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Found 141 results

  1. Player Panel DOMEN KONESKI I’ve implemented a system where adding new types of armor and skins is now easy. All you have to do is add appropriate mesh, name it correctly, create a prefab, set correct layers and add a custom script which resolves everything (from icons, number of skins, to item bonuses armor has). Items will have shared sprites as well, meaning two different items have a shared sprite, allowing us to create more world items that can drop from various mobs. junk armor Loot tables reworked DOMEN KONSEKI Items now have a world drop chance. If their drop rate is > 0% then this item can be used in our new loot table system. You can define loot tables via our in-house solution. Next thing that needs to be done is applying loot table callback when lootable events occur: you kill a critter or an enemy, looting crates, mining and resource gathering. loot tables Algorithm that selects an item is straightforward. Gather all items and their drop chances in a list, then sort them from lowest to highest item chances and then start evaluating their drops by using Unity’s Random.value. public static T SelectItem<T>(List<GenericSelectedItem<T>> items) { items.Sort(); for (int i = 0; i < items.Count; i++) if (UnityEngine.Random.value <= items[i].Chances) return items[i].Item; return default(T); } Reworking DeepEnd and Buzzard ANDREJ KREBS I have reworked the models for the Buzzard helicopter and Deepend submarine. We decided to make them a bit more compact and the models were divided, so they will be built in the game by adding pieces of them to a frame. DeepEnd submarine Buzzard helicopter High tier armor sketch and model ANDREJ KREBS I also reworked the high tier armor for the player. Based on Mito’s sketches I modeled a metal armor that is ornamented with several crystals. I will add some more versions, that will be available as skins. metal armor with crystals Floatlands music: Reveal DOMEN KONESKI “Reveal” is one of the first tracks I made for Floatlands. The bouncy modulated toy piano sounds in the beginning represent your clumsy first steps that are easing you into another long and deep synth swelling that feels like the airy lands of the game. A deep breath of awe before you continue your venture through those lands. More about Floatlands: Discord Facebook Twitter Instagram
  2. Forest Strike - Dev Blog #8

    Hi there, here we go with another weekly Dev Blog. This time we can call it the Bug Fix blog, since I mainly worked on issues that you guys reported. Bug Fixes KO Hook The KO hook is actually a new feature, but it is already available in the Pre alpha 0.0.1.2. and there were quite a few issues. If the character got hit by multiple bombs, multiple hooks were created and had the instance of the character stored. After the instance got destroyed, the hook was still referring to the instance and the game crashed (because it was no able to reference the instance). This issue was fixed this week. Here is an example of the hook: Current character Regarding usability, there was an issue of identifying which character you selected. Usually, if you hover over a character, there was an arrow. Now, the arrow is displayed over the current character which is selected as well. Back button The right mouse button is now used as a "back"-button. You can navigate to the previous menu from any sub-menu of the title screen or from the character selection. Additionally, you can un-equip the bomb. There was an issue, if you selected the bomb and were not able to put it away. In that case, you would have hit yourself, since you had to place it. Now, you can simple un-equip the bomb by pressing the right mouse button. Win message If you managed to defeat your friend, the win message was displayed on the screen. I forgot to reset the message. After starting another game, the message got already displayed. This was fixed this week. Additionally, there is a "back"-button as well to get to the title screen (should there be an additional button in order to directly go to the character selection as well?). If nobody won the game, a "Draw" is displayed on the screen. I am still working on the issues and most of them will be fixed next week I suppose. The tileset for the next level is almost finished as well. So I may show you the next level soon. Be sure to stay up 2 date! That's it for this update. Thank you for reading! As always, if you have questions or any kind of feedback feel free to post a comment or contact me directly. Cheers.
  3. The story of the game BIZARRE.

    What's the story behind the game Charly Men's BIZARRE? The life of Charly Clearwater, a newlywed young and successful business man, has changed dramatically after he had been shot in the head by an unknown. Happy to have survived the attack, he is henceforth experiencing different real and surreal visions and anxiety attacks that start to ruin his career and life in all respects. Since recovery, Charly Clearwater gets confronted every day by the bizarre shocking fantasies and dreams of completely unknown people around him. Initially, as he doesn’t know whether these visions are real or just imagination, he’s simply trying to ignore them all, because all he wants is to stay focused on his career that is more than important to him. But when the visions become more realistic and shocking, and therefore Clearwater is afraid to fall to madness, his brother John persuades him not to flee but to make their bizarre dreams come true! That’s when he starts to fulfill the first one of 13 bizarre wishes of unknown people, a process that is turning him into a henchman without him noticing. Charly Clearwater feels a temporary relief of his attacks and visions when making the people’s absurd dreams come true, and for that reason, and because he starts sympathizing with the bizarreness on a sexual and emotional way, he doesn’t refuse when his brother John encouraged him to fulfill further 11 dreams. But shortly before the fulfillment of the 13th dream, he receives the wish of his wife Amanda that puts him on the track of his murder and let him become human again. In case he’d make her greatest wish come true, he’ll save his marriage and life, but he’ll also free a dark might that is going to lead us to anarchy! *we are a German gamedev team, so please apologize any English mistake
  4. Player Panel DOMEN KONESKI Player panel is now fully implemented and ready to be taken further. It serves as an indicator how well you are doing. It’s also a place where you manage your gear – from head items, torso and so called ‘plugins’ which increase your stats. You will be able to craft and find these plugins troughout the world. Navigation DOMEN KONESKI Since the world won’t be that small, we will give players some sense of direction by adding simple compass on top of your screen. We had a map in previous iteration and with testing the game we have seen that noone had been using it. Probably because they weren’t any interesting things on the map, so these things can change troughout the development. Though the main idea remains – for players to know where they are (we are about to add memorable points of interest and floating islands). Also, biomes are the easiest way to tell where you are (snow biome is usually in the north, desert biome is in the south). GPU Rendered Grass Test DOMEN KONESKI We had plenty of concerns about our recent grass renderer that I made. It uses Unity’s DrawMeshInstanced() function over multiple meshes that are spawned troughout the world. The problem with this system isn’t rendering itself, but batching grass meshes that are near you. We’ve used the fastest possible Octree implementation to get nearest grass meshes. These were then put to the renderer, that caused a lot of GC allocation and used alot of CPUs usage if we wanted dense and diverse grass. It also used a lot of drawing calls when we wanted to draw different meshes with different textures at the same time (example is when you stand on the edge of two or three biomes). Rendering grass on the GPU by using geometry shaders The last and only solution that I thought of was doing everything on the GPU by using geometry shaders. There are zero to none examples on how these things work in Unity so I started experimenting with it. The shader successfully draws triangles on a list of vertices I provide along with color and normal of the surface beneath. The shader has tweakable settings, from width and height of the grass, shadow intensity, wind strength and more. This is for now only a test and will probably take it further from here, we have to figure out how will grass cope with our art style. Shader world models for items DOMEN KONESKI Item framework system a has new additon which enables us to (re)use world item models on different items. This means we can create more items with less modeling. Example: two torso sets that look the same, but have different stat bonuses on it. More about it in the future blogposts. Timelapse #6: Companion modeling and rigging ANDREJ KREBS Companion will work as a tool and is therefore modeled with relatively lots of polygons, since it will appear close to the players view. The model was then rigged, so I could animate all the moving parts. The model was then animated together with the first person rig for the various actions that will be performed. Outfits and skins ANDREJ KREBS The outfits and armors we are adding to the player character are separate models, that fit over the player character and are connected to the same skeleton as the player. I model and weight paint them with the player model in blender, so I can test it with different animations and see how it works and looks with the player, but I then save it in its own file for import into unity. This way we can keep adding more outfits. Outfits Skins are basically new models that represent the same item. Sometimes I copy an existing armor and modify it and other times I just make new armors from scratch for skins, depends on what I’m trying to make. The player and outfit models are then brought back together in Unity and are then remaped to the same skeleton, to work with the animation in the engine. Floating islands biome concept MITO HORVAT The floating islands above the ground are going to need an overhaul as well. We’re redefining the shapes and sizes plus it will have its own mini biome. The old island models look too boring and simple to recycle them, so we had to come up with something fresh. I drew up various shapes and sizes concepts which were then approved and based on that, I painted this quick concept art. concept of floating islands biome New icons for UI/Inventory screen MITO HORVAT I’d been given another sidetask by Domen, to paint the new icons for the game UI/Inventory screen. It’s going to take ages to complete, but it is the necessary evil that has to be dealt with. New icons for UI/Inventory screen Improving resource helper TADEJ VRANEŠIČ This week was all about improving resource helper. I made a simple Server/Client ftp connector, which resolves version disputes quite easily. It has an Upload – Push and Download – Pull function, which reads and writes from server and to a server. This storing and reading technique will be used heavily, internally, but it may have the potential to be used as a modding tool. User could download item resources file with different settings from the ones that are set on his PC. This completely alters the behaviour of Floatlands game and after he is done “playing around”, he can simply download the official and latest version, which sets game behaviour to default. World bounds VILI VOLČINI Lately I’ve been working on world bounds, which are automatically generated based on bounds size. The intent here is to prevent a player from falling off the world. World bounds Charting software VILI VOLČINI I was searching for charting software for planning. I did this because it felt like we were somewhat in the dark with planning. I found TeamGantt, their charts allow you to plan tasks on the timeline, and more importantly, make tasks depend on each other – “if Y depends on X, then we must finish X before working on Y”. With this software, we can estimate, how much work there is to do and how much time it will take. Gantt online charting software Serene track CHRIS PLEXIDAS Every blogpost from now on and until the release date we will release one track of the Official Floatlands Soundtrack a week, but also remixes and experimental tracks. Happy listening and let’s make a start with the track Serene. Serene is a track that is set out to make you feel the vastness of the scenery in Floatlands. A multitude of layered and swelling Synthesizer patches guide you slowly into the dazzling, dreamlike worlds. More about Floatlands: Discord Facebook Twitter Instagram
  5. Hi there, it's been another week since the last Dev Blog. This one is very special, because I released the first Pre Alpha of Forest Strike. Pre Alpha The main goal is to gather as much feedback as possible. The version covers the basics like a title screen, basic settings, a character selection, basic gameplay features and explosions of course. Here is a link to the Download on IndieDB with basic information. New Features Improved shadows I improved the shadows quite a bit. They are now more "solid" as you can see. Also, the shadows on top of the stone blocks are shifted by the height of the block to create the illusion of depth. New GUI buttons This week I reworked the GUI buttons for the title screen and the character selection. They are more readable and provide a nice "click" sound as you hover over them. Additionally, I but the copyright stuff on the title screen. Misc Currently, I am working on the "death" animations. Actually, the characters shall be unconscious and a hook will pick them up. There are stone particles if you destroy a stone. They will fly around and decrease the speed every step. Something you never recognized on my GIFs, the game was completely silent. Now I am including a few tracks and sound effects. They may be replaced in future. The music comes from gamedevmarked.net since I was mainly focusing on the graphics. Maybe, a few of my own tracks will find their place in Forest Strike. That's it for this update. Thank you for reading! As always, if you have questions or any kind of feedback feel free to post a comment or contact me directly. Cheers.
  6. PRogrammer needed, for either game maker or unreal. Need help putting together a turn based strategic combat system ala disgaea or trouble shooters. Also to help with user interface menus and world map We are putting together a game project over several chapters we got the graphics and design mostly done for the prologue but will need the code to make it work ultimately
  7. GameMaker turn-based fight system

    Hello everybody, i'm working on a RPG game in GameMaker Studio, and as a beginner yea still gotta learn a lot. Created the sprites(for the player and its animations), Background for a room(some basic grass), and the objects for some basic walls and the player(included collisions, move, animate, speed etc). But what I'm hoping for is a turn-based fight systems. So when I collide with an object, it will enter the turn-based fight system. How do I do that? Seems kinda hard, and there are unclear tutorials on how to do it. So may someone explain be how to do it? Step by step, or if not, just some links where to learn some stuff so maybe I'll do it by myself. THANKS
  8. Uagi Saba: Digital DNA, Dev blog EP1

    Greetings! It’s been a very long while since I have posted anything about my projects here on GameDev.net. My newest project Uagi-Saba is finally ready to show it's face blog wise. Uagi-Saba has been in development for two years, created in Game Maker Studio 1.4 It will be released on Steam late 2018. I hope you enjoy the first Dev.net blog post for Uagi. Thanks for reading. UG Original Mystic Concepts One of the first projects I ever blogged about on GameDev.net was The Underlings, a game about raising creatures from eggs and growing plants to feed them. That was a few years ago and at the time I was not skilled enough in Game Maker to have any creature breeding or genetics in the game, which I wanted to have pretty bad. Now years later and I am back on the Dream of making a true creature breeding simulator with realistic genes, traits and mutations. For those not familiar with Uagi, it's a creature breeding simulator that takes place deep underground in a magical place called sanctuary. Raise creatures called Mystics all with their own genes and stats that determine body parts, skin pigment, and traits. Harvest resources, build rooms, and expand to create the perfect sanctuary for your mystics. As of a couple days ago the interact button is being re-worked. I'm experimenting with a new speech system for the mystics they have a list of known words based on their intelligence genes. Mystics will not be able to talk with a string sentence put together by words that they know from their word list. The words appear jumbled at first and the player will not be able to understand but later after teaching the mystic words sentences become more legible. Now the interact button can be used to teach words to mystics! This is still very experimental and won't show up until the next patch but I wanted to cover it a bit today in the blog. I believe this will further help to establish a bond between player and creature. Uagi Screenshots The Next 1-2 Weeks New oven module for baking essence cakes. Making changes to the mystic feeding system based on essence cakes. New Mystic Body Parts Junk piles for side walls and ceiling. Story screen art Promo/capsule art Dev Live I will be posting Dev Blogs for Uagi here every 1-2 weeks and will be including all recent patch notes. Since Uagi's start I have streamed it's development live on Twitch, I wanted to build a community for Uagi early and it ended up working out nicely. I have made many great friends along the way, looking forward to another year with Uagi on Twitch. You can follow the Uagi-Saba development live on Twitch at https://www.twitch.tv/undergroundies Patch Notes 0.0.1.0 -Added tutorial walk through at new game start, asks player yes, no. -Came movement fixed. -Small Tut boxes now scale with the view and appear below the HUD. -Large tut boxes now scale with the view and appear center screen. -Build menus have been re-worked and re positioned. -When player clicks on a build node, or upgrade arrow the build window now appears bottom right and does not effect camera. -Camera no longer moves when player clicks on a lore book, build node, upgrade arrows or tut bubbles. -New section of on screen HUD added, three buttons bottom right. Pause, HUB computer and options. -Mushroom hit boxes have been tweaked. -Title screen music added. -Holo projector added to top of HUB computer. -Paper background look added to artifact text boxes, lore text boxes and build menus. -All artifact, room, and module cost box sketches have been re inked and colored.
  9. GameMaker need help creating a game with gamemaker

    Hi guys, I'm actually creating an RPG game by myself, a complete n00b, but the game is actually not that bad. I made sprites and animations, Backgrounds, a testing room and some code. And was just thinking 'bout getting more into game development so I may increase my game development skills. The game is actually based on Adventure Time, I named it "Adventure Time: Dimensional War". Still gotta create it's story, add dialogue boxes, hitboxes, enemies, turn-based fight systems etc. So I thought that maybe this joining this kind of forums will help. Right now I just need to learn how to make some enemies objects to follow me, attack me, and animate. I want to animate them just the way the player gets animated (up, down, right, left) So may someone tell me how to do it?
  10. Forest Strike - Dev Blog #6

    Hi again! This week, I was working on the character selection. But, first of all, I want to show you the very first gameplay video which covers a 1vs1 duel. Check it out: Gameplay Character selection Basically, you can start the game with at least two player. Adding players can be done by clicking on the "+"-box. You can of remove a player by clicking on the remove icon under a character box. Currently, there are two characters available - the fox and the mouse. You can select up to four player which will be placed differently on the map. You can take a look at the screenshot. The starting points of the player are the "P" blocks: The screenshot comes from the room editor in Game Maker. (The red blocks are the solid ones). Discord server I set up a basic Discord server in order for you to join and talk to me. Check it out here: Discord.gg I want to be more active on Discord, because it is much easier to provide information and status updates to you. Additionally, I want you to actively talk to me in order to make a real great game, so I would really appreciate any kind of feedback. Pre alpha Next week there's going to be the release of my Pre alpha version for you. The goal is to get as much feedback as possible. That's it for this update. Thank you for reading! As always, if you have questions or any kind of feedback feel free to post a comment or contact me directly. Cheers.
  11. Hello, I'm an aspiring game designer and doing a research paper on being a game designer for high school. Part of doing this project is getting an interview from an active game designer. I was hoping someone could help me with this, If you're interested in helping me that would be great! I just need you to answer these 5 questions. What experience might you need for this job? What experience might you get from this job? What are the Hours like for this Career? Is there anything extra that you would recommend to learn in order to get better at this job or something to learn before going to college? Is there anything you know now that you wish you knew when starting out? If anyone could help that would be fantastic
  12. A new teaser trailer has been released along with Towards The Pantheon's Steam page! Add Towards The Pantheon to your Steam wishlist so that you get notified when the game is released! http://store.steampowered.com/app/709510/Towards_The_Pantheon/
  13. Timelapse #5: Digital painting of islands and skies MITO HORVAT With the whole world being redesigned, the floating islands that are in current state quickly became obsolete. This is where I come into play. I have painted a concept art with the new world that is currently in the making. A huge surface “island” filled with various biomes we developed in the past. It’s cluttered with man-made assets and huge craters that will explain why there are numerous floating islands in the sky. The purpose of the concept painting was to try to fit in the new island shapes that will soon be modeled by Andrej. Domen gave me a lot of freedom, so I explored various shapes and sizes that would somehow fit in our game. Since there aren’t many islands on the painting (the game would definitely require more), I drew a bunch of concept sketches from different perspectives so we can handpick the appropriate shapes that will then be modeled. These new islands will have their own special flora, that’s why my next task is to figure our what would fit on these islands. RoboDog ANDREJ KREBS This week I made some more animations for all the functions the companion will need to fulfill. There are now animations for mining, healing and showing the inventory. After that is started working on the robo-dog and made the animations for him. This will be another robot critter, similar to the sphere robot. More on Floatlands resources helper DOMEN KONESKI, TADEJ VRANEŠIČ Me and Tadej continued with the work on our Item managmement application where you can easily edit every aspect of an item (or even add them). Item data gets stored in a large JSON file which will be loaded by the main game. There will be a lot of settings to play with, from World settings, Item definitions, Item bonuses and qualities, Loot drop tables, Crafting recipes and more. This tool is also a minor step towards modding the game, but more on this later. Reducing loading times VILI VOLČINI I continued my work on optimizing terrain generation, to be more specific, foliage optimization – spawning grass, bushes etc. Right now the whole scenery takes about 1 minute and 30 seconds to generate. My goal is to reduce that to somewhere around 20 seconds. We don’t want the players with less capable computers to be too influenced by the loading times. Floatlands interview on IGDB.com BLAŽ DROBNIČ You may have noticed that we post Floatlands updates on multiple platforms. One of them is IGDB (indiegame database) and they are introducing their own blog. They were kind enough to feature an interview about Floatlands – the story behind it, our team, goals and much more. Head over there and have a read! More about Floatlands: Discord Facebook Twitter Instagram
  14. We're Looking for a coder, most preferably Game maker studio 2 that can spend a decent amount of time with development. We are doing a 2d pixelart top down fantasy bullet hell game, concept still work in progress. We have 1 composer and 2 designers (one being me) and 2 simple concept artists If you are interested in joining our project then feel free to message me, and provide me a discord since its our form of communication. At the moment we only have the concept art of the hud and keep in mind we have started recently.
  15. Forest Strike - Dev Blog #5

    Hi there, this time I want to show you the following progress: shadows, maximum time per round and the settings menu. Here we go. Shadows Forest Strikes has now shadows which gives the whole game more depth and it looks just amazing. Cloud shadows are also implemented by now and will spawn randomly. The magic behind the shadows is based on following solution. There is a specific layer for the shadows between the objects and the floor. Every step an object iterates over the basic objects and draws the shadow to a specific surface. The surface is then drawn with an alpha of 0.35 on the shadow layer. Just take a look: Time per round Now, you can set a time per round. This is the maximum amount of seconds you have to finish your moves. Currently, it is set up with 30 seconds. In future, you'll be able to set it on your own. If you are looking for a real challenge, you can use short times. There will be an option with infinite time as well. Settings Now, Forest Strike provides a basic settings menu. You can change the following: language (English, German; others may come in future) resolution (up to 1920 x 1080) fullscreen-mode brightness master volume Here's a quick click-through of the settings: Pre-alpha I want to launch a Pre-alpha within the next few weeks. If you are interested in testing the game, contact me or send a message. That's it for this update. Be sure to follow this blog in order to stay up2date. :3 Thank you for reading! As always, if you have questions or any kind of feedback feel free to post a comment or contact me directly.
  16. In the making of Towards The Pantheon part 6, lead developer Connor O.R.T. Linning teases some new soundtrack demos, discusses his latest set up, answers questions from viewers, and talks about broken umbrellas and expensive cars! Find more info about Towards The Pantheon at Towardsthepantheon.com Download the prequel game Towards The Pantheon: Escaping Eternity free now from Steam, Itch.io, and Gamejolt! STEAM: Store.steampowered.com ITCH.IO: Connorort.itch.io GAMEJOLT: Gamejolt.com Towards The Pantheon on social media: Facebook: Facebook.com Twitter: Twitter.com Tumblr: Towardsthepantheon.tumblr.com Soundcloud: Soundcloud.com Instagram: Instagram.com Twitch: Twitch.tv Google+: Plus.google.com Pinterest: Pinterest.com Find more info about Towards The Pantheon at Towardsthepantheon.com Download the prequel game Towards The Pantheon: Escaping Eternity free now from Steam, Itch.io, and Gamejolt! STEAM: Store.steampowered.com ITCH.IO: Connorort.itch.io GAMEJOLT: Gamejolt.com Towards The Pantheon on social media: Facebook: Facebook.com Twitter: Twitter.com Tumblr: Towardsthepantheon.tumblr.com Soundcloud: Soundcloud.com Instagram: Instagram.com Twitch: Twitch.tv Google+: Plus.google.com Pinterest: Pinterest.com
  17. Forest Strike - AI

    Hi there, this post is for you awesome thinkers out there. I hope there is anybody who can help my with this dilemma. Short version: I need help with my AI. I don't know how I could implement this one. Log version: Here we go. Basically, Forest Strike is a 2D top down game. All the possible stuff displayed is on one specific block as seen in the screenshot (don't worry, this is an old one - the general handling is the same). Now the thing is, I need an more or less clever AI. The characters start in one corner, every one on another field. Game Maker provides Motion Planning in order to navigate from one point to another (as seen in the GIF above). As a human player, I basically know where I want to go and what to do. Like if there is a stone block in my way, I should get rid of it first. The NPC does not know such things and this is my problem. I don't know how to implement this. Let my start with the basic rules, the game is built on: * one character per block * you can not move through solid blocks or characters (characters are handled as solid blocks more or less) * there are destroy-able blocks and non-destroy-able blocks (each one of them has a different parent like obj_parent_destroyable, obj_parent_non_destroyable) * you can only move a specific amount of steps (randomly chosen at the start of the round) * you can destroy a destroy-able block with a bomb * the size of the bomb can vary * explosion goes up, left, down, right based on the size starting from the center (the point where the bomb is placed) * e.g. bomb size = 3, position x = 10, y =10: explosion-points: (7, 10) (8, 10) (9,10) (10, 10) (11, 10) (12,10) (13,10) (10, 7) (10, 8) (10, 9) (10, 10) (10, 11) (10, 12) (10, 13) (form of a plus sign) * explosion can not go through solid blocks * you can have multiple characters per player * characters are assigned to a specific player * hit-points = 1 (so basically everything is a one-hit) * items are represented by bouncing boxes (as always, only one per block) * you can place any number of bombs during a move phase (the phase the AI should be handled) * bombs explode during the action phase (no movement allowed) * after action phase, the next player can move etc. (If there is any information missing, please tell me and I will append it) So the basic behavior I want to have for the AI: * move to an opponents character and bomb it * get the best way (maybe ignore solid blocks first and use an ideal path???) * try not to bomb characters of the same player (like placing a bomb to destroy a block which is in the way) * maybe get items If anyone of you could help me with this problem, it would be awesome. I would really appreciate it, if you could provide structured info or maybe even pseudo-code. Thank you in advance, Lukas
  18. My Name is Austin Blaschke, I am majoring in computer engineering and software engineering at Auburn University. I now own the studio (23 Incites Studio) we are an official studio backed by the IRS. We are currently embarked on a mission to create a game demo and preview. I am in need of programmers and Video designers and 3D designers for 3D assets and rendering. We are creating a free roam open world survival game in the future on a different planet. Anyone that wants to help or apply for the company can just join the discord its always a friendly environment. I'm looking for a group of people that work well together and can work with anyone on this project looking for anyone. Msg me at ablaschke99@gmail.com or join this discord server https://discord.gg/ArDGHYh
  19. Companion ANDREJ KREBS I started making the player’s companion based on Mito’s design sketches. This will be a small floating robot, that will follow the player around and be available to him. The companion will mostly stay out of the way, but the player will be able to call it to help him with certain tasks. Usefulness of a companion They will be projecting the inventory, crafting and character UI. This will be a mostly aesthetic task that should add some more immersion. Companion will have a limited healing capability. It will be able to heal the player, but its healing capacity will deplete quickly and will take time to recharge. It will work as a limited gathering tool. The companion will be able to shoot a mining laser, that will break trees, rocks and mining veins, but it will quickly run out of power and need to recharge. This will give the player the ability to gather resources, even if he finds himself without any gathering tools, but also give him incentive to craft them, because they are much quicker at the task. Technically, the companion will be regarded as a tool that will always be available. It is animated in a similar way as the weapons, meaning it has animated interactions with the player character’s first person rig. More User Interface Changes DOMEN KONESKI Player Stats In the lower right corner you will find various player variables: health points, energy points, companion energy points and jet pack fuel. The panel is intuitive – the most important player stats have colors. If a certain stat is being low, the icon starts flashing (there will be also danger SFX for it later). If you gain certain stat (e.g. you are getting healed or damaged), the text color is changed as well to notify you something is happening to you. More details about a certain player stat: Player stats Health points: this is something you will have to watch out for a lot, like in other games. You will be able to replentish your health in various ways, from consumable items, companion healing and world “healing stations”. Energy points: this is the secondary stat to monitor. It depletes when doing certain tasks: mining, jumping/running endlessly, diving in waters, staying in radioactive zones, to name a few. To replentish the energy, you will be able to craft yourself energy batteries or build yourself (or finding one in the world) a charging station. Companion energy: as mentioned before, you will be able to use your companion to heal yourself or as low-level resource gathering tool (until you craft yourself a pickaxe or another more advanced tool). Companion energy will deplete and replentish fast and its resource gathering/healing capabilities are basic. Jet fuel: it will be used to reach previous unaccessable areas with fast depletion and slow replentish rate. There will be no way to replentish it with consumable items. Item Bonuses Since we have player stats now defined and ready to use, there should be an option of improving or degrading them. For this purpose, I’ve implemented item bonus system that’s going to be enabled if you put items in your hotbar or gear slot (gear items won’t work in your hotbar though). A sample item with bonuses: Item bonuses Crafting Menu Crafting menu has been overhauled to be more intiutive. The design is not yet finished as it requires SDF icons and other minor tweaks. Items are sorted in different categories, from weapons, tools to electornic devices. You can easily see what items are still missing to craft a certain item or if it requires a workbench to craft it (applies for bigger, more advanced items). Crafting menu Crafting Queue You can add up to 5 items to your crafting queue where items are being crafted for you. You can cancel certain recipe from being crafted and regain all items needed for this recipe back to your inventory. Crafting queue Resource helper TADEJ VRANEŠIČ I’ve been creating an in house resource helper, that will reduce time costs of searching and manually changing files containing item definitions and resource definitions. What you see is an XAML app, that parses .json file and gets out values of each item. These values can be manipulated easily through WIP UI interface and later simply replaced by just one click of the button. Soon I’ll be moving to crafting variables, and its manipulation. Resource & Crafting Helper As you can see, this is a necessary chore, which allowes even non-coders in the team to easily fix over or under saturated values of variables. This will become specially useful in the testing phase, so we’ll be able to change things on the fly. Later on, I’m going to implement server connection, which will broader the options what we can do with it. Nothing is sure for now, but a bit deprecated version could be used even for players. That way they know which items/crafting receipts are used in the game, or even for modding support. But as I said before, this is just a thought, we will let time decide other proper use cases for it. Updating UI icons MITO HORVAT Since Domen is extensively reworking the entire UI and the whole inventory system, we’ll have to update the icons as well. The current icon style won’t fit the UI design that is currently being created. So this week was kind of frustrating, simply because its not the simplest task to find the exact type of icon style to fit the UI. After plenty of rejections and reworks this is what I came up with. Some of them will probably get replaced in the near future. Terrain VILI VOLČINI Due to creating a new Floatlands world lately, I had to rework terrain as well. Optimizations: Multithreading of all operations on 2D maps, which includes Perlin noise generation, filtering, map rotation, addition. Pool for 1D and 2D arrays, also with thread-safe functions. Direct mesh contruction (previously mesh was constructed then modified). Caching where possible to avoid Garbage Collection. New features were also added: Signed Distance Field for each Biome, so I can know how far away from biome edge I am (inside & outside). Picking quad diagonal based on surface curvature, so that mesh looks more natural. Multithreading: To demonstrate how it’s done on 2D arrays. Lets say you have a quadcore PC, then we split any workload to 4 parts, so each thread gets it’s own part to work on. A code example of how it’s done in our project. 1 2 3 4 5 6 7 8 9 10 11 12 /// N is resolution map /// x is index MapUtils.ForPararell(N, (x) => { // this closure inside is now running on it's own thread for (int y = 0; y < N; y++) { // do operations on 2D arrays as you'd normally do, // don't share state between threads though, or bad things will happen } }); This is the current state of terrain, with still some tweaking to go: More about Floatlands: Discord Facebook Twitter Instagram
  20. NeutrinoParticles is a Real-time Particles Effect Editor and it is a new extraordinary editor on the market.www.neutrinoparticles.com What makes this editor recognisably different than other editors is, it allows you to export the effects to the source code in JavaScript or C# which makes them extremely compact and fast, and it is absolutely FREE. MacOS and Linux users may use WINE to run the editor for now. Native packages will be available soon. Particles Effect Editor, JavaScript, C#, Unity, PIXI Engine, Generic HTML The software has some renderers for JavaScript (PIXI Engine, Generic HTML) and for C# (Unity, C# Generic). For example, if you use PIXI on your projects, you only need to copy/paste several lines of code to make it work.
  21. Beginning with game development

    Hi everyone, my name's Giusto and this is my first post in this forum First of all sorry for my english but i'm from italy so i might go wrong in some words I would like to start programming games, like a lot of people, but i would like to program them litterly and not using something like Unity even if i know it would help a lot I'm a student, i'll take the diploma in 2 year, i'm studing to program at school, i know basic c++, java and javascript but i would learn more about game programming So my question is simple, which language should i learn? I know that C++ is used a lot as well as java Where could i learn some function or things based on games I listen to all hint that you give me, thank you for reading all this, this means a lot for me
  22. New Inventory Interface Framework DOMEN KONESKI I established a new inventory interface framework by writing a new logical layer on top of the current system. By doing this we can now save a lot of coding and designing time. The system is generic which means UI elements are built on the fly and asynchronously. For example, we load sprites from the pool if they already exist in the memory, else we load them asynchronously from the resources – disk. Everything feels seamless now, which was the primary goal in mind while recreating the system. New logical layer introduced new item manipulation techniques while having your inventory open: By hovering over an item, a description panel shows which holds information about your item such as item name, description and quality; By dragging one item onto another one, swapping or merging becomes possible; If you right click on an item, you can split it if there is enough room in your inventory; If you left click while holding left-shift, you can transfer an item instantly to another inventory panel. Harvesting world resources DOMEN KONESKI World resources such as stone veins, metal veins, niter veins, crystals and trees now have a harvesting feature – items (wooden logs, ores) now drop while mining/harvesting the resource which significantly improves resource gathering feature of Floatlands: Critters ANDREJ KREBS We started adding some more critters to the game. These will be harmless small animals and robots that will add some more life to the game. So far I’ve modeled, rigged and animated the hermit crab and the spherical robot. I also added a missing animation to the rabbit. https://media.giphy.com/media/xUNd9GpFCnm1p4EnXW/giphy.gif Foliage ANDREJ KREBS I have prepared some undergrowth foliage to make the nature more varied and interesting. They’re made in a similar way the grass, bushes and treetops are made, with alpha transparent textures on planes. Companions MITO HORVAT Roaming around the world can sometimes feel a bit lonely. So we decided to implement a companion to follow you and keep you company as you play. Companion won’t just follow you arround and be useless, they’ll be a valuable asset early in the game. For instance, they’ll help you gather resources with their set of utilities. They’ll even provide the source of light during the night! As with any concept design task I’m given, I usualy sketch a bunch of ideas on a small collage. In this case we then printed it and everyone in the office picked their 3 favourites. Based on that decision I combined the elements of the companions everyone picked and came up with the following concept. It’s also important that the companion has elements that you can find in the game, to give it the unique aesthetic look. More about Floatlands: Discord Facebook Twitter Instagram
  23. Riverbanks, Trees, Floating stones DOMEN KONESKI, ANDREJ KREBS Riverbanks Riverbanks and (under)water are now filled up with more content such as grass, stones, chorals, ruins, tires and more. I’ve developed a spawning system that allows quick and easy setup for new game objects. You want to spawn a game object only in water at certain depth? You want to spawn trees at certain slope angle and then change its height on the fly? This system now allows you – without coding – to do such things with ease. ruins on the riverbank New trees We decided to rework the tree tops, so I experimented with techniques and stiles, until we got to something we all really liked. This really changes the attitude of the game and creates more immersive but still somewhat abstract feel. The solid blob treetops are now being replaced with bunches of textured alpha transparent planes. new trees implemented Floating stone Lastly, here we have a timelapse video where I modeled a floating stone with a crystal. These stones will float above the crater where the floating islands were raised. I sculpted the basic shape and applied a decimate modifier, after that I added a crystal made in a similar fashion. New Inventory Interface Framework DOMEN KONESKI I’ve been tweaking our new grass renderer a little bit and asking myself if I can increase the grass draw distance without ruining the overall performance. I came up with an unique solution by decreasing the amount of rendered grass, having in mind maximum grass distance and current camera position. New LOD logic allows subtle decrease of rendered grass meshes over the distance between the player and the final render distance. With this system we can now increase the render distance and allows us to add more content into the world of Floatlands LOD comparison Terrain minimums and maximums VILI VOLČINI Finally I set out to improve the tools for terrain. It’s not much, but I did a function for local min/max search and slope of terrain. Local maximums should be useful for spawning bigger objects that need visibility. Local minimums could be useful for resources that need to be more hidden from the player. local min/max search Critter concepts MITO HORVAT To further enhance the world we’ll add tiny critters that will roam around the environment. Critters will be friendly animals or mechanical creatures that will move around specific territories. For example you’ll encounter turtles near the sea/shore line, chickens near villages etc. If you decide to kill the critter, there will be a chance that it will drop loot or crafting materials. Although, what kind of heartless person could possibly kill a tiny cute crab dragging around a tin can house. critter concepts
  24. Forest Strike - Dev Blog #3

    Hi guys and gals! :3 Here's my third blog entry for Forest Strike. This week I was designing the AI, which give me more struggles than expected. So, there's not much graphical stuff to show this time. That's why I am going a little bit more into detail and explain the game a bit. Project Idea Forest strike is a 2D round-based strategy game in pixel-art style featuring animals as characters. Each round is divided into multiple phases, such as: Pre Phase Dice Phase Move Phase Action Phase Post Phase Pre phase is resetting and initializing needed variables each round. After the pre phase (which is handled within a single step), the dice phase randomly picks the number of steps you can move. Now, after we got the number, we finally will be able to move the characters. Moving the characters is limited to an amount of steps (dice phase). During the Move Phase, you can move your characters and use items, such as the simple bomb. Items are split into two groups: "active" and "passive". Active items will be shown in the inventory and can be used during the Move Phase, while passive ones will influence different values of the game. The active items are not handled instantly, they get a sequence number and will be handled in the next phase, the Action Phase. If there are items placed (like a bomb), the action phase handles every item sequentially (by their sequence number). This way, the game provides a great variety regarding building your own strategy. Lastly, the Post Phase checks some stuff and jumps to the Pre Phase. So, what is planned: a bunch of items, characters and maps different game modes local multiplayer local singleplayer (with AI opponents) Optional features: online multiplayer story mode boss battles Technology The game is running in Game Maker 2 in order to deploy the game to multiple platforms. Additionally, I really love working with Game Maker, because of its simple, yet powerful, UI and features. The software I use to draw the resources is Aesprite. Also, I am learning how to use Pyxel Edit to create awesome tilesets. Regarding platforms, I want to cover at least Windows, Linux and Mac. Eventually, a mobile export will be done as well with slight modifications. Currently, no music or sound is included in the game. In future, I will compose a few tracks in Cubase with a few external VSTs (depending on the genre). I'll keep you up to date as soon as I have a few tracks. Creating sounds has never been one of my strengths, so I’ll have to buy a bundle or hire a composer. Eventually, I’ll try creating a few sounds on my own. Key Features New explosion animation I changed the explosion quite a bit. Instead of blowing up the things in one way, I added a small delay to the single explosion. Random starting player If you start a game, the starting player is now randomly chosen. Should be a general thing... and this week I implemented it. New character Here we go with another character. I was thinking about a mouse, which reminded me a little bit of forests. Currently, I only did the "idle"-animation. Thank you for reading! If you have questions or any kind of feedback feel free to post a comment or contact me directly.
  25. Art is one of the most important aspects in Noahmund. Everything that includes our videogame is conceived from the vision of beauty and inspiration. For that, the department of art works unceasingly so that the most innovative ideas that arise in the studio have a true reflection in the final content that, after all, is what players are going to experience when they finally enjoy Noahmund. Miguel Guzmán is one of our 3D modelers, who has been working very hard during the last weeks for our second demo available from the 16th of October. In this demostration you will be able to see the city of Shinn and Costa Penumbra, so that Miguel’s work has been centered in modeling both scenes/settings. In the seaside site it has been recreated all of the props, such as stones, vegetation or the collectible elements, that are essential for the creation of catalysts (potions) in the advance of the adventure. In the same way, Miguel has elaborated all of the objects of dungeons that you will see in the final version of the game, which contains many details of a huge artistic importance, especially to contextualize the player with the place where they are. These kind of elements, like monuments or big size elements, comprise the greatest difficulty, since they need a more exhaustive and thorough treatment in order to perfectly reflect their characteristics. To Miguel one of the biggest satisfactions is the composition of collectible elements, such as herbs, flowers or bushes, which, despite of appearing very homogeneous between them, they offer the possibility of doing the task with more dynamism, providing their personal touch, something that does not happen in other types of compositions more attached to the conception of the script. About the city of Shinn, Miguel has been working on a striking area of this mythical location. A restful place, full of spirituality, surrounded by forests and separated from the bustle of the city and its population. This forest, inspired by the zen gardens for its design, is a rest and repose area within the city, a place where mysticism and mourning come together with familiarity. The work is continous, but without any doubt it is made with great ilusion so that everybody can enjoy it. Next week we will come back with another devblog especial for the release of the second demostration. You can download the second demo of Noahmund in www.noahmund.com
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