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Found 1000 results

  1. Hi all, I would like feedback and ideas on how to improve the UX for an indie game I am working on, in Unity. First of all, I am not an artist so pardon the quality of my art assets. What I have in the UX below is a 3D character and a piece of interface that displays some stats about his limbs, such as arms and legs. The limb UX is connected to the limb it represents with a line (drawn with the Line Renderer component in Unity). The problem I am having, and what I want feedback and improvement ideas on, is that the line in question is difficult to distinguish from the background. I've tried different colors, but none seem to work well. Also, because i didn't want to make the line thick (it's current width is 0.02), i couldn't really have any significant outlining. I am open to making the line thicker though, if that would look better and make it stand out more, and also if it works well with the limb UX. The bottom line is that I want the line connecting the limb UX to the limb to stand out and be easy for the player to distinguish from the background. Also, I would like feedback on the limb UX itself, that's the shape outlined in purple. I am thinking it should probably be bigger and I am not sure that purple works well with the rest of my level. The first two images below are screenshots of the UX i want feedback on. The second two are ideas i've been bouncing around about to how to improve the UX in question, though I am not sure it would look any better. So what are some ways I can make my UX interface stand out more and look better?
  2. Hi everyone Im working along side some friends of mine and we are looking for a 2D artist to work with us we are a team of 2 coders and a 3D artist if you are interested to join our project please message me and we can work something up the ultimate goal of our project its to go into kickstarter and get funding for the game basics from the game twin-stick shooter wit 2.5D for exploration of towns and cities in the world of the dead base in the mexican culture of "El dia de los muertos" ithe project name its Mictlan 2D game art sprites UI elements (inventory and Icons and menu) if anyone its interested please message me so we can chat abour the project I let you some images of the game and some assets we have done (sorry for that we are not artists) feel free to contact me carlos_gallegos2095@outlook.com
  3. Jami Cassidy

    RPG Maker Choices (Demo) is out, now!

    Hi everyone! I just released the Free Demo for my first real game, Choices! You can download it, here - https://jami-cassidy.itch.io/choices-demo I hope you like it! Any feedback is appreciated and welcome. Enjoy!
  4. Howdy, I represent Node Collective LLC. We're working on a pretty small, adventure project, similar in linear style to "Brothers: The Tale of Two Sons." We're all working quite hard to accomplish this project, and really collaborating on ideas. It's about the adventure of a wife, to find her missing husband on a snowy winter planet, with aliens, and foreign entities. Including, from a development standpoint, an open field for planting and expressing creative ideas. Our team consists of professionals, college grads, and hobbyists. Perhaps you'll learn from others, and gain good experience. We're a pretty tight team/family here at Node, and we're looking to expand the company in the future towards larger projects. What we're looking for, We're pretty stocked up and everyone, from graphics designers to modelers to sound designers. But we have a pretty limited staff count when towards the programming and level design side of things. So, any of those are much appreciated, although you're free to contact us if you're anything else. If interested; contact me on Discord @ Tannoy#0850
  5. Got an amount of inspiration and made this game. It's humoristic and satiric, so don't take it too seriously) Here you play as a priest and your main task is catching the kids. Steam store page: https://store.steampowered.com/app/915730/Catch_The_Kids_Priest_Simulator_Game/?beta=0 Gameplay trailer: https://www.youtube.com/watch?v=7cRWIyXU1dc&t=0s If you have any suggestions, advice or something else, write here)
  6. I have spent many hours dedicated to advanced blending, shading, modeling and texture art for a game concept that will requires stages. Think of this in the context of the sims, but far more advanced. I need someone with a server that can host the Unreal server. The plant life, very advanced. The terrain textures very advanced and using blending, GIS, varying liquid textures I am building the foundation for a economic sim first. The idea initially will be to build businesses in cities and have a character you can customize with basic animations. Later down the road once world economies are in motion, we will add simulations, politics, governments, and finally combat simulations. The idea is you can assume any role you would in life, build a life in modern civilization, all connected world wide. Initially it's very basic, businesses and economies with a customizable male or female character, house or business building. My company has secured a contract that generates about 120,000.00 USD a year, and those willing to vest in this project will ultimately be paid. Where is the money? Well, the idea is to take subscriptions initially but then, money is deposited by players to build their virtual life, career, and each nation will have a government that builds on taxation. I will add stock markets, housing markets, medical markets, technology markets and resource markets. The beauty is, since players invest real cash, they can make real cash thru inventions, politics, banking, travel, whatever they set up in the virtual world. Simply working a job for another players business that pays. As the economy grows and more players are added, then they supply cash to begin their lives in our virtual world and the ones that make money can simply withdraw into their real world bank accounts. We simply make our money off fees in transactions that occur in our virtual world. So to be clear, this is a beginning try out with stages of development. I will be doing a early release and as players are added, money is invested, this will fund further development. Stage 1: Government, Business and World Setup. I have completed all texture art necessary to generate a complete earth in very vivid detail. I am making preset buildings. But I require assistance in the development of a in game GIS terrain generator. I will also need help finding a database of cities and their building and maps so we can procedurally generate the cities. I have iClone and could use another person to help me develop the basic animations for people. I would like to make a building designer in game, setup zoned properties, making clothing, furniture, and get the economic part of the game setup. I am seeking someone with a server that can run 24/7, a Unreal game server. I am seeking one or two artists that can help speed up the basic modeling process for many models. I personally will deal with the terrain, city and various programming aspects. I already have done all the architectural textures, detail and base, PBR. I am doing models, like furniture, fountains, but being able to shift this work to several artists that are consistent would be of real help so I can focus on the programming aspect of this first stage. I also have a merchant processor so I can run the credit cards and accounts thru them. If you are willing to vest in this one project, one piece at a time, then I can guarantee once you are proven and consistent, there will be pay. There are several other stages to building this advanced simulation but this first stage is the simplest and will at least begin a very lucrative money income for the company. A additional programmer would be of real help that is familiar with C++, Unreal, Blueprints, Materials, GitHub is hard working consistent, and wants to get their foot in the door in game development. Seeking two artists, 2D knowledgeable in Adobe Seeking two artists 3D knowledgeable in Substance, Adobe, Blender, iClone is a bonus Seeking one individual with a 24/7 server for Beta Testing at no cost. Tools and accounts are setup and paid for by me. Thanks.
  7. Hello Everyone, http://www.youtube.com/watch?v=V4BEluerj0c Clan N is a beatemup game which combines the classic arcades gameplay with today's modern brawlers. With an ancient far east theme, you'll get challenged across 7 different levels with many different enemies, mid/end level bosses and casual mini games integrated into main gameplay. Features A fast paced beatemup which combines the classic arcades gameplay with today's modern brawlers. A main story with 7 levels divided into more than 50 sections. Levels contain casual minigames which are tightly integrated into the main story and can be played separately as well. Can be played as local or online coop with up to 4 players. A slick and clean pixel based graphics with accompanying far east inspired music and sfx. ScreenShots More information WebSite : http://www.clanngame.com/ Reveal Trailer : http://www.youtube.com/V4BEluerj0c Steam : https://store.steampowered.com/app/982670/Clan_N/ Let me know any questions you may have and happy gaming!
  8. Doru on a quest to save her father from the hands of slave masters and a jealous god. As she embarks on her journey, she unveils the mysteries of her life together with the hidden truth of her birth and how she's a demi goddess. Now, Doru must save not just her father but her people and as she treads on a path filled with dangers,and thrilling adventures she meets with dark magic other demi gods demons and spirits. with a shocking betrayal. i'm thinking rpg mechanics with a small amount of fantasy what do you guys think i'm just starting ... i've already written the entire story line would be way too long if i wrote it all on here.... PS: i'm still working on a name but i kinda like this one
  9. ProjectTaival

    PC Project Taival

    Something about me and my vision for the project: I have been interested at making games since I was a teenager, but never had the courage to even try, due to my personal issues I have encountered in life. But that has changed recently, as during the years of recovery I have gained more confidence in my ability to learn new things and have had extensive experience in Google Sketchup, as the picture above shows. After reading how it can be used in conjunction with Unreal Engine and Unity 3D, I decided to give it a try, no matter how hard it could turn out to be. This project is an attempt to have a new beginning and thus a very important step forward in my life, which makes it all the more important for it to be a success. I'm not seeking triple A quality and try to keep my goals achievable, but at the same time want to try my utmost to bring my vision to life without sacrificing too much visual fidelity. Hideo Kojima and the Metal Gear -series has also been a huge inspiration to me and I think that at least one aspect of Hideo's advice can be used in the Project Taival as well - "Betray your audience". I want to make this game in both story and mechanic wise, to be as unpredictable as possible. I started up as an Indie Game Developer in December 14th, 2018. I have always loved to be able to think freely - no matter how silly some idea might sound at first, I just have to entertain the idea to see if I can find some non-obvious creative value in it. Innovative ideas need analytic thinking, which have helped me tremendously on anything that requires creativity, like creating 3D models to plan out carpentry solutions as a carpenter. To summarize some features of the game, here is a short list of things; - The game will be in First Person perspective. - It is going to be divided in multiple games, so be sure to expect a sequel. - All the final assets are going to be original content or modified from free assets. - Paid assets remains a possibility, depending on the amount of donations and pre-orders. - The game is based on modern days, but the roots of the story are much deeper in time. - 2 layer game world, similar to Silent Hill, but different. My personal goals for this project are; • Get better at 3D modeling on more various selection of modeling software. • Learn to make presentable music. • Study on how to make animated videos from scratch. • Get to know some basics about several game engines, before choosing the one that I will use. • To improve my storytelling and compilation skills. • Bringing to fruition a marketable end result and registering a Game Development company. For all the latest information, you can subscribe to these social media sites; https://www.youtube.com/channel/UCdrMyKZohHIQq0qTTNmjHYQ/about https://www.reddit.com/user/ProjectTaival https://www.facebook.com/projecttaival https://www.instagram.com/projecttaival/ https://plus.google.com/u/0/109642573532621061672 The best kind of free help you can give me, is advice and constructive criticism. I'm always ready to learn more on how to market my creations and first and foremost develop them in the first place. Second best and free kind of help you can give me, is to spread the word anywhere. Thank you for time.
  10. Creepa-Bot Inc.

    I want to make a game.

    As does everyone on this site, I suppose. Allow me to elaborate. You've heard of Undertale. right? That retro-graphics RPG that put a spin on the whole concept? Yea, of course you do. (I mean, if you don't, here's a Wikipedia link: https://en.wikipedia.org/wiki/Undertale) Then, of course, you know about the various Alternate Universes (AUs) of this game that the community has made, like Underswap or Underfell. Well, I want to make a sort of "fan-game" of Undertale. Basically Undertale, except it's an AU: Painted Plummet. Now, I'll give you a basic summary of Painted Plummet. It's basically Undertale, but the characters are replaced with YouTube animators, like Jaiden Animations or TheOdd1sOut. Now, the Au itself belongs to [RP]=Retribution, but I have made my own take on it, called CB!Painted Plummet. Now, let me clarify, takes on AUs aren't uncommon. There's a take on Underswap called TS!Underswap (and that's admittedly the only example that comes to mind.) Now, I'm posting this on here because I'd like for you guys to give feedback on this idea, maybe throw some concepts for game mechanics at me, whatever you feel like giving me. So go ahead! (Oh, and if you want me to tell you the characters, lemme know.)
  11. Hello,I'm searching a pixel artist ,who can draw in monochrome colors.I have a small project ,which has a prototype link:https://hust-writer.itch.io/die-or-cry .This game is a platformer/action ,like Broforce or Gonner ,but very difficult like Dark Souls. If you interested write me in pm.
  12. Paszq

    Last quarter additions

    Haven’t written for a while, but I have been working on the project tirelessly I managed to implement a different animation system for weapons, each one can have a unique animation (instead of predefined by very broad weapon type). Here’s an example – Slingshot for Ranger: Slingshot – the first weapon of every Ranger character got unique animations #gamedev #indiedev #lowpoly #indiegames #unity3d pic.twitter.com/mFR8x0iofi — Arpago (@ArpagoGame) October 16, 2018 I completely remade buffs/debuffs system – replaced it with Aura Controller, each aura can have its own icon, effect, length, etc… all affected by player/enemy stats. And it is all visible on the hud Minor improvements to the debuffs UI #gamedev #indiedev #indiegames #unity3d #lowpoly pic.twitter.com/mcIatOEYge — Arpago (@ArpagoGame) October 30, 2018 …as well as a few new particle effects, here are some examples: Stun: New visual effect of being stunned #gamedev #indiedev #indiegames #lowpoly pic.twitter.com/cStG9Okf45 — Arpago (@ArpagoGame) November 4, 2018 Haste: Changed the effect of haste, and fixed the animation#gamedev #indiedev #lowpoly #unity3d pic.twitter.com/drOiMR13NJ — Arpago (@ArpagoGame) November 23, 2018 Armor buff: Tweaked Armor buff spell effect a bit#gamedev #indiedev #lowpoly pic.twitter.com/KHX5nAGD7X — Arpago (@ArpagoGame) November 24, 2018 Invisibility: Fixed invisibility effect for all races #gamedev #indiedev #lowpoly #madewithunity pic.twitter.com/IaOWEXcs2D — Arpago (@ArpagoGame) November 20, 2018 I implemented Pause functionality, as well as a bunch of in-game settings (which are saved, yay!) Bunch of new options – sensitivity, font type, font size #gamedev #indiegames #indiedev #lowpoly #screenshotsaturday pic.twitter.com/dQj717qpcZ — Arpago (@ArpagoGame) November 11, 2018 Added Death system – for now, a short message is shown for a few seconds, and then you get teleported back to the last camp you rested at. Later, I plan on healing all enemies around the player who died, to remove possibility of rushing back after respawn again and again: Slightly improved the visibility of the "You are dead" text#gamedev #indiedev #lowpoly #unity3d pic.twitter.com/j7g1CfpeAO — Arpago (@ArpagoGame) November 26, 2018 Created a ship that will be present in the game’s intro sequence: #gamedev #indiedev #lowpoly #indiegames pic.twitter.com/KUtdX0pqwM — Arpago (@ArpagoGame) December 9, 2018 …with fully modelled interior, which serves as main menu + character creation hub: Character creation / Load game menu progress #gamedev #indiedev #lowpoly #indiegames pic.twitter.com/5Xk7KErqdS — Arpago (@ArpagoGame) December 13, 2018 Completely redesigned loading system – now with added level-specific loading screens and progress bar: Starting up the game and loading a character #gamedev #indiedev #indiegames #lowpoly pic.twitter.com/NP5Uqs9oFk — Arpago (@ArpagoGame) December 20, 2018 Split-screen multiplayer functionality added to main menu + improved co-op specific interface + fixed a TON of issues with it: A bit of co-op gameplay #gamedev #indiedev #lowpoly #indiegames pic.twitter.com/7vxQMH6crn — Arpago (@ArpagoGame) December 23, 2018 Implemented varied environments within one “level” – like getting into a cave without a loading screen Getting in a cave!#gamedev #indiedev #indiegames pic.twitter.com/Qv89ggbrfQ — Arpago (@ArpagoGame) December 27, 2018 Entirely new Fog of war (map discovery) controller – now it’s pretty slick, and it’s saved together with each player character separately. I really like it Remade fog of war for the game's map – now it looks better, saves, and loads with the character! #gamedev #indiedev #indiegames #lowpoly #madewithunity #screenshotsaturday pic.twitter.com/bFhREJk7m8 — Arpago (@ArpagoGame) December 28, 2018 Also added collision blocks to prevent players from falling into the abyss or walking outside of the level Added some collision blocks to create invisible walls, so that players won't fall out of the map pic.twitter.com/rVwahXXmuO — Arpago (@ArpagoGame) January 6, 2019 …and currently I am working on dialogues and quests. Here’s a little walk around the Dagis village, and a dialogue with farmer Ferk, who’s probably the first person you’ll meet there. A short stroll around the village + checking the new (more complex) dialogue pic.twitter.com/Zjp5SoSrI0 — Arpago (@ArpagoGame) January 16, 2019 In case you have any questions or remarks, feel free to write here …or visit project’s Twitter https://twitter.com/ArpagoGame/ …or visit its website – http://arpago.eu Thanks! The post Last quarter additions appeared first on Arpago. View the full article
  13. Hi, here is my entry for the Dungeon Crawler Challenge. I will not have much time in the coming weeks so I have published what I could do right now with the time I had. Only had time to make one level. I will write the Post-Mortem in the next few days. The download file is a .zip, and there is no installer so you need to find the .exe in Binaries/Win64. Controls are WSAD keys to move around, left mouse button to attack, mouse to move camera around, H key to drink health potions, M key to invoke in game menu. To open chests you just touch the front of the chest with the player, and walk over it when opened to pickup the loot. Let me know how it runs because the build does not have resolution mode change options and I made a scalable build, which is only scalable on my system.
  14. I'm developing an engine for a 2D game in C ++ and for some days I've been looking for a way to protect the images and audio of my future game. I know there is no 100% protection and that someone would be able to open these files, but I mean the regular user who just installed the game, prevent it from modifying the sprites, change the sound, overwrite the xml files with game map data. I downloaded some games made in Unity and noticed that a .assets extension is used, in Diablo 2 it is used .ma0, .mpq, .data, in FEZ .pak, in Super Meat Boy only a .tp file. In other words, you can not open and edit any of these files in a text editor or unzip with winrar, they offer a minimum level of protection. How is this done? Do I have to create my own binary file format or is there any program that makes it easier to work?
  15. After two years in early access, indie game Tank Universal 2 is now ready for your game library.Inspired by the shapes and spaces of Tron and the gameplay of Battlezone, the sequel to 'Tank Universal' has arrived! Take control of your virtual tank and confront the forces of Gorgon in explosive first person 3d tank combat. https://www.youtube.com/watch?v=b5OL1Cs--c0 Steam link for more information https://store.steampowered.com/app/523030/Tank_Universal_2/
  16. We are currently seeking new members for our team, before applying you must be aware that we are seeking people that are 100% committed to this project, you must be reachable, and have general be actively online, otherwise I ask nicely that you do not apply. The persons we are seeking are experienced Programmers with knowledge in C++, Unreal, Optimization, P2P, and world generation much like Minecraft. Generalists that understand the Unreal Engine, Animators & Rigging for Human, Non Human and Objects, Lastly someone that can do Sound fx and Music, the themes are volatile. About The Game. Journeys Frontier is a puzzle platform video game created by Brad & Brandon and is a project submitted for the Virtus Game Jam of January 2019. The game follows the adventures of The Journey a race of space travellers. The game has a large emphasis on game play rather than being story-driven. The idea for the final version of the game is too put a strong emphasis on user-generated content and will be based on the Create Share Play approach. In single player the player will have to solve game created levels and puzzle while facing a time limit due to black hole eating away the planet the goal is to obtain parts to fix your spaceship and escape the planet. Playing with others online creating new content using the in-game creation tools and sharing creations and discoveries online with other players is our next goal for the game. Controls - WASD to Move - Left shift to Run - Space Bar to Jump Left Mouse Button to pick up block - Right Mouse Button to place block Interact with chests and the ship with E Use the orange blocks to make getting to new areas easy. Collect Stars along the way to increase your lives. This game was made for the Virtus Game Jam Theme Armageddon. Now that the game Jam is almost over we plan to gather more members and continue with the game. https://binx.itch.io/journeys-frontier Contact Information nevarra@hotmail.com or Discord Brandon_Cadenaro#5123 Binx#1301
  17. Hi GameDev! Magical Game Studio is excited to present an opportunity to the gamedev community that we’re passionate about. The game we’re working on is a throw-back to one of our favorites, Legend of Zelda: A Link to the Past, and we’re looking to create a similar 2D, top-down adventure game with more of a painterly art style and faster-paced gameplay. We are currently developing for Nintendo Switch and PC platforms (we’re Nintendo dev partners with Switch access). A bit about our own experience: we have signed contracts with three publishers across four previous games, ranging in funding from $400K to $5M. As a team, we have shipped over 22 game titles in the past, and we’ve shipped both AAA and indie projects alike. This specific project is in current negotiations with several notable publishers who want to see our First Playable demo. This job posting refers to work that needs done for that First Playable milestone. Our studio is comprised of 3 full-time and 13 part-time members. Several of us are currently employed full time in director or senior-level roles at other game companies, but this is our passion project that we’re looking to get funded so that we can quit our day jobs and establish our own studio. We’re currently looking for a Gameplay / AI Engineer who is capable of taking our animated NPCs/creatures and implementing their movement and combat mechanics. We're also looking for someone who can implement gameplay events and event sequences, such as "the boss plays an entrance sequence when the player steps on a floor tile, then the fight begins after the sequence" (random example of our definition of an event sequence). We have most of our core gameplay elements at the "80% functional" stage and are currently undergoing adjustments and polishing passes. We are specifically looking for engineers who have a strong desire to not only implement a basic feature, but iterate until that feature is fully polished and worthy of showing to a crowd of gamers and game media outlets. This position is remote and royalty-based until we secure publisher funding, in which we will pay salary/benefits + royalty. If you’re interested in hearing more, we have documented a full breakdown with more detail on the game itself (and us as a team) and we’d love to discuss it with you via Discord. We also have a small game demo we can send you to test the game. Simply email me at zach@riseofthemakers.com with your portfolio or examples of work and I’ll reply promptly. You can view our latest screenshots and concept art here: https://imgur.com/a/WRyzC I've attached a few images from that link for the lazy.
  18. Hi there. I'm currently developing the online multiplayer for my college project. We have to develop it using RakNet library. Now I am have successfully developed a server and client that can communicate from machines connected into the same network. The next step in the development that I want to make is to accomplish remote connections between clients and the server. I have read the docummentation of RakNet. As I have understood, there is no need to make IP forwarding, because NATPunchthrough plugin resolves the problem. I have followed the guidelines in the official webpage to make the basic connection. However, it doesn't work. I mean, the connection packet that de client sends to the public IP isn't recevied by the server, so I can't make any steps further (because i have to run the OpenNAT function after receiving the connection acceptance packet). I tried to bind the public IP to the server, as I have seen in the forums with strcpy(socket.host, public_ip), but it just triggers an error and sets it to it's default. I want to ask you if I am missing something or misunderstanding any concept. Here's my code for the server, the part that corresponds on binding: m_natPunch_ptr = RakNet::NatPunchthroughServer::GetInstance(); m_peerInterface_ptr = RakNet::RakPeerInterface::GetInstance(); m_peerInterface_ptr->AttachPlugin(m_natPunch_ptr); m_socketDescriptor_sock = RakNet::SocketDescriptor(m_SERVERPORT_i, 0); m_peerInterface_ptr->Startup(m_MAXCONNECTIONS_i,&m_socketDescriptor_sock,1); m_peerInterface_ptr->SetMaximumIncomingConnections(m_MAXCONNECTIONS_i); std::cout<<"[SUCCESS] - Server initialized correctly"<<std::endl; std::cout<<"The server GUID is ->"<<m_peerInterface_ptr->GetMyGUID().ToString()<<std::endl; std::cout<<"The server IP is ->"<<m_peerInterface_ptr->GetSystemAddressFromGuid(m_peerInterface_ptr->GetMyGUID()).ToString()<<std::endl; And here's the client corresponding one: m_punchClient_ptr = RakNet::NatPunchthroughClient::GetInstance(); m_peerInterface_ptr = RakNet::RakPeerInterface::GetInstance(); m_peerInterface_ptr->AttachPlugin(m_punchClient_ptr); m_peerInterface_ptr->Startup(1,&m_socketDescriptor_sock,1); ConnectToServer(); std::cout<<"I'm going to try to connect to the server"<<std::endl; m_peerInterface_ptr->Connect("My public IP",8000,0,0); //I retrieve my public IP with whatspmyip.com std::cout<<"Connecting..."<<std::endl; Thank you very much in advance.
  19. SkyPenguin

    Cardicus

    A strategy card defense game I made, currently version Beta.24.e. Check it out at https://card-defense.com (currently works only in google chrome)
  20. Hi, My name's Jamie and I'm 19. I made a post similar to this one about a year ago, looking for a team. A little about me; I'm a 3D modeller and game designer. My primary modelling software is Blender, I have recently began to use Substance Painter 2018 for texture and material work and I have far more experience with Unreal Engine 4 than I did when I first posted here. Organic models are not really my forte and I tend to focus on hard surface modelling and environmental work. I feel now is a good time to get involved with a team and sink my teeth into a project. Whether it be an already formed team or a team which is just getting together. I don't have much of a preference as far as game genre goes but with me being a 3D modeller, a 3D based project is a requirement. I'd love to work with a group of similar minded individuals who are passionate, ambitious and who have a desire to learn and grow as developers. If you're interested in working together or have any further questions then feel free to send me a PM! Link to my portfolio: https://jamierwilcock.wixsite.com/jwportfoilio (If you have any issues accessing the portfolio link then please let me know - the link has been a bit hit and miss recently, apologies about that) Thanks Jamie
  21. Here's our latest websites: -Xilvan Design Official Websites- | -Weebly Website- | -Wix Website- It show everything about the older and latest development of our games! Friendly, Xylvan, Xilvan Design.
  22. Art Evolution of SAMA As the solo and lead artist for the indie studio RoKabium Games and working on the first game of the studio called “Something Ate My Alien”, the amount of different images I’ve created and modified for this game goes well into the many thousands. As I’m writing this blog my file number of different assets, concepts, backgrounds, logos and promotional artworks is just over 6000 files. For anyone that does not know what goes into making a game it is easy enough to not fully grasp the amount of content needed to make even a smaller but full, visually pleasing and fun to play game that has all the mechanics needed to function properly and look good. We have been developing this game for the last 2 years and have finally come to the stage where we’ve let a few people try out the game and give us feedback during a private alpha release. At this stage of development most of the game is finished and we are tweaking, adding and changing things to make for clearer and smoother game play before releasing it as general alpha where more players are needed to test the game. Since we have reached this point I thought it would make for an interesting read to visually see the development of the game up until this point. The overall art style I was so in love with the art style of games such as “No Man’s Sky” and “Firewatch” and wanted to create something similar for this game with a retro-feel to the palette and style. This game was to be a reminder of the early classics such as “Boulder Dash” and “Spelunky” but with some more exploration/adventure tossed into it slightly reminiscent of the first Zelda games. We wanted future players of SAMA to feel a connection to these earlier classics but with a smooth, painted, beautiful style that had a “hand painted stroke by stroke” look. Very early on we knew we wanted to create a game with keywords such as fun, classic, hand painted, quality, beautiful. The GUI and HUD Despite the brush painted style on the different worlds, I did want to keep the retro palette and clean interface without too many fillers or decorations that could cause distraction on the GUI. You as the player are the main AI running the mining ship that in turn sends down the Aliens to dig on the planets, so the AI part of the game play needed to have a distinct and more simplistic look than the dynamic, living world the Aliens would move around in. At some point we did add a bit more of the painted backgrounds used for the Menu and loading screens into the back of the GUI since the difference between the very bare GUI and the planet game play seemed too different and the merged result from combining the two extremes is what made the most visual sense. The main concern with the HUD was to display all the info you need while mining, such as health, oxygen levels, inventory, messages that the AI need to relay to you, mini-map etc without interfering or covering too much of the game play area of the screen. This itself proved tricky and we made lots of changes to this, testing out different ideas during the last 2 years. Finally the layout we have currently is the one we find the most pleasing but even so we’ve made it re-sizable so that players who want more or less game play area outside the HUD can set that. The Aliens In the beginning as the game idea was merely some sentences and points on a few pieces of paper I started sketching what we thought would be the main character which was the Alien. The first concepts were made to decide which idea to build on. As you can see below the first idea was an actual retro style human-like astronaut and it was not until a bit into development once the story was fleshed out properly that we wanted a more unfamiliar and not too realistic (since the Alien would be the second character and be disposable) look. We wanted something unknown but appealing, something more simplified that would speak to people of all ages but that you as a player wouldn’t get too attached to. This is when the current Alien was born. The Levels The ground on each planet in SAMA is supposed to be bedrock that can be mined by the Aliens, and early on we decided we wanted seamless tiles to build up this bedrock rather than individual blocks that was more prominent in the early classics. The first tiles were extremely simple, but we decided to move towards more of a hand painted style for the whole game quite quickly and looking back I’m really glad we did that. This style makes the game feel so much more immersive and gives a sense of quality in my opinion. Each planet has a specific colour theme and environment and these were set quite early on in development. The far backgrounds behind all the front tiles were to set a nice, ambient parallax look to the underground, and the very first and rough paintings of the back is very different from the final, meticulously painted ones we have today. The resources and puzzle chambers were the only things I designed that would not be unique to any one world. These things needed to be uniform all over the game play areas since as a player you need to recognize these things across the planets. The look for the various resources was developed very early on and has more or less stayed the same throughout development and pretty much the same goes for the puzzle blocks. The Wildlife We wanted to use the environment itself against the player such as the need for filling up oxygen, emptying the backpack when full, falls or ending up in liquids etc. But we also needed dangerous wildlife that would be more interactive and seek the player out. Some of the first concepts of animals were a bit wild, but after realizing the amount of animations needed for each animal and for me to make those animations without having much experience at all in animation work before this, we had to settle for creatures that had somewhat easier or easily referenced movements. Based on that I came up with a range of wildlife (enemies) that has been added to more recently to get between 8-10 different ones for each planet. Each planet would also be guarded by something huge, a part of the wildlife that would be so dangerous it would possibly be able to eat the Alien whole. Something that would appear from time to time and then inevitably lead to some kind of confrontation/battle and so the “Somethings” or monsters/dragons/terrators/bosses were born. The evolution of the Something has been pretty significant as you can see in these images. We had some problems coming up with how these big things would move on the screen. At one point the idea was that the big bosses would come out from the back wall and eat the Alien that way, but it just looked terrible. We weren’t sure how something going across the screen would look since really there is bedrock in the way, but in the end the visually pleasing and game play aspect of that kind of movement won over “realism”. Hey, it is a fantasy game set in a fantasy world with the bedrock depicted in a 2D platform style on the screen, who says a huge creature can’t move through it all as it pleases? Hope you have enjoyed this look at how the art within the game SAMA has developed over the last 2 years. View the full article
  23. Project Name: Project ONE Role(s) Required: 2D Character Artist/Animator, Unity Programmer My Role: Game Designer, Team Manager, Game Director. My Previous Projects: N/A as a team. Team Size: 2 Project Length: No public release date: Estimated 2019/2020 Compensation: Revenue Share + becomes paid shortly after first public release Requirements: 2D Character Artist/Animator: - Great experience with Creating & Animating characters - Experience With Creating characters in all sorts of art styles - Willing To Work with others Unity Programmer: - Great experience with Unity - Know how to make multiple choice Gameplay - Ability To Work well with other programmers if needed In General: - Good communication skills - Be active & reporting your progress to team leaders - Ability to speak English conversationally - Creativity - Sense of humor Project Description: Project ONE (Placeholder Name) is a Multiple Choice Horror Sci-Fi Adventure game similar to games such as OxenFree. You are Riley, after the death of your brother and sister You go on a local Weekend with your best friends Dax & Matt, you also meet some of your worst enemies... THIS IS A KICKSTARTER PROJECT, YOU WILL BE PAID ONCE WE HAVE SOMETHING TO SHOW! Contact is at data7games@gmail.com
  24. lilington

    PC Camera and platform Update

    Hello, It's been a while. I was busy again with other stuff but I managed to work on the game engine (less on the game itself) during this time. The new features are not visible for most of them, it is more about code optimization and organization. But now we have a better 2D camera system that I will present right now. The first nice thing is how to use the camera. I just need to initialize, choose among some functions and call the camera update function it in the game loop. void bkp_graphics_2DinitCamera(BKP_Rect dim, BKP_Rect world,int camera_function); //Initialize int bkp_graphics_camera2D(BKP_Dynamics2D P); //Call in main loop to follow the scene void bkp_graphics_2DsetCameraDim(BKP_Rect dim); //obsolete void bkp_graphics_2DsetCameraWorld( BKP_Rect world); //world limits (up,left,down,right) void bkp_graphics_2DsetCameraAuto(float auto_speed); //obsolete use camera2DsetFunc() instead void bkp_graphics_2DsetCameraSpeed(BKP_Vec2 speed); //set a speed other than default void bkp_graphics_2DsetCameraPanic(float up, float down); //set the panic lines for vertical scroll IMPORTANT void bkp_graphics_2DtoggleCamera(void); //Freeze the camera to the current position or unfreeze void bkp_graphics_camera2DsetFunc(int function); //select a camera function Basically, there are only 2 mandatory functions, others are used to change the default values for the camera function, focus or speed. There are more than listed here. Yes, it is possible to change the camera function during the game. Here is an example of how to use it: BKP_Rect world = setMapPlatform(); bkp_graphics_2DinitCamera(bkp_rect(g_scr.w / 4, g_scr.h * 2 / 5, 0.0f, 0.0f), world, BKP_CAMERAFUNC_SMOOTHSTD); bkp_graphics_2DsetCameraPanic(150,50); bkp_graphics_camera2DsetFunc(BKP_CAMERAFUNC_FOCUS); while(Player->input->Cancel == 0) { bkp_input_capture(Player->input); manage_player(); bkp_graphics_camera2D(Player->dyn); Ugp_draw(); _update_fps_counter( fps); //print on the screen FPS and Memory usage _update_memUsage(mem); } 1/get the world dimension from the level layout. 2/ select smoothstd function for scrolling 3/set the up panic at 150 pixels under the top of the screen and 50 over the bottom of the screen 4/we change the current function to FOCUS to tell the camera to scroll to the target instead of just show the player in the centre (look at the beginning of the 2nd video to see the scrolling animation to find the player). The camera will switch automatically to the function passed in 2DinitCamera as soon as the target is locked. By using BKP_CAMERAFUNC_FIXEDSETFOCUS, we will set the camera without scrolling the prior animation to find the player. I organized the code in the way that it is easy to add a new camera function without modification in the game loop. let's have a look. Actually the bkp_graphics_camera2D() is that simple: int bkp_graphics_camera2D(BKP_Dynamics2D P) { int ret = camera2D(&stc_2D->camera, P); if(BKP_TRUE == ret) { bkp_graphics_2DsetCameraSpeed(stc_2D->camera.delta); bkp_graphics_2DTranslateView(stc_2D->camera.speed); // manual } return ret; } int camera2D(BKP_Camera * S, BKP_Dynamics2D P) { if(S->on == BKP_FALSE) //set or unset by toggle() return BKP_FALSE; return TBL_Camera[S->func](S, P); //all functions are in this table } Notice that I pass a BKP_Dynamics2D structure to the camera instead of anything else not general, all objects I want to get focused by the camera should have a BKP_Dynamics2D structure. That's it, Player, NPC, or whatever object so far has that. it is a simple structure with position, dimension, ... So, next time I want to add a new camera I just have to create the function and set a new entry in the enum of camera functions et voila, nothing to change, just add. LOCKON camera : It is just a basic camera where the player is centred everytime it is possible. For horizontal movements it is ok but when it comes to jumps it starts to hurt our eyes. I did it at the beginning just to be able to test the collisions and travel around the map. This camera function is not really usable to play a platform game. STDsmooth camera This function solves the problem with vertical scrolling and smoothly scroll. when changing the direction we can notice the camera scroll to give us some room in the direction the player is facing. On vertical movement, the Camera scrolls only the player is on a platform or if he is going to high (on the video the orange line) here let see the differences between the two functions on vertical movements.(sorry for the gif, gimp decided to annoy me) . You can see on the left gif the player jumping without the camera moving while on the right gif it moves everytime the player move up The lockon camera is used in Soul of Mask, but I keep it here because this is the choice I made for autoscrolling. I made a function auto scroll before which is obsolete (or not, maybe I will delete it maybe not) and replace by the Lockon camera. I just ask the camera to follow a target different than the player. Here on this video, you will see a green square moving around. The camera will use this green scare as a target, that's it I have an auto scroll now: Coming up next: I will stop the game engine and go back to the game development again, the next time we should have the first image of the game. Thanks for reading. Any technical questions ? don't hesitate. I decided to release the engine part on Github and only keep the game part proprietary.
  25. Hello Game Dev Community, like most people nowadays i'm involved in Gaming for years now and I've seen genres come and go. RTS, MMORPGs basically died only hardcore fans are left and now MOBAs decline and it seems like Strategy game players can't play one game longer than a few years. My idea is a competitive Tower Defense Game 1v1 or 2v2 not 100% similar to Clash Royale but I think its still the best comparison. I'm not a professional graphics person nor a great programmer so its hard for me to show what my idea would look like. If someone has some time and wants to give me a very dare guess on what the production of a Clash Royale game with graphics on League of Legends level and multiple turret variations would cost that would be great. Thanks already have a nice day.
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