the game. I had few people play my game before the alpha release and their response was pretty similar. I also looked at how people play the game and seen some gameplay mistakes they do. People who are not familiar with tower defense genre seem to be clueless as to where the towers should be placed. Also, number of people told that they would like to zoom out further away from the play field to see more of it. Things Done This Week This week I totally revamped the camera system. Since this is what the players wanted, the game now lets the user completely zoom out and see the whole map at once without the need to move the camera. This system also makes sure that the camera doesn't go out of play field's bounds and when the player zooms in, the camera gets closer to the mouse pointer. Another thing I've implemented is the explosion mark decals on the ground which makes the play field look more like a real battle zone. Next, I made the tanks shoot at the turrets, but these tanks will be introduced in later levels, since it might be too hard for beginner to keep up with all the action going on. You can see the new camera view and explosion decals in this screenshot: Also, just for fun I wanted to do a little flashback into the past and remind you how the game looked like 3 months ago, when it was still programmed in Java/Kotlin + OpenGL Tower Models Here is the new level 3 anti-air laser tower model: And this is the rocket tower which is still in progress of development:
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