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  1. Thank you for your support, we just released the full game! https://store.steampowered.com/app/1026160/Misadventures_of_Laura_Silver_Chapter_I/ Pilsen, Czechoslovakia, 1935. During the interwar period, detective and gun enthusiast extraordinaire Laura Silver and her companion, former police officer Orewell Cooper, are sent to Czechoslovakia to a rather peculiar investigation. Their target? A mysterious creature lurking in the murky waters of Pilsen. After their arrival, they are ready to investigate, disguised as two journalists. However, following a suspicious death in the hotel, their plans are interrupted. Also, who is this lost child sitting out in the cold? Features >6-7 hours of gameplay. >70.000+ words. >Eight hours of total gameplay. >Over 100 decisions. >Multiple endings. >Available for Windows, Mac & Linux. https://youtu.be/nQwmuMHGpug https://youtu.be/y9lsi942JFw Please let us know what you think about our game, we appreciate every comment! Thank you! Further links: https://instagram.com/laurasilver_official/ https://laurasilverofficial.tumblr.com https://www.facebook.com/laurasilverofficial/ https://twitter.com/laurasilvergame https://atticsalt.itch.io/silver https://vndb.org/v22514 http://studioatticsalt.com/index.php/silver/
  2. Hi guys, I get the code from StackOverflow to convert RGB (camera image) to RGBA public static unsafe void RGB2RGBA_FastConvert4(int pixelCount, byte[] rgbData, byte[] rgbaData) { if ((pixelCount & 3) != 0) throw new ArgumentException(); fixed (byte* rgbP = &rgbData[0], rgbaP = &rgbaData[0]) { FastConvert4Loop(pixelCount, rgbP, rgbaP); } } static unsafe void FastConvert4Loop(long pixelCount, byte* rgbP, byte* rgbaP) { for (long i = 0, offsetRgb = 0; i < pixelCount; i += 4, offsetRgb += 12) { uint c1 = *(uint*)(rgbP + offsetRgb); uint c2 = *(uint*)(rgbP + offsetRgb + 3); uint c3 = *(uint*)(rgbP + offsetRgb + 6); uint c4 = *(uint*)(rgbP + offsetRgb + 9); ((uint*)rgbaP)[i] = c1 | 0xff000000; ((uint*)rgbaP)[i + 1] = c2 | 0xff000000; ((uint*)rgbaP)[i + 2] = c3 | 0xff000000; ((uint*)rgbaP)[i + 3] = c4 | 0xff000000; } } And Convert RGB to RGBA like this: byte[] rgb = new byte[800*600*3]; byte[] rgba = new byte[800*600*4]; RGB2RGBA_FastConvert4(800 * 600, rgb, rgba); But i need to convert RGB TO ARGB too, so anybody can please help me? Thanks
  3. TheFever716

    Solid Dell PC Currently on Sale

    Via PC Gamer, the G5 Gaming Desktop is on sale for $813.99. It comes packed with a Nvidia GeForce GTX 1660, 6-core/12-thread Intel Core i5-9400 processor, a 360W PSU, 8GB of DDR4 RAM, a 1TB 7200 RPM hard drive, a Qualcomm SW1810 Wi-Fi and Bluetooth 4.2 wireless card. You can check out the PC for yourself here.
  4. TheFever716

    Solid Dell PC Currently on Sale

    Via PC Gamer, the G5 Gaming Desktop is on sale for $813.99. It comes packed with a Nvidia GeForce GTX 1660, 6-core/12-thread Intel Core i5-9400 processor, a 360W PSU, 8GB of DDR4 RAM, a 1TB 7200 RPM hard drive, a Qualcomm SW1810 Wi-Fi and Bluetooth 4.2 wireless card. You can check out the PC for yourself here. View full story
  5. COLTON_CJF

    Unity or Unreal Engine?

    I am a beginner in game development, but would like to create a small game that I would work on for a hobby. I cannot choose between the 2 game engines, Unity and Unreal. I have looked at both of them, and they both seem very good for beginners. It is only me working on this game. Ill tell a bit of information about my game, so if any of you have advice on which engine I should use. My "game" will mainly be artwork. Lots of foliage. Trees, plants, and bushes, etc. I am not very good at code right at the moment. The main thing I need my game to have is excellent graphics, and performance. The game will be first person, in a forest I will try to make as realistic as possible. For a lot of the game development will probably be drag and drop honestly, if I can get some nice realistic trees and such. I have some of my own 3d models, and my own terrain I would like to import also, to make my world look as realistic as possible. I may also turn it into some post-apocalyptic peaceful type of game, just because I enjoy building that type of stuff. I will not release the game out to the public, because there is no point in the game. I just want to design my own beautiful world, on my off time. I think it would be a pretty cool thing, and I am aware it will take a TON of work, still. I wrote all this fast and am most likely not writing enough information, I will be glad to answer any if your questions asap. Thank you!
  6. We are data7! we are currently working on a rpg! and need 3D Artists! Game Description: Ina alternate universe where earth has cracked into a million pieces.people now live on airships and floating islands. still rebuilding... but a threat arises! as islands get destroyed 1 by 1. you awake. and decide that something must be done... Requirements: - Must Be Able to model - Must be able to texture models - must be able to create assets needed. apply here:https://forms.gle/kraEsCsvspKNgSHq5 or email us at: Data7games@gmail.com
  7. RoKabium Games

    New testing PC arrived!

    From the album: SAMA

    It's finally arrived, a new PC to test SAMA on in glorious 4K! Coming in true 'IKEA' style though, I hope all the pieces are there, and we don't have any left over bits at the end! :) #gamedev #indiedev #sama #newpc #4k
  8. Coming up with a solution for managing UI elements across different scenes wasn't as trivial as I first expected. It's very easy to attach a canvas to a scene and call it a day. Initially I had all of my canvases attached to the first scene I expected the player to enter and then simply call DontDestroy(gameObject) on all of the canvas scripts. So what's the issue? If you allow the user to save and load from other areas, you have to copy/paste a prefab into each of your other scene. This is a trivially easy solution, but it's too dirty for my liking, instead we should dynamically create and manage the UI elements via a UI manager. The first step would be to create an empty object in our loading screen (the loading screen will always be accessed before gameplay starts). In this case, since we're also going to be appending a bunch of canvases to this empty object, it needs a canvas or stuff just doesn't render properly. Also make sure to add a reference to your UI element prefabs: And the start script for the UiManager script: void Start() { if (allCanvases == null) { DontDestroyOnLoad(gameObject); foreach (GameObject prefab in prefabsToInst) { GameObject toAdd = Instantiate(prefab); toAdd.name = prefab.name; toAdd.transform.SetParent(transform); uiCanvases.Add(toAdd); } } else { Destroy(gameObject); } } Each canvas appends itself to the UIManager and therefore does not get destroyed on scene change. All specific behavior for each individual canvas can be handled in the individual UI component's scripts. Blamo! That's it! Crisis averted, we can now navigate between scenes and know that our UI manager is now empowered to show canvases, hide them, etc.
  9. Hello, I would like to create a game similar to my summer car or similar to swords and sandals 1 but I really do not know where to start. could anyone help me? thanks
  10. Unknown Castle has been released on Steam! Buy or wishlist it:
  11. Hello and welcome to this weeks Dev Diary! Today I'll explain some of my last weeks ups and downs and explain the importance of setting up your tools properly for your work style, before doing major changes to your graphical works. The Mistake On an earlier dev diary, I mentioned about the importance of learning a habit of saving the different versions of your graphical work. For those, who has years of experience, this is a given and those that often have a habit of regimenting things, this comes more or less naturally. As such, because I have a tad different starting point and despite I like to be organized, at first I forgot to do this. Time wen't by and I learned to save different versions of my graphical works more frequently, which made life much easier. How ever - and here comes the importance of shuffling through your image editing software's settings before doing any larger works. Of course, I didn't do this, as I had no prior need to change any settings on editing software to fit my working style, which I considered mostly to be nitpicking of the pro's. I didn't underestimate it's importance to the workflow, but I didn't see it as important to my self. Well, how wrong was I, yet again and learned it the hard way. As I had no need to change the default settings in Photoshop, I also missed a rather important thing - the autosave function. Basics of the Basics, yet I overlooked that It if I like to fidle with the earlier versions just to see if I find some new way to branch out from that earlier point, the autosave function will overwrite periodically over the old file, effectively erasing the "bookmark" all together. This is why, it seems, that most of my earlier versions of some graphical designs are gone and in cases where you don't like the direction you took at all and just close the file without saving, it's already too late. Lesson to be learned from this - always make a copy of the original backup, when ever you want to try branching out in a different direction from a certain version of your work. The autosave functionality is important to be left enabled, in case the software or computer crashes for any reason. The Re-Design Which leads to, yet again, the Re-Designs of several assets. Here is an example of several different versions of the Sapphire star; The version history goes from left to right, oldest to newest. I'm still not satisfied of the direction that the re-designs wen't, as the first one might have been the best one overall, but would have required a tad more work on the details. As an example, the outlines should have been colored as sapphire blue to hide the outlines and made it look more gem-like, and a little bit of transparency to the bottom layer, to be able to make more caustic effects to it. The colors used in the first iteration were just white and light teal for the slight lighting effects and Sapphire Blue and Persian Blue, as the base colors. From the second to fourth versions, only 7 different shades of Sapphire Blue were used in all the effects and base colors. EDIT; Backgrounds matter - go take a look at the Reddit page how these stars look against the black background, compared to white. The Editing Process The editing of the Patreon page is coming along fine, although it does take time to re-think my approach, in order to write something that makes more people to want to invest in the project. No marketing text is perfect and it is impossible to write something, that appeals to anyone, which should be always remembered, when designing your Patreon page, or homepage for your project. The first image you give to people about you and the project is important, but I would dare to argue, that it is much more important to be honest about your self and your need to learn and develop your skills in various areas - be true to what you really know and don't know how to do. Be open about the fact, that this is a learning experience to you and just be who you are, that is a much more important factor in marketing. I'd like to call this "Natural Marketing", a way of being honest and straightforward to others, show trustworthiness by your actions and being honest about your own mishaps and successes. No human, alive or long since past, is or has been without any faults. Everyone is a beginner at some point and we all advance in different pace. Accept your self, flaws and all, and do your best to overcome those difficulties. Only you can decide for your self, if this is something you really wan't to achieve. And, you can always change your marketing text later. Good enough, is often just fine for the first publication. This concludes the pep talk for other starting game developers, artists and entrepreneurs, who would like to earn their living as a CEO of their own life. The Conclusion I'll be honest with you, I have been suffering from sleep deprivation lately, which has been slowing down my work progress and influences my rate of mistakes in my work. Last weeks short notice was partly because of this and the fact, that I had been too enticed in a game that I originally played to study it's mechanics more closely. The game in question is Total War: Three Kingdoms. The Total War series is one of those, that has inspired me to attempt creating a RTS game with similar elements. The TW: Three Kingdoms is the closest strategy game to my own visions thus far, but does not contain even nearly everything that I will try to implement in to the RTS Project. I just hope that the ideas work as well together in practice, as they work together in theory. 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 •
  12. RoKabium Games

    Tartarus bedrock

    From the album: SAMA

    The blocks you mine has different hardness and characteristics. The most common type is of a medium strength, and then you can find softer and harder ones while digging. Blocks that cannot be mined at all are distinctively different and also has a red marker around them if you aim at them.
  13. RoKabium Games

    Item Info Window

    From the album: ScreenShotSaturday

    It's #screenshotsaturday! This week you can see the new item info window in the middle of the screen showing details about each item. It should help with knowing what you need to find next! Steam: https://store.steampowered.com/app/1047870/
  14. THE PROJECT INT is a 3D Sci-fi RPG with a strong emphasis on story, role playing, and innovative RPG features such as randomized companions. The focus is on the journey through a war-torn world with fast-paced combat against hordes of enemies. The player must accomplish quests like a traditional RPG, complete objectives, and meet lively crew members who will aid in the player's survival. Throughout the game you can side and complete missions through criminal cartels, and the two major combatants, the UCE and ACP, of the Interstellar Civil War. Please note that all of our current positions are remote work. You will not be required to travel. For more information about us, follow the links listed below. INT Official website IndieDB page Also follow social media platforms for the latest news regarding our projects. Facebook Twitter CURRENT OPEN POSITIONS Website Manager 3D Character Modeler 3D Environment Modeler 3D Animator Unity Engine Programmer REVENUE-SHARE The project is marching increasingly closer to be ready for our crowd-funding campaign. Being an Indie team we do not have the creative restrictions often imposed by publishers or other third parties. We are extremely conscientious of our work and continuously uphold a high level of quality throughout our project. We are unable to offer wages or per-item payments at this time. However revenue-sharing from crowd-funding is offered to team members who contribute 15-20 hours per week to company projects, as well as maintain constant communication and adhere to deadlines. Your understanding is dearly appreciated. TO APPLY Please send your Cover Letter, CV, Portfolio (if applicable), and other relevant documents/information to this email: JohnHR@int-game.net Thank you for your time! Please feel free to contact me via the email provided should you have any questions or are interested to apply for this position. We look forward to hearing from you! John Shen HR Lead Starboard Games LLC
  15. [Looking for talented 3D artist(s)] Dight Studio (https://nathansteendam.wixsite.com/dight) is an international game studio formed by & for student game developers. For our latest project "Incrypted Synergie", a new take on an MMORPG, we're looking for 3D artist(s) to help the team ease the huge amount of work. Are you up for a challenge? If interested, write a short DM! - Dight Studio
  16. RoKabium Games

    Energy shards

    From the album: SAMA

    The new building system in our next update requires Energy shards that are needed to build your upgrades for the mining equipment. Find them hidden in some chests and occasionally dropped by enemies you defeat.