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Found 498 results

  1. RoKabium Games

    Finding minerals with Item scanner

    From the album: ScreenShotSaturday

    For this Screenshot Saturday it seems there are still loads of Grittium to find in this play-through of "Something Ate My Alien"! The "Item scanner" is a helpful tool that will show locations of specific items you might have missed.
  2. Hello im new in UE4 im creating a island for my game and im strugling to have the beach because im using a autolandscape material that i created can sameone teach me a way to do it? Im gone a attatch some prints of my blueprints and my landscape (where the red arrows are pointing was supost to be beach)
  3. RoKabium Games

    Lelantos environment

    From the album: SAMA

    The background decorations on Lelantos is rocks and crevices covered with thick leafed plants. It’s pretty to look at when digging out the foreground blocks.
  4. About Us:We are data7, a small group of internationally based developers and artists developing the games we’d like to play! We are very passionate about what we do! And we would like more people to join us to complete our vision for the projects we make!About the Game:RIFT ONE is a single player first person shooter where you, Mark Maxin, get caught investigating a secret lab. You are taken hostage and forced under their command until the portal collapses and transports you to another alien world. You now must find the missing survivors and bring them back to safety. But who knows what may lie ahead.The Game will be developed on:The Unity EngineRequirements: - Needs Advanced Experience in 3D Character Art & Rigging.- Knowledge With Animation (Optional)- Friendly And passionate about said project (if they like what they see)If interested contact us at data7games@gmail.com.Data7Studios.com
  5. RoKabium Games

    Tartarus enemies - Wallstar

    From the album: SAMA

    Tartarus enemies – ”Wallstar” slides across blocks just like the Creeble family. This one shoots projectiles in 4 directions and can be killed by digging the block it is on or damage it with the Pyroblaster, Boom Box or Globspitter.
  6. Hello, my name is Sean, and I and my friends are putting together a team to create an Open-World RPG.  As of right, it's all volunteer work. As we are wanting in the future that it will turn into something that people will want and love. If so all the people who volunteered will see their fair share. Even if this volunteer work it's also a great chance to show your skills and learn from other volunteers who joined the project. It's a chance to increase your resume on what you learned and what you have improved. Concept:  The concept of the game is an RPG. I'm taking inspiration from games like Warcraft, Elder Scrolls, Destiny, and Fabled. While still creating something new and refreshing. We are creating the lore from beginning to end. This game will be story driven along with multiplayer components. There will be objectives to do every week to keep you coming back. I'm going for a rich narrative to have the players really get into the world that we are creating. There will be Dungeons, Raids, PvP, World Events, and Seasonal Events to have players always wanting more. What I have Concept Artists, 3D Modelers, Level Designers, SFX Artists, Composer, Writers, Programmers, and a Web Designer. Volunteering Needs - Programmers Looking for Programmers who have the ability to program graphics, gameplay, audio, clan systems, Professions, Missions, etc. Trying to reduce the load on the current programmers. 3D Modelers: Needing extra hands for 3D artists to reduce the load on the current modelers. Needing people who are able to model concept art and possibly create their own. I'm going for a more Fabled style graphics. Level Designers: looking for extra hands for level designing to reduce payload on the current level designers. If you are interested you can send me an email with your application including a sample of work at ssingl2583@my.sullivan.edu with ”RPG” as the Subject. Or you can message me on discord and my GT is D4ddy VeNom#3970. If anyone has any questions you can just message me below or the given email/discord. Here are some of the concept art that has been done. Created by Dave R https://muksmiduulit.wixsite.com/davidrosenbergart And Josh K https://joshuamarkkerby.myportfolio.com/projects Dave R. Dave R. Dave R. Josh K. Dave R. Dave R. Dave R.
  7. Hello and welcome to this weeks Dev Diary! Today, as promised last week, I'll be explaining how Astuvansalmi relates to the last weeks title; " Amūńe, The Old One ". Facts and Speculation Known facts are rare, as the Finnish language, or any language on the Finnic lands, have never had written language until fairly recently. Spoken stories were the only known way that people taught their customs and culture to each other - the way of the land, one could call it, due to it's organic nature. This is also why the names of the gods have changed and split into multitudes over the millennia, hence we can only ques what was the original names of the ancient gods, that were recently called by their modern names. Facts at the Astuvansalmi are as follows; There resides one of the oldest and largest rock painting collection in the northern Europe. It has seemingly had religious significance for many millennia, as there has been found several items from different times. Most significant ones are amber statues of a man, a woman, a boy and a bears head, which points to the sites religious meaning. The human figurines were named as following; Statue of the man is called "Astuvan Ukko", the "Ukko of Astuva". Ukko can mean several things, "Old Man", "Grandfather" or when talking about a god, "The Old One". Statue of the woman is called "Astuvan Akka", the "Akka of Astuva". Akka means "Old Woman", "Grandmother" or a feminine "Old One", when used from a goddess. Also the largest one found. Statue of the boy is called "Astuvan Poika", the "Poika of Astuva". Poika is a straight translation for "Boy", so there's no mystery there. The head of the bear is a reference to the forefathers, as bears were widely considered to be the ancestors of the locals, which has also been called "the Bear Clan". All of the figurines had a hole through them, which indicates that the statues were actually a necklace or a pendant at one time, considered to bring good luck to it's wearer. In what aspects of life the luck was supposed to show, can only be speculated, but since there is an indication of two greater spirits or gods and their son, with a bears head, that could very well mean, that the purpose of the necklace was to bring good fortune in life in general - Abundance of sustenance, fertility and strength from the forefathers - praying for the continuity of the family or clan. Picture of "Astuvan Ukko", photographed by Ritva Bäckman , 1990. One of the pictures on the rock depicts a woman with a bow, who was named "Astuvan Tellervo", Tellervo being the daughter of the god of the forest Tapio. Because it is thought that women were not allowed to hunt, the depiction is considered to be divine in nature. It is also possible that the depicted woman had been considered to be the mythological and/or deified foremother of the clan. The pictographs also depicted many pictures of moose facing west, but one was standing looking towards the east. East was considered to be the living place for the good gods, as the Sun rises from the east. Moose was one of the most sacred animals, as the Sun was considered to being a Golden Moose riding across the sky by many northern cultures at the time, some of the native peoples telling the same story even to this day. The rock also had several paw imprints, that points to the sacred nature of the site. Some of the paw imprints were made with bear paws, which could also mean that the "Karhulaiset", or the Bear Clan had claimed the site for their own, as the bear clan had seemingly a habit to mark their territory with marking the walls with bear paws (According to the Finnish Wikipedia site). It could also be, that the Astuvansalmi was one of the holiest place in the Southern Finnish territory back in the 3000 - 1200 BCE time-period and was regularly fought over (my own speculation). Astuvan Tellervo, by Ohto kokko. a Son of the Gods? Mikael Agricola, the "father of literary Finnish", who created the first written form of Finnish, wrote that according to Tavastians, Väinämöinen is said to have been the god of chants, songs and poetry. In Kalevala he is seen as an ancient hero, born from his mother, Ilmatar and fathered by water. "Väinä" literally means "stream pool", which is also very depicting of being a god of chants, songs and poetry - "the words were just flowing off of my tongue", as one of the sayings go. Also a tidbit that not many might know; Väinämöinen was one of the inspirations for Gandalf, Tom Bombadil and Ents in general, in the Lord of The Rings. It could also be, that the necklace depicted a son of the gods, which there is no certain information about. But if it did depict the son of the gods in the necklace, it could be the earliest sign of Väinämöinen or some similar deity was infact being worshiped on certain situations. This is pure speculation though, but might hold true, if more finding pointing toward this possibility are uncovered. Sadly, as the Finnish soil is rather acidic, not much survives for long periods of time, when it comes to most of the decomposing materials. The oldest fishing net found in the Finnish-Karelian region is the Antrea Net, which dates back to 8540 BCE, making it one of the oldest fishing nets in the world ever found, so there is hope yet. The Connotations of Amūńe Amūńe is Veps for "Ammoinen", "Muinainen", meaning "Ancient", referring in this context to the ancient gods of the Ancient Finns. Veps on the other hand is considered to be the Sanskrit of modern Finnish language, or in other words, a great grandfather of the modern Finnish language, that is considered to have the most similarities with the Late Proto-Finnic language. Thus a fitting common name to depict the old gods (the Old Ones), the oldest speculated culture and/or ancestors of the people of this larger northern Finnic region in general. At first, I was referring to Ukko with the Amūńe, but since I made some further research last week, I learned quite much about how many different age layers there are with the Finnish gods, or any ancient mythology for that matter, as all of the ancient religions bind around the natural order of things, as they work as a way to rationalize and/or depict in metaphors how the world works or what has happened in the past - what occurrences has led the world to this moment or situation in general. The first speculated animal representing Ukko could have well been the White-Tailed Eagle, according to Unto Salo, a 78 years old archeologist and emeritus Professor at the University of Turku. According to him, the roots of the Uralic mythological "Ukkoskotka", or "Thunder Eagle" can be traced remarkably far, or at least to 5000 BC. But it begs a question, as the Native American's has legends of the "Thunderbird", which is also depicted as an eagle. This could indicate that the "Thunder Eagle" may have been a thing even before the first Native American's crossed over to the American continent 30 000 years ago, or sometime between 30 000 and 10 000 years ago, that is estimated to have been the period when multiple waves of Native American's arrived to the American Continent. This is only my own speculation currently, as it might also just be a cultural coincidence. After being known as the "Thunder Eagle" and before the similarities with the Greek Zeus and Roman Jupiter became apparent, Ukko was known as a God of the Hunt and Fertility - of which the fertility aspect can be seen even on the later iterations, as Ukko is later known as the God of Thunder and Rain, rain being one of the necessities for crops to grow. Akka therefore represents most likely the ground in which the crops grow, the mother nature, or equivalent to Gaia, before the more well known pantheon of gods overthrew the old gods, known as Titans in the Greek mythology. Conclusion This research is related to the backgrounds of the upcoming RTS title and the larger mythos behind my other planned works. This is only the tip of the iceberg thus far, as there is still much to uncover from the depths of the past. I still need to gather more material from archeological and language study findings about Finnic pre-history to have a more complete and enticing setting for the game, 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 • Feature Photo; Painting by Robert Ekman in 1867 called Lemminkäinen tulisella järvellä where Lemminkäinen asks help from Ukko ylijumala with crossing the lake in fire on his route to Pohjolan häät.
  8. RoKabium Games

    Minerals - Swellom

    From the album: SAMA

    Swellom is a very common granite found on Lelantos. The idea for this design was to make a colourful version of a typical hornblende with bigger green-blue crystals in the purple matrix.
  9. The Monochrome Workshop is looking to work with 2D artists to help in creating art assets for our project the Monochrome RPG). The Workshop welcomes those interested that have a few hours (or more than a few) each week to contribute to a project! The Game Theme: 20s/30s Cartoon Setting: Toon version of US Roaring 20s Genre: Narrative-driven Comedy RPG Platforms: PC, Mac, hopefully more! Engine: Unity The RPG is an adventure that follows the traveling comedian Otto as he attempts to rescue his hometown of Vaudeville from strange creatures that have been appearing, the notorious terrorists the Bleak Barons, and their leader Baron LeStache. Otto is a bit of a loner, living on the edge of Vaudeville. He’s struggling to find his way in the world. He’s cute, he’s funny, but he just can’t seem to find the right job or the right friends. Most of the creatures in Vaudeville appear to be having so much fun… but he just doesn’t see the world the same way. His sense of humor is a bit… odd. And the friends he does have are a bit… off. On top of all that, strange bugs and creatures have been appearing lately around his house…. Well, they are making him worried… Here’s a Youtuber’s review of the Demo (a member of the workshop found earlier in the year): https://www.youtube.com/watch?v=Ok5lU7Zdq80 What You’d Do While working as a 2D Artist for the Workshop your primary responsibilities would be: Creating 2D art assets based on documentation Participating in Art Team meetings and occasional discussions Using the Workshop website to submit assets In this position, you’d work with a team of other artists to create black and white 2D art assets for the RPG. While working with the Workshop you’ll be able to: Meet and learn from other artists Access resources focused on 2D art principles Participate in various community events Earn a share of the revenue for the project About the Team The Monochrome Workshop is a new art cooperative of about 20 members funded by an Investor(s) and partnered with a development team. As a cooperative, the Workshop wants to see its members grow and flourish through professional experience. This translates into our payment model which is a rev share model dependent upon how many assets each artist creates. Thus as you create assets that are implemented into the game you get a share of the revenue from the sales of the game. Other benefits of the Workshop include A growing network of new and professional artists Opportunities to increase payment through non-art tasks Chances for mentorship and potential internships The Investor has hired a development team to work on the programming aspect of the game and to help with marketing. Contact Info If interested you can visit monochromerpg.com and enter your email or send your resume and portfolio link directly to workshop@monochromerpg.com and our Community Manager or Art Director will reply. You can also message us on discord: ottojokes#8802 *Must be allowed to work in the US to help with art asset creation* -------------- Additional Info What’s Been Done: The team began the development of the Monochrome RPG in February of 2019. In June the team finished the Demo version of the RPG (the latest version is available on Itch) and took it to a game convention where the response impressed our investor enough to fund the next round of development. In the upcoming development sprint, we’ll be expanding upon the Demo and strengthening its weaker elements working towards a crowdfunding campaign or more formal round of funding. Project Development - Full Game Narrative, Marketing Plan, Art Documentation, and more! In-Game - General Player Systems (health, movement, etc), Battle System, Creature Collecting System, Narrative Sequences, Item Pickup/Use, and more! Website - Front-facing pages, team-focused back end, documentation integration, and more! The Team: The team is filled with a mixture of student and professional artists all helping with art for the RPG. Meetings are held once a week (with the occasional off week to allow for development time). The Workshop is using a new platform to help with task management and we use Slack for team communication. How’s Development Going: Currently, development is paused as we’ve been creating a website and task management system for the team. With both of those almost complete we plan to start active development in October and from there continue until the team and investor(s) feel that it’s ready for a crowdfunding campaign or other forms of funding (most likely early 2020).
  10. Read this first to not waste time Hey everyone! I'm basically brand new to game dev, specifically programming which is what I care to specialize in. Currently i'm working on a 3D Tile-based tower defense game in Unity. The plan is to plan for primary monetization on mobile, but it will come to PC too. I probably lack the most skills in the art department, primarily graphics work, but it's not like my modeling is great either. That being said, my main focus is programming so if you read further below and find yourself interested in the project and have a different interest, please let me know! Game Info TD Game ala Bloons TD Differences Towers are based on tiles pre-placed on a grid (plan to add ability to buy tiles, so that tile scarcity can be more of a part of level design) No Russian dolling of enemies, different enemies following a difficulty gradient flying enemies that normally follow a different path Misc Branching, occasionally choice making upgrade branches for each distinctly unique tower. (thinking something like 15 unique upgrades per turret, though that would be tough to come up with) Initially planning for 10 distinct level layouts not including an endless survival 'leaderboard' mode Seems like it would be silly to not include easy / medium / hard difficulties, just need to think of a way to reward the player for doing so Planning to have some long-term progression system. Maybe related to # of kills with a tower. Every 500 kills = 1% fire rate or something like that. All current art and models are place holders, screenshots of the project can be provided if you show interest
  11. RoKabium Games

    Fire and Ice

    From the album: ScreenShotSaturday

    For #screenshotsaturday, the song of Fire and Ice can be experienced in SAMA if you bring your Pyroblaster into the cold depths of Aura.
  12. Hello Folks, I'm writing a plugin for a simulator called 'X-Plane 11'. My plugin essentially calls on a DLL (Which I've written) that makes OpenGL calls to draw graphics onto the active draw target (it does no OpenGL initialization). I want this external DLL to represent the logic behind a computer screen, but not be directly coupled with the OpenGL context that it is being drawn to. In this current instance for example, I am drawing it to the screen in X-Plane, however, I may at some point want to draw it to the screen of a different game engine, or perhaps even just a windows program. The way I am trying to achieve this: Generate a frame buffer and texture Initialize texture and add it to the framebuffer On the drawcall... Bind to the frame buffer Call the dll's draw method Un-bind the frame buffer Bind to the host applications framebuffer Bind to the associated texture Draw a quad in the corner of the screen with appropriate texture coordinates Un-bind the texture I have the problem though that the output is always just a black square...(See attached image) The code goes a little like this (Only showing the relevant bits): #include <Windows.h> #include <string> #include "PluginHeader.h" #include <GL\glew.h> #include <gl\GL.h> #include <gl\GLU.h> #include "MFDSim.h" HINSTANCE g_MfdSimLibHandle = 0; XPLMWindowID g_MfdWindowID = 0; GLuint g_FrameBufferID = 0; GLuint g_fbTex = 0; GLuint g_rbo = 0; unsigned int g_MfdScreenWidth = 0; unsigned int g_MfdScreenHeight = 0; ///////////////////////////////////////////////////// // Standard plugin functions ------------------------ PLUGIN_API int XPluginStart( char* outName, char* outSig, char* outDesc) { strcpy(outName,"MFD Sim"); strcpy(outSig, "mfd"); strcpy(outDesc, "); int retVal = TRUE; glewInit(); HINSTANCE g_MfdSimLibHandle = LoadLibrary("./Resources/plugins/MFD_Sim_Plugin/win_x64/MFDSim.dll"); if (g_MfdSimLibHandle != nullptr) { try { MFD::mfdInit("./Resources/plugins/MFD_Sim_Plugin/config/layout.xml"); MFD::mfdGetWidthHeight(g_MfdScreenWidth, g_MfdScreenHeight); } catch (const std::exception& ex) { retVal = FALSE; } } else { retVal = FALSE; } return retVal; } PLUGIN_API void XPluginStop() { FreeLibrary(g_MfdSimLibHandle); } PLUGIN_API int XPluginEnable() { // We need to revert back to the appropriate frame buffer after we're done GLint currentReadFB = 0; GLint currentDrawFB = 0; glGetIntegerv(GL_READ_FRAMEBUFFER, &currentReadFB); glGetIntegerv(GL_DRAW_FRAMEBUFFER, &currentDrawFB); XPLMRegisterDrawCallback(OnDrawCall, xplm_Phase_LastCockpit, TRUE, nullptr); // Generate OPENGL stuff we need glGenFramebuffers(1, &g_FrameBufferID); glBindFramebuffer(GL_FRAMEBUFFER, g_FrameBufferID); glGenTextures(1, &g_fbTex); glBindTexture(GL_TEXTURE_2D, g_fbTex); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, g_MfdScreenWidth, g_MfdScreenHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glBindTexture(GL_TEXTURE_2D, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, g_fbTex, 0); glGenRenderbuffers(1, &g_rbo); glBindRenderbuffer(GL_RENDERBUFFER, g_rbo); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, g_MfdScreenWidth, g_MfdScreenHeight); glBindRenderbuffer(GL_RENDERBUFFER, 0); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, g_rbo); glBindFramebuffer(GL_READ_FRAMEBUFFER, currentReadFB); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, currentDrawFB); return TRUE; } PLUGIN_API void XPluginDisable() { XPLMUnregisterDrawCallback(OnDrawCall, xplm_Phase_LastCockpit, TRUE, nullptr); glDeleteFramebuffers(1, &g_FrameBufferID); glDeleteTextures(1, &g_fbTex); } PLUGIN_API void XPluginReceiveMessage( XPLMPluginID inFrom, int inMsg, void* inParam) { } // Boilerplate DLL stuff BOOL WINAPI DLLMain( _In_ HINSTANCE hInstance, _In_ DWORD fdwReason, _In_ LPVOID lpvReserved) { return TRUE; } ///////////////////////////////////////////////////// // MFD functions ----------------------------------- void HandleWindowKeyEvent(XPLMWindowID inWindowID, char inKey, XPLMKeyFlags inFlags, char inVirtualKey, void * inRefcon, int losingFocus) { if (inWindowID == g_MfdWindowID) { } } int OnDrawCall(XPLMDrawingPhase inPhase, int inIsBefore, void * refCon) { // We need to revert back to the appropriate frame buffer after we're done GLint currentReadFB = 0; GLint currentDrawFB = 0; glGetIntegerv(GL_READ_FRAMEBUFFER, &currentReadFB); glGetIntegerv(GL_DRAW_FRAMEBUFFER, &currentDrawFB); // Bind to our own frame buffer and draw our MFD glBindFramebuffer(GL_DRAW_FRAMEBUFFER, g_FrameBufferID); glBindFramebuffer(GL_READ_FRAMEBUFFER, g_FrameBufferID); glBindTexture(GL_TEXTURE_2D, g_fbTex); glClear(GL_COLOR_BUFFER_BIT); glClearColor(0.0f, 0.0