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Found 500 results

  1. DavinCreed

    Doomish - Done

    Challenge: complete! It's basically a complete game, even though it's short. Normally I make the levels way too difficult and I have to tone them down, but this time I think they ended up about right. They aren't very difficult, just about right for the first three levels of a game. My project went mostly according to plan. I had planned to be done in six weeks, but it took me seven. Part of that was getting used to the level building tools. Part of that was forgetting to add in some things that would have made the game not work. Another part was down to balancing the mobs. Thankfully there was only one minor packaging error that took about five minutes to clear up. The last challenge I did baking the project was almost catastrophic. I had to roll back to a previous version. There are only three levels in the game, and one is a rip off from the first level of classic Doom. Turns out I need to work more on my own level building skills, because I can tell that there is a big difference in quality of design between the Doom level and my other two. It was a good learning experience for me. Well, it's done and here it is:
  2. I am trying to make a map editor with Assembly and C... Everything used to work, but now, I get these errors: cd C:\Editor wmake -f C:\Editor\Editor.mk -h -e C:\Editor\Editor.exe wasm SOURCE\MEASM.ASM -i="C:\WATCOM/h" -mf -6r -d1 -w4 -e25 -zq SOURCE\MEASM.ASM(2): Error! E032: Syntax error SOURCE\MEASM.ASM(3): Error! E032: Syntax error SOURCE\prologue.mac(1): Error! E032: Syntax error SOURCE\prologue.mac(1): Note! N591: included by file SOURCE\MEASM.ASM(4) SOURCE\prologue.mac(4): Error! E535: Procedure must have a name SOURCE\prologue.mac(4): Note! N591: included by file SOURCE\MEASM.ASM(4) SOURCE\prologue.mac(6): Error! E523: Segment name is missing SOURCE\prologue.mac(6): Note! N591: included by file SOURCE\MEASM.ASM(4) SOURCE\prologue.mac(11): Error! E535: Procedure must have a name SOURCE\prologue.mac(11): Note! N591: included by file SOURCE\MEASM.ASM(4) SOURCE\prologue.mac(14): Error! E525: Data emitted with no segment SOURCE\prologue.mac(14): Note! N591: included by file SOURCE\MEASM.ASM(4) SOURCE\prologue.mac(15): Error! E525: Data emitted with no segment SOURCE\prologue.mac(15): Note! N591: included by file SOURCE\MEASM.ASM(4) SOURCE\prologue.mac(19): Error! E506: Block nesting error SOURCE\prologue.mac(19): Note! N591: included by file SOURCE\MEASM.ASM(4) SOURCE\prologue.mac(22): Error! E535: Procedure must have a name SOURCE\prologue.mac(22): Note! N591: included by file SOURCE\MEASM.ASM(4) SOURCE\prologue.mac(24): Error! E525: Data emitted with no segment SOURCE\prologue.mac(24): Note! N591: included by file SOURCE\MEASM.ASM(4) SOURCE\prologue.mac(25): Error! E525: Data emitted with no segment SOURCE\prologue.mac(25): Note! N591: included by file SOURCE\MEASM.ASM(4) SOURCE\prologue.mac(28): Error! E535: Procedure must have a name SOURCE\prologue.mac(28): Note! N591: included by file SOURCE\MEASM.ASM(4) SOURCE\prologue.mac(30): Error! E525: Data emitted with no segment SOURCE\prologue.mac(30): Note! N591: included by file SOURCE\MEASM.ASM(4) SOURCE\prologue.mac(31): Error! E525: Data emitted with no segment SOURCE\prologue.mac(31): Note! N591: included by file SOURCE\MEASM.ASM(4) SOURCE\prologue.mac(32): Error! E525: Data emitted with no segment SOURCE\prologue.mac(32): Note! N591: included by file SOURCE\MEASM.ASM(4) SOURCE\prologue.mac(33): Error! E525: Data emitted with no segment SOURCE\prologue.mac(33): Note! N591: included by file SOURCE\MEASM.ASM(4) SOURCE\prologue.mac(34): Error! E525: Data emitted with no segment SOURCE\prologue.mac(34): Note! N591: included by file SOURCE\MEASM.ASM(4) SOURCE\prologue.mac(37): Error! E535: Procedure must have a name SOURCE\prologue.mac(37): Note! N591: included by file SOURCE\MEASM.ASM(4) SOURCE\prologue.mac(39): Error! E525: Data emitted with no segment SOURCE\prologue.mac(39): Note! N591: included by file SOURCE\MEASM.ASM(4) SOURCE\prologue.mac(40): Error! E525: Data emitted with no segment SOURCE\prologue.mac(40): Note! N591: included by file SOURCE\MEASM.ASM(4) SOURCE\prologue.mac(41): Error! E525: Data emitted with no segment SOURCE\prologue.mac(41): Note! N591: included by file SOURCE\MEASM.ASM(4) SOURCE\prologue.mac(42): Error! E525: Data emitted with no segment SOURCE\prologue.mac(42): Note! N591: included by file SOURCE\MEASM.ASM(4) SOURCE\MEASM.ASM(5): Error! E032: Syntax error SOURCE\MEASM.ASM(6): Error! E032: Syntax error SOURCE\MEASM.ASM(9): Error(E42): Last command making (C:\Editor\MEASM.obj) returned a bad status Error(E02): Make execution terminated Execution complete I haven't used assembly for a while, and I don't really remember how to fix these errors. Here is the main assembly file: IDEAL JUMPS include "prologue.mac" P386 ; 386 specific opcodes and allows all the necessary crap... P387 ; Allow 386 processor MASM .MODEL FLAT ;32-bit OS/2 model .CODE IDEAL PUBLIC SetPalette2_ PUBLIC SetVGAmode_ PUBLIC SetTextMode_ PUBLIC inkey_ PUBLIC PutHex_ ;============================================================================== ; void SetPalette2(unsigned char *PalBuf,short count); ;============================================================================== Proc SetPalette2_ near push esi mov esi,eax mov cx,dx mov bx,0 cld mov dx,3C8H sp210: mov al,bl out dx,al inc dx lodsb out dx,al lodsb out dx,al lodsb out dx,al dec dx inc bx loop sp210 pop esi ret endp ;============================================================================== ; void SetVGAmode(void); ;============================================================================== Proc SetVGAmode_ near push ebp mov ax,13h int 10h ; Set 320x200x256 pop ebp ret endp ;============================================================================== ; ;============================================================================== Proc SetTextMode_ near push ebp mov ax,3 int 10h pop ebp ret endp ;============================================================================== ; ;============================================================================== Proc inkey_ near xor eax,eax mov ah,1 ;see if key available int 16h jz ink080 ;nope xor ax,ax int 16h jmp short ink090 ink080: xor ax,ax ink090: ret endp ;============================================================================== ; ;============================================================================== Proc HexOut_ near and al,15 cmp al,10 jb short hex010 add al,7 hex010: add al,'0' stosb ret endp ;============================================================================== ; void PutHex(char *buf,UINT mCode); ;============================================================================== Proc PutHex_ near push edi mov edi,eax mov eax,edx shr al,4 call HexOut_ mov eax,edx call HexOut_ xor al,al stosb pop edi ret endp end This file includes another file that I found on the Internet a while ago called "Prologue.MAC" Here is the code for it: P386 Macro SETUPSEGMENT SEGMENT _TEXT PARA PUBLIC 'CODE' ASSUME CS:_TEXT Endm macro PENTER STORAGE ;; 17 - Enter a procedue with storage space ;; Procedure enter, uses the 286/386 ENTER opcode push ebp mov ebp,esp IF STORAGE sub esp,STORAGE ENDIF ENDIF endm macro PLEAVE ;; 18 - Exit a procedure with stack correction. mov esp,ebp pop ebp endm macro PushCREGS ;; 19 - Save registers for C push es push ds ;The Kernel is responsible for maintaining DS push esi push edi cld endm macro PopCREGS ;; 20 - Restore registers for C pop edi pop esi pop ds ;The Kernel is responsible for maintaining DS pop es endm Can I have an Idea of what I could do to fix these errors? I am using OpenWatcom compiler. I *have* gotten Watcom to work before. In fact, this is one of the first few times it has not worked with me... Thanks in advance! -yaboiryan
  3. RoKabium Games

    Lelantos enemies - Hatcap

    From the album: SAMA

    Lelantos enemies – ”Hatcap” is a fungi hanging from blocks and it drops harmful spores. Be careful when walking underneath it.
  4. disk.land

    Making my first game.

    Hi Guys and Gals! Making videogames was my biggest childhood dream and now it's time to make it happen! If you'd like to give me some tips, feedback or just a bit of encouragement, go ahead and check out the current progress... Best regards! diskland
  5. I have been fascinated by programming before 8 years from now. The journey took me from someone who loves to be software engineer to be a networks engineer. I work as full time IP networks engineer. Well, I am a great fun of indie games developers. I have been following Dev-Logs for several indie game developers for a while. In the previous years many ideas of games have been floating in my mind and finally I took the decision to start my own small game project. I have been planning for the last 2 weeks for my game. I have decided to write the whole game and engine myself. My estimations are : Because I am doing this as side project the whole idea ( a 2D platformer ) will take me between 6 months to 1 year. The Game Engine will be developed in parallel with the game I am probably going to Use Java LWJGL or any other OpenGl library I should find a way to target my audience ( probably Youtube channel and dev-logs) Perfectioning the game might have a longer duration than the development of it. I will publish it when it meets the 95% of my expectations If There is any piece of advice of how to start the journey, It will be very helpful. If you have any thoughts about my plan please share it with me. If you have any guidance about how to use this platform I would be more than happy to hear from you. I am just a man who lost his way when making his career related decisions and he is doing a lot of things for fun. Thank you.
  6. Good afternoon everyone! I am rather new to this forum, so please do not punish me too harshly for posting this in the wrong forum section Once upon a time (in 2015) I've got an idea to create a management game for PC. Back then I defined it as a strategy game and the idea was that most of strategies out there are based on 2 things: politics and war. "Ok", I thought, "why not create a game based on something entirely different? Like, let's make a game about Gandhi and non-violence!". And I started creating it. Unfortunately, I couldn't make out the best mechanics for such a game, so I just started experimenting. I've tried A LOT OF different versions and now I have almost no ideas. In the beginning I felt like it should be like the player can spread ideas of non-violence in order to achieve independance of India (in 100 turns). So, there are "inspiration" points that players can spend on either unlocking some non-violent political methods or spreading their ideas among Indian population. But... I can't understand how to make it interesting. So, I deleted everything exept the map and some basic game code in order to start again. So, the question is: is it possible to make such a game exciting and interesting enough? I thought I could collect some feedback and on my idea here, so that I could finish that game... Thanks in advance!
  7. Shader source This compiles just fine, but when I try to load it in MonoGame, SharpDX gives me a cryptic "Invalid Parameter" error.
  8. Well, let’s sum up most recent progress. Done some enemy balancing, major camera behaviour tweaks, graphical enhancements (mainly water, ambient light, and caustics), added mechanics behind talent tree nodes (for Ranger for now), added new zones, new puzzles, new areas, working zone-specific light effects and skyboxes, and a ton of fixes and additions. Witch encounter has been promoted to a boss fight, and she has received her own lair – a creepy house in the graveyard area, some lore, and an introductory cutscene. Tweak here and there, and I guess it already looks better #gamedev #indiedev #indiegames #lowpoly #screenshotsaturday pic.twitter.com/iKmx9NwPkX — Arpago (@ArpagoGame) June 30, 2019 Spells and abilities now can have cooldown time, which is visible in the HUD. Added cooldown mechanics for spells + interface! #gamedev #indiedev #indiegames #lowpoly #unity3d pic.twitter.com/Af1kcYjz3g — Arpago (@ArpagoGame) May 20, 2019 One of new NPCs, a void mage A couple of improvements to textures, model, and effects…#gamedev #indiedev #indiegames #lowpoly #unity3d pic.twitter.com/7k2rUi96cZ — Arpago (@ArpagoGame) July 28, 2019 Introductory video of Wolfmother, yet another boss Wolfmother intro #gamedev #indiedev #indiegames #lowpoly #unity3d pic.twitter.com/8NvZK25mbo — Arpago (@ArpagoGame) July 16, 2019 New interface during conversations – less limited space allow for longer options for the player, and it’s much less taxing on the system. New UI during conversations #gamedev #indiedev #indiegames #lowpoly #unity3d pic.twitter.com/1AIKMalGm6 — Arpago (@ArpagoGame) July 12, 2019 Just an interesting area that definitely doesn’t serve any hidden purpose A world full of mystery! #gamedev #indiedev #indiegames #lowpoly pic.twitter.com/sTlDffwMW4 — Arpago (@ArpagoGame) July 8, 2019 A lot of progress has been done in sound effect department, as I’ve been implementing various sounds in the game world, tweaking volume, balancing performance, and so on. I hope to share a video with sound soon. Thanks! The post Arpago’s October report! appeared first on Arpago. View the full article
  9. Hello and welcome to this weeks Dev Diary! Today I'll be continuing on how upscaling heightmaps affects the end result, when you wan't to create more detailed terrain with ease. After last weeks test with the heightmap upscales, I decided to try to upscale the heigthmap even further - from 3000 x 3000 pixels to 40 000 x 40 000 pixels, just to see if there would be any return on investment. Or in other words, if there would be any benefit from the extra detail, that the upscaling algorithm creates. Initial Testing First, lets compare the first set of renders. Like last week, all the settings remain unchanged between renders and only the heightmap is changed between them. This is done in order to eliminate the changes that changing the the lighting or camera angle could cause by creating/showing shadows in different perspective, if moved between renders. Plane 8m x 8m in size. Subdivided several times, first by 100, second by 6 and third by 1 (or 100:6:1 subdivision) Diffuse Scale 1.0, midpoint 0.5 (defaults) Resolutions from top to bottom; 750 x 750, 3000 x 3000, 40 000 x 40 000. The above 750 x 750 pixel heightmap sample is from the original 3000 x 3000 heightmap. The above 3000 x 3000 pixel heightmap sample is from the upscaled 12 000 x 12 000 pixel heightmap. The above 10 000 x 10 000 pixel heightmap sample is from the upscaled 40 000 x 40 000 pixel heightmap. Both upscales were made using the original 3000 x 3000 pixel heightmap and slicing a 1:16th piece (or 1 km2 piece) from the bottom left corner of each of them, in order to highlight the difference in details. As you can see, the differences are most notable between the Original and the smaller upscale, but from there, the added detail is a tad harder to notice - but it is there. After this, I also tried to ramp up the data points, or in other words subdivide the plane even further and see how much that changed the outcome. The settings are identical, but the subdivision is greater (100:10:1 instead of 100:6:1 subdivision) 750 x 750 pixel heightmap sample, with the 100:10:1 subdivision. 3000 x 3000 pixel heightmap sample, with the 100:10:1 subdivision. 10 000 x 10 000 pixel heightmap sample, with the 100:10:1 subdivision. The added data points did increase the level of detail quite a bit. The difference between the two upscales are still hard to see, but still visible after closer inspection. The difference is more visible on 4K monitors, but can be seen on Full HD monitors also. Having these images on top of each other and toggling between them shows the differences much more clearly. Going For More Detail Since it will look essentially the same on the rendered images, if I increase the land area of the plane in order to try to bring out even more detail out of the renders, I'm not conducting those tests. How ever, there is still one more way to up the ante - an even further zoom in to the minute detail differences of the upscales. To do this, I needed to take even smaller samples, dividing the heigthmaps in 8x8 grids (instead of 4x4 as shown above) and taking one piece out of each of them. For consistency, I'll use the bottom left corner as a sample. 375 x 375 pixel heightmap sample from the 3k heightmap, with the 100:10:1 subdivision. 1500 x 1500 pixel heightmap sample from the 12k heightmap, with the 100:10:1 subdivision. 5000 x 5000 pixel heightmap sample from the 40k heightmap, with the 100:10:1 subdivision. Edit; You can see the difference most clearly on the illuminated back portion of the landscape as more "grain" or roughness among the white. The Question Remains But is it really worth it? That depends if you want all the possible variation out of the heightmap, that could possibly get squeezed out of it, as it is not necessary. but it might just create enough minute differences in the terrain, that the end result will look more natural in the end. But on the down side, the more faces you have, the more the performance hit will be. Even as the added data points, or mesh resolution will affect the performance of the game, Skyrim also has high def mesh mods, which make the original rather low poly models into much more detailed meshes, especially the rocks, mountain faces and characters. In this light, it might be more than feasible to increase the detail level of your terrain meshes even further. The land area of the smaller samples of the above testing is roughly 500 square meters, that has been fitted on a 8 by 8 meter plane object. The second thing to consider is how many objects you would need to divide your terrain in to, in order to maximize the resolution you can get out of the heightmaps. As creating a single object that would be miles long would require some serious machine power and RAM from your computer, it's not feasible for all to make a large monolithic map area. Creating a large amount of smaller pieces on the other hand is more work intensive and requires more time and patience from the developer to insert them all in the game world and line them all up in the correct order. The Conlusion Edit; The benefits of upscaling your heightmap only show, when you divide it to smaller samples > the smaller the pieces, that you divide your upscaled heightmap at, the more benefit the upscaling has. Alternatively, the same benefits of the upscaled heightmap can be seen when making a larger and closer to IRL size map, but to my knowledge, a huge monolithic map with lots of detail takes up more processing power. Though this might be an utterly out-dated notion these days - I need to do more research on that. What i know for sure, is that it limits the amount of subdivision that can be used while editing the landscape, as Blender is very likely to crash on my PC when I go with any larger subdivision than 100:10:1 and the amount of subdivision matters. Edit; When you are upscaling your heightmap, the algorithm you do it with matters the most, as the more the algorithm creates more gradual shades between white and black while trying to make sense of the original shapes, the more likely you get more added details to the landscape. Still, this method is not for purists, as it does not bring the absolute original shape of the land back to the image, just adds more variation. Edit; As an example, if you know that the heightmap represents a 4 km2 sized area and the accuracy of the satellite/airplane measurement was something between 2 - 30 meters. If your heightmap has an accuracy rating of 10 meters, then by upscaling the heightmap to 10 times the size of your source image, your get a simulated accuracy of 1 meters. If you want to have more granularity than that, you can go for as large as you want (or can), but at some point there will be no visual benefits. To determine that point, you need to experiment for your self on a case-by-case basis. Edit; As the GameDev forum does not show the images in full screen, some of the differences between the images is apparently lost, when trying to spot tiny differences. The original images in full screen show the differences much more clearly. You can download them from here 040.7z All in all, the more you are willing to work for your terrain mesh fidelity, the more you seem to be able to get out of upscaling your heightmaps. This seems to continue as far as you your self are willing to take it, or at least to much smaller (or larger, depending on how you look at it) scales than what my testing indicates here. It will be interesting to see how much of a performance hit it will have, when using a higher detail mesh for terrain. This will be revealed when I get to the first testing phase, with only a small land area and the 3D character model that I created earlier. But before that, next weeks Dev Diary will be about slicing big images seamlessly into smaller image files semi-automatically using GIMP, so stay tuned! Thank you for tuning in, and I'll see you on the next one! You can check out every possible mid week announcements about the project on these official channels; • YouTube • Facebook • Twitter • Discord • Reddit • Pinterest • SoundCloud • LinkedIn •
  10. I've implemented a basic version of Voxel Cone Tracing that uses a single volume texture (covering a small region around the player). But I want to have large and open environments, so I must use some cascaded (LoD'ed) variant of the algorithm. 1) How to inject sky light into the voxels and how to do it fast? (e.g. imagine a large shadowed area which is lit by the blue sky above.) I think, after voxelizing the scene I will introduce an additional compute shader pass where, from each surface voxel, I will trace cones in the direction of the surface normal until they hit the sky (cubemap), but, I'm afraid, it would be slow with Cascaded Voxel Cone Tracing. 2) How to calculate (rough) reflections from the sky (and distant objects)? If the scene consists of many "reflective" pixels, tracing cones through all cascades would destroy performance. Looks like Voxel Cone Tracing is only suited for smallish indoor scenes (like Doom 3-style cramped spaces).
  11. Hello! I need a C# Developer for my game called: "Pokémon: Onyx" I have 1 more developer. I don't care what engine you use you just have to agree with the others. I'm making the storylines and the new sprites (For the normal we'll just reuse some of the old) and of course ideas is welcome. I live in Denmark and the dev i already hired lives in UK. SO if you live in the timezone "GMT" That would be great. If you're interested send me a mail: datmemecontact@gmail.com or join this discord: https://discord.gg/je3PqbC. I check discord everyday so ig you have discord then contact me on there.
  12. Introduction to the Conflict of Wisdom Conflict of wisdom is a multiplayer turn-based strategy game. In Conflict of Wisdom players conquer parts of the world by answering quiz questions correctly. Start of the game Before the game starts, players join the matchmaking queue where they will be matched with other players of similar skill. When enough players joined the queue, the game will start. Each of the players will be given a capital region which is distant at least two regions from another player capital. This region will be the only region owned by a given player at the start and used as a starting point for all the following conquest. Game mechanics 1. Conquest of the regions: Players are able to conquer only one region per turn. The region being conquered has to be a neighbor of at least one of regions owned by the given player. After starting the conquest question with four possible answers will show on screen of all players, only attacking and defending players can pick the answer. When the tile is not owned by anybody only the attacking player can pick the answer. Whoever picks the right answer wins. When the defender picks the right answer region stays owned by defender when the attacker picks the right answer region ownership is transferred to the attacker. If the region is not owned by anybody before the conquest and the attacker will not pick correct answer region stays owned by nobody. 2. Tie resolution: When both sides pick the correct answer, winner is whoever pick the answer first. 3. Lifelines: Every player will have two lifelines which could be used once a game. First one will be 50:50, which will hide 2 incorrect answers, and other will show percentages of other players choosing particular answer to the question. End of the game Every game has two possible means of ending. First one happens when there is only one player who holds all regions. Second one happens after certain number of turns when the player with the highest score wins. For more information please follow project on twitter: @WisdomConflict
  13. Hello, I have some questions about HLSL register which can't find any good reference s on the internet. 1. what is the differencet of register b and c? Are this two lines equivalent (in term of using and binding data) float4 dummy :register(b0) and float4 dummy :register(c0) 2. What is the benefit of keyword Constant Buffer Are these 2 codes eqivalent? float4 v1 :register(c0) // or (b0) and Constant buffer dummy : register(b0) // or (c0)? { float4 v1 :register(c0) } 3. What register that "SetPixelShaderConstantF" bind data to? b or c or both? Thanks