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Found 325 results

  1. Royalty Free Music for Game Developers If you found this page, you probably wondered at some point, "Why is it called Royalty Free Music when none of it is FREE?!" and maybe you already learned the definition of Royalty Free does not necessarily mean the content itself is free but rather refers to the "right to use copyrighted material without the need to pay license fees or usage fees." To put it simply, Royalty Free just means you don't have to pay to use the content. So why do so many people charge for it, and isn't that exactly the opposite of what Royalty Free means? Obviously artists and content makers who spend a lot of effort making something should be rewarded for their time, but in my opinion, they should not use the term "Royalty Free" to refer to their paid content. That is why I developed a FREE Royalty Free Music for YouTube Library for anyone and everyone who is looking for free professional music to use in their films, television shows, youtube promos, video games, you get the picture. How to Download To begin, simply choose a category of music from the list on the website linked above: Once you have selected your desired category of music, hover your mouse or finger over it and click the red button that appears to open up a small window with a media player in it that will look something like this: Click a song to listen to it, and click the down arrow to download the song, it's that easy! Licensing & Copyright Information If you like the song and you want to use it in a non-commercial project (something that does not earn you money) you can do that for free simply by attributing me in your credits somewhere! Just put "Music by Jordan Winslow on https://jordanwinslow.me/royaltyfreemusic" or simply "Music Downloaded from https://jordanwinslow.me/royaltyfreemusic" If you would like to use the music in a commercial project (something that earns you money) there is still no charge, but one more step: simply fill out the Royalty Free Music Commercial License Request Form. Downloading Free Royalty Free Music for your YouTube creations has never been so easy! View full story
  2. Royalty Free Music for Game Developers If you found this page, you probably wondered at some point, "Why is it called Royalty Free Music when none of it is FREE?!" and maybe you already learned the definition of Royalty Free does not necessarily mean the content itself is free but rather refers to the "right to use copyrighted material without the need to pay license fees or usage fees." To put it simply, Royalty Free just means you don't have to pay to use the content. So why do so many people charge for it, and isn't that exactly the opposite of what Royalty Free means? Obviously artists and content makers who spend a lot of effort making something should be rewarded for their time, but in my opinion, they should not use the term "Royalty Free" to refer to their paid content. That is why I developed a FREE Royalty Free Music for YouTube Library for anyone and everyone who is looking for free professional music to use in their films, television shows, youtube promos, video games, you get the picture. How to Download To begin, simply choose a category of music from the list on the website linked above: Once you have selected your desired category of music, hover your mouse or finger over it and click the red button that appears to open up a small window with a media player in it that will look something like this: Click a song to listen to it, and click the down arrow to download the song, it's that easy! Licensing & Copyright Information If you like the song and you want to use it in a non-commercial project (something that does not earn you money) you can do that for free simply by attributing me in your credits somewhere! Just put "Music by Jordan Winslow on https://jordanwinslow.me/royaltyfreemusic" or simply "Music Downloaded from https://jordanwinslow.me/royaltyfreemusic" If you would like to use the music in a commercial project (something that earns you money) there is still no charge, but one more step: simply fill out the Royalty Free Music Commercial License Request Form. Downloading Free Royalty Free Music for your YouTube creations has never been so easy!
  3. Originally posted on Medium I released my first game approximately a month and a half ago and actually tried almost all of the methods I could find on various websites out there - all of them will be listed here. With this article I want to share the story of my “promotion campaign”. The very first thing I did was the Medium account creation. I decided to promote the game using thematic articles about game development and related stuff. Well, actually, I still do this, even with this article here :) In addition to Medium the same articles were posted to my Linkedin profile, but mostly to strengthen it. Moreover, you may find a separate topic on Libgdx website (the framework the game is written on). Then, the press release was published. Actually, you should do a press release the same day as the game launch, but I didn’t know about that back then. And to be honest, all of the methods above were not quite successful in terms of game promotion. So I decided to increase the game presence around the web and started to post articles on various indie-game dev related websites and forums (that's how this blog started) Finally, here comes the list of everything created over the past month (some in Russian, be aware): https://www.igdb.com/games/totem-spirits http://www.slidedb.com/games/totem-spirits https://forums.tigsource.com/index.php?topic=63066.0 https://www.gamedev.net/forums/topic/693334-logical-puzzle-totem-spirits/ http://www.gamedev.ru/projects/forum/?id=231428 https://gamejolt.com/games/totem_spirits/298139 https://vk.com/gameru.indie?w=wall-9222155_202256 https://test4test.io/gameDetails/24 Not so many one can say. But I could not find any more good services! If you know one, please, share in comments. What are the results you may ask? Well, I have to admit that they are terrible. I got a little less than a hundred downloads, and I’m pretty sure that most of them from the relatives and friends. And you can’t really count such as a genuine downloads, since I literally just asked them to get my game on their smartphones. But the good thing is that many of those who played Totem Spirits shared their impressions about the game. They truly liked the product! That was so pleasant to hear their thoughts. I know in person several people who finished the game with all diamonds (a.k.a stars) collected. Still, I don’t regret the time spent on the game because I’ve learnt a great lesson — two years of development is a way too much for such simple and narrow-profile game. It seems that now is not a good time for such complicated puzzlers or I just failed badly with the promotion) Now the next plan is to develop and launch a game in a maximum 160 hours (two working months). The coding process has already begun, so hopefully in January you will see the next product of Pudding Entertainment company!
  4. i have a problem i can make work the verificay if user existe our not i using nodejs ,express,mysql i put my link to project in github the code its to big https://github.com/Kammikazy/project find the soluction to my problem
  5. Hello i try retrive data from a table cidades and show in my express with jade const express = require('express') const connection = require('../../Config/database') const controllerAdmin = require('../../controllers/Administration') const router = express.Router() //router.get('/Administration', controllerLogin.FindCidades) router.get('/Administration', (req, res) => res.render('Administration/index',{username:res.locals.user.username ,nome:res.locals.cidade.Nome,coordenas:res.locals.cidade.coordenadas,continente:res.locals.cidade.continente })) module.exports = app => app.use('/', router) const authenticateUser = async (connection, req, res) => { const user = await User.findUser(connection, req.body.username) if(!user){ return res.render('login/login',{error: true}) } if(!await bcrypt.compare(req.body.password, user.password)){ return res.render('login/login', {error: true}) } else{ // user.password = undefined req.session.user = user //const nivel = await User.findnivel(connection, req.body.username) if(user.nivel==1){ const cu = await Cidade.findcidade(connection, req.body.username) // req.session.user.nivel = nivel res.locals.user= user req.session.cidade= cu res.locals.cidade= req.session.cidade // console.log(1); console.log("rewr",cu); res.redirect('/Administration'); }else if(user.nivel==2){ // req.session.nivel = nivel console.log(2); // res.redirect('/Users') }else if(user.nivel==3){ // req.session.nivel = nivel console.log(3); // res.redirect('/Administration') }else if(user.nivel==4){ // req.session.nivel = nivel console.log(4); // res.redirect('/Administration') } else if(user.nivel==5){ // req.session.nivel = nivel console.log(5); // res.redirect('/Administration') } else { console.log("banned"); } } } const findcidade = (connection,username) => { return new Promise ((resolve, reject) => { connection.query(`SELECT cidade.cod_cidade, cidade.Nome,cidade.continente,cidade.coordenadas,cidade.ouro,cidade.madeira,cidade.metal,cidade.pedra,cidade.energia, cidade.comida,cidade.petrolio FROM user INNER JOIN cidade ON user.cod_user=cidade.cod_user WHERE user.username='${username}' `, (err, result) =>{ if(err){ reject(err) }else{ if(result.length>0){ resolve(result) } else{ resolve(false) } } }) }) } give this error what i doing wrong i want show for example user maria have athenas and rome
  6. As the gaming industry advances and evolves, new ideas can suddenly popup and change the way things goes in an instant. I've worked for 2 years in a Agile-centered startup. I've experienced first hand what agility can do to boost productivity and reduce development cost. It's a really simple and pleasant thing to work with agility, and maybe the gaming industry can benefit from it. The values Everybody that knows agility should be able to understand the core values of the Agile Manifesto. To put it simply, we should value: Individuals and interactions over process and tools; (i.e. work geographically close rather than remotely or value genuine conversations over Skype) Working software over comprehensive documentation; In our case, the game MUST be fun (or work correctly) before anything else Customer collaboration over contract negotiation; Basically, make the player more involved in the game's development Responding to change over following a plan. This is, of course, directly dependent of point 3 Also, keep in mind that it's mostly an hypothesis. As the manifesto states : Doing Agile vs. Being Agile During the past 2 years, our scrum master always warned us about the impostors, or the people that are "Doing Agility". Things like using a Kanban board or doing Daily Scrums wont make your team Agile. It's all about the values. These tools should be used to apply those values rather than using them just because it's a trend. For exemple, some teams uses a Scrum backlog while locking it's content to everybody other that the project owner. This puts the project on rails, and can just be a waterfall process disguised as something agile. How can the gaming industry can benefit from it? As we keep seeing video games cost more and take a lot more time to develop, the customers grows more and more displeased: There are bugs-a-plenty on crucial mechanics, while relatively small and insignifiant functionalities are well polished and bug-free. Getting the game as fast as possible in the hands of beta players The first thing to do is to involve the player as fast as possible in the game development's cycle. Doing that will significantly improve the player's sense of content and can make the game better. In the past, this kind of development wasn't practical, but, with the development of broadband, it's now possible. Early Access Nowadays, people talks about "Early Access". For those living under a rock, early access is a way of distributing a game in which the game itself isn't completed in a traditional sense. The customer then buys an somewhat incomplete game, of which many features will come later. This process is by far the best idea the industry never had. However, due to some mishandling of said practice, it's now regarded as a sing of cheapness and greed. If the ones doing it are agile impostors, then yes. There are times where games simply gets abandoned by their maintainer. These instances gives early access some bad name. Early access should also be used in Agility in a form of customer collaboration. For example, one could ask a random early access player to participate in the planification of a sprint. If the team isn't confortable with the idea, then maybe a suggestion box can be plugged directly in the backlog... Prioritizing mechanics based on feedback Getting feedback form customers is an important thing in Agile Methodologies. The backlog can be prioritized based on player feedback and feature requests. The same thing can be used on bugs. The more frequent it becomes, the more critical it becomes. Minimal efforts of development In most cases, the backlog should be prioritized based on business value rather that complexity. Being so, things that are developed first are important (or so the team thinks) to the game, while less important functions aren't implemented right away and have time to simmer down. Paired with early access, this becomes a quite powerful tool to test out hypothesis and experiment with mechanics. Due to the iterative process of some methodologies, functionalities are minimal and doesn't require a whole lot of effort to develop: after all, we have no idea if a mechanic is going to be loved or hated by a player until said players plays the game. Change prone games Another important argument is that Agility is generally speaking change tolerant. In our case, this means that if the beta players disliked or liked a newly implemented feature, then said feature should be remove and subsequent features should also be re-evaluated. The importance should always change based on discoveries made by the team or even the project owner. It is considered healthy for a backlog to change it's feature's priority. Otherwise, it's a bad omen... How about me? Agile is first and foremost a philosophy, or a way of life. Sure, it can easily be imposed to people, but it's in these situations that you get fake Agility. It should be a conviction more that a rule: a rule should be static and shouldn't change a lot. Agility starts with the team. If one of it's member isn't committed, it will go sour really fast. I've seen so many times that Agility can be broken by a malicious person (a saboteur if you will). The best thing you can do to an Agile team is to be, yourself, agile. ------------------------------------------ Agility should be an integral part of game development. With Agile, you can easily prioritize mechanics that are crucial for having a fun and interesting game.
  7. GameDev2017

    a BIZARRE Status Report 2018

    It's damn hot in Germany! Isn't it the same for u? Over the last four weeks, we've mainly sweated, but we managed to do some gamedev stuff, too! Now and then. 😉 First, we did a Status Report video, in which Charly Men talks about the achieved game successes of the last year as well as about all set targets till next year in July approx. It’s a summary in which you can consume all important facts about the game in “only” 10 minutes. We continued painting walls but that’s not new at all. It’s a tricky mission that will last weeks. We also continued fine tuning Clearwaters shooting behavior. We modelled a gun. The gun that, shot by an unknown, will hit Clearwaters head in the first scene. From then on, Clearwater will start receiving bizarre visions. We modeled a one-handed shooting animation in which he is also walking, and we created a more accurate shooting animation holding the gun with both hands. We adapted his hands and fingers to the new gun and attached the weapon to his hand via envelopes. We created some new facial animations for Clearwater, all relevant for the video. We want to make a drama out of the thing and keep the facial expressions hidden, just until the new video is published. 😛 The book writing is stopped at the moment as no one can write absurd horror scenes at 35 degrees. The sun, all the flowers, baby ducks and sun cream. Come on!!! What to do in the next 4 weeks? We continue texturing the game environment of the first game scene. We want to switch between the one-handed and the both-handed shooting animation. We need to program that in UE4. We must check out how he can use his gun best. We want to create a first test sequence for the new video in Clearwaters apartment. From the videos beginning till its end. Did we miss something, do we need more animations, more code, more texture? It’s time to think about the background music for the new video. How would the BIZARRE music sound? Continue writing the book BIZARRE Episode I as soon as the baby ducks get older. Now then, ladies, let's get in the pool!! 😄
  8. Wojtek Mos

    Poznan Game Arena 2018

    until
    Poznań Game Arena is Poland's biggest and most important computer games and entertainment fair. With nearly 73.000 visitors, 1100 Polish and foreign journalists, 1500 game posts and 43.000 meters of exhibition space, it’s a place to attend for every video game professional - whether you are a journalist, developer, publisher or designer. PGA takes place alongside Game Industry Conference - the biggest game dev conference in Central and Eastern Europe. As a major B2B event attended by over 3200 visitors and 560 companies, it has a lot to offer - including a rich program filled with over 120 talks, and plenty of workshops, roundtables, networking opportunities and side-events. The two events, with their impressive size and scope, are the best proof that game development in Poland is one of the most dynamic and fastest-growing industries in the region. That, as well as Poland being the 7th biggest in the world market for premium indie games (bigger than Russia, China or Brazil), make PGA a perfect event to showcase your game at.
  9. We are proud to announce our upcoming cryptocurrency mining simulation game Blockchain Tycoon. We are working on to make it as realistic as possible. For example, by use of real life values and algorithms, you can earn same amount of coins as in real life. Also, the electricity and power calculations varies by warehouse location. We are also working on a simulated world economy for coin prices and world mining ecosystem which effects overall coin earnings. The game is designed to be played by absolute beginners and experts on the topics of blockchain and cryptocurrencies and aim to give you a better understanding of the cryptocurrency mining. Here is a detailed shot of the one of the warehouses: We are planning an Early Access release for June. (Steam: http://store.steampowered.com/app/824450/Blockchain_Tycoon/) Steam Trailer:
  10. Hello! I am currently enrolled in Game Programming and Development and I have been jumping around between multiple specialties, including programming disciplines and graphic design. I just wanted to gather some perspective on the Game Design specialization and if you think it's prudent, as a beginner finishing up school, to start out in QA or a similarly related field as I expand my portfolio before I try to dive into game design? After reviewing some of the qualifications for game design jobs, I noticed that the majority of studios want 2-3 years of experience, so I wanted to gauge the best direction to jump-start a design focus as I wrap up my academic terms. Any advice is very much appreciated!
  11. Rambling around the web I came - once again - across the Indie Game Jam, the one some people say was the first one. Seems like there were only 3 editions, but the whole concept of the jam was a lot different from the ones I usually participate: The engine was crafted beforehand by the organization team. The source code for the games was released. Seems like the themes were thought to push the boundaries in a technical sense too. I don't have anything against the current game jam system, but I think this old model of constraining people in the same software and technical requirement could be really cool too. Do someone know if a jam like this still exists? P.S.: I don't really know if I'm in the correct section for this question.
  12. Hello, I'm wrapping up my Game Programming and Development program at the end of December. Right now, I'm concentrating on gameplay programming and I'm doing everything I can to make my resume as attractive as possible. I'm graduating with a 4.0, have been inducted into an honor society, and volunteer my time/writing for an online publication service. Despite this, I'm noticing almost all job postings I've reviewed require at least one year of experience in the field on the low end. Has anyone landed an entry level game development job right out of college? Is this a rare thing? I've had two call backs from Revature and Syntel. I've heard mixed reviews of both, but taking a job from either would get my foot in the door and give me some professional IT experience. I'd obviously prefer to start at a game dev studio. Is it possible to start at a game development company right out of college? If so, what steps I should take to ensure that I can do this? I'm working on a portfolio and have registered my own dot com. Any advice would be greatly appreciated.
  13. Wojtek Mos

    Game Industry Conference

    until
    With more than 3.200 attendees, over 500 visiting companies, 121 talks and plenty of B2B opportunities, Game Industry Conference is the biggest game dev event in Central and Eastern Europe. Set to run for three days plus the side events day, the conference brings together the industry experts, professionals and important figures, providing them with an environment where they can make connections, exchange knowledge and present their ideas. Game Industry Conference takes place alongside the Poznan Game Arena, one of the most important and largest game expos in Europe. Over 71.000 visitors enjoy the show by testing games and hardware from more than 130 expositors. The two events form a significant gateway into the Central and Eastern Europe video game industry as well as the best place to meet most of the people from the Polish game industry, which, with more than 400 studios and 5.000 people working in games development, is one of the most dynamic and fastest-growing industries in the region.
  14. Finally, the barebones first version of my personal blog on game development is online. I will post my entries both on this website and on my personal blog on Blogger (link). Let's start with a little introduction about myself and my games, in the coming weeks I will try to post regularly on the subjects I am struggling with as I am improving the games I have made so far and as I think about new topics for new games. Enjoy! About me My name is Jaap, I live in the Netherlands and I enjoy both programming and designing games. I started the latter when i was probably around 8 years old and (according to my parents) i spent considerate amounts of time trying to create my own games with pawns, marbles, dinky toys and little toy soldiers. Theoretically this means i have been a game developer for 25 years 😉 When i was 12 i started programming in GWBASIC. I really liked it a lot and have been doing it a lot (sometimes more and sometimes less of course). I have tinkered with different languages and IDE's to finally settle on the ones mentioned below. Besides programming i have a full time job, a beautiful wife, two kids and two dogs (german shepherds). When i am not behind a computer trying to program stuff, i love to play video games myself or to go outside to go hiking or running with my dogs. Games I like (to create and to play) First of all, i really enjoy turnbased games. I love the ability to think about stuff and i hate losing because of a wrong buttonpress in the heat of the moment. Basically all the games i have built so far, and probably will build in the future are therefore turnbased. Besides computer games i really like sports a lot. Mostly football, cycling and running. This combined with the fact that i enjoy turnbased games is the reason why my favourite game of all time is the Football Manager series. It’s also for this reason that I started working on Cycling the board game and Football Manager Stories. Finally i love to build and manage stuff. I must have played each entry in the Civilization series for at least 100 hours or more. I also enjoyed older simulation/strategy games like Rollercoaster Tycoon, Settlers and Capitalism 2. These games inspired me to create the games Tycoon and Civilization Wars. My progamming experience I do not have any formal education in programming but i do enjoy the technical side of programming. I mostly work in Visual Studio, programming in the Monogame framework in C#. Back in 2012 i participated in the AI Mooc, organized by Stanford and Google. Why Black Wolf? Because i have an awesome black German Shepherd called Nero, who looks a lot like a wolf, I decided to make him my mascot for my game development. My games So far, i have started development on four different games: Cycling - the board game Tycoon Civilization wars Football manager stories Please click on any of the links to find out more about them (links go to my personal website). Thank you for reading!
  15. piecuch.p

    liboggvorbis as a single-file

    liboggvorbis combined into one file - might be usefull if you want to simpifie dependencies of your project. Get it here. -rw-r--r-- 1 piecuchp staff 2.0M Apr 26 17:55 oggvorbis.c -rw-r--r-- 1 piecuchp staff 134K Apr 26 17:55 oggvorbis.h -rw-r--r-- 1 piecuchp staff 3.1M Apr 26 17:55 oggvorbis.o Combining script is quite complex and not well commented (also I might make some changes into source code that I don't recall right now) but maybe someone find it usefull: #!/bin/bash src_c="\ \ lib/codebook.h lib/mdct.h lib/envelope.h lib/smallft.h lib/codec_internal.h lib/lookup.h lib/lookup_data.h lib/lpc.h lib/lsp.h lib/masking.h lib/misc.h lib/os.h lib/registry.h lib/scales.h lib/window.h\ lib/books/floor/floor_books.h lib/books/coupled/res_books_stereo.h lib/books/uncoupled/res_books_uncoupled.h lib/books/coupled/res_books_51.h\ lib/analysis.c lib/bitrate.c lib/block.c lib/codebook.c lib/envelope.c lib/floor0.c lib/floor1.c lib/info.c lib/lookup.c lib/lpc.c lib/lsp.c lib/mapping0.c lib/mdct.c lib/psy.c lib/registry.c lib/res0.c lib/sharedbook.c lib/smallft.c lib/synthesis.c lib/vorbisenc.c lib/vorbisfile.c lib/window.c\ " src_h="\ include/ogg/config_types.h include/ogg/os_types.h include/ogg/ogg.h\ lib/ogg/bitwise.c lib/ogg/framing.c\ include/vorbis/codec.h include/vorbis/vorbisenc.h include/vorbis/vorbisfile.h\ " mkdir -p lib-portable files=0 C="lib-portable/oggvorbis.c" H="lib-portable/oggvorbis.h" echo "/** $0: `date`*/" > "$C" echo "" >> "$C" echo "_#include \"oggvorbis.h\"" >> "$C" echo "" >> "$C" echo "#define _BUILD_SINGLE_SOURCE" >> "$C" echo "#ifdef __cplusplus" >> "$C" echo "# define restrict __restrict__" >> "$C" echo "#endif" >> "$C" echo "" >> "$C" echo "/** $0: `date`*/" > "$H" echo "" >> "$H" line_offset=3 for c in $src_c; do if [ -e "$c" ]; then echo "/** $0: $c*/" >> "$C" echo "" >> "$C" #line=`cat "$C"|wc -l` echo "#line $line_offset \"$c\"" >> "$C" cat $c \ | sed "s/\([^_]\)ilog/\1ilog${cnt}/g" \ | sed "s/FLOOR1_fromdB_LOOKUP/FLOOR1_fromdB_LOOKUP${cnt}/g" \ | sed "s/bitreverse/bitreverse${cnt}/g" \ >> "$C" echo "" >> "$C" ((cnt++)) echo -n "." else # use '' for space echo "" >> "$C" echo "${c//\'\'/ }" >> "$C" echo "" >> "$C" echo -n "_" fi done for h in $src_h; do if [ -e "$h" ]; then echo "/** $0: $h*/" >> "$H" echo "" >> "$H" echo "#line $line_offset \"$h\"" >> "$H" cat $h >> "$H" echo "" >> "$H" ((cnt++)) echo -n "." else # use '' for space echo "" >> "$H" echo "${h//\'\'/ }" >> "$H" echo "" >> "$H" echo -n "_" fi done for i in lib/modes/*.h; do inl=`basename "$i"` sed -i "" -e "/#include \"modes\/$inl\"/r $i" -e "/#include \"modes\/$inl\"/d" "$C" echo -n "@" done echo "" sed -i "" -e "/^#\(.*\)include \".*\.h\".*$/d" "$H" sed -i "" -e "/^#\(.*\)include \<ogg\/.*\.h\>.*$/d" "$H" "$C" sed -i "" -e "/#include_inline \"psy.h\"/r lib/psy.h" -e "/#include_inline \"psy.h\"/d" "$C" sed -i "" -e "/#include_inline \"bitrate.h\"/r lib/bitrate.h" -e "/#include_inline \"bitrate.h\"/d" "$C" sed -i "" -e "/#include_inline \"highlevel.h\"/r lib/highlevel.h" -e "/#include_inline \"highlevel.h\"/d" "$C" sed -i "" -e "/#include_inline \"backends.h\"/r lib/backends.h" -e "/#include_inline \"backends.h\"/d" "$C" sed -i "" -e "/#include_inline \"asm_arm.h\"/r tremor/asm_arm.h" -e "/#include_inline \"asm_arm.h\"/d" "$C" sed -i "" -e "/# include \"collect.c\"/r theora/lib/collect.c" -e "/# include \"collect.c\"/d" "$C" sed -i "" -e "/^#\(.*\)include \".*\.h\".*$/d" "$C" sed -i "" -e "/^#\(.*\)include \<theora\/.*\.h\>.*$/d" "$C" sed -i "" -e "s/^_#/#/" "$C" echo "** Done (with $cnt files)"
  16. piecuch.p

    QLMesh with support for LDraw models

    I am preparing a new version of QLMesh with LDraw models support. Except the size of the models library I had to embed into the executable, the conversion process is quite fast event for large models, as you see on attached pictures. Nice thing is, that I was able to integrate it nicely with Open Asset Library, so the final result is quite consistent.
  17. Hi everyone!) Im creating soundtracklike music at the moment and i wonder if i can do it for some great game developers. Google lead me here and i want to ask:how do i start working with people and creatings soundtracks?.I`m going to do it for cheap,i`m looking for experience,not bags of money) Here are some examples of my work https://soundcloud.com/user-345467319 And are there any preconseptions which lead tp misunderstanding in the game industry?I ask,because i`m russian and Russia has not the best reputation i the world,so i sometimes run into unpleasant situations.Can it happen here? Thank you for your attention and your answers in advance!)
  18. Aldacron

    Symmetry Autumn of Code

    The D Language Foundation and Symmetry Investments have partnered to host the Symmetry Autumn of Code. We're looking for three university students (undergrad or postgrad) who are interested in getting paid to hack on some D code for four months. Each participant will be paid $1000 for each of three milestones, with one participant being selected at the end of the event for an additional $1000 and a free trip (transportation, hotel room, conference pass) to DConf 2019. Applicants are free to propose any project that will benefit the D ecosystem, either as contributions to existing projects or something entirely new. Preference will be given to projects where the primary development occurs in D. If you've never programmed in D but have experience with C, C++, Java, C#, or similar languages, it won't take you long to get up to speed to the level you need to participate. There's enough shared with other C-family languages for instant familiarity, and the differences can be learned as you go. While actual game projects are unlikely to be selected, there are plenty of opportunities for participants to put their game programming skills to use. For example, one of the suggested projects on the Wiki is a 2D rasterizer for resource-constrained embedded systems. There's no need to limit yourself to what's on that page, however. Any sort of 2D or 3D, or even GUI, library is fair game. Something related to networking or AI, or VR, maybe port a project you already maintain in another language. Wherever your skills and interests lie, if you think it can enhance the D ecosystem, then don't be shy. This is a good opportunity to add a new language to your skill set (or put your existing D knowledge to use), make some extra cash, and potentially get a free trip (the past three DConfs have been in Germany, the previous three were in the States). If you're interested, the details are on the D Blog. If you're just curious about D, then dlang.org is the place to start. Checkout the DLang Tour or Ali Çehreli's excellent (and free!) book, Programming in D. There are a number of people in the D community doing game development (including a couple of former Remedy employees who were able to use D in Quantum Break). Good luck!
  19. tobspr

    YORG.io v2.1 release

    Here is a new update for YORG.io! Some small changes here and there and overall just improving the game. Increased Map Size The map is now four times as big as before (200×200 instead of 100×100). This means a lot more space to expand since previously players already had covered the whole map. However, this also means that old savegames are not compatible anymore – Sorry for that! Detailed Minimap View You can now also hold “M” to show a bigger version of the minimap: Invisible Transporters Earlier The skill tree has been changed so that invisible transporters are now available earlier. This was made to encourage expansion. With the previous skill tree layout, the invisible transporters were only unlockable after most of the map was covered. Up To 12 Crystal Mines Per Resource There are now skills to place up to 12 crystal mines per resource: Destroyed Building Indicators When a building gets destroyed, it’s icon is now shown so you can see which type of building got destroyed: Multiple Smaller Fixes Fixed crash when selling invisible transporters Fixed exploit when loading savegames multiple times Bigger numbers (E.g. “5.6b”) are now better formatted Made easy mode easier Increased difficulty of the challenge mode (New modes coming soon!) Minor Fixes & Performance improvements Thanks to everyone who is continuing to support Yorg! If you are interested in streaming Yorg.io or playing it on Youtube, be sure to post links to this in Discord! I really want you all to succeed and so we can work together in Discord to make that a reality. Link to Discord here: https://discord.gg/UdXda9Q
  20. Pretty slow work week if I'm being honest. Life got in the way and the game's delayed yet another week. You know, going in you always assume you can handle the workload but only expect it to be a certain amount of time. Then you get so far into it you can't justify changing course because the end just has to be near by now... I really wonder exactly how long it'll take for this game to be completed and how long the people supporting me or waiting for me to finish will tolerate this crazy passion project of mine. You can imagine how many times I hear "get a real job" on a regular basis. Feeling all kinds of negative things right now, but I need to carry on anyway. This game needs to be made, and I need to do it. If I can just make this super polished Alpha go even just a little viral, I'll finally know if it's all worth it. 25 thousand players is all I'm asking the cosmos for.More of this week in gamedev here.
  21. Hey All, WOW it has been 4 months already. I feel it has gone very well. When I look back to the beginning I can’t believe how far the game has come. These next 8 weeks are going to be exciting with the game. First up is I have completed the entire layout of world 1. I can play from the beginning to the end boss on the easy path, medium path, and the hard path. This is very cool to see it all together. I had some bug fixes on the auto save that I had to fix as there were some exploits the player could have taken advantage of, but not anymore. These paths are going to be labeled stage 4 (hard path), stage 3 (medium path), and stage 2 (easy path). The different stages of cancer with the 4th being the hardest to beat. Now that the layout is done this next week I will be designing the rooms. 25+ rooms will be carefully designed with puzzles, room hazards, and enemies. Then they will be randomly selected from every time you enter a room. This part is actually going to be fun. Also done are power ups and items. I have now finished the coding on power ups. You will find these “hidden” through out the game. Items that can increase you hearts (health), increase you stamina, give firecrackers, and give immunotherapy. They will be random drops in item rooms and can be found in secret rooms. Secret rooms will be finished when I design the rest of the rooms. There is one more power up (special attack) that I have planned and will code in the coming weeks. Aside from that I fixed more bugs that got introduced with these enhancements. In this video I am showcasing the items and power ups. I have placed them in the first room so you can see them. I do not want to show any other room at this point as I do not want to spoil anything. Let me know your thoughts in the comments. With 700 views on the last blog you guys need to leave some thoughts for me! Thanks View the full article
  22. I was wondering if anyone by chance had a clue of how they pulled off this main menu transition in Kingdom Hearts 2? I'm trying to recreate a similar thing and my original idea was to do it all through programming though I'm thinking that it's unlikely it's done just through programming. It seems like there would be way too many lines of code to get it like this
  23. DreamHack Activities

    DreamHack Atlanta

    until
    DreamHack Atlanta Atlanta, Georgia 16 November – 18 November We're expanding our DreamHack events to encompass a "Gaming Lifestyle" approach. So basically we're bringing a ton of new content to the already massive show that focuses on Indies, Tabletop, Films, Students, Art, and more. Of course this means we're making everything we're already doing even bigger and more awesome such as Esports, LAN, Music, Expo, and pretty much everything else. CALL FOR ENTRIES: The Top 3 Activities Indies Should Apply For... 1. Indie Playground: The Indie Playground is a curated area where games entered into our competition before the event have a chance to win a complimentary booth to showcase their game. The selected games are organized into 12 genre categories that are reflected in the layout of the Indie Playground. Multiple titles are selected for each genre ensuring attendees will enjoy as many indie titles as possible. It's free to enter and those selected will score a FREE 10'x10' booth. We're pretty flexible on what you can send us. If you're not finished with your game yet you can definitely still submit. We've judged and accepted tons of unfinished video games, tabletop, etc. before. Entry form....https://tinyurl.com/DH-IndiePlayground Deadline: Friday, September 28th, 2018 2. Game Pitch Championship: The Game Pitch Championship was created to help build the skills you need to successfully get your product out there. Many developers are talented and either nail the build they have to show but don’t really nail the business plan or they nail the business plan and not the build. With a pitch, you have a short time to impress so you need to nail it all. This competition will not only help hone your skills with industry vets guiding your progress through the competition, but you’ll win accolades too. You could also win $2,500! Entry Form....https://tinyurl.com/DH-GamePitchChamp Prize: $2,500 USD Deadline: Friday, September 28th, 2018 3. Art Gallery: Exactly as it sounds, our gallery showcases some of the most amazing artists in video games, tabletop, comics, anime, and more. DreamHack staff select a number of works then we just print cool art on canvas for FREE—your game gets a slice of advertising while our fans enjoy a non-TV wall on the expo floor. It doesn't even require you to be onsite for the event, so this one should be a no-brainer. Entry Form....https://tinyurl.com/DH-GameArtGallery Deadline: Friday, September 28th, 2018 Good luck!! Reach out to sydney.mantrom@dreamhack.com for questions about the forms.
  24. DreamHack Activities

    DreamHack Winter

    until
    DreamHack Winter Jönköping, Sweden 30 November – 3 December We're expanding our DreamHack events to encompass a "Gaming Lifestyle" approach. So basically we're bringing a ton of new content to the already massive show that focuses on Indies, Tabletop, Films, Students, Art, and more. Of course this means we're making everything we're already doing even bigger and more awesome such as Esports, LAN, Music, Expo, and pretty much everything else. CALL FOR ENTRIES: The New Indie Activities we're adding to our Sweden Event.... Indie Playground: The Indie Playground is a curated area where games entered into our competition before the event have a chance to win a complimentary booth to showcase their game. The selected games are organized into 12 genre categories that are reflected in the layout of the Indie Playground. Multiple titles are selected for each genre ensuring attendees will enjoy as many indie titles as possible. It's free to enter and those selected will score a FREE 10'x10' booth. We're pretty flexible on what you can send us. If you're not finished with your game yet you can definitely still submit. We've judged and accepted tons of unfinished video games, tabletop, etc. before. Entry form....https://tinyurl.com/DH-IndiePlayground Deadline: Friday, September 28th, 2018 Art Gallery: Exactly as it sounds, our gallery showcases some of the most amazing artists in video games, tabletop, comics, anime, and more. DreamHack staff select a number of works then we just print cool art on canvas for FREE—your game gets a slice of advertising while our fans enjoy a non-TV wall on the expo floor. It doesn't even require you to be onsite for the event, so this one should be a no-brainer. Entry Form....https://tinyurl.com/DH-GameArtGallery Deadline: Friday, September 28th, 2018 Good luck!! Reach out to sydney.mantrom@dreamhack.com for questions about the forms.
  25. Brand new here, so let me know if I break any rules! I stumbled across Ray Oldenburg's suggestions of the different "places" in our modern lives whilst (in an unrelated manner) creating a PBBG, and it got me thinking of all of the other games I've played that served as my Third Place for a time. These were places where I felt attached to, like the people who showed up every day were going to be people I could get to know and carry on a relationship with (psychological definition of relationship, not dating). It was compelling enough to be able to define it so well that I want to try and replicate the experience in my up-coming game. I've been stabbing in the dark without having to be able even playtest it (although will be shortly available), but I feel that there could be some serious thought put toward designing a game to fill in that Third Place for our players. However, trying to fill in the criteria of the aforementioned wikipedia article, I figure that having open access to a chat room for everyone is essential. As well, not allowing external factors to change how people can access the chat (like a perk for in-game purchases). So, my questions are: should we even bother designing with something like that in mind? Or is it more something that grows organically and cannot be predestined? Surely there are facilitation that the developer can implement, but is it be a waste of time? Similarly, what about actively preventing negative social influences that can damage or destroy a community?
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