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Found 165 results

  1. Test and feedback

    Hi guys, I just released my first game and would like to know if anyone wants to test it. This is the first attempt to produce a game. A total new world for me. The link to test is here. https://play.google.com/store/apps/details?id=com.steamiegames.beatem I hope you like and have fun. Any feedback will be appreciated. Kind regards, Steamie & Tilted
  2. Hi, With the recent announcement that the Nintendo Switch will support GameMaker Studio 2 later this year, I am looking for a small team to help create a game. There is no game concept or plan at the moment, I am hoping on building this together. I am a University Student building a portfolio, which you can check out here. I am looking for the following roles: Designer 2D Artist Sound Designer/Composer Just leave a comment or send me a message if you are interested!
  3. You have 12 hours to search for supplies, transportation or you can continue your journey.But as soon as night falls, you must find shelter, turn it into a fortress to stand against the hordes of monsters.Equip soldiers, use bonuses and do not forget to follow the energy level of your fighters. In battle be useful to your transport, it would be nice to find a tank.Every day the number of monsters to get more, they mutate into stronger and more dangerous forms. https://play.google.com/store/apps/details?id=com.otgs.FortTD&hl=en https://itunes.apple.com/us/app/fortress-td/id1367094965?mt=8 https://www.youtube.com/watch?v=QIkXPikiRqc
  4. Mobile Week 5

    Hey All, Another week another great update! So we have several new features that were implemented. First, we now have a start screen with a menu. Right now I'm just using the starting room background for the artwork on the start screen. This is only a place holder and will be changed. Right now the options to select are; New Game, Continue Game, Arena, Store, Credits, and Quit. 3 of these options currently work. New game starts the game and continue game works as designed, more info below on how that system works. Arena mode, the store, and credits are placeholders. The quit option currently quits the game but that will be removed as you do not need that for a mobile title. Also along the same lines we now have a game over screen. This screen also has the same artwork as the start screen (will be changed later) and displays game over text to hit the space bar to continue. For this screen I will also be creating an animation of the main character spinning and falling on her knees. So now lets talk about the continue game feature. This does exactly what it states, allows you to continue an ongoing game. There is a save system in place for the game that is making all this work. The save system is an Auto Save feature. The player is not allowed to manually save their progress. Remember this is going to be a "rogue-lite" game. So it will autosave every time the player enters a new room. I found it best to implement it this way as it's a mobile game and if you get interrupted, your last progress of clearing that room will not be lost and you can pick up where you left off. If you get a "game over" the auto save is completely erased. You cannot continue a game after a game over. The next thing I did was some more tweaking on the shadow engine. I did a lot more work on this to try and get it more realistic. Now the left wall, door, open door, room props, and enemies have shadows. I even added depth to the shadows so if an object goes under a shadow it gets darker from the shadow being casted upon it. Still needs some more tweaking but it looks a lot better. I will be creating a lighting feature in the game. Some rooms are going to be dark. The only light in the room will be from candles or a flashlight. This will just add more elements to the gameplay and look really cool at the same time. Created two new objects in the game. These are room hazards. The first one was mentioned in the previous blog post. Mucus was created. He does not harm the player. He sits on the ground and pulsates a little. If the player runs through the mucus your speed is drastically slowed down while your in the mucus and up to 1 second after you get out of the mucus. This proves to be a huge obstacle when you are running away from an enemy or need to run from an enemy. The second hazard which I am extremely proud of is the hole. There will now be random holes in the floor of the rooms. If you get to close you will fall into the hole. I have also created the animation for falling into the hole. Once you fall into the hole you disappear, lose 1 heart of health, then re appear at the location where you started that room. You will also be slightly invincible while you re spawn just in case you are re spawned next to an enemy (invincible while blinking). I am very pleased with the results of this feature and it's going to be expanded upon. Which leads to the next feature that will be implemented......Secret Rooms! Secret rooms is the next thing I will be focusing on. In order to access these secret rooms you have to fall through a hole in the floor and be granted by the RNG gods that the hole does not damage you and brings you to the secret room. If you find a secret room through one of the holes you will have the option to purchase upgrades. These can range from +1 heart, +1 stamina, health potion, etc. These can be purchased via coins that are collected while playing. What will be offered will be complete random and will only be temporary for that particular play through. This way every play through is different and you always end up with different stats and upgrades. More on this to come. Two sound effects have been added to the game. They are for hitting an enemy and using the firecracker explosives. Which reminds me I have not talked about that power-up yet. The firecrackers can be used against all enemies, even damage the main player, and are very powerful. They require 3 stamina for use and do 4 damage. Also a long with this I have cleaned up the pause and inventory screen. I made the dim of the game darker while in the pause screen so you can see the inventory more clear. Also I will be adding a quit to menu option here if you choose to quit back to the main menu, which can be important because doing so will NOT delete that auto save file. I believe that was everything, if I missed anything I will add it to next weeks blog. Here is a gameplay video showcasing most of the features discussed in this weeks blog. Please post comments and questions we will respond! Thanks much!
  5. I have coded small games and put some of the features from them into a platform game. But I know my art is not appealing and I don't want to plan the story and cut scenes out. That is why I am posting on the collaboration forum to see if anyone wants to make a game out of this. Only hobbyists apply. Please don't change your mind about it being a hobby. PM me when making your application. My platform game includes: Camera and Movement Moveable camera and not binded to player when pressing middle mouse button. Bug free jump. Player direction following mouse cursor. Environment Good collisions. Platforms and diagonal slopes. Stored Statistics Level up with statistics. Health bars. Save system with continue room. Gameplay Basic attack. Self heal. Attack and pull enemies back. Attack and throw enemies in the air. Essential Rooms Zoning to a new room. Menu with sounds. Game over room. Randomized rooms. Text Dialogue Interacting with NPC displays a message. Ending conversation with a key press. Text typing itself. Fast forwarding text with a key hold. P.S. I know everyone suffers from jealousy if someone starts selling the game and forget about the other people that worked on it. That is why we need to make sure that we use Discord. But I do not plan to sell the game.
  6. Hello everyone this is Anthony from Atwo Studios, as small indie company we have published 2 indie games using Game maker, one being ROY - Color Matching and the other being Solar Switch. Both can be found on iOS and the Google play store. For our third inide game we are wanting to make a golf physics based game, this would be on mobile too. I currently hold the designer position for our team and my partner takes on the the responsibility of programming. I would like for us to have another programmer and definitely an artist as we are not artists. If you are interested in creating a game for portfolio work or just as a hobby, please send me an email at : anthony@atwostudios.com PLEASE do attach any work related to programming in Game maker or any 2D artwork so that my partner and I can review it and determine if you are qualified for the position. Please check out our website for more information about us and the types of games we have made so far. atwostudios.com p.s. I am not a website designer
  7. Mobile Week 4

    Hello All, A lot of updates happened this past week, so this will be pretty lengthy. Also I cannot believe we are already 1 month into this project. We have 2 more enemies that have been created. We are now at a total of 3 enemies (Germs) that are attacking main player (Sarah). We still have not really "officially” named them but they are: Germ 2 : This is the orange germ with two legs and no arms. He hops around randomly. He does not hop towards or away from the player he more of just roams. However if you get to close to him spikes come out from his left and right side and hit you. It's best to attack this germ from above or below. Flying Germ: This germ is purple in color and will roam around the room. However if you come within sight of this Germ and he sees you he will come straight for you, also has acceleration in his movement for this. He will continue to chase you until you run or dodge out of his sight where he will then roam. He tries to ram into you doing damage. It's best to come in quick, hit him, and dodge away. Shooting Germ: This germ can fly but also shoot. He looks the same as the flying germ but is blue in color and has lighter color wings. If this guy sees you he will shoot a fireball towards you. He will not chase you, he is a roamer. Fun Fact: Germ 1 was created and imported prior to Germ 2 but later scrapped after the creation of Germ 2. So there currently is no Germ 1 in the code. I have one more Germ that I am working on. He is practically done just need to do some coding for him. This enemy will have no movement to him, he will be a room hazard. He will look like a puddle of slime on the ground, I think we are calling him mucus. If you happen to walk through him he will harm you and possibly even slow you down for a period of time. There will be no way to destroy this enemy, he is only there to provide you aggravation. This will be the variety of enemies for world 1. Now we just need to start thinking about a world boss and some new enemies for world 2 and world 3. Also did some more work with collision. The player now collides with all enemies, this way you can not just run through them. Some enemies, when collided with will harm you, others you will just bounce off of a little. Also the enemies have collision between them selves. Also made another Room! You can now move from the starting room to another room. I set this up using warps in the door passage way. Also you can only move from one room to the other room once all the enemies in the current room are defeated. Until the enemies are defeated there are closed doors covering the passage way, once all are defeated these doors are destroyed and your path is open. Now that this code is done, and I have a parent room, making the rest of the world layout will be quick. I have also started adding "props" to the world. These are normal objects that you would see in a house. I am adding these to give the rooms some life and depth but the biggest reason is to provide obstacles for the player to maneuver around as there is full collision with each object. So far the only ones that can be destroyed are cardboard boxes. When these are destroyed they have a chance to drop either coins or hearts. Which leads to the next thing we implemented which is the random chance for hearts and coins to be dropped from defeated enemies and cardboard boxes. Right now I have the chance set at 90% for testing to see them actually drop but this will be changed down drastically as they will be rare drops. Also have started working on the UI. Right now the UI displays the amount of coins collected, players health, and the players stamina. This will not be the final layout of the UI or even the final artwork. I am still learning how to properly position, code, and get the desired results I want, but it's good for right now. The next thing implemented was stamina. What this is and I want to be very clear, is only for items being used. So right now the user has two power ups. These power ups are the ability to dodge (roll) and the ability to use explosives. These power ups use an X amount of stamina each time they are used. Why did I implement this? I did this because you will have unlimited amount of explosives. So this prevents the player from spamming explosives. Right now the timer to refresh 3 stamina, which is the max amount and also the required amount for the explosive, will be ready after a used explosive is detonated. This way you can only use 1 at a time. Also this prevents the user from spamming the dodge feature but timed just right for refresh that you can get out of a sticky situation. As for these power ups. Well you will not start the game with them, they will have to be acquired. There will be more than 2 power ups in the game as well. There is a rudimentary inventory system in place at the moment, this will be improved upon. The inventory system will display your collected power ups and allow you to equip 2 of them. You will only be able to equip two power ups at one time. My coding skills are getting very strong and I am really getting comfortable with the game maker engine and how it works. The next thing I need to work on is my sprite art work. I will be concentrating more on this as I feel it could use some work. I have a training class that I will be taking to improve my skills in this area. I believe those were the big milestone achievements that were made with many little ones in there. Attached is a gameplay video. Please excuse my skills I am horrible playing with a keyboard. Right now movement is W, A, S , D keys. EDIT: Found a great video recording program that records over 30fps, it's called Monosnap for OSX. Here is a new video uploaded to our youtube. Thanks for reading, following, and commenting. We want to hear from everyone so please drop a line! Till next week. To view the Alpha gameplay please see our youtube channel:
  8. First Game Maker Program?

    To all the game devs out there, what’s a good game design program to start with? Mainly for platformers and/or rpgs. I've heard of quite a few, but I don't know where to start.
  9. Survival mode

    From the album Dead Chronicles

    Demo version in HTML5
  10. Pixel Week 3

    Hey All, Sorry didn't realize yesterday was Tuesday and it was blog update day, so here is the update a day late. The past week we did a lot more work on the actual world layout. I spent time on the actual viewport, camera, and resolution settings for the game. This should now be all set so that when it's ported to IOS it will fit correctly on all screens. I also scaled all the sprites in the world Parent Room so they look correct to the size of the sprites for the enemy's, props, and main character. One of the big changes that I made was making a parent room. I have added all the objects, layers, assets, backgrounds, etc. to the parent room. Now when adding additional rooms for the world I no longer have to recreate from scratch, I can inherit all the settings from the parent room and quickly configure and change the child room to our liking. This will GREATLY lower the dev time of making new rooms which will increase the overall room amount per world. Also did a lot more work on artwork and sprites. Added attack animations for Germ 2. Coded all of the hurt boxes, hitboxes, destroy, draw, and variables set for a parent Enemy object. Now when I create new enemy's I will make them child's of the parent enemy object so I don't have to re-write code. Also coded the same for the main playable character. The main playable character, who will now be called Sarah, has health and a hurt box and can take damage from parent Object Enemy. Germ 2 can now take damage and be destroyed. For Germ 2 being destroyed I have scripts for effects. Germ 2 has a full destroy effect animation as well now. I would like to show everyone the attack and destroy effects however the GIF program I am using on my MAC, GIPHY Capture, seems to lower the frame rate of gameplay when recording so I don't want to show you with those results. Does anyone have a recommended program to record some gameplay that I can attach on this site? I don't know exactly the size limit gamedev imposes on attachments in the blog. For now I will show some screenshots of the new layout of the test room. You will see, if you compare to last screenshot, that it has been scaled and looks a lot better this way. Also attached the coin currency that can be collected in game. This currency will be used to "buy" permanent upgrades for playable character as well as new Rooms for arena mode. They can only be collected by playing the game and NOT by IAP. Next will be working on UI artwork and coding. Till next week, thank you.
  11. Solar Switch Launch!

    Solar Switch is about to touchdown on April 9th on the iOS and Google Play store.Check out the trailer! For more information check out AtwoStudios.com Google Play Download: https://goo.gl/StNF7Q Apple app store Download: https://goo.gl/EeCayJ
  12. Mobile Week 2

    Hey All, Wow first of all we are humbled by the amount of views the first blog received. That was a welcomed surprise. Hopefully you all see this as well. It has been a very productive week. It's amazing to see the amount of work that got finished in one week but at the same time it's also interesting to see how much time it takes to produce one little event in the game. What was done this week: The main character sprite was tweaked some more, cleaned up, detail added, and we are happy with the outcome now. All animations for the main sprite have been tweaked a lot and finished. All movement is now handled in a movement engine with scripts and using a lookup table for sprites and enum for player.move This allows friction, acceleration, max speed, running, collision, and bounce. Added a shadow engine for the sprites. Main sprite has a fully working shadow that changes to the characters movement! We are excited by that. Added animations for using main weapon, a Wooden Baseball Bat! Have attack animations for right, left, up, and down. Added blinking animations for the main sprite so when she is not moving she looks at camera and blinks. This still needs further tweaking with setting alarm. Created first Room of World 1. This is the starting room. World 1 will be titled "The House". (More on this, the story, in the coming weeks) Room has full collision. Has background complete, wooden floor. Has all 4 walls. Has 2 doors that will lead to the proceeding rooms. Two enemies have been created. They are "Germs". Right now they are just named Germ 1 and Germ 2. My Son has also started planning out the game soundtrack. This will be all original music and recordings done completely by him. We are very excited for this outcome. There was some other work done in there but that is the major milestones of the week. Well now the best part. You can see Room 1 of World 1 in action. There are no enemies or objects in this room right now. This is just a test to show you the room, the main sprite with animations and shadow, and to give you an idea of what it will look like. This is a GIF and it lowered the frame rate when recorded so the actual game moves faster and smoother. Also attached is a GIF of enemy Germ 2. Thank you for reading and following along. Please ask questions if you have any and we will get back to you. Till next week.
  13. Hey guys. For a long time I have been very interested in game dev and programming. I have surfed the internet for tutorials and example code for begginers on how to create a 3D game engine or how to make a game in a already made game engine. Unfortunately I can't find anything that can help me. All the game engine tutorials are about game Design which I am interested about but I want to make a 3d game first or the tutorials just end up chucking at me this complex paragraph of code that I have never seen before and no idea how it works. I'm hoping someone can help me here and point me in the right direction for game dev. I have been programming in Python for over a year which is my main language and I have already made some 2d games in there and recently I have started to learn Java and c# since i heard they were good for game dev and also the syntax between the 2 is unbelievablely similar. I have also heard that opengl is good for game dev but again I can't find any good tutorials on it I really want to learn all I can about game dev and become a indi game developer and make a low poly game because they look awesome. Hope someone can help
  14. GameMaker Week 1

    This is the first week of our Blog Entry. We hope to update this weekly, if that does not happen forgive us, we are very busy. We will certainly update when we can. We are making this game as a family. The game will be completely done by my Wife, 2 kids, and myself. I will do all of the coding, as I have experience with this, and teaching my son along the way. All of us will do the artwork and game ideas. We are going to be sticking to pixel artwork as none of us are great artist and this is much more forgiving and fun to work with. The game is going to be an RPG game. However it has heavy influences from games like: The Binding of Isaac Feral Fury Wayward Souls Space Grunts Legend of Zelda Among other greats! This will be a rouge-like RPG with permanent un-lockable's and upgrades. The game is being coded in GameMaker 2. We will be using other programs as well for the sprites and other pixel goodness. At the current moment our target platform is IOS and we plan to make the game a free download. This game will be completely self-funded. Our target audience is anyone who likes playing Rouge-Like RPG's, like the games above, and of course anyone who has battled cancer, battling cancer, or close to someone that has. This is going to be a kid friendly game. We hope the game is played by kids and adults who are battling cancer, or have been effected by it, and gives them hope that they can beat the disease and live a healthy and long life. The story of the game is influenced by my wife. My wife is currently battling cervical cancer. Throughout this journey we have come to realize there is not a lot of info on cervical cancer. There is barely any awareness and we could not find any support. Don't get us wrong there is a MASSIVE amount of support out there for cancer. However we realized that certain cancers like lung cancer, breast cancer, etc. have there own support channels, as well as foundations for donations. This unfortunately is not the same for cervical cancer. We hope to help that. With our website we want to curate all of the information we have gathered and learned on our own and from research. We want to give a "one stop shop" for people that want to learn more about cervical cancer to come to the website and have all of their questions answered as well as learn more along the way. We hope the game also helps promote that. So with all of that said the game was more of a vision. Something fun for kids to play, and more importantly something for our family to create together. Current Status: Main Character, my wife, sprite has been created. This includes front, back, left, and right side. Main character has full movement, walking, and running animations. Main character also has collision set. Base room has been created for testing. This is an empty room with just walls to test collision and the sprite animation. What is being worked on in the current moment: Building array's for inventory management more animations for attack and character rolling more sprite creations enemies bosses levels props Will post some sprites here soon once I get them in a proper GIF. Till next week, Thank you.
  15. Dead Chronicles - Chapter 2 - Stage 3

    From the album Dead Chronicles

    Just sniping zeds
  16. Dead Chronicles - Chapter 2 - Stage 4

    From the album Dead Chronicles

    Lots of zombies!
  17. Dead Chronicles - Chapter 2 - Stage 2

    From the album Dead Chronicles

    Watch out those zeds!
  18. Dead Chronicles - Chapter 2 - Stage 2

    From the album Dead Chronicles

  19. This is an adult psychedelic fighting game with spirits of the natural elements. Choose your character to represent an anthropomorphic version of the different elements. Earth, fire, air, water and more. There are 28 Archelemental spirits to choose from. Take on challenges to unlock goodies such as NSFW content, new areas and even make your own Archelemental to play and to share it with others. https://www.patreon.com/posts/free-for-all-of-17591313
  20. Dead Dream Free

    This post game is about death, love and drugs. Download - https://gamejolt.com/games/Dead_Dream/259419
  21. After almost two years of grueling full time development the anticipated 2D RPG Towards The Pantheon has a release date of May 16th, 2018. While lead developer Connor O.R.T. Linning had been thinking of dates between April and June for quite some time, the date was solidified during a shower one morning and the Lagwagon song ‘May 16th’ from the legendary Tony Hawk’s Pro Skater 2 soundtrack began playing. Development of Towards The Pantheon started when lead developer Connor O.R.T. Linning collected a long list of RPG clichés and decided to avoid as many of them as possible while designing his game. Gone are elemental types, elixirs, elves, inns, and generic love stories. Instead players of Towards The Pantheon will ride hamsters, journey through a survival horror inspired mansion, collect dead memories, make new friends, and partake in regular chats around the campfire. Artist Leandro Tokarevski joined soon after to create the pixel art for the entire world using a palette of only 16 colors resulting in a vibrant and distinct world full of charm. Towards The Pantheon follows the journey of Freyja the warrior, Bam the cat, Mishima the electropunk, and Phenez the ghost as they strive to defeat the source of a malevolent regime The Sworn Light at The Pantheon. To make the gameplay of Towards The Pantheon more unique, elements of adventure and survival horror genres have been implemented. The standard HP/MP system for party members has been altered so that every character has their own stat system. For example Phenez the ghost only has Necropoints which means that he must hurt himself to be able to attack, and Bam the cat has Energy Points which are restored by snoozing or using catnip. With a world containing over 10 distinct regions to explore, 45 enemies to battle, 80 soundtrack songs to experience, hundreds of items to collect, hundreds of NPCs to interact with, and over 15 hours of gameplay, Towards The Pantheon is the unique type of game for those looking for a new and fresh adventure. In October 2017 the horror/mystery themed prequel game Towards The Pantheon: Escaping Eternity was released for free and received an 89% positive score on Steam. The game was praised by reviewers and streamers for its original premise and dark atmosphere. Towards The Pantheon’s release date of May 16th also brings lead developer Connor O.R.T. Linning’s journey full circle. 15 years ago he spent his time at school creating an episodic pixel art story accompanied by trading cards that he distributed among his friends named ‘May 16th’. Now at age 26, he’s bringing that same love and dedication to storytelling and game development to Steam, Itch.io, and Gamejolt. Towards The Pantheon can now be added to your Steam Wishlist! http://store.steampowered.com/app/709510/Towards_The_Pantheon/ Links: Press Kit: http://www.towardsthepantheon.com/index.php/press-kit/ Steam Page link: http://store.steampowered.com/app/709510/Towards_The_Pantheon/ Website: http://www.towardsthepantheon.com Social Media Links: Facebook: https://www.facebook.com/TowardsThePantheon Twitter: https://twitter.com/PantheonDev Tumblr: http://towardsthepantheon.tumblr.com/ Reddit: https://www.reddit.com/r/TowardsThePantheon/ Instagram: https://www.instagram.com/towardsthepantheon/ Twitch: https://www.twitch.tv/connorort Google+: https://plus.google.com/u/0/114060823024573957788?hl=en Indiedb: http://www.indiedb.com/games/towards-the-pantheon
  22. Hi there, I am looking to start a game development studio or collaborate with at least 3 people to develop a Unity 3D game. Since January 2018 I am working on a project in Unity to make a 3D RPG game for tablet ( android / iOS ). For this and possible future projects, I am looking to assemble a team to get this project ready and offer online. The Concept Currently the game project has operational basics like movement, inventory, animation, sounds, menu, etc... and can be played on PC and android for demo purposes. The concept is not definitive and can be shaped by the team during initial brainstorming. To have something to start with, I thought about this concept : RPG game for tablet ( low poly graphics, easier to handle for start-up and manufacturing ) More then just levels to kill mobs and bosses, thinking to also add puzzle logic to get passed obstacles like Gates, Places, Portals etc... Free to download, in app purchases and game ads to create revenue. ( paid app also possible if the team think people will pay for it) Revenue & Responsibilities Revenue will be split according to the ratio of team members or based on the amount of work someone can contribute into the project. Since this is a start-up, every member is responsible for his own work and contribution. When a team is formed, an agreement can be made to make sure everyone is entitled to the earnings of his contribution. The goal is to have an honest and nice atmosphere without worrying. Required Profile To make this team work, the following competence are required : Be able to work independently -> discuss in meetings what you like, create you own imaginations Min. Beginner in Unity C# coding or willing to follow and master the first tutorials of Unity. ( about 1 week learning in the evening) Ambitious or entrepreneur mentality. You are equally responsible to finalize the game and generate revenue. At least 5 - 10 hours time per week ( after work, weekends, evenings = about 1 - 2 hours per day on average) Location I am located in Belgium. ***EDIT*** After some research, I would like to add that members are best located close to Belgium or in Europe. This has to do with the final step : profit sharing. If you are allowed to receive money ( registered VAT company or your country doesnt care about taxes :-) ) then it doesnt matter where you are from...
  23. Geometry grass solutionDOMEN KONESKI A couple of weeks ago I showed some early samples of rendering grass on the GPU by using geometry shaders. Fresh in-house grass solution allows us faster performance and fuller environment. This video shows you what can be done with the new grass system. It aligns to the terrain, grass color is the same as the vertex color beneath it. It also has full forward shadows and global wind support. Random island placementVILI VOLČINI This past week I was working on random Island placement and many other things. I found a need for Gradient Descent style optimization, to place Islands around each other, with special constraints. First I made a penality function or error function. This function is scalar field, since it returns a real number based on position in the world (and islandRadius you are willing to place). float PenalityFuncIsland(Vector3 point, float islandRadius) { float error = 0; // island-wall-distance float wd = ClosestDistToWalls(point, islandRadius); error += Mathf.Max(wd - minimumDistanceBetweenWallAndIsland, 0); // closest island-island-distance float d = ClosestDistToAnyIsland(point, islandRadius); error += Mathf.Max(minimumDistanceBetweenIslands - d, 0f); error += Mathf.Max(d - maximumDistanceBetweenIslands, 0f); // difference between 2 closest-island-island distances float c2 = ClosestDistMaxDist2Islands(point, islandRadius); error += Mathf.Max(c2, 0f); return error; } In order to minimize the error, I needed to do a gradient of the same function. This is 2D version, since we are placing regular Islands (not Floating Lands). Because it’s 2D gradient, I just needed to calculate 2 derivatives. Vector3 PenalityFuncIslandGradient(Vector3 point, float radius) { float dx = PenalityFuncIsland(point + Vector3.right, radius) - PenalityFuncIsland(point - Vector3.right , radius); float dy = PenalityFuncIsland(point + Vector3.forward, radius) - PenalityFuncIsland(point - Vector3.forward, radius); return new Vector3(dx, 0f, dy); } Then I picked random iterPoint in space (initial guess), and then I just walk over world like that, minimizing error (walking down the hill). while(..) { .. iterPoint = iterPoint - coefficient * PenalityFuncGradient(iterPoint, radius); .. } Obviously this is not the whole story, since I also needed some termination code (knowing when to stop & knowing when a point is good enough or should be discarded). I have drawn the trail of walking through our space, and this is the end result: ArmadilloANDREJ KREBS I have modeled and prepared some more skins for the crystal armour, which the players will be able to collect and use. This week’s newly additions are two more modeled and animated critters for the game, an armadillo and a spider-like robot with a drill. Armadillo critter Painting more icons for the UIMITO HORVAT I continue to paint icons for the UI. Slowly finishing with armor sets and moving towards the trash icons. You can see some of the new trash icons in the picture below. Trash items are mostly damaged objects you’ll be able to find in the floatlands universe. From mechanical parts to wooden junk that will lay around on the ground. Additional UI icons - armor sets and damaged objects Creating templates for Floatlands WikiBLAŽ DROBNIČ, TADEJ VRANEŠIČ Perhaps you noticed the Gamepedia link on our blog. Well, Gamepedia is hosting Floatlands official Wiki. Since our game is still a work in progress, game changes also have to reflect in the Wiki. So lately we’ve been updating the main page – correcting the layout, background and logos (featured images are a little outdated and will be replaced soon). We’re also preparing various templates, which will help us add elements to Wiki a lot easier. Tadej and I first put together a template for adding Weapons. The example on the right shows Close Encounter Shotgun and all of its characteristics in the game. An example of weapon item template on Wiki Floatlands music: EarthCHRIS PLEXIDAS Earth is a darker track, soothing and mysterious that will play during nighttime and dawn time when exploring your unknown surroundings. More about Floatlands: Discord Facebook Twitter Instagram
  24. Forest Strike - Dev Blog #9

    Hi there, this week I was working on the new forest level. Here is a screenshot of the level so far with a few trees: There is an issue with the cloud shadows, since my current implementation won't work with the trees as they are higher than the stone blocks. So, I have to think of an solution for that as well. I haven't had much more time this week, so 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.
  25. 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
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