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Found 490 results

  1. I'm wanting to create a hybrid game between turn based and action. I'm looking to create a system where the player has a list of attack or move options on their turn, but I want to add a skill minigame in order to make the game more engaging for non-strategists. I figured some sort of minigame or something. Any ideas are welcome. Thanks in advance!
  2. Tony Vilgotsky

    What makes a game an "indie" game?

    Hello, dear colleagues! Recently I had a long evening of reflections on the topic, what makes a video game an indie game? Of course, indie projects are the whole niche in this days, but it seems sometimes that when some people are talking about “indie games”, they just don’t know what they are talking about. For some reason many people think that being indie means to be a low-qualified person who is obligated to produce tons of clones of classic games which were hits decades ago. And when they come to game making, they even don’t consider an opportunity to create something more original and interesting. They deliberately produce all these clones. Moreover, with deliberately downgraded graphics, sound and mechanics, which makes sense when it comes to retro scene, but… retro scene is a separate scene and all the indie games don’t have to fit its standards. And then they complain: why nobody is buying this? I think that the answer is obvious: modern gamers prefer modern graphics. So why shoot your own leg, filling your game with pixels, which aren’t even “an art”? I’m even silent about the gameplay clones. I think that there should be fewer of them, because indie development is just that thing that gives you freedom to be more original and implement bolder decisions. The world is playing Tetris for 200 years already (correct me if I’m wrong) - and nobody wants to play Tetris with crocodiles instead of bricks. It’s sometimes even getting funny: recently I’ve joined a new team (as a junior writer), making a 3D action/adventure game Between Realms with Unreal engine. This is an indie team and indie game, but the goal is to produce a major hit. The game incorporates modern 3D graphics, cutscenes and professional voice overs. And when we posted some stuff from it on the Internet, some people just didn’t believe that we are actually an indie team! I think it’s because modern indie projects almost always belong to the pixel scene or notably simplified from the visual side. So, when we show our materials, some people don’t believe that we belong to indie niche. Does it mean that one has to produce simple games with poor 2D pixel graphics to be considered an indie developer? From my (and my colleagues’) point of view, indie development must be not a compromise between production speed, expense and quality, but a freedom to create a conceptual product which is not limited by obligatory to sell millions of copies. Those who are tied by this obligatory, are forced to produce standardized, so to say, “tentpole” projects. But with modern technologies the developer is able to create nice, commercially promising, but still an independent project. As developers, we want to raise the bar of indie standard and wish all the rest to reach the same with the games which would be not only original in terms of gameplay but also attractive visually. What are you thoughts on this matter? Can a project with budget over $100 be called an indie project? What are the main features of typical indie game? What really makes a game an “indie” game?
  3. Hello everyone! I finally mustered the balls to come here and ask for your advice. To simply put it, my friend and I would like to emulate, or make a small private server of, this pretty old MMO. We've managed to obtain the database of said MMO, even though it's not the most recent version. The issue is.. both of us are what you'd call non-programmers, so we have no idea where we should start. Having the database we've used SQL Server to take a look at it, but that's as far as we go. He says we need somone who's familiar with c# & sql programming languages to help us set this up, skills that none of us have. All we want is to put a small server up and running so that the two of us and a couple other friends can play together, kind of like minecraft. We'd like to find people to help us set this up, or to at least guide us on what we have to do so we can hire some programmers. So I'd like to ask: Since we have the database and (I think) don't need reverse engineering, what are the next steps to make it work and have the server go live? What are the programms that we need to use for said steps? What kind of skills should we look for in the people we'd hire to set the server up? I'm sorry if this sounds halfassed but I really appreciate any advice you'd have to offer. Thank you in advance!
  4. EchoCell

    2D Engine Advice

    Hello folks! I’m looking for advice on which engine I should go with for a 2D game I want to make. The goal is to make a side-scrolling beat’em up/2D fighting game hybrid where the main levels are in beat’em up mode, but the boss battles are in 2D fighter mode. The combat controls (combos, special moves, etc) would be the same in both modes, and the game would include a tournament mode that is entirely in 2D fighter mode. I have minimal game developing experience, and am essentially a noob. I am mostly familiar with RPGMaker, but have also experimented lightly with Unity. I have zero programming knowledge, and thus am partial to engines more accessible to complete beginners. What engine(s) would be best suited to this kind of game? I am interested in both M.U.G.E.N and OpenBOR, but I don’t think either would allow the kind of genre-crossing I want to accomplish without significant programming skills that I don’t have. Also - and I realize I’m thinking too far ahead - I would like to be able to release this game via HTML5 and just host it online somewhere if possible. Otherwise I am okay with it being PC only. Thank you for your time and input! -Autumn
  5. In the 5th PixelCast, Jeremy shares some fond memories of Castlevania IV now that it's October and Halloween gaming is on. Jeremy also dives into the news and covers an issue that's been on his heart and mind lately; the increasing number of game developers who seem to be passing away in their 40's and 50's.
  6. In the 5th PixelCast, Jeremy shares some fond memories of Castlevania IV now that it's October and Halloween gaming is on. Jeremy also dives into the news and covers an issue that's been on his heart and mind lately; the increasing number of game developers who seem to be passing away in their 40's and 50's. View full story
  7. Hello and welcome to this weeks Dev Diary! This week I will be showing some comparisons on how upscaling heightmaps effect them and what potential gains that might have for the developer. First though, a tiny report concerning my PC; I re-installed my Windows 10 to see if that would reduce the crashes I have been experiencing. So far, there has been only one BSOD during night, after the computer had been on for 3 days straight. Previously my computer crashed at more irregular intervals, sometimes even after 24 hours and the next few days stay up just fine for 4 or 5 days. It is clear though, that despite running DISM and SFC after every crash, there were some corrupt files that were causing the more sudden crashes. The Theory Behind The Practice The theory behind the upscaling of the heightmaps was, that since most re-scaling algorithms add some details to the file, as they try to retain the details of the original file, upscaling heightmaps with certain algorithms should add granularity to the image, thus making the elevations smoother. This in turn should reduce the need for tweaking the 3D model after the heightmap has been used for it. The below examples share the same settings, that are; Plane 8m x 8m in size. Subdivided several times, first by 100, second by 6 and third by 1. Static light source - the lighting was unchanged between renders. Static camera - the camera remained stationary and settings unchanged between renders. Displacement effect scaled down to 0.1333 Above is the 3000 x 3000 pixel heightmap and below is the 12000 x 12000 pixel heightmap. The difference is really subtle when compared to such a large area, as the covered area if the heightmaps are about 4 square kilometers. The differnece becomes more apparent when you scale down the area, as seen below; Above is the 750 x 750 pixel heightmap, taken from the original 3000 x 3000 pixel heightmap. Below is the 3000 x 3000 pixel heightmap, taken from the upscaled 12000 x 12000 heightmap. As you can see from the above pictures, there is noticeably more detail on the higher resolution heightmap, as there are much more height differences, due to more graduation in the heightmap image. It seems like lighting changed a bit, but in truth, those are extra bumps in the terrain. The effects of upscaling the heightmap could still be much more visible, if the sample image used for diffusion were even smaller. I'll try upscaling the heightmap even more in the future, and see where the differences become not worth the hasle, but it might well be, that depending on how much detail you want to have in the 3D mesh, there is no upper limit. At least when using a decent quality source for the heightmap. The Raw Images It wouldn't be so educational without the source image examples, now wouldn't it? Here are the side-by-side comparison images from the bottom left corner of the upscaled heightmap; As you can see, the differences are must harder to spot from the sample images. The only clear difference is, when you compare the "Nearest Neighbor" with any other method of upscaling the image. I personally like the results of the "Preserve Detail V2" without the noise reduction effects, which makes the road tracks quite clear also. Conclusion This is but one example of how testing different solutions can bring benefits to developers, be it a beginner or a pro. Even when graphical designers often say, that upscaling regular images in conventional ways is not a wise thing to do (for a good reason), it depends highly on the application you need the upscaled image for. Hopefully this was beneficial to some of you. 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 •
  8. In PixelCast 4, Jeremy covers The Legend of Zelda: Link's Awakening and dives into one possibility as to why it experiences frequent drops in framerate. Jeremy also reflects on the latest PixelFest developments, covers SO MUCH NEWS, and gets techy with the Unity Frame Debugger. View full story
  9. In PixelCast 4, Jeremy covers The Legend of Zelda: Link's Awakening and dives into one possibility as to why it experiences frequent drops in framerate. Jeremy also reflects on the latest PixelFest developments, covers SO MUCH NEWS, and gets techy with the Unity Frame Debugger.
  10. Hello guys! This is the first game of our studio and we just released it on Play Store. Lighty Ghost is a little game where you need to touch the walls while avoiding to touch the spikes. The longer you stay alive, the bigger your score is. The little detail is the "green lights" multiplicators that encourage you to take risks in order to have bigger score. We already planned to launch on iOS when our account will be validated and to integrate a leaderboard (certainly based on facebook accounts) to compare with your friends in a version 2. We need advices to make the "green lights" multiplicators more understandable in the game. A lot of people think for the moment it is poison. Moreover, when you take a multiplicator, the next one will multiply by 2 again until you reach x16 which is the maximum. We tried to make it understand by adding the bubbles on top of our character and make the tail bigger each time. Do you have advices on that? Same for the gems, it is to buy characters. An idea to improve the understanding of this part? Thanks guys! Lighty_Ghost_-_Play_Store_-_EN.mp4
  11. Q1: Does such a need arise at all? Or should the reflectance model be used globally for the entire scene? Q2: If it is necessary to implement in the shader switching between reflectance models (OrenNayar, Lambert etc), how to do it better? Create a separate shader for each reflectance model? Or use something like // fragment shader uniform float reflectanceModel; ... switch (reflectanceModel) { case 0.0: diffuse = lambert(...); break; case 1.0: diffuse = orenNayar(...); break; case 2.0: ... break; } I will be grateful for your advice
  12. I am really annoyed at how slow GitLab became in my last project, looking for something more scalable for the next one. Using LFS is not an option unfortunately. Does anyone have any recommendations for working with large repos on other tools (Bitbucket, CodeCommit, ...)?
  13. Hi everyone, I'm new to this forum, just getting to know the lay of the land, so I'll just jump in with my question. After some intense development period that lasted 10 months, my friend The Programmer and I (The Designer) just launched our first FREE game on GooglePlay, called Starman Journey to Mars. For those interested, you can check it out in the link bellow. https://play.google.com/store/apps/details?id=com.QuoVadisGames.StarmanJourneyMars&hl=en So now that production is done, we're stuck with the relatively unexpected challenge of actually promoting the game and getting players. To that end we welcome any advice about where we need to go from here and what we need to focus on. Can anyone help point us in the right direction? Any Marketing advice would be worth its weight in gold to us So far, our game has been received relatively well on the store but we are also interested in any feedback you might have, should you choose to play it. Do you like it? Any strong point or weaknesses we should be focusing on? Thanks in advance to anyone willing to take the time to answer or give the game a try. Cheers! Starman Journey to Mars Team
  14. Hello, this is my first post here at GameDev.net, nice meeting you all I was wondering if someone can give me feedback on my portfolio website... I'm not sure if this is the right place to post something like this, if not then please let me know. Any feedback would be greatly appreciated. https://kevinjyparkdesign.com Thank you
  15. JeremyAlessi

    PixelCast 2

    In episode #2, Jeremy adds some formatting by covering the news, reflecting on the inspiration for PixelFest, and delving into an important developer lesson; that period of time everyone faces when they have to decide whether to play a game or make a game with their time. https://youtu.be/fvaG_pIIUYM
  16. JeremyAlessi

    PixelCast 2

    In episode #2, Jeremy adds some formatting by covering the news, reflecting on the inspiration for PixelFest, and delving into an important developer lesson; that period of time everyone faces when they have to decide whether to play a game or make a game with their time. https://youtu.be/fvaG_pIIUYM View full story