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Found 554 results

  1. character

    decided to make a character. in the 3d program. I drew a leg then the upper body. then the face this is in flash http://bleed.6te.net/drawnwalk.html
  2. Hello, I'm developing a roguelike game. Currently it's in a playable state and I think it's a high time to show it and hopefully get some feedback. The game has following features: - turn based - procedurally generated levels - tons of loot - spells system - trading system - some quests - some limited crafting - door/key/lever mechanics - quite a lot of different (look/behaviour) monsters Trailer: Demo: http://kotogames.com/wp-content/uploads/2017/11/OuaD_demo.zip Regards, Tom
  3. I wanted to start by sharing some amazing video Making Of, medical environments visual effects using 3dsMax and thinkingParticles as can be seen here: cebas vimeopro Please let me know 1) is 3dsMax environment compatible with the main game engines : Unreal and Unity? 2) Anyone with games that uses medical molecular environments? If you wish to get to know the story, see here: Random42 Feature Exclusive Story Also, follow at facebook.com/ScientificVisuals for upcoming tutorial on how to make a blood repair / clotting visual effects by Callum Welsh.
  4. lately I've been working on some ideas for a Game in construct 2 but my biggest setback is art. I have no skill in that aspect of things. I am looking to collaborate with an artist(not necessarily Professional) to bring some ideas to life. plz respond if interested
  5. Fooliery_Framework_v_4_2

    This is the latest release of the Fooliery Framework make with pygame ( pygame.org ).Made for python 3.6 and higher. If you found the last release helpful, then this will blow your mind. Here is everything you need to make a platformer. Dozens of dozens of new functions have been added for everything from exact game timing, text boxes, answer boxes, some functions to help you save you game status. and much more. Would really appreciate any feed back on this. Also looking to join a team or company so if yah here anything Fooliery_Framework_v_4-master.zip
  6. FoolieryPaint

    This is the first release of Fooliery Paint, from Fooliery Games. This app was made with pygame ( pygame.org ) and python 3. Fooliery Paint has many unique features and all the basic ones. Choose from over a dozen pens and styles. Complete with different modes to help keep you in check. Have fun!! Made this in 2 days. Currently looking to join a team or company. FoolieryPaint.zip
  7. Concept Art of Terrator jumping out of the ocean

    From the album ScreenShotSaturday

    We did the 7 day BW challenge for our game on FB, so thought we would show of our best one here...
  8. Hi everyone, I'm Michele (not Michelle, I'm a guy ok? Just call me Mike), italian computer engineer with a strong passion about video game development. I decided to start a blog about making games from scratch using SDL and C. Why am I doing this? First of all, because I strongly believe that you don't need an engine to realize a MVP of your game. I will make games starting from a very basic idea to the first release, discussing the code and the choices. Name of the blog is "Making Games The Wrong Way", which provocatively means that we don't want to over-think the code structure and, above all, we don't want to do premature optimizations. Code will be plain, not beautiful for sure, but it will get our job done. I hope to see many followers from here. It is going to be a nice learning experience both for me and for you Here's the link: https://michelerullo.wordpress.com/ See you there!
  9. Does buffer number matter in ID3D11DeviceContext::PSSetConstantBuffers()? I added 5 or six constant buffers to my framework, and later realized I had set the buffer number parameter to either 0 or 1 in all of them - but they still all worked! Curious why that is, and should they be set up to correspond to the number of constant buffers? Similarly, inside the buffer structs used to pass info into the hlsl shader, I added padding inside the c++ struct to make a struct containing a float3 be 16 bytes, but in the declaration of the same struct inside the hlsl shader file, it was missing the padding value - and it still worked! Do they need to be consistent or not? Thanks. struct CameraBufferType { XMFLOAT3 cameraPosition; float padding; };
  10. Here's our latest websites: -Xilvan Design Official Websites- | -Weebly Website- | -Wix Website- It show everything about the older and latest development of our games! Friendly, Xylvan., Xilvan Design.
  11. Hi, I'm trying to fill a win64 Console with ASCII char. At the moment I have 2 solutions: one using std::cout for each line, let's say 30 lines at once using std::endl at the end of each one. The second solution is using FillConsoleOutputCharacter. This method seems a lot more robust and with less flickering. But I'm guessing, internally it's using a different table than the one used by std::cout. I'm trying to fill the console with the unsigned char 0xB0 which is a sort of grey square when I use std::cout but when using FillConsoleOutputCharacter it is outputted as the UTF8 char '°'. I tried using SetConsoleOutputCP before but could not find a proper way to force it to only use the non-extended ASCII code page... Has anyone a hint on this one? Cheers!
  12. Hi, everybody!

    Hi! We are Evil Corporation Games, an indie studio, which was founded in 2016. In April 2017 our first game project - Star Story: The Horizon Escape (a text turn-based adventure RPG with 24+ alternative endings) was released on Steam. We are currently working on our next game - TERRORHYTHM. That will be rhythm + beat'em up action in the style of cyberpunk. In this blog we will inform you about our game projects and the latest news about it. First post we would like to dedicate to our first project call "Star Story: The Horizon Escape". It was released on Steam 05.09.2017 (http://store.steampowered.com/app/610310/), then it was published on itch.io, g2a.com and gamersgate.com. Was a work experience with chrono.gg. Soon Star Story will be available on kinguin.net and greenmangaming.com also. It’s a text turn-based adventure game with elements of RPG. The plot is developing in accordance with the actions of the player; there are 24+ alternative endings of an exciting adventure. Trailer: A spaceship of archeologist Van Click crashes, and he finds himself on the last unexplored planet in the whole galaxy called “Horizon”. As the Hero is trying to get out from this planet, he meets various inhabitants of unknown locations; he has to struggle for life encountering extremely aggressive species of Fauna and resolving various puzzles. The end of this eventful flee from the Horizon planet depends only on the player’ choice. In this game we have mixed the mechanics of dialogues, choices, turn-based battles, puzzles, crafting and technology researches. Work on this game lasted 1 year. And before an official release Star Story took the first prize in the nomination «Best PC game» according to Indie Cup 2017 and got the first place in the Deconstruction Workshop at the White Nights St. Petersburg 2017 conference. As it our first post, in honor of it we would like to share 5 STEAM keys to Star Story for our very first readers and friends here: FZGMK-9HVVZ-R6HY4 6RYY4-VBX2Z-67X2B 3VGHH-Q8YY9-LTW73 J4CRJ-ZAZFT-X8FIV HG8RV-IQ8Y4-IEH8A Very soon we will post the early details of our new project making, that will be released Spring 2018.
  13. so i have this 2D point and click game wherein you play as teenage boy being forced to deal illegal drugs in exchange for your kidnapped sister. the game is currently in production and the game somehow has very few challenges to it according to testers. now, im kinda looking for suggestions regarding some puzzles that i could integrate onto the game. the game's theme is somehow dark, serious and true to life. something that happens in real life perhaps. some of the mechanics i have is item interaction and dialogue system where responses would vary and affect certain outcomes. comments and suggestions would be very much appreciated. thanks!
  14. NEED FEEDBACK!

    https://www.kongregate.com/accounts/IMakeBadGames Click "Cube Rain" below. Please tell me what all of you think of it
  15. THE PROJECT INT is a 3D Sci-fi RPG with a strong emphasis on story, role playing, and innovative RPG features such as randomized companions. The focus is on the journey through a war-torn world with fast-paced combat against hordes of enemies. The player must accomplish quests like a traditional RPG, complete objectives, and meet lively crew members who will aid in the player's survival. Throughout the game you can side and complete missions through criminal cartels, and the two major combatants, the UCE and ACP, of the Interstellar Civil War. Please note that all of our current positions are remote work. You will not be required to travel. Talent Needed Unity Engine Programmer Website Administrator Community Manager 3D Animator Revenue-Share This is the perfect opportunity to get into the game development industry. Being an Indie team we do not have the creative restrictions often imposed by publishers or other third parties. We are extremely conscientious of our work and continuously uphold a high level of quality throughout our project. We are unable to offer wages or per-item payments at this time. However revenue-sharing from crowd-funding is offered to team members who contribute 15-20 hours per week to company projects, as well as maintain constant communication and adhere to deadlines. Currently the crowd-funding campaign is scheduled for the year 2018. Your understanding is dearly appreciated. Thank you for your time! We look forward to hearing from you! John Shen HR Lead Starboard Games LLC
  16. This summer I started working on a "subterfuge MMO" game called Spycursion, which I've written about here and on my blog. It draws inspiration from EVE Online, Uplink, and Street Hacker, so if you've been into any of those games then you may find it very interesting. Right now the team is just me, but that is hopefully about to change! I'm looking for a couple of people to fill some expertise gaps. Most importantly: Graphics, particularly SDL2/OpenGL Marketing (or, more likely since this is a game dev forum, connections to people who can do game marketing) Art. See this post; the first two images there are concept art representing the style direction I'm planning on launching a crowdfunding campaign ideally in January, and am pursuing additional funding options. Spycursion is a game that I think is very unique and has a lot of potential -- but I need your help to realize that potential! If interested, please send me a private message detailing your experience/qualifications. Thanks, -Scott
  17. Hello, dear friends!!! I want to make a сonsole racing game. It would seem that a racing video game on consoles is a good option for development. But I need people who know about the development of racing games on consoles. And I have a few questions for you, dear developers: A more good programming language for creating racing games on consoles? Is there any 3D editor to create a racing game on consoles? Can I use the laser scanning function for racing tracks? Do you have video tutorials to create a racing game on consoles? How many people i want to help me with developing a console game? Sorry for my English. Thanks in advance.
  18. Margot Allard

    From the album Beneath the Waves

    We have gotten a lot of work done so far in November. This is Margot Allard, manager of La Mère Allard in our adventure game Beneath the Waves.

    © KJ Interactive

  19. Trying to write a multitexturing shader in DirectX11 - 3 textures work fine, but adding 4th gets sampled as black! Could you please look at the textureClass.cpp line 79? - I'm guess its D3D11_TEXTURE2D_DESC settings are wrong, but no idea how to set it up right. I tried changing ArraySize from 1 to 4, but does nothing. If thats not the issue, please look at the LightShader_ps - maybe doing something wrong there? Otherwise, no idea. // Setup the description of the texture. textureDesc.Height = height; textureDesc.Width = width; textureDesc.MipLevels = 0; textureDesc.ArraySize = 1; textureDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; textureDesc.SampleDesc.Count = 1; textureDesc.SampleDesc.Quality = 0; textureDesc.Usage = D3D11_USAGE_DEFAULT; textureDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET; textureDesc.CPUAccessFlags = 0; textureDesc.MiscFlags = D3D11_RESOURCE_MISC_GENERATE_MIPS; Please help, thanks. https://github.com/mister51213/DirectX11Engine/blob/master/DirectX11Engine/Texture.cpp
  20. Thy Sword is a hack n' slash platformer with procedural levels and roguelike elements. Inspired by classic games and executed with perfect controls and fun mechanics. Get ready for a heroic challenge! Better yet, summon a friend for a truly epic co-op adventure, ...or a duel to the death. Whoever wins keeps his head. A world of Sword & Sorcery awaits! The game you always wanted...graphics and sounds inspired by epic 80's and 90's golden games. Now it's within your grasp with modern mechanics and responsive controls. Thy Sword on Steam: http://store.steampowered.com/app/560300/Thy_Sword/ Launch Trailer: https://www.youtube.com/watch?v=wPWkAeJLo74 Key Features: - Single player or local co-op, player vs. player combat - Procedurally generated levels - Discover Heroes, Weapons, Items, Bosses and challenges - Fast paced yet strategic combat, full controller support with customization - Beautiful true resolution pixel art & animation - Chip music created using the legendary SID (Commodore 64) Thank You for reading! A wolrd of Sword & Sorcery awaits!!! ------------------------------- About GamePhase: Three man Indie Developer from Finland. Developing games with passion, pixels and blood magic. Find out more at www.gamephase.net November 12, 2017. Vaasa, Finland.
  21. A 2D digging, adventure puzzle game with some retro feel reminding us of the amazing first digger games such as BoulderDash that we knew when we were younger. That is the type of game me and my partner wanted to create as our very first joint project for our studio “RoKabium Games”. Both being avid gamers we hadn’t seen many games in that genre that focused more on the actual digging being the main element rather than being an action plat former or survival and crafting sandbox with the occasional digging part. So last year we started working and planning for our game “Something Ate My Alien”. We knew early on that for a 2-person team to pull of creating a whole video game we had to have a planning structure for a game that wasn’t too large or complicated. So early ideas of making a full blown 3D, interactive, huge sandbox with multiplayer alternatives was just not gonna be a good starting point. We scaled down the idea of a huge concept and decided to rely more on our existing skill set in the game industry. We decided to focus on a more manageable core of that we ourselves would like to play and what we believed other people would also enjoy to play. A finite game story of about 6-10 hours game play from start to finish, something fun and charming with just the right amount of action/digging/puzzles ratio. We also knew that our game would show quality and engaging graphics being hand painted by myself and it would all be done in a style that would ooze retro, hand painted, uniform and a beautiful game with easy to navigate and clear game mechanics and graphics. We wanted it to be a lighthearted but a addictive little gem suitable for a both younger and a more adult audience. Our game would be exactly how we envisioned it since it would be the labor of our own vision, not working for anybody else. As a digital artist with several years experience in working for game studios and painting game assets, backgrounds, icons, characters etc and being part a team of other game developers, I did have some much needed experience in understanding just how much art is needed for a complete game. Even the smallest game contains more art pieces than you might think. For example, for every animation you do in 2D graphics you have to paint a new image and each animation can have anything from a very basic 5 frames up to 30-40 frames. So for each enemy you draw for example you need to also draw that enemy having an idle position, a walking cycle, a running cycle, an attack cycle, a dying cycle, a jumping cycle etc. So for one single enemy in a game you might have to produce up to around 100 images. Add to that, our game would have at least 10 different enemies for each level and we have designed our game to have a total of 4 levels. Each game level or planet as it is represented in SAMA is built up with a set of ground tiles that has seamless tiling for a smooth and more realistic look. For each tile-set I’m designing 6 variants so the illusion of random and unique ground that looks like it is not repeating. Each world has 4 unique tile types to add variation for the digging mechanics and giving the player more varied game play. On top of normal ground tiles we have variants of 20 unique decals and edges created to blend different types of ground together better and adding even more realism. Inside the ground tiles you can as a player find all kinds of loot. So far I’ve designed 25 unique minerals, 9 different type of gemstones, 8 different kind of gases (each with animation cycles), 28 types of artefacts, 12 different types of complete fossilized animals which consists of 62 separate type of bones to find. There are teleporters, oxygen stations, health hearts, energy boosts, lamps to light up the dark caves, secret doors with puzzle areas to solve to get rare loot or upgrades. There are icons for every item and enemy you can find. All of these visual elements are hand painted by myself and still this is just the bare base of each planet level. When designing the UI for the game we both wanted it very neat and tidy look, using our main colour scheme of blue-green-warm yellow that I first came up with during the conceptual art at the beginning of the project. I also wanted some elements to have somewhat of a computer screen/electronic look with glowing outlines to emphasize that you as the player are the actual AI of the ship and the UI you see is the computer interior. While continuing painting and designing the artwork for SAMA we are getting closer to a first Alpha of the game and we are hoping that with the help of feedback from gamers around us and people interested in our game we can develop a game that is incredibly fun and beautiful to play. See more over at our web site: http://www.somethingatemyalien.com/
  22. Nuclear Winter

    Hello comrades, I am the leader of a small, independent indie game studio and we are currently working on an open-world survival F/TPS, entitled "Nuclear Winter." The game is designed to be a realistic and extremely unforgiving experience set in the war-torn landscape of North America, seven years after a nuclear war, which has resulted in a global nuclear winter, a phenomenon when so much debris is in the atmosphere that global temperatures are reduced. The player plays as a member of one of seven factions, five of which are actively warring with each other, and the other two as neutral groups. The player can also choose to not be in a faction at all. I have come up with many interesting mechanics, including the implementation of a sleeping feature in a multiplayer game, as well as a score of conditions and afflictions that besiege the player. If you would like to contribute and join the development team, please message me privately. Thank you, and have a good day. Red_Dawn
  23. Starting Out

    I know that there is no right answer to "which game engine is the best". That's why I'm not going to bother. I have Unity 5, Unreal Engine 4, and Cryengine installed on my computer. Not very good specs, and I'm running on a $0 budget. But I wanted to know if there was any engine out there with easy (relatively) animation capabilities, blueprint or flowgraph like programming, and simple creation methods. there are probably going to no answers for this, but I thought I might as well ask the community.
  24. Hello all, My question is a bit hard to describe but hopefully it will do... I just wonder what you guys think is the 'best' way of getting info about the model in your view(s).. To clearify (i hope ;-) ) If the model is updating itself every game-cycle and the (deep) nested objects all do there jobs how do you get info where only the view is interested in? So my question is not how to do it but more what do you people think is the best way to do it ? Regards, Alex
  25. Project Valiant

    Project Valiant About the Game: Project Valiant (Name not final) would be a semi open world rpg in a fantasy/steampunk setting. It would be mostly story driven, but with action elements. The dev team would be very open for input, and people would be able to suggest things they’d like to see in the game. The game would be built in Unreal Engine 4, but would have a nice anime-like art style instead of focusing on ultra realistic graphics. I want this to be a community based project, meaning that I want people’s input on what they think should be added. A Bit About Me and Other Important Stuff: I am a 17 year old modeler and developer from California. I’ve picked up many talents, but I am best at environment and object modeling. I’ve always wanted to make my own game, but never really had the means to do so. This project would be mostly a casual one, but if enough people support it and everything goes well, we will probably become an official project. All game assets and such will be made by the dev team (no buying pre made stuff), and we would give frequent updates on the game’s progress. Instead of branching out and trying to do everything at once, we would focus on specific areas of the game one at a time, give people an update, and see what they think of it before moving on. If enough people support this and help flesh it out, I will make a kickstarter page so we can pay developers. We would need environment and object modelers (other than me), character designers, artists, animators, coders, sound designers, and voice actors for a proper team. Q & A: How can I help right now? Suggest some ideas in the discord, and help flesh out the concept. If you have any of the skills mentioned before, and want to help, join our discord (Our Discord) or email me (garret2kool@gmail.com). Pay? In case you missed the part about this, I’ll say it again: This is a more casual project, rather than a professional game right now. If this goes well, I will make an official thread in the proper forum, but consider it a hobby project for now. I do however plan on eventually making it an actual project with paid devs. If enough people support this and we have devs saying that they want to work on it, I will put up a kickstarter page to fund its development. Why is it called Project Valiant? It was the best name I could think of at the time, it’s not final If you want to suggest something, please do so in the discord channel. I highly encourage your input, as I want to know what mechanics people would want in a game like this.