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Found 545 results

  1. Hi, I'm trying to fill a win64 Console with ASCII char. At the moment I have 2 solutions: one using std::cout for each line, let's say 30 lines at once using std::endl at the end of each one. The second solution is using FillConsoleOutputCharacter. This method seems a lot more robust and with less flickering. But I'm guessing, internally it's using a different table than the one used by std::cout. I'm trying to fill the console with the unsigned char 0xB0 which is a sort of grey square when I use std::cout but when using FillConsoleOutputCharacter it is outputted as the UTF8 char '°'. I tried using SetConsoleOutputCP before but could not find a proper way to force it to only use the non-extended ASCII code page... Has anyone a hint on this one? Cheers!
  2. Hi, everybody!

    Hi! We are Evil Corporation Games, an indie studio, which was founded in 2016. In April 2017 our first game project - Star Story: The Horizon Escape (a text turn-based adventure RPG with 24+ alternative endings) was released on Steam. We are currently working on our next game - TERRORHYTHM. That will be rhythm + beat'em up action in the style of cyberpunk. In this blog we will inform you about our game projects and the latest news about it. First post we would like to dedicate to our first project call "Star Story: The Horizon Escape". It was released on Steam 05.09.2017 (http://store.steampowered.com/app/610310/), then it was published on itch.io, g2a.com and gamersgate.com. Was a work experience with chrono.gg. Soon Star Story will be available on kinguin.net and greenmangaming.com also. It’s a text turn-based adventure game with elements of RPG. The plot is developing in accordance with the actions of the player; there are 24+ alternative endings of an exciting adventure. Trailer: A spaceship of archeologist Van Click crashes, and he finds himself on the last unexplored planet in the whole galaxy called “Horizon”. As the Hero is trying to get out from this planet, he meets various inhabitants of unknown locations; he has to struggle for life encountering extremely aggressive species of Fauna and resolving various puzzles. The end of this eventful flee from the Horizon planet depends only on the player’ choice. In this game we have mixed the mechanics of dialogues, choices, turn-based battles, puzzles, crafting and technology researches. Work on this game lasted 1 year. And before an official release Star Story took the first prize in the nomination «Best PC game» according to Indie Cup 2017 and got the first place in the Deconstruction Workshop at the White Nights St. Petersburg 2017 conference. As it our first post, in honor of it we would like to share 5 STEAM keys to Star Story for our very first readers and friends here: FZGMK-9HVVZ-R6HY4 6RYY4-VBX2Z-67X2B 3VGHH-Q8YY9-LTW73 J4CRJ-ZAZFT-X8FIV HG8RV-IQ8Y4-IEH8A Very soon we will post the early details of our new project making, that will be released Spring 2018.
  3. so i have this 2D point and click game wherein you play as teenage boy being forced to deal illegal drugs in exchange for your kidnapped sister. the game is currently in production and the game somehow has very few challenges to it according to testers. now, im kinda looking for suggestions regarding some puzzles that i could integrate onto the game. the game's theme is somehow dark, serious and true to life. something that happens in real life perhaps. some of the mechanics i have is item interaction and dialogue system where responses would vary and affect certain outcomes. comments and suggestions would be very much appreciated. thanks!
  4. NEED FEEDBACK!

    https://www.kongregate.com/accounts/IMakeBadGames Click "Cube Rain" below. Please tell me what all of you think of it
  5. 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. Talent Needed Unity Engine Programmer Website Administrator Community Manager 3D Animator Revenue-Share This is the perfect opportunity to get into the game development industry. 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. Currently the crowd-funding campaign is scheduled for the year 2018. Your understanding is dearly appreciated. Thank you for your time! We look forward to hearing from you! John Shen HR Lead Starboard Games LLC
  6. This summer I started working on a "subterfuge MMO" game called Spycursion, which I've written about here and on my blog. It draws inspiration from EVE Online, Uplink, and Street Hacker, so if you've been into any of those games then you may find it very interesting. Right now the team is just me, but that is hopefully about to change! I'm looking for a couple of people to fill some expertise gaps. Most importantly: Graphics, particularly SDL2/OpenGL Marketing (or, more likely since this is a game dev forum, connections to people who can do game marketing) Art. See this post; the first two images there are concept art representing the style direction I'm planning on launching a crowdfunding campaign ideally in January, and am pursuing additional funding options. Spycursion is a game that I think is very unique and has a lot of potential -- but I need your help to realize that potential! If interested, please send me a private message detailing your experience/qualifications. Thanks, -Scott
  7. Hello, dear friends!!! I want to make a сonsole racing game. It would seem that a racing video game on consoles is a good option for development. But I need people who know about the development of racing games on consoles. And I have a few questions for you, dear developers: A more good programming language for creating racing games on consoles? Is there any 3D editor to create a racing game on consoles? Can I use the laser scanning function for racing tracks? Do you have video tutorials to create a racing game on consoles? How many people i want to help me with developing a console game? Sorry for my English. Thanks in advance.
  8. Margot Allard

    From the album Beneath the Waves

    We have gotten a lot of work done so far in November. This is Margot Allard, manager of La Mère Allard in our adventure game Beneath the Waves.

    © KJ Interactive

  9. Trying to write a multitexturing shader in DirectX11 - 3 textures work fine, but adding 4th gets sampled as black! Could you please look at the textureClass.cpp line 79? - I'm guess its D3D11_TEXTURE2D_DESC settings are wrong, but no idea how to set it up right. I tried changing ArraySize from 1 to 4, but does nothing. If thats not the issue, please look at the LightShader_ps - maybe doing something wrong there? Otherwise, no idea. // Setup the description of the texture. textureDesc.Height = height; textureDesc.Width = width; textureDesc.MipLevels = 0; textureDesc.ArraySize = 1; textureDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; textureDesc.SampleDesc.Count = 1; textureDesc.SampleDesc.Quality = 0; textureDesc.Usage = D3D11_USAGE_DEFAULT; textureDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET; textureDesc.CPUAccessFlags = 0; textureDesc.MiscFlags = D3D11_RESOURCE_MISC_GENERATE_MIPS; Please help, thanks. https://github.com/mister51213/DirectX11Engine/blob/master/DirectX11Engine/Texture.cpp
  10. Thy Sword is a hack n' slash platformer with procedural levels and roguelike elements. Inspired by classic games and executed with perfect controls and fun mechanics. Get ready for a heroic challenge! Better yet, summon a friend for a truly epic co-op adventure, ...or a duel to the death. Whoever wins keeps his head. A world of Sword & Sorcery awaits! The game you always wanted...graphics and sounds inspired by epic 80's and 90's golden games. Now it's within your grasp with modern mechanics and responsive controls. Thy Sword on Steam: http://store.steampowered.com/app/560300/Thy_Sword/ Launch Trailer: https://www.youtube.com/watch?v=wPWkAeJLo74 Key Features: - Single player or local co-op, player vs. player combat - Procedurally generated levels - Discover Heroes, Weapons, Items, Bosses and challenges - Fast paced yet strategic combat, full controller support with customization - Beautiful true resolution pixel art & animation - Chip music created using the legendary SID (Commodore 64) Thank You for reading! A wolrd of Sword & Sorcery awaits!!! ------------------------------- About GamePhase: Three man Indie Developer from Finland. Developing games with passion, pixels and blood magic. Find out more at www.gamephase.net November 12, 2017. Vaasa, Finland.
  11. A 2D digging, adventure puzzle game with some retro feel reminding us of the amazing first digger games such as BoulderDash that we knew when we were younger. That is the type of game me and my partner wanted to create as our very first joint project for our studio “RoKabium Games”. Both being avid gamers we hadn’t seen many games in that genre that focused more on the actual digging being the main element rather than being an action plat former or survival and crafting sandbox with the occasional digging part. So last year we started working and planning for our game “Something Ate My Alien”. We knew early on that for a 2-person team to pull of creating a whole video game we had to have a planning structure for a game that wasn’t too large or complicated. So early ideas of making a full blown 3D, interactive, huge sandbox with multiplayer alternatives was just not gonna be a good starting point. We scaled down the idea of a huge concept and decided to rely more on our existing skill set in the game industry. We decided to focus on a more manageable core of that we ourselves would like to play and what we believed other people would also enjoy to play. A finite game story of about 6-10 hours game play from start to finish, something fun and charming with just the right amount of action/digging/puzzles ratio. We also knew that our game would show quality and engaging graphics being hand painted by myself and it would all be done in a style that would ooze retro, hand painted, uniform and a beautiful game with easy to navigate and clear game mechanics and graphics. We wanted it to be a lighthearted but a addictive little gem suitable for a both younger and a more adult audience. Our game would be exactly how we envisioned it since it would be the labor of our own vision, not working for anybody else. As a digital artist with several years experience in working for game studios and painting game assets, backgrounds, icons, characters etc and being part a team of other game developers, I did have some much needed experience in understanding just how much art is needed for a complete game. Even the smallest game contains more art pieces than you might think. For example, for every animation you do in 2D graphics you have to paint a new image and each animation can have anything from a very basic 5 frames up to 30-40 frames. So for each enemy you draw for example you need to also draw that enemy having an idle position, a walking cycle, a running cycle, an attack cycle, a dying cycle, a jumping cycle etc. So for one single enemy in a game you might have to produce up to around 100 images. Add to that, our game would have at least 10 different enemies for each level and we have designed our game to have a total of 4 levels. Each game level or planet as it is represented in SAMA is built up with a set of ground tiles that has seamless tiling for a smooth and more realistic look. For each tile-set I’m designing 6 variants so the illusion of random and unique ground that looks like it is not repeating. Each world has 4 unique tile types to add variation for the digging mechanics and giving the player more varied game play. On top of normal ground tiles we have variants of 20 unique decals and edges created to blend different types of ground together better and adding even more realism. Inside the ground tiles you can as a player find all kinds of loot. So far I’ve designed 25 unique minerals, 9 different type of gemstones, 8 different kind of gases (each with animation cycles), 28 types of artefacts, 12 different types of complete fossilized animals which consists of 62 separate type of bones to find. There are teleporters, oxygen stations, health hearts, energy boosts, lamps to light up the dark caves, secret doors with puzzle areas to solve to get rare loot or upgrades. There are icons for every item and enemy you can find. All of these visual elements are hand painted by myself and still this is just the bare base of each planet level. When designing the UI for the game we both wanted it very neat and tidy look, using our main colour scheme of blue-green-warm yellow that I first came up with during the conceptual art at the beginning of the project. I also wanted some elements to have somewhat of a computer screen/electronic look with glowing outlines to emphasize that you as the player are the actual AI of the ship and the UI you see is the computer interior. While continuing painting and designing the artwork for SAMA we are getting closer to a first Alpha of the game and we are hoping that with the help of feedback from gamers around us and people interested in our game we can develop a game that is incredibly fun and beautiful to play. See more over at our web site: http://www.somethingatemyalien.com/
  12. Nuclear Winter

    Hello comrades, I am the leader of a small, independent indie game studio and we are currently working on an open-world survival F/TPS, entitled "Nuclear Winter." The game is designed to be a realistic and extremely unforgiving experience set in the war-torn landscape of North America, seven years after a nuclear war, which has resulted in a global nuclear winter, a phenomenon when so much debris is in the atmosphere that global temperatures are reduced. The player plays as a member of one of seven factions, five of which are actively warring with each other, and the other two as neutral groups. The player can also choose to not be in a faction at all. I have come up with many interesting mechanics, including the implementation of a sleeping feature in a multiplayer game, as well as a score of conditions and afflictions that besiege the player. If you would like to contribute and join the development team, please message me privately. Thank you, and have a good day. Red_Dawn
  13. Starting Out

    I know that there is no right answer to "which game engine is the best". That's why I'm not going to bother. I have Unity 5, Unreal Engine 4, and Cryengine installed on my computer. Not very good specs, and I'm running on a $0 budget. But I wanted to know if there was any engine out there with easy (relatively) animation capabilities, blueprint or flowgraph like programming, and simple creation methods. there are probably going to no answers for this, but I thought I might as well ask the community.
  14. Hello all, My question is a bit hard to describe but hopefully it will do... I just wonder what you guys think is the 'best' way of getting info about the model in your view(s).. To clearify (i hope ;-) ) If the model is updating itself every game-cycle and the (deep) nested objects all do there jobs how do you get info where only the view is interested in? So my question is not how to do it but more what do you people think is the best way to do it ? Regards, Alex
  15. Project Valiant

    Project Valiant About the Game: Project Valiant (Name not final) would be a semi open world rpg in a fantasy/steampunk setting. It would be mostly story driven, but with action elements. The dev team would be very open for input, and people would be able to suggest things they’d like to see in the game. The game would be built in Unreal Engine 4, but would have a nice anime-like art style instead of focusing on ultra realistic graphics. I want this to be a community based project, meaning that I want people’s input on what they think should be added. A Bit About Me and Other Important Stuff: I am a 17 year old modeler and developer from California. I’ve picked up many talents, but I am best at environment and object modeling. I’ve always wanted to make my own game, but never really had the means to do so. This project would be mostly a casual one, but if enough people support it and everything goes well, we will probably become an official project. All game assets and such will be made by the dev team (no buying pre made stuff), and we would give frequent updates on the game’s progress. Instead of branching out and trying to do everything at once, we would focus on specific areas of the game one at a time, give people an update, and see what they think of it before moving on. If enough people support this and help flesh it out, I will make a kickstarter page so we can pay developers. We would need environment and object modelers (other than me), character designers, artists, animators, coders, sound designers, and voice actors for a proper team. Q & A: How can I help right now? Suggest some ideas in the discord, and help flesh out the concept. If you have any of the skills mentioned before, and want to help, join our discord (Our Discord) or email me (garret2kool@gmail.com). Pay? In case you missed the part about this, I’ll say it again: This is a more casual project, rather than a professional game right now. If this goes well, I will make an official thread in the proper forum, but consider it a hobby project for now. I do however plan on eventually making it an actual project with paid devs. If enough people support this and we have devs saying that they want to work on it, I will put up a kickstarter page to fund its development. Why is it called Project Valiant? It was the best name I could think of at the time, it’s not final If you want to suggest something, please do so in the discord channel. I highly encourage your input, as I want to know what mechanics people would want in a game like this.
  16. Hello everyone,I am happy to introduce you the FPS project I am working on with 2 of my friends: Warcry: ExterminationWe have been working on it for a few years now, and decided to move to Unreal Engine about a year ago, to finalize our prototype.The game is an old school FPS, somewhere between quake and Serious Sam, unforgiving like Dark Souls and in Dungeon like environments, that will maybe remind you Skyrim a bit.As for any good FPS out there, the main focus is on combat, however, we haven’t neglected exploration, platforms, traps and puzzles neither! The levels can be explored freely, with many secret locations to discover.In Warcry: Extermination, you will also be able to upgrade your weapons and acquire new powers, such as Dash, Hologram or even Slow motion. I will tell you more about it later !And here is how it looks in Unreal Engine 4 : We should be able to show you more next week!
  17. Hey guys!We are two guys looking for people to join our vision of a fast paced shooter like never seen before.We already did some work, for example I developed an FPS kit we will make use of for the game.But before I go into detail, I'll let you guys know who I am.My name is Marcel and I am a 22 years old student from Germany.I've been using Unity for more than 4 years now and I think the time has come to build a great game with the knowledge I developed.The other guy I talked about is a modeler from US, he has some decent skills too and developed a lot of knowledge in the last years.While we both are pretty good at our job we miss some people to make progress at an acceptable speed.More specifically, we are searching for anything between coders and modelers.We want to get at least two more modelers and one more coder plus sound designer and animator.At best you have some interdisciplinary knowledge, tho not required.Know that you know whom you are dealing with, here it comes. The game.Set in an unknown time, this will be a modern, competitive shooter that required more than just good aim and some tactics. You will be able to literally reach any spot of the map so there is no time to rest.The concept is mostly inspired by Brink, Dirty Bomb and Call Of Duty, tho it will be unique.Our goal is to release this thing F2P once it reaches an early beta state.We are not going for pay to win concepts or anything, the only thing people will be able to buy is skins.There will be operators like in Rainbow Six Siege so that there will never be a round like one before.If you are interested to join us or want more info, just join our server on discord.https://discord.gg/JcDY85cAlso, here are snippets of the game.https://gyazo.com/c735906f975b3ba8e0c83023745f66dbhttps://gyazo.com/aac5e10442830e7c508dcb4994a02119The model is currently a placeholder downloaded from the asset store but we are working on own weapons, which is why we need more modelers, too.
  18. The last Alpha release of Lord of Dwarves was very playable. Most of the game features are in, however there is still a lot of work to be done balancing the game and making sure the pacing feels fun and challenging. For the last two months I’ve been working on some of these balance & pacing issues. Below I will talk about a few specific gameplay aspects that were not working and how I’m changing them to make the game feel just right. Skills Originally dwarves had 16 skills they could level up. This large number of skills encouraged the player specialize their dwarves in the wide variety of skills but then punished them when they wanted to focus many dwarves on a task that required only one of those skills. As a result I reduced the number of skills to 7: Hauling, Labor, Crafting, Cooking, Smithing, Needlesmithing, and Engineering. Now the player can have their dwarves focus on collecting wood one day, mining deep the next day, and building a castle on the third. These are all jobs that laborers excel at so they can switch between them while still benefiting from their labor skill value. As a bonus, 7 skills are much more approachable than 16. Health This is an issue I’m still wrestling with but I’ve come up with a system that I’m liking more and more. Previously I created a novel wound system where wounds would be applied to individual body parts in 3 severity levels: minor, severe, and grievous. There was nothing wrong with how this system worked it was just more detailed than it needed to be. From the players perspective they just needed to manage doctors and make sure they had enough bandages. The actual wounds were mostly irrelevant. The small benefit of flavor to know that Stouthammer got a leg wound from a goblin just didn’t fit the pacing of the rest of the game. So I decided to switch to a modified health points system. Now the player can focus on the supply chain for fixing wounds without having to worry about individual wounds. Although less novel a health points system is simple, immediately understandable, and frankly, fun. Additionally I also added “armor points” based on a dwarfs equipped armor. These armor points are lost first in combat and recover quickly after combat. This also has a rewarding side effect. Now when a player goes to all the effort of crafting a suit of armor they can immediately see the benefit of all the work as the dwarfs armor points increase. Renown Previously if the player wanted more dwarves to join their kingdom they needed to craft beds to accommodate the extra population. Low tier beds could only increase population so much before the player had to collect rare materials for higher tier beds. This system was novel and granted a good progression feeling. However it allowed for no diversion in gameplay as it forced the player into making a ton of beds every single game. I have since replaced the bed system with a Renown system. The dwarven kingdom has a renown value based on the value of various things in the kingdom. The player can actively increase their renown in a number of ways. Crafting items (chairs, armor, statues, etc), building structures, and domesticating animals all increase renown, which in turn increases the population. Now the population will increase no matter where the player focuses their attention. Focusing on combat and building arms & armor will increase renown. Likewise avoiding combat and focusing on building structures will also increase renown. As long is your kingdom is growing in some way your population will too. Now the player can try a different play style every game and still progress. Loot Monsters now drop loot! Well to be fair they dropped weapons & armor before, but now they also drop coins, meat, and the occasional rare item. Previously killing monsters didn’t have much of a benefit – except you know preventing civilians from being murdered. Now the coins gathered from monsters can be used to purchase items from markets. Or they can be kept in a vault underground for the boost to renown that they provide! Additionally the player may want to attract more monsters for a chance at rare loot. Scaffolding Building great structures is a very important part of the Lord of Dwarves feel. In addition to looking cool these structures are functional as they hinder and slow invaders from getting to the dwarves. But building them was always too slow. Some background. To build a tall wall dwarves need a boost to get up to the high blocks. This boost is provided by scaffolding that the dwarves can set up. But if the wall is 10 blocks tall by 10 blocks wide that’s 100 scaffolding that needs to be crafted and individually placed next to the wall. It took forever! I’ve recently improved scaffolding so that when a dwarf emplaces it, it creates scaffolding three blocks tall. Now only one third the scaffolding is needed. Additionally better quality scaffolding covers more blocks, up to 9 blocks tall. In this way the dwarves can quickly cover a wall in scaffolding allowing them to build a wall in a much more enjoyable time frame. Hauling In Lord of Dwarves the player harvests resources, collects them, and then uses them in their crafts. Collecting those resources could be very time consuming. If felling a forest generated 100 logs, each of those logs would need to be fetched by a dwarf and brought to a storage area. After about a year of gameplay the player would often have 2000 or more backlogged items waiting to be gathered. A elegant fix to this was to allow dwarves to carry multiple items at once. Now a single dwarf can go out to the forest, pick up three logs, and bring them back nearly tripling their efficiency. Additionally as dwarves get stronger they can carry more and more requiring fewer and fewer dwarves to do the same job. This change has greatly increased the players ability to maintain a clean kingdom and an efficient production chain. Those are some of the major systems I’ve been working the last few months. There are numerous minor systems I’ve also been improving like roads, storage priority, soldier uniform efficiency, and even multi threading the path-finding code. Lord of Dwarves is a big game and I’m trying to get the feel just right before I release it. Wish me luck!
  19. I did the following: 1. Download the Box2D zip 2. In the Box2D folder, I used premake5 with the command line 3. I opened the solution in VS 2015 and built it 4. I created an box2d folder with subdirectories "inlclude" and "lib" 5. I copied the built library into the lib folder 6. Copy pasted the Box2D folder containing the cpp and h files in the the include folder 7. In project properties, I located and added all the necessary directories and dependancies The testing program works. Also, VS recognises the members of the Box2D header, which is also quite strange. I even set the build target to x64. I would highly appreciate some help with this, thank you in advance!
  20. Hi I am a game designer currently working with 3 programmers on a Binding of Isaac like game. https://vimeo.com/237454382 Our aim for the game is mostly to be able to produce a solid playable demo. If we expand on the game, or make a different game we'll be decided after. As of now, we have most of the games base mechanics implemented, but our art production is slacking behind. We are currently using placeholder art. I'm looking for an artist or 2 to help get the art production up to speed. As artist for the project, you will get to decide a lot about how the game's art will look and feel. We want you to be able to put some of yourself in the game and have at the very least a piece you feel comfortable adding to your portfolio. We have not fully decided if we'll be using sprites or pixels but the choice will largely be left up to the artists. The game will require simple animations for certain enemies so the artist will need to know how to animate. if you are interested, you can reply to this post or message me on this site.
  21. Hi my name is Olivier Girardot, Composer and Sound designer. Check out my Sound Effect shop: http://www.ogsoundfx.com and get your free samples ! Here are a few tips to create yourself the effect of an object passing by, starting with a simple sound, and artificially recreating the impression that it is driving or flying in front of you. Whether it's a car, a spaceship or a flying dragon. Please like this video, comment, and subscribe to my channel !
  22. Earthworms is an Art Point and click type of game. Our studio is developing it since may 2016. We are using Unity. At the begining game was ment to be 100% art/surreal, inspired by great masters of this kind of art (David Lynch, Jan Švankmajer, René Magritte). Later on we decided to add more dark tones, typical for pop culture horrors, (movies like Blair Witch Project, and tv shows like X Files, Stranger Things). Story is something like pop or even pulp culture/conspiracy but with twist/unexpected events. I really love B class pop culture classics (They Live), and think it's sometimes more artistic than high budget stuff. Guess this fascination can be spotted in Earthworms logo: If I have to explain this project in one sentence it will be something like - "Earthworms is game that will take You for adventure of mystery, beauty, scare and bizzare." We hope this short article will make You interested in our project. We will try all our best so You will not be disappointed. And finally here is our steam trailer and steam page: http://store.steampowered.com/app/320330/Earthworms/
  23. Dungeon Crawler Cryptarium patreon

    hi there .. we working since 3 years in our free time on a roguelike dungeon crawler with procedurally generated levels and action gameplay. We plan for 5-6 levels with unique graphics and enemies, bosses, minibosses and online high scores. Additionally, we will have many items, weapons and traps. here are a actually video with a little bit gameplay if you want to support us and maybe play our game ..check out our patreon site https://www.patreon.com/cryptarium
  24. Hi guys, anyone experienced with DX11 could look at my graphics.cpp class? I got fonts rendering correctly with painters algorithm - painting over the other 3d stuff each frame, however, whenever I turn the camera left or right, the fonts get smushed narrower and narrower, then disappear completely. It seems like the fix must be a very small change, untying their rendering from the cam direction, but I just can't figure out how to do it under all this rendering complexity. Any tips would be helpful, thanks. https://github.com/mister51213/DirectX11Engine/blob/master/DirectX11Engine/Graphics.cpp
  25. Loco - The Musical Platformer

    Hi All! A friend and I have made our first game, called Loco. It's about half a year in the making, mostly working on it full time. I would love to get any feedback possible on the game, so please let me know how you think we could improve it! megasloth.itch.io/ Thanks, Hector