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Found 150 results

  1. hey guys i hope you doing all well. last night i released my first game in google app store, i really appreciate you guys to download it. and share your reviews about it the idea of game comes from mini hackgame of Bioshock. link of download: https://play.google.com/store/apps/details?id=com.RVBinary.piperist many thanks
  2. Grids Pro Asset Offset

    Colony 7 relies on a grid system for assets to snap together, this is so that when an asset is in the way of the player, the player is unable to move to that space. At the beginning of the project the team were unfamiliar with Magicavoxel and how it worked, what we hadn’t originally taken into consideration is: If I create a floor piece that is one unit deep on the Y axis; Then I make a toolbox to sit atop of the floor, on importing into Unity, the tool box would be sitting one unit inside it. However, if when I created the toolbox, I had started it one unit higher to count for height of the floor, this could have been avoided. With a ‘two birds, one stone’ approach, fixing my problem and fulfilling my programming learning outcome, I created an offset script for the assets so that they would still sit correctly on the grid for functionality. Essentially the script adjusts the transform of a child in the Y axis whereas the parent object sits on the grid. This script is able to be applied to any object that needs a slight adjustment rather than having to account for the unit height of asset placement inside of Unity when building the level. This script also made changing the design of the level easier as the assets could be placed anywhere using this script, while still fitting on the grid.
  3. Spawning

    I'm trying to make my first project but I'm stuck i don't know how to make my crate to start to spawn again when i hit the start button after i die. hoping someone can help!!! Crate.cs CrateSpawn.cs Cratework.cs GameController.cs GameManager.cs
  4. Hi! I have a complete idea about a 2D top-down, old-school-GTA like gangster game, that have an open world, and where you can build your black empire. I wan't to make it in Unity, but I'm a hobby developer without papers, so I'm open for ideas. I started to build it on the sources from youtube, but actually I would like to contact with a coder and an artist, to build and draw the game together. I don't have ready funds for it, but wan't to make some money by a start-up website, or something like that. I wan't to have two man, that I can trust, share and make a working pre-stage game, that could get some money on a project page and then go on toward to publish! Coding jobs: pathfinding (or NavMesh in 3D), AI, cover system, animation and other game mechanisms like fighting, missions, etc. Art jobs: buildings, structures, objects inside-outside, characters.
  5. Hey everyone, i have been learning to make games using C# and Unity for 2+ years now and recently added Unreal and C++ to the mix. I am looking for a Team to work on a small project. Mainly i am looking to better my coding so it would be nice if the team already had a programmer who could teach me some things. If you want to see some of my previous work or have any more Information feel free to contact me. Discord: Lumina | Erik#5613 Have a nice day.
  6. About us:We are a team of 14 developers developing multiple mid scope games both are over halfway complete. We polish all of our games and focus on quality.We are a small team, everyone currently on the team and future teammates must be interested in game development as a whole and not just one role, being a small indie company it is very important that you can wear a few hats and not just one. Everyone on our team is a game dev.looking for:3d Artist (hand painting a huge plus)3d Animatorentry level Software engineer with reasonable skills in c# / shaders. ^ requirement for all positions: A true love of game development and to be very self motivated.We are a very active team, you must be too. If interested or for more information add me on skype: nicholas.boucher4Atlas Sentry art style: (art complete)(code complete)http://www.slidedb.com/games/atlas-sentryRat n Gat art style: In Devlopment
  7. Hello, I am looking for an amateur team to join. I don't have experience with unity but am an advanced full stack .NET developer looking to broaden my horizons. If anyone is willing to take on a newbie in the game development world I'm confident it will benefit both of us in the long run.
  8. My short-term goal right now is a job as a Junior Programmer in any game company, just to get my foot int the door and start earning some income. My long term goal is to Programme for bigger more established game companies and help games that interest me. Im in semi-fortunate position where i don't have to work a full time job so i have the learn how to programme. i did my research into whats a good beginner way to start, Unity and C# came up a lot, so i threw my hat in. For the past 5 months i've been learning C# and Unity using the udemy tutorials at a slow but steady pace as i come from a 0 maths/ programming background. Right now getting the hang of things , understanding most code and the unity engine to a point where i feel comfortable at my current level around Beginner/ Intermediate. Although im still keen to continue with Unity, I cant help this nagging feeling that(lets say for arguments sake i do actually get a job) if i do peruse this path and end up with a job as a developer for a company that uses Unity or whatever else uses C# . There is going to be a point at however many X years down the line i am, im still using unity, im going to be in a position where i want to work on bigger more mainstream games that use C++. I want to get a job ASAP, i know it will take at the very least another 7 months probably, learning more code, making a portfolio and all the rest, so i dont really want to change and start from scratch again. Im not bashing unity but it looks like its main use is mobile games, which would be perfectly fine as a starting point, but not as a long term career. Hypothetically If i continue to focus on learning C# / Unity to reach my goal, and at some-point i want to move into bigger prospects and learn C++, how screwed would i be if i wanted to transition over. Im by no means a smart guy that picks up things fast, im just willing to put in the time/effort. Should i scrap learning C# and unity for C++ / Unreal or just power on through and transition later down the line after i get some experience first. Time is a factor, but i want to make sure im not condemning myself to a path i wont like later down the line...
  9. Help please !!!

    Hi there I'm new to unity and C# and i want to make my first Android game and I'm having a problem when my player collides with the cratepipe in the game the spawning crate wont stop i need help with this i want to stop the spawning when the gameobject "player" hits the crates and stop. my player move by tilting I'm going to leave all the scripts I'm using so far please help me what should i do....? The Countdown Script using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class CountdownText : MonoBehaviour { public delegate void CountdownFinished(); public static event CountdownFinished OnCountdownFinished; Text countdown; void OnEnable() { countdown = GetComponent<Text>(); countdown.text = "3"; StartCoroutine("Countdown"); } IEnumerator Countdown() { int count = 3; for (int i = 0; i < count; i++) { countdown.text = (count - i).ToString(); yield return new WaitForSeconds(1); } OnCountdownFinished(); } } Crate Script sing UnityEngine; public class Crate : MonoBehaviour { public bool hit = false; void OnTriggerEntre2D(Collider2D collider) { if (collider.tag =="Player") { hit = true; } } } CrateSpawn Script using System.Collections; using System.Collections.Generic; using UnityEngine; public class CrateSpawn : MonoBehaviour { List<Cratework> cratePool; int index = -1; public GameObject cratePrefab; public float spawnTime = 4f; public float speed = 35; public int poolSize = 5; public bool isRunning = true; [HideInInspector] public bool hit = false; void Start() { cratePool = new List<Cratework>(); for (int i = 0; i < poolSize; i++) { var crate = (GameObject)Instantiate(cratePrefab, new Vector3(0, 8, 0), Quaternion.identity); cratePool.Add(crate.GetComponent<Cratework>()); } StartCoroutine(SpawnCrate()); } void Update() { for (int i = 0; i <= poolSize; i++) { var crate = cratePool[i]; crate.transform.position += new Vector3(0, speed * Time.deltaTime, 0); if (crate.hit) { hit = true; StopAllCoroutines(SpawnCrate()); } } } IEnumerator SpawnCrate() { while (isRunning) { index++; index %= poolSize; var crate = cratePool[index]; float x = Random.Range(-2, 2); crate.transform.position = new Vector3(x, -6, 0); yield return new WaitForSeconds(spawnTime); } } } CrateWork Script using UnityEngine; public class Cratework : MonoBehaviour { public Crate left; public Crate right; public bool hit = false; void Update () { if (left.hit || right.hit) { hit = true; } } } GameController Script using System.Collections; using System.Collections.Generic; using UnityEngine; public class GameController : MonoBehaviour { public CrateSpawn crateSpawn; void ChangeSpeed(float speed) { crateSpawn.speed = speed; } void Update() { if (crateSpawn.hit) { ChangeSpeed(0); } } } GameManager Script using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class GameManager : MonoBehaviour { public delegate void GameDelegate(); public static event GameDelegate OnGameStarted; public static event GameDelegate OnGameOverConfirmed; public static GameManager Instance; public GameObject startPage; public GameObject gameOverPage; public GameObject countdownPage; public Text scoreText; enum PageState { None, Start, GameOver, Countdown } int score = 0; bool gameover = true; public bool GameOver { get { return gameover; } } void Awake() { Instance = this; } void OnEnable() { CountdownText.OnCountdownFinished += OnCountdownFinished; MoveController.OnPlayerDied += OnPlayerDied; MoveController.OnPlayerScored += OnPlayerScored; } void OnDisable() { CountdownText.OnCountdownFinished -= OnCountdownFinished; MoveController.OnPlayerDied -= OnPlayerDied; MoveController.OnPlayerScored -= OnPlayerScored; } void OnCountdownFinished() { SetPageState(PageState.None); OnGameStarted(); score = 0; gameover = false; } void OnPlayerDied() { gameover = true; int savedScore = PlayerPrefs.GetInt("HighScore"); if (score > savedScore) { PlayerPrefs.SetInt("HighScore", score); } SetPageState(PageState.GameOver); } void OnPlayerScored() { score++; scoreText.text = score.ToString(); } void SetPageState(PageState state) { switch (state) { case PageState.None: startPage.SetActive(false); gameOverPage.SetActive(false); countdownPage.SetActive(false); break; case PageState.Start: startPage.SetActive(true); gameOverPage.SetActive(false); countdownPage.SetActive(false); break; case PageState.GameOver: startPage.SetActive(false); gameOverPage.SetActive(true); countdownPage.SetActive(false); break; case PageState.Countdown: startPage.SetActive(false); gameOverPage.SetActive(false); countdownPage.SetActive(true); break; } } public void ConfirmGameOver() { OnGameOverConfirmed();//event scoreText.text = "0"; SetPageState(PageState.Start); } public void StartGame() { SetPageState(PageState.Countdown); } } HighScore Script using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class HighscoreText : MonoBehaviour { Text highscore; void OnEnable() { highscore = GetComponent<Text>(); highscore.text = ": " + PlayerPrefs.GetInt("HighScore").ToString(); } } MoveController Script using System.Collections; using System.Collections.Generic; using UnityEngine; public class MoveController : MonoBehaviour { public delegate void PlayerDelegate(); public static event PlayerDelegate OnPlayerDied; public static event PlayerDelegate OnPlayerScored; public float speed = 0.25f; public Vector3 startPos; Rigidbody2D rigidbody; GameManager game; void Start() { rigidbody = GetComponent<Rigidbody2D>(); game = GameManager.Instance; } void OnEnable() { GameManager.OnGameStarted += OnGameStarted; GameManager.OnGameOverConfirmed += OnGameOverConfirmed; } void OnDisable() { GameManager.OnGameStarted -= OnGameStarted; GameManager.OnGameOverConfirmed -= OnGameOverConfirmed; } void OnGameStarted() { rigidbody.velocity = Vector3.zero; rigidbody.simulated = true; } void OnGameOverConfirmed() { transform.localPosition = startPos; } void Update() { transform.Translate(Input.acceleration.x * speed, 0, 0); } void OnTriggerEnter2D(Collider2D col) { if (col.gameObject.tag == "ScoreZone") { OnPlayerScored(); //play a sound //get a point } if (col.gameObject.tag == "DeadZone") { OnPlayerDied(); rigidbody.simulated = false; } } }
  10. Unity RPG Witcher, Gothic like

    Our students studying coding of main RPG mechanics: craft, inventory, map, fight system etc. We are planning to turn everything into a full game. https://www.youtube.com/watch?v=lG418rXW1QE
  11. I've been doing Unity programming for a couple of years now. I am decent at image manipulation with Gimp 2.0, and I can do rudimentary 3D modelling in Blender. If anyone needs a helping hand, let me know.
  12. Everyday, the marketplace is saturated with unworthy games developed with the sole purpose of money making. We've had enough of this. That's why we are working hard to bring back the concept of giving games a soul, a beautiful soundtrack, an involving story.This is going to be an action game. Humor and misunderstanding, tipycal of comedy, are going to be foundamental elements of the story, along with references to the real world and the internet. When glaciers on Earth melt, the lands were flooded, but floating cities were built and they spread all over the oceans. It's the year 2304 a.d. In our futuristic world every characater is an antropomorphic animal. ou will explore it through the eyes of the capibara Spike, alongside to his fledged kiwi friends: Miguèl de las Casas Nobiles Rodriguez y Hernandez Segundos d’Aviz, proud mexican detective, and Spencer, an engineer from New Zealand.Led by bad luck, the three will have to face the intimidating Felidus Family: a mafia organization controlled by Don, the sicilian jaguar, Ivàn, the russian puma and Nizui, the japanese panther. The protagonists will count on the help of various characters like Elinor, a mind twisted goat from the caucasian mountains, who supposedly predicts the future, or Audubòn, an art fanatic pelican spending all of his days at a bar near the port of the city of Wibia.There are many more characters, each with unique nature and feature, but all with hilarious behaviour. You will give your contribute to the creation of them and the world they live into. The game is going to be 2D, inspired from Hyper Light Drifter or The Binding of Isaac. There are also influences from Ratchet and Clank or Jak and Dexter for the humorous part. If this somehow inspires or stimulates your curiosity, we'll be happy to tell you more. We have a lot of documentation about the story, the characters and the gameplay, so you just have to write us! My partMy name is Francesco. 22 y/o. Co-leader in the team. http://www.chaostekstudio.com Actually, I'm a full stack web-developer, but I've always wanted to work into game-making, and today I want to try to start this new project with you. My part is to lead and design this new adventurous and funny world that we invented. I can cover various parts of the developing phase, such as coding, music making, UI and environment designing, and as already said, game designing. It depends on what it's needed the most. (If you want to listen some of my music works just visit: soundcloud.com/krower/sets/orchestral soundcloud.com/chaostek/underwhat-er) (Expected) RevenueYou believe in this project and know how and where to sell this game? Awesome! Come to work with us and do everything you think it's needed. (Oh, just saying... if you want to invest on us or donate, we're absolutely open) Jokes apart... No revenue for the moment, but if you really know how to monetize it, you're welcome. We think that the project itself has the right potential to be sold, one day. Risks & challengesRisks? To waste this idea. Honestly, we have to do this. One way or another. We're searching for Digital artistsYou will make the game look amazing. We need (in-game) drawings for: - Character Sprites - Buildings and environments - Vehicles - Weapons - Items - Everything else you can do that fits the game. Requirements:Good digital drawing skills. Ability to create a good looking and homogeneous environment. Ambition and sense of initiative. OfferIf we go commercial, you'll have your percentage on the income. Doesn't matter how much we make. It depends on the number of people in the team and the budget we have. Write us if you think you're the right person for this job. Hope to see you soon.
  13. Hi all, I'm a developer part of a small team designing a sandbox MMO. It's just a collaborative team (all in the US), meaning that all members just contribute their free time to advance the project. Well, a programmer booted from another (very similar) MMO sandbox project wanted to help out with our own, even after knowing our project was collaborative (I'll call him Bob). According to our current programmer (I'll call him John), Bob has very advanced skills in multiple syntax, and Bob's supposedly-self-made script packages & suggested tweaks to John's existing code have really helped John advance the sandbox mechanics. From what the team understands, Bob was rumored to steal code from the other project, after calling the project's other programmer out for being unskilled, and in turn that programmer (who was favorited by the project manager) turned the team against him in the most political fashion. Even though the team was nervous on recruiting Bob, Bob was very pushy about obtaining a programmer role. For now, we've added Bob to the Unity collab to access the project. The project has a git repository setup which keeps all added code intact and secure. I'm just a 3D modeler/sound designer, so while I cannot elaborate on the project's coding specifics, I do know potential implications something like this could cause. Bob's existing script packages could be copyrighted, from what I understand. Also, I felt suspicious when Bob wanted to jump into our project so quickly. If it makes any difference in the legal sense, Bob lives in the UK. What would you recommend would be the best approach to this situation? TIA.
  14. C# Game creation

    Hi ive been working on a new game and recently had to be put on pause due to finacing issues. If anyone could help get this game going again I promiss no one will regret it. https://www.gofundme.com/programming-a-new-game
  15. Hey guys, I'm working on a local multiplayer game that uses multiple controllers (joysticks) on the same computer/console. I downloaded the InControl asset that should help with the input, but I can't find a way to detect which of the connected controllers was used to perform some action (i.e. on which controller was the button pressed). The application detects the actions properly, but it doesn't make any difference if joystick 1 or 2 "sent" the action. The only way I could accomplish this is to define specific axis (or more precisely, 20 axes for each controller) in Unity's input manager, but that seems too crude, and very unpractical to use within code. Is there another way to know which joystick performed the given action? Thanks
  16. Hi. It's been a while since I posted here, and my last posts are almost about this exact same subject. Just saying to demonstrate how annoying this is to me. Here is the problem : I'm trying to make a decent raycaster in C#. The main issue is that for this to happen, I need pixel by pixel drawing. My previous raycaster used VS GDI+, and trough several tricks involving pointers and filling a bitmap byte by byte, I was able to obtain half decent results, and make an online server-client style 3d engine complete with a map builder and several really cool features. I unfortunately wasn't able to expand the project further due to poorly written code (I am an hobbyist, I study Business Administration at Uni) and the fact that my quick hack for performance was barely able to carry the bare minimum of what I needed to make a very bare bone raycaster possible. This came with very real sadness, the realization that the project I spent almost 2 years on was essentially useless, bloated and impossible to expand on. Enough background. Now, starting anew, my main concern is to find a way to gain fast pixel by pixel control over the screen. I'm using SFML and C#. My current testbench is pretty simple, I'm using a method I found on the internet written for C++. I Adapted it for C#. I'm filling a Color[,] array (each color is a pixel) and then I copy the RGB values inside a byte[] array before moving them inside the texture buffer. I then display the texture on the screen. I'm not sure what the bottleneck is, the application is faster than my previous one, but it's still too slow for my liking. Raycasters work by redrawing stuff ontop of other stuff, and I fear that adding more stuff would creep it to an halt. I'm posting what I have as a testbench right now, any help would be greatly appreciated. Keep in mind I am not a professional programmer by any mean, I am pretty uncomfortable with pointers and true 3d stuff, but I will use them if I must. using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using SFML.Audio; using SFML.Graphics; using SFML.System; using SFML.Window; namespace RayCastFF { class Program { public static int TestCounter = 0; public static Color[,] ScreenBuffer = new Color[640, 360]; //an array containing the color of all the pixel, this is intended to be the main target of all manipulation and draw call public static Texture MainViewPort = new Texture(640, 360);//main screen texture unsafe static void Main(string[] args) { //MAINWINDOW SETUP RenderWindow window = new RenderWindow(new VideoMode(640, 360), "RayCaster"); while (window.IsOpen)//MAIN GAME LOOP { //CALL FOR UPDATE Update(); //DRAW window.Clear(); window.DispatchEvents(); Sprite mainviewport = new Sprite(MainViewPort); window.Draw(mainviewport);//draw the texture over the screen window.Display(); //TAKE INPUT } } static void Update() { TestCounter++; if (TestCounter > 639) { TestCounter = 0; } //RESET THE BUFFER (COULD BE REMOVED LATER I GUESS) for (int x = 0; x < 640; x++) { for (int y = 0; y < 360; y++) { ScreenBuffer[x, y] = Color.Black; } } //DO STUFF DrawLine(Color.Red, TestCounter, 200, 100); //(for this test, i simply draw a moving line) //WRITING THE BUFFER INTO THE IMAGE //THIS SHOULD ALWAYS BE THE LAST STEP OF THE UPDATE METHOD byte[] pixels = new byte[640 * 360 * 4]; //640 x 360 pixels x 4 bytes per pixel Color[] cpixels = new Color[640 * 360];//intermediary step to keep everything clear for (int x = 0; x < 640; x++) { for (int y = 0; y < 360; y++) { cpixels[x+(640*y)] = ScreenBuffer[x, y];//make an intermediary array the correct dimention and arrange the pixels in the correct position to be drawn (separate step to keep everything clean, I find this operation incredibly confusing mainly because I had no idea how the pixels are supposed to be arrenged in the first place(still kind of dont)) } } for (int i = 0; i < 640 * 360 * 4; i += 4)//fill the byte array { pixels[i + 0] = cpixels[i / 4].R; pixels[i + 1] = cpixels[i / 4].G; pixels[i + 2] = cpixels[i / 4].B; pixels[i + 3] = cpixels[i / 4].A; } MainViewPort.Update(pixels);//update the texture with the array } //[X , Y] static void DrawLine(Color color, int Wpos, int Ytop, int Ybottom)//simple draw method making a vertical line { for (int y = Ybottom; y < Ytop; y++) { ScreenBuffer[Wpos, y] = color; } } } } What I'd like to end up with is a very fast way to draw the pixels on the window by the abstraction of a single 2d array of 640x360 unit that I could easily and simply manipulate. However, while being simple, it's also somewhat slow. It's also using 30% GPU load for some reason on a 1070GTX 8GB. Again, any help would be greatly appreciated. Thanks in advance.
  17. What are some good practices for passing around data in C#? What are the pros and cons of using custom container classes versus a list or a dictionary or array?
  18. I have an inventory system that I am trying to make as part of my first programming venture. Creating the inventory doesn't seem to pose the challenge, but rather the control flow and code organisation that is needed. I have done some research, but I can't find the answers that I need. Instead, I have become confused, which you will see if you read my sheets I've been scribbling on trying to figure out how to work it. Most of the information that I think anyone would need to take part in this discussion can be found in that link. I am using flawed logic, but I don't know how it is flawed, since I am coming from the perspective of someone who is new to code and does not have a lot of experience with the optimal interactivity between functions and the logic that should be used in these situations. Essentially, I hope to gain some seeds of wisdom from someone else that may have been in my position or a nudge in the right direction from someone else who, in fact, can see where my logic is flawed and where it needs to be shifted.
  19. Hey all, been working through Daniel Schuller's "How to Make an RPG", except in Unity in C#. Its been fun so far, finished basic stats and leveling, and eveything works as expected. However: knowledge of C# is lacking, What aspects of C# would be useful for this kind of project? For example I have been using Dictionaries to store stat keyvaluepairs. Any specific aspects of C# I should dig into more?
  20. I'm looking for programmers for an rpg I want to make. If you're wondering what "semi-turn based" means, it means that you take turns, but instead of a rigid back and forth like Pokemon, a timer determines when you can act, a sort of modernization of the classic Final Fantasy Active Time Battle system. Right now, I'm looking for programmers to create a prototype of both the combat system and the movement outside of combat. Preferably for Unity C#. Concept artists, particularly for characters, and writers to help me flesh out the character and story aspects, would also be helpful. Here's a concept doc to fully explain things: https://docs.google.com/document/d/1ObDMAUWsndSAJ1EpQGRDxtR8Xl9xPotx89OZ0sgRaIw/edit?usp=sharing If you can fill another role and are interested, feel free to let me know as well. At the moment, this is purely a hobby project, with no payment planned. If we produce something we feel we can release, then of course we'll work out something for compensation. But, again, don't join this project counting on payment. If you're interested, contact me on here, or at jordestoj@yahoo.com . Thanks.
  21. Hi Having a huge problem trying to simply implement a working framework for a turn based (each player takes turns) board game using UNET (Unity). I have an Eventmanager system I am comfortable with for sending, receiving custom events. I want to avoid adding any unnecessary complexity, so no State machine etc. Just a Model class A Game Controller Perhaps a controller for each player? And a View for the board and game pieces. Not sure whether most of the game logic (calculating score, wins etc.) would go in the Game Controller or Model class. Will extend this for use in AR. Can anyone help? Are there any really useful MVC C# templates that would get me started? Any help appreciated!
  22. I am trying to rotate my car sprite just slightly to the left or right depending on input up to a small maximum. When I use this code, the rotation doesn't stop at the maximum i give it. When i try to reset the rotation back to its original state when not pressing any input, the car also jitters between a z axis rotation of 0 and 2.5. I don't understand why the rotation doesn't stop at the given maximums, nor do I understand why its jittering. Can anybody provide me some insight? float movementHorizontal = 0f; float movementVertical = 0f; if (Input.GetKey(KeyCode.A) && Input.GetKey(KeyCode.D)) { } else if (Input.GetKey(KeyCode.A)) { movementHorizontal = -1; if (transform.rotation.z < 10f) { transform.Rotate(zAxis, 2.5f); } } else if (Input.GetKey(KeyCode.D)) { movementHorizontal = 1; if (transform.rotation.z > -10f) { transform.Rotate(zAxis, -2.5f); } } else { if(transform.rotation.z > 0) { transform.Rotate(zAxis, -2.5f); //transform.rotation.Set(0, 0, 0, 0); } else if (transform.rotation.z < 0) { transform.Rotate(zAxis, 2.5f); //transform.rotation.Set(0, 0, 0, 0); } }
  23. (Note to Mods: Could "Input" or "Peripherals" be a good Tag to add to the tag list? Just a thought.) Hey, I'm currently working on which keys on a keyboard that a user can rebind their actions to. The trick is that I use a Norwegian keyboard, so it's not obvious which keys correspond to the actual C#/XNA Keys enum values. Are there any keys from the XNA Keys enum that, in your opinion, I've neglected to add? I don't need all Keys to be bindable, only the "most commonly used keys on a keyboard". Thanks. https://pastebin.com/n1cz8Y0u
  24. Udemy Course Sale

    I just saw their courses were knocked down to $10 each and figured I'd share the info here. They have stuff for Unity, Unreal, drawing, business, etc. I haven't used their stuff before, but the previews I looked at seemed pretty good and there is a user review system as well. https://www.udemy.com/courses/search/?q=Unity&src=ukw - Eck
  25. I am working on a game in which we control a rectangular box at the bottom of the screen. Three sphere which has alphabets in it fall down. When the game starts, a word is generated from the predefined list of words(which I'll give) and we are supposed to touch the correct sphere having the alphabet based on that word. The question is how to detect if I have touched the correct sphere. secondly, if I have touched a correct sphere before and there is no recurrence of that alphabet in that word then during the second wave the game should not proceed if I touch the same alphabet again. Looking forward to your answers, i have to submit this project in a couple of days. please help! (Working on Unity 3D) Thanks