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Found 356 results

  1. Hey, I've created an array of lists public List<Cube> [] cubes; This array contains a whole map of cubes compressed with RLE (Run-length encoding) to save memory and I'm wondering is it thread safe to resize a single List inside that array while there is only one thread editing that particular list but multiple threads editing other lists inside the same array?
  2. 3D Artists And Unity Programmers For Doom Like Shooter Game:ROGUE Studio:Rebound Entertainment Current Team:3 Payment:Rev-Share Or Kickstarter Programming Requirements: - Must Know And Have Experience With Unity And Know C# - Must Be Able To Spend 5 To 12 hours a week on the project - Must Be Older Than 15 3D Artist Requirements: - Be Able To Model, Animate, Create 3D Monsters And Characters Or Rig (Must Have at least one of these) - Must Be Able To Spend 5 To 12 hours a week on the project - Must Be Older Than 15 Project Description: You are on the ESL (The Elementary Space Lab). You wake not knowing what has happened, you soon learn that a experimental AI Has gone rogue and created beasts and monsters to kill anything in its path. Now, you know what your mission is. If You Are Interested DM Me on discord at thathuman44#4207 or email me at oneriot3@gmail.com
  3. I am developing a 2D UI in unity. I have developed a scroll-able list of buttons in which the buttons are intractable. What I am trying to achieve is to have a sub list of items for each button of the scroll able list. In essence, have buttons in the scroll able list that toggle a sub-list to being visible/hidden. Upon clicking a button the sub-list should appear vertically below the button that was pressed. When the sub list appears the buttons below the sub list should move negative in the vertical axis so that the sub list doesn't get covered/overlayed by the other buttons that make up the scroll able list. I have broken down what I am trying to achieve below. - Developing a 2D UI that has a scroll able list of buttons - Each button toggles a sub list visible/hiddenn that drops down below the button pressed - Upon the list dropping down the buttons below the sub list should move negatively in the vertical axis so that the sub list items are not covered/overlayed by the buttons below the one clicked/pressed. I have attached 2 images that show part of what I have done so far. If you have any questions do please let me know.
  4. Hi - I'm a game designer, artist, and game content creator who's been working in the industry on/off for many years. My work has been primarily on PC and mobile puzzle and action games (Here's an oooold article: https://www.gamasutra.com/view/feature/130053/breaking_down_breakout_system_and_.php) I've decided to develop one of my prototypes into a game. Closest description would be a mashup of Mario Brothers, Mount Your Friends and Cut the Rope. Single or local multiplayer. Unity 2D. When I began this project in my spare time a few years ago, it was a series of paper and visual prototypes and there were many unknowns. Since then I've been lucky enough to have pitched the design to a university game incubator in 2017 and have it accepted and developed as a capstone project through Fall/Spring semesters (won best-project award). This has reduced the unknowns dramatically. I've also refined and evolved the theme and art style. Thus my decision to proceed with developing the prototype into a game. I've done level scripting in Lua and Objective C, but I don't really have the coding chops to proceed on my own. Thus I'm looking for an experienced developer with numerous games and prototypes under their belt (bonus points for "2D physics-thing" prototypes and games). Ideally several years of Unity C# work. Ideally based in the U.S. since I'm on the east coast. This would be a variable amount of revenue share based on contribution (anything from: 4-16 hours per week for a ~12 month duration). If you're local, there's the possibility of other types of compensation as well (free meals, computer test equipment, etc). I estimate project completion Sep-Dec 2019. I'll provide A TON of specifics for serious inquiries in the form of a brief screenshare walkthrough and short design pitchbook. Start would be in early September. ***Please message me on gamedev.net*** ***Please include the usual details required to determine qualifications/experience*** ***Please be over 18*** THANKS FOR READING!
  5. This Week Hello everyone! This week was an exciting one. Lots of things were fixed, improved and implemented. I found 2 experienced 3D artists who will be helping me along the way. I guess I can say I'm part of a team now It seems that I learn something new everyday just by talking to them, which is great! New Workflow To improve my productivity I decided to start making a TODO list with post-it notes stuck to my wardrobe doors. On one side there are things which need to be done, and on the other are things which I have alreadydone. It is really satisfying to move the notes from one side to another And it makes it easier for me to remember what things I've done each week, so I can write them in the blog. 3D Artists Recently I've found two 3D artists who agreed to work on the game. They've got some awesome ideas and in the coming weeks the game should start to look pretty great. Here's what one of the artists already started working on (construction yard vehicle): This will be a prop for the construction yard themed levels. There will be 4 themes total: airport, construction yard, prison yard, and parking lot. Each theme/scene will have props, ground textures and everything else related to that specific environment. This is how the each cell on the floor will look like. It will be animated, and the turrets will rise from beneath these doors: Currently one of the artist is working on ground textures, walls and environments in general, and another artist should soon begin working on turrets. New turret: Progress With The Game So as I mentioned before this week I've done lots of things which include: Implemented smooth (lerped) camera movement Implemented support for multiple enemy routes (with multiple entry and exit points) Added non-bomber air enemies Improved information displayed on UI (Upgrade menus, bottom panel) Limited deltaTime's maximum value Added fast forward button Added text telling what will be the next wave Multiple routes shown by the black/brown markings on the floor. Price is now shown at the bottom panel without the need to hover over the turret button. Text of the type of the turret is now highlighted: That is everything for today, see you next week!
  6. Jaap85

    Attribute balancing

    Hi everyone, I am creating a turn-based game about cycling, where players compete to reach the finish line first. All players have a different strength (which determines their dice roll) and several (12) attributes, which determine the bonuses to add to their dice roll. I have thought out the system and implemented it last week. Of course it does not feel completely balanced yet, so i tried to do some testing to balance it, however, i have never done this before and have no idea if i am doing it in an efficient way. I documented my efforts in a blog post (link). I would be very happy to hear your thoughts on them and any suggestions to improve this process (or better define the final goal it should have). Hopefully the Math forum is the right forum for this. Thanks in advance!
  7. How do I do title in C#? Conceptually I am thinking when an event occurs in a game, it will trigger a bunch of things watching for said occurance. Example: in a card game, I have a unit that has "whenever you play a unit this gains +1/+1". SO when I play a unit, a method in this card will get called giving it +1/+1; When researching events however, i learned that you have to subscribe to the publisher of the event (correct me if I am wrong) but this defeats the purpose?? I don't know when or where the event will come from is the issue. is there an alternate way of doing this? Or is my understanding how events work incorrect?
  8. Project Overview: Rogue is a doom inspired FPS. An AI Called Solace On Board The ESSL (Elemental Space Station Lab) Becomes sentient and decides to create creatures to kill all people and break free, ultimately seeking revenge for the “experiments” they did to her. You wake up on board, and grab your gun and make it your mission to destroy Solace. We will make a kickstarter once we have a prototype and some concept art. If we get funded then awesome! If not then it’s good experience! GAME DETAILS Language/Game Engine: Unity C# Theme/Setting: Futuristic Genre: FPS Musical Direction: Electronic/Metal (Don’t want to copy doom though) Artistic Direction: Realisticish 3D ROLE DETAILS My Role: Game Designer, Writer And Project Lead/Manager Looking for: +1 Composer +2 Sound Effects +3 Programmer +3 Artist 3 Concept artist(s) , 1 2D artist(s), 3 3D artist(s), 3 Texture artist(s), 3 Animator(s), 3 Modeller(s) +1 Producer +1 Project Manager +2 Level Designer +1 Community Manager If Interested Contact me on discord at Thathuman44#4207 Or Email Me At rioishere14@gmail.com
  9. Since my last update, i have implemented most of the attributes in Cycling - The board game. Quick recap: the game is about getting to the finish line first. Each turn, each player rolls a dice (D6) and moves the amount of squares. The odds of the dice are rigged based on the player's strength (higher strength = better odds). Next to the dice roll the player can gain bonuses to move additional squares. These bonuses are based on their attributes (which can range from 1 - 20). Now that i have implemented them, i have to check if they add fun to the game. Fun is of course hard to measure, but what i am aiming for mostly is balance between the different elements. For example, if one attribute is much more important than others, the others are irrelevant. To test them, i left my computer running for a night and simulate over 600 different races with different AI players (with every time different attributes and strength). I now had a lot of data points to analyse with. I decided to use a multiple regression analysis, where i analysed the impact of the strength and all the different attributes on the outcome of the race. This led to the following results: R-squared: 0.43 Coefficient of different attributes Strength -4,59 Climbing -3,60 SoloRiding -3,06 GroupTechnique -3,04 Flair -1,57 Sprinting -0,93 Restoration -0,84 Starting Position -0,73 Determination -0,51 Composure -0,36 Luck 0,12 Conclusions This stuff really makes me feel like a nerd, which is nice 😉 The R squared means that more than half of the results are not explained by this model The fact that all attributes are negative is correct (the higher the attribute, the lower your total final time) The attribute luck has a different sign, which basically means that a lower attribute is better (although the coefficient is very small, so technically it means that it is not relevant) Strength is more important than all the different attributes Climbing, solo riding and group technique are most important Composure and determination hardly matter at all I am somewhat happy with these outcomes, but find it difficult to determine my final goal here. I think it is not a good idea to have all attributes at (roughly) the same value, since then it won't matter which one you improve at all. On the other hand, an extremely large difference between attributes, means that your strategy should be to simply focus on the best attributes, which is also technically not really fun. For now, my next move will be to make the lowest three attributes somewhat more influential so that they matter more. When that is done, i am just going to continue playtesting manually and get a feeling for how the game is running. At that point i will also upload a new version, so i can (hopefully) get some feedback on the game itself. In the meantime, please feel free to try out the game yourself (link) or even better, let me know what your ideas would be to further balance the game. Thank you once again for reading!
  10. I am developing a progression system game in Unity3D and in a scene I have multiple GameObjects that have the UI button component. I am trying to find a way to store reference to all of these UI button components in one class and than access those buttons from other classes. I have thought about setting up a class with public Button variables and than adding this class as a component to GameObject however this does not feel optimum. Is there a way to create a reference to multiple UI buttons from once class and than access the referenced variables from other classes? Summary can be seen below - scene in unity 3D with multiple UI buttons - trying to find a way store UI buttons in one class - access UI buttons from other classes that have been instantiated in scene
  11. Hello, This is actually my first post after being a lurker for quite some time here. For the last couple of days I try to get my head around the concept of Overwatch's multiplayer architecture after watching the GDC 2017 talks by Timothy Ford ("Overwatch Gameplay Architecture and Netcode") and Dan Reed ("Networking Scripted Weapons and Abilities in Overwatch"). ( I hope someone here has Vault Access :D) As usual with such complex systems Overwatch seems to combine different approaches to hide latency. Among others, the ones I am mostly interested in are, Command Frames and State Synchronization. I think I understood both concepts but I have problems adding them up. 1) Ford talks about the client being in the future by ~ half the RTT plus one command frame. This ensures that all commands sent from the client to the server tend to arrive when the server is actually at the tick referenced in the command. If that's correct my assumption would be the following: Server is at tick 1000. RTT is ~ 10 ticks -> around 10*16.6 ms. Client simulates tick 1005 and sends command associated with tick 1005. <5 ticks later> Server is at tick 1005 and received a client command. (maybe its already queued in a buffer). Server applies command and sends state for tick 1006 (State_N + Input_N = State_N=1). RTT might still be 10 ticks. Client simulates tick 1010. <5 ticks later> Server is at tick 1010... Client received State for tick 1005 and checks internal buffers for prediction. Does that really apply? Does the client really simulate half-rtt in the future? 2) How do I handle ticks at the start of the game? My network layer requires a timestamp to work and I'd use ticks in the main game loop. Do I have something like a grace period until the client can calculate the required ticks to move to the future (by calling simulation.Tick(1/60f) for the number of ticks to be in the future)? 3) If I run the simulation at 60Hz and the network layer at say 20Hz. Do I have 60 Inputs that I send from Client to Server or 20? I know, this is somewhat similar to other questions in this forum, but I feel like this particular talk has never been discussed? Cheers, poettlr
  12. I am using the rts cam script and was wondering if it was possible to stop the camera from going out of sight of an object. This set up is being developed in unity and is for a 3D game. The camera is being used to rotate, pan and zoom in/around an object. At the moment I can move out of sight of the object. Is there a way to block the camera from going out of sight of the object? I have seen multiple ways to keep an object in sight through the camera, however I am unsure which route to take. I have attached the script being used below. public class RTSCam : MonoBehaviour { private float dist; private float orbitSpeedX; private float orbitSpeedY; private float zoomSpeed; public float rotXSpeedModifier=0.25f; public float rotYSpeedModifier=0.25f; public float zoomSpeedModifier=5; public float minRotX=-20; public float maxRotX=70; //public float minRotY=45; //public float maxRotY=315; public float minZoom=3; public float maxZoom=15; public float panSpeedModifier=1f; // Use this for initialization void Start () { dist=transform.localPosition.z; DemoSceneUI.SetSceneTitle("RTS camera, the camera will orbit around a pivot point but the rotation in z-axis is locked"); string instInfo=""; instInfo+="- swipe or drag on screen to rotate the camera\n"; instInfo+="- pinch or using mouse wheel to zoom in/out\n"; instInfo+="- swipe or drag on screen with 2 fingers to move around\n"; instInfo+="- single finger interaction can be simulate using left mosue button\n"; instInfo+="- two fingers interacion can be simulate using right mouse button"; DemoSceneUI.SetSceneInstruction(instInfo); } void OnEnable(){ IT_Gesture.onDraggingE += OnDragging; IT_Gesture.onMFDraggingE += OnMFDragging; IT_Gesture.onPinchE += OnPinch; orbitSpeedX=0; orbitSpeedY=0; zoomSpeed=0; } void OnDisable(){ IT_Gesture.onDraggingE -= OnDragging; IT_Gesture.onMFDraggingE -= OnMFDragging; IT_Gesture.onPinchE -= OnPinch; } // Update is called once per frame void Update () { //get the current rotation float x=transform.parent.rotation.eulerAngles.x; float y=transform.parent.rotation.eulerAngles.y; //make sure x is between -180 to 180 so we can clamp it propery later if(x>180) x-=360; //calculate the x and y rotation //Quaternion rotationY=Quaternion.Euler(0, Mathf.Clamp(y+orbitSpeedY, minRotY, maxRotY), 0); Quaternion rotationY=Quaternion.Euler(0, y+orbitSpeedY, 0); Quaternion rotationX=Quaternion.Euler(Mathf.Clamp(x+orbitSpeedX, minRotX, maxRotX), 0, 0); //apply the rotation transform.parent.rotation=rotationY*rotationX; //calculate the zoom and apply it dist+=Time.deltaTime*zoomSpeed*0.01f; dist=Mathf.Clamp(dist, -maxZoom, -minZoom); transform.localPosition=new Vector3(0, 0, dist); //reduce all the speed orbitSpeedX*=(1-Time.deltaTime*12); orbitSpeedY*=(1-Time.deltaTime*3); zoomSpeed*=(1-Time.deltaTime*4); //use mouse scroll wheel to simulate pinch, sorry I sort of cheated here zoomSpeed+=Input.GetAxis("Mouse ScrollWheel")*500*zoomSpeedModifier; } //called when one finger drag are detected void OnDragging(DragInfo dragInfo){ //if the drag is perform using mouse2, use it as a two finger drag if(dragInfo.isMouse && dragInfo.index==1) OnMFDragging(dragInfo); //else perform normal orbiting else{ //apply the DPI scaling dragInfo.delta/=IT_Gesture.GetDPIFactor(); //vertical movement is corresponded to rotation in x-axis orbitSpeedX=-dragInfo.delta.y*rotXSpeedModifier; //horizontal movement is corresponded to rotation in y-axis orbitSpeedY=dragInfo.delta.x*rotYSpeedModifier; } } //called when pinch is detected void OnPinch(PinchInfo pinfo){ zoomSpeed-=pinfo.magnitude*zoomSpeedModifier/IT_Gesture.GetDPIFactor(); } //called when a dual finger or a right mouse drag is detected void OnMFDragging(DragInfo dragInfo){ //apply the DPI scaling dragInfo.delta/=IT_Gesture.GetDPIFactor(); //make a new direction, pointing horizontally at the direction of the camera y-rotation Quaternion direction=Quaternion.Euler(0, transform.parent.rotation.eulerAngles.y, 0); //calculate forward movement based on vertical input Vector3 moveDirZ=transform.parent.InverseTransformDirection(direction*Vector3.forward*-dragInfo.delta.y); //calculate sideway movement base on horizontal input Vector3 moveDirX=transform.parent.InverseTransformDirection(direction*Vector3.right*-dragInfo.delta.x); //move the cmera transform.parent.Translate(moveDirZ * panSpeedModifier * Time.deltaTime); transform.parent.Translate(moveDirX * panSpeedModifier * Time.deltaTime); } //for the camera to auto rotate and focus on a predefined position /* public float targetRotX; public float targetRotY; public float targetRotZ; public Vector3 targetPos; public float targetZoom; IEnumerator LerpToPoint(){ Quaternion startRot=transform.parent.rotation; Quaternion endRot=Quaternion.Euler(targetRotX, targetRotY, targetRotZ); Vector3 startPos=transform.parent.position; Vector3 startZoom=transform.localPosition; float duration=0; while(duration<1){ transform.parent.rotation=Quaternion.Lerp(startRot, endRot, duration); transform.parent.position=Vector3.Lerp(startPos, targetPos, duration); transform.localPosition=Vector3.Lerp(startZoom, new Vector3(0, 0, -targetZoom), duration); duration+=Time.deltaTime; yield return null; } transform.parent.rotation=endRot; transform.parent.position=targetPos; transform.localPosition=new Vector3(0, 0, -targetZoom); } */ /* private bool instruction=false; void OnGUI(){ string title="RTS camera, the camera will orbit around a pivot point but the rotation in z-axis is locked."; GUI.Label(new Rect(150, 10, 400, 60), title); if(!instruction){ if(GUI.Button(new Rect(10, 55, 130, 35), "Instruction On")){ instruction=true; } } else{ if(GUI.Button(new Rect(10, 55, 130, 35), "Instruction Off")){ instruction=false; } GUI.Box(new Rect(10, 100, 400, 100), ""); string instInfo=""; instInfo+="- swipe or drag on screen to rotate the camera\n"; instInfo+="- pinch or using mouse wheel to zoom in/out\n"; instInfo+="- swipe or drag on screen with 2 fingers to move around\n"; instInfo+="- single finger interaction can be simulate using left mosue button\n"; instInfo+="- two fingers interacion can be simulate using right mouse button"; GUI.Label(new Rect(15, 105, 390, 90), instInfo); } } */ }
  13. Hi! My name is David. I am a 3D modeler with two years of experience in modelling and four to five in the game development industry. I have been in many teams before and have experience in things other than modelling. I will mention them below! My portfolio: https://www.artstation.com/ieida I will describe the game shortly and give you a document to read after messaging me. The project's name is My Piece(might change). The game is very short but sweet, designed for a team of up to 3 developers max. Basically, it is a visual novel that does crime solving in a unique way. The game will eventually break the fourth wall as well, like many other. I am aware. Looking for: Unity programmer (experience/will to program and polish game mechanics) and sound effects artist. Requirements: willing to work on someone else's project, calm, cooperative, self-motivating and dedicated. You should also be willing to spend at least 4 hours a day on our project. If there is enough work of course. Things I have experience in other than modeling: VFX(Unity's shuriken only), graphic design(UI and logos), basic coding(C#), game design, rigging and animation. I possess all of the skills mentioned above in Requirements, so all I want is for others to do the same so we can work well together! I will handle all of the art needed. I will spend at least 6 hours a day on the game, as well as be on all of the time to talk to the team. Length of project: as I said, it is designed with a small team in mind, so I would say it can be done in one to three months of hard work. Rev-share project! Contact: either message me on Discord Leida -#8727 or e-mail me gomnosano@gmail.com Hope to work with some of you soon! Have a nice day :).
  14. leduardocarvalho

    Showing you a game I made

    I recently made a game in a 48h Game Jam. It would be awesome if you could go there and play it and please leave a rating for us to see if your're enjoying! Thanks a lot!! https://itch.io/jam/game-jam-plus-/rate/285252
  15. I have some fun here for those who search for game objects and components in the scenes using Unity: GameObject.Find("") , FindObjectOfType<> , GetComponent<> Or any other searching method. And since searching for objects and components is a high cost operation and annoying for some people. This is a very simple and easy pattern that will make the process easier. We start with making a class StaticObject, which holds the game object, its name, and a reference to its components that we will need to use. And then we create a class AllStaticObjects, which holds a list of the StaticObject to assign in the inspector, and an indexer to search for the desired game object by its name. Second step is creating a class StaticObjectComponent, which holds a component and its name. Then a class AllComponents, which holds a list of, StaticObjectComponent to assign in the inspector, and an indexer to search for the desired component by its name. Of course we don't forget to mark all the classes as [System.Serializable] So that they be displayed in the inspector. In our manager script, we make a singleton, and a public reference to AllStaticObjects class to assign them from the inspector. Now, if we want to access a game object we can just type it like this: GameObject ui =(GameObject)StaticObjectsManager.Instance.AllObjects["UI Canvas"].TheGameObject; if we want to access a component, we will do: var animation = (Animation)StaticObjectsManager.Instance.AllObjects["UI Canvas"].AllComponents["Animation"].Component; This is the full code. using System; using System.Collections; using System.Collections.Generic; using UnityEngine; [System.Serializable] public class AllStaticObjects { public List<StaticObject> Objects; public StaticObject this[string name] { get { foreach (StaticObject staticObject in Objects) { if (staticObject.Name == name) { return (staticObject); } } throw (new MissingReferenceException("The game object with name -" + name + "- is not found")); } } } [System.Serializable] public class StaticObject { public string Name; public GameObject TheGameObject; public AllComponents AllComponents; } [System.Serializable] public class AllComponents { public List<StaticObjectComponent> Components; public StaticObjectComponent this[string name] { get { foreach (StaticObjectComponent component in Components) { if (component.Name == name) { return (component); } } throw (new MissingReferenceException("The component with name -" + name + "- is not found in the game object " + name)); } } } [System.Serializable] public class StaticObjectComponent { public string Name; public Component Component; } public class StaticObjectsManager : MonoBehaviour { public static StaticObjectsManager Instance; #region Singleton private void Awake() { if (Instance == null) { Instance = this; DontDestroyOnLoad(gameObject); } else { Destroy(gameObject); } } #endregion #region Game Objects public AllStaticObjects AllObjects; #endregion }
  16. I've got a bunch of balls all spawning in a timed interval and I am setting the velocity of them when they spawn so that they will spawn and immediately start going in the direction I want. However, they don't do that. Instead they spawn in place and gravity makes them begin to fall straight down. if they hit something, then they take off like just like they should have spawned. I'm not sure why they have to hit something for this to happen. Any ideas? The code below is the ball spawning code. The mainballVector is set in a different section and I have verified it does have the correct values. Instantiate(newBall, new Vector3(paddle.transform.position.x, (paddle.transform.position.y + 1), 0), Quaternion.identity); newBall.GetComponent<Ball>().hasStarted = true; GameManager.pickUpManager.allBalls.Add(newBall.GetComponent<Ball>()); newBall.GetComponent<Rigidbody2D>().velocity = mainBallVector; //use the original ball's vector3 to follow it directly
  17. I have created a GameObject array that contains 2 GameObjects with the same tag. I am trying to get each index value and use the index value for an OnClick event on each of the 2 GameObjects with the tag. The 2 GameObjects that have the same tag have a button component. I am trying to access the array index for each of the 2 GameObjects and use them for an OnClick method that recognises the appropriate index through conditional statements. The method "public void red_buttons_mthd ()" is attached to each OnClick for the button component of the 2 GameObjects . - GameObject array using FindGameObjectsWithTag. - Access each array index - Separate indexes using if statements - Access function from OnClick of each button component I get the error seen in the quote below. I have searched the internet and seen numerous forums on the issue of accessing index values and using them in conditional statements, however I can't seem to find a conclusive answer. If you need any more information do please let me know. public void red_buttons_mthd () { GameObject [] red_buttons_go = GameObject.FindGameObjectsWithTag ("red buttons"); for (int i = 0; i < red_buttons_go.Length; i++) if (red_buttons_go[0] == true ){ Debug.Log ("red button 1 pressedd"); } else if (red_buttons_go[1] == true [1]) { Debug.Log ("red button 2 pressed"); } } This is being developed in the unity game engine.
  18. Hello, Since March, I've been working with 3 other people to develop a Match-3 game with unique and new components to it. We're currently scheduling our release for sometime between October 20th-November 20th. We need assistance with programming, and they would be working with another programmer who has written most of the core game and social media integrations. We would be matching our standard rate that the rest of the team is receiving, and giving the added experience of progressing through the rest of the development cycle, so we offer a pretty good learning experience if this is your first game that is geared toward polish and release at high standards. Here's what we have and offer: Our legal ducks in a row: we have contracts, we have a real LLC, we have a bank account and federal Tax ID We have our website up and running, with a press kit, as well as a facebook page for marketing We have a marketing guide, with names, numbers and emails of Apple, Google Play, Amazon Appstore, Tech journalists, and traditional newsmedia Most of the core programming complete for upscaling Fantastic custom art by a dedicated artist Fantastic custom music by a professional composer Unique mechanics and style for the genre Unique local marketing opportunities that offer a built-in player base that coincide directly with our game Your voice and opinion will matter both for this game and any future designed project, including possible future opportunities after release Here's what we need: A programmer with a knowledge of C# and/or the Unity Game Engine Someone with an Entrepreneurial spirit who's willing to adapt or change when the situation needs it Someone who can have strong opinions, but also can compromise and puts the game and needs of the team first If interested please email me at Sam.Azzarano@EmmersionStudios.com so that we can talk about this exciting opportunity. Thank you for reading.
  19. jb-dev

    A bomb

    From the album: Vaporwave Roguelite

    A bomb about to be blown. That dude is gonna have the time of his life 🙃
  20. Today I've worked on adding bombs to the game. They are really useful for dispersing enemies and such. The model was made a while back. It was just a mater of importing it in Unity and coding the script. Here's a nice video I've made just for that: There's nothing really special here, just polymorphism, Unity Components and C# delegates.... Collider[] cols = Physics.OverlapSphere(explosionCenter, m_explosionRadius, LayerMask.GetMask("Obstacles", "Entity", "Player Body", "Pickable"), QueryTriggerInteraction.Ignore); for (int i = 0, length = cols.Length; i < length; ++i) { GameObject collidedObject = cols[i].gameObject; HealthController healthController; Rigidbody rigidbody; AbstractExplosionActionable explosionActionable; if(collidedObject.layer == LayerMask.NameToLayer("Entity") || collidedObject.CompareTag("Player")){ healthController = collidedObject.GetComponent<HealthController>(); healthController.RawHurt(m_explosionDamage, transform); } else if(collidedObject.layer == LayerMask.NameToLayer("Pickable")) { rigidbody = collidedObject.GetComponent<Rigidbody>(); if (rigidbody != null && !rigidbody.isKinematic) { rigidbody.AddExplosionForce(m_explosionDamage, transform.position, m_explosionRadius); } } else if (collidedObject.layer == LayerMask.NameToLayer("Obstacles")) { explosionActionable = collidedObject.GetComponent<AbstractExplosionActionable>(); if (explosionActionable != null) { explosionActionable.action.Invoke(m_explosionDamage, m_explosionRadius, explosionCenter); } } }
  21. COMPANY AND THE PROJECT We are an indie game studio consisted of professional and skilled artists who are dedicated indie enthusiasts. Our current project is INT, developed on Unity Engine 5 for platforms Windows, Linux, and Mac. We are recruiting a few more members on the team to finalize our playable demo. 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 Steam Greenlight IndieDB page Also follow social media platforms for the latest news regarding our projects. Facebook Twitter UNITY ENGINE PROGRAMMER We are looking for Unity Programmers. You will be working with our Coding team Lead to implement systems and mechanics using C# language. Your duties will include: Attendance of regular team meetings. Timely completion of implementation of assets. Direct contact with Project Lead and other Department Leads for the implementation process. Utilization of version control suites. Utilization of our project management boards (Trello) and communication channels to obtain up-to-date assets. REQUIREMENTS To be successful in this position, following requirements apply: Clear communication and self starter - pushes to meet deadlines and contribute to the project. Ability to complete tasks with limited input/direction from management. Comfortable with working with people remotely and via Trello management system. Good internet connection with ability to update assets/builds quickly, with large dependencies. At least 15 hours of availability each week. Proficient experience using the Unity Game Engine. Proficient experience in implementing assets into the Unity Game Engine. REVENUE - SHARE This is a great opportunity to get into the game development industry. We have the majority of our art assets completed and are marching towards our crowd-funding campaign. 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. We look forward to hearing from you! John Shen HR Lead Starboard Games LLC
  22. My name is Gael and I'm a game designer and a writer. Designing, writing and making videogames are my passions, but at the moment, this is only a hobby. Nevertheless, I intend to turn it into a career. This is why I am currently looking for some people to join forces and make a team of game developers. Even though I'm not a 3D artist, I can help with some 3D models like little objects or the environment. But my main role is designing and writing the game. The intention is to create a JRPG similar to the Final Fantasy series, Lost Sphear, Children of Mana, etc. This game is already designed and the story is completed. Nevertheless, there is always room for improvement and your contributions will be more than welcome! POSITIONS: - CONCEPT ARTIST - This person will create and design characters, environments and other concepts used within the game. So, he or she will be responsible for generating a portfolio of images to clarify the artistic vision. Manga / Anime is the preferred style of the artist, but other styles are also welcome! - 3D ARTIST - This person will create 3D models like the game characters, monsters, objects, etc. - ANIMATOR - This person will animate the models created by the 3D artist, to create in game animations as well as cut scenes. - C# PROGRAMMER- This person has to have experience with Unity 3D and C#, as this is going to be the main engine to create the game. For the moment, this is going to be unpaid work for all of us. But with time, the aim is to monetize this game and create a full indie video game studio. You will receive revenue when it starts making benefits. As this is a large and unpaid project, it can become tedious and frustrating working on it. However, it will be worth it, at least for the experience and fun we can all get by making it! Looking forward to meet you! Gael. - UPDATE - You can find some details of the project here:
  23. Hello, i know this is the most random thing, but i need help, i am trying to make an idle game myself and publish it, but i am learning code by myself, and i am really lost, i got stuck with a null reference exception error when i was refering to variables and functions from another script and i have been stuck for hours the references work in start and update methods but not in the method i am trying to make for my buy button, i tried alot and alot, i think i spent over 7 hours trying to figure it out and whenever i asked anyone on any forrum who could help they refused and one said and i quote '' this is the simplest error you may as well leave game development'' and i really dont want to i am working against my circumstances and studying against what my parents want me to study( i am 17) i thought maybe you could relate and help, if you can help me please message me and ill send the code so you can maybe take a look at it, thank you.
  24. Hi, I have a big amount of animations and a big amount of characters, and I have to retarget those animations to the characters. Is there any free library which allows easy retargeting between models? What I'd need is this: * Supply a source FBX (or similar) with several animations, * Supply a destination FBX with a model and a skeleton * Supply a mapping between both skeletons for retargeting * Get as output another FBX with the animations of the first file "retargeted" to the second model This is usually automatically supplied by game engines (unreal, unity, ...) but I'm having a hard time trying to find a library that provides it (actually I've had a hard time to even find acceptable documentation to implement it) C# would be ideal (though unlikely), but any language would do Thanks!
  25. After really thinking about it, the method I've used to play MP3 wasn't the most flexible, so after re-working it out, I've decided to stream the music directly in a Unity AudioClip. This way, the audio goes through an audio mixer form which I can easily apply filter to... I was also able to cross-fade between two music track. I've also put the sound loading onto another thread, making the audio loading run in the background rather than clogging up the main thread. Also, it's easier to use the 【 VaporMaker】with the Unity Audio system... I can even add more wacky filters over it to make those songs more VAPORWAVE than ever.
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