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Found 817 results

  1. Gregory Aaron Martin

    2D Short Story Into Game

    I'm writing a sprawling fantasy series. I've written shorter stories in the world I'm creating. I want to turn one of those short stories into a game. It can be 2D. It's about dragons. There's a story arc below that shows a starting point and an ending point. Details will be given if there's anyone interested. I'm a storyteller but I don't have much knowledge on game development. It would be an adventure game with light rpg elements. Synopsis: A young man with a very special gift returns to his mountainous home to find it invaded by a cult. The community he's been a part of his whole life has been cut off by the king to ensure the cult's influence remains limited as it's very influential. This cult believes the dragon they follow and worship rests in the mountains and with the king pulling his soldiers out, the cult can begin its dig underground. The young man learns that the last individual with the same special gift who held a coveted seat on the council was killed by the cult during the cult's takeover of the village community. The young man, like others with the same special ability as him, vied for the seat on the council but he was turned away either for his own safety or because of council secrets. The cult has its own members with this same special ability and they're very intimidating. The community is oppressed for months. Tired of this oppression and feeling abandoned by his king, the young man sets out with a few new comrades to battle this cult, putting on display his own talent with this special gift.They make it their mission to sabotage the cult's dig into the mountains in hopes the cult doesn't awaken their dragon. They also make it their mission to defeat the cult members who posses the special ability. They are successful with this and he is appointed to the coveted seat on the council. Thanks
  2. Hi, my name is Andres, I'm a programmer with a technician degree and a Diploma in C#, looking for a project in Unity to start my career in game development. I don't do it for a paid but a recognition and start a portfolio, preferably a 2D game. Thanks for read, have a nice day.
  3. Hey All, Not too much was done on actual coding this week. I worked on a lot of the artwork. Not my favorite part but essential for the game. Did all the artwork for world 2 room designs. This consisted of: Trees Bushes with flowers Picket fence Gate for fence (doors to other rooms) Grass Also created some images for world 1 that I needed so I can finish all the room layouts. This included: TV Dresser World one Boss! Fire (animated will have some particles) Light bulb fixtures with flickering light ( there will be dark rooms with little light) Text boxes What I did code was the text boxes. These will be essential for the game story. You will find diary pages throughout the game world and this is how you will read them and learn the story. (Also adds a collectible element to the game, have to find them all). For now I am showcasing the text boxes with a sign. These will also be found through out the game to give needed information. I just have to make little tweaks to the code so everything is perfect. Next will be working on the light engine for the darker rooms and coding the world 1 boss! Let me know your thoughts, feelings, opinions. Thanks, SOS-CC View the full article
  4. jbadams

    Free art assets

    The older version of this topic is getting quite dated, with some broken links and notable omissions, so after 8 years it's high time for an update. This is a list of free graphics for games but aims to avoid sprites ripped from existing games in favour of ones that may be legally used in your work. Please feel free to submit your own suggestions, but note that any off-topic posts and all spam may be removed from this topic. Be sure to check the licensing terms before using any of the linked graphics. Free Airplane Sprite Pack A free .zip package right here on GameDev.net containing various aircraft from different (mostly side or top down) angles. Includes fighter jets, bombers and cargo planes. Provided by our very own (but recently inactive) @Prinz Eugn (Mark Simpson). Free for any use with attribution to the author. Kenney Assets A huge collection of freely available assets (both 2d and 3d) for many different styles of games, available under CC0 1.0 Universal licensing terms. In addition to the free assets, Kenney's work is supported by the sale of cheaply available asset packs which you'll find linked at the top of the page, and the fantastic Asset Forge which allows the easy creation of customised game assets. SpriteLib GPL A free .zip package of 2d games sprites by Ari Feldman, now available under a Common Public License Version 1.0. Unfortunately, the original website is no longer online, the source website is back online HERE, but the sprite package is attached to this post for you to download: spritelib_gpl.zip Contains sprites for a platform game, Pong/Breakout/Arkanoid style games, overhead shooter in the style of 1943, and a maze combat game in the style of Tank Force. Lost Garden Freely provided graphics from Daniel Cook of Lost Garden & Spry Fox, under licensing terms explained on this page. Danc's Miraculously Flexible Game Prototyping Tiles Danc's Miraculously Flexible Game Prototyping Graphics for Small Worlds 250 free hand-drawn textures Tyrian ships and tiles Tiles for Zelda-like RPG Complete set of 8-bit Sinistar clone graphics Unreleased RTS Postmortem: 'Hard Vacuum' (graphics near end of post) In addition to the above, Daniel also has a couple of 'Game Prototyping Challenges' where he provides the basic outline of a game design and challenges people to implement and iterate on the design to hopefully create a fun game. A couple of these challenges come with freely provided graphics, although in this case the assets are intended for use if undertaking the challenge (a fantastic learning exercise!) in question rather than for general use: Prototyping Challenge: Play With Your Peas Prototyping Challenge: Fishing Girl Glitch - Public Domain Art (and code) All assets from a defunct web-based MMO game, made freely available under CC0 1.0 Universal licensing terms. Get it HERE. Most of the graphics are available in .fla and .swf formats. Quaternius Quaternius offers a large range of basic low-poly models with CC0 licensing. You can also support his efforts by purchasing all of his sets in a single file for $1. OpenGameArt.org OpenGameArt have a huge collection of different art, constantly added to by new and existing contributors. Quality and style vary, but there is some really good material available if you're willing to spend some time looking. Note that licensing terms vary, so be sure to check each item's license before use. Game-Icons.net At the time of writing, Game-Icons.net offers 3044 free icons in SVG and PNG formats with CC BY 3.0 licensing (which requires attribution). The built in editor on the site will allow you to alter the icon size and apply some simple properties (such as background type and colour). AI War 2.0 graphics library Graphics from the space RTS game AI War: Fleet Command. Free for use by indie developers. Get it HERE. Reiner's Tilesets 2d and 3d graphics (use the menu at the top of the site to view categories) available under these licensing terms. MakeHuman MakeHuman is an open source (AGPL licenced) tool for creating 3d characters. Output characters can be used under a permissive CC0 license under certain conditions. GameDev.Market There are some free assets available via the GameDev Marketplace (our very own asset store!). Looking to hire an artist for custom work? Check out our Contractors section, or advertise your project in our Game Jobs board (for paid commercial projects) or Hobby Classifieds forum (for free hobbyist projects). Looking to purchase pre-made assets? Try the GameDev Marketplace, or other asset stores such as GameDev Market (not affiliated with us!), the Unity Asset Store, the Unreal Marketplace, or others.
  5. Hey all,So I have this unfathomable obsession with the games LIMBO and INSIDE, two games produced by Playdead Studios. But as a sound designer, I'm specifically into the audio of the game, its use of ambient tracks and specific sounds to create this level of emotion I've never felt in a platformer before.I took a stab at redesigning the sound and ambiance of one of LIMBO's trailers to see if I could replicate such emotionality with my own creativity. Check it out below. All feedback is appreciated. https://www.youtube.com/watch?v=-LgHHBtAWwE Thanks!
  6. From the album: SAMA

    Been a bit quiet recently, but we've been busy bug fixing and tweaking things... Now we have lots more 'Particle effects' in the game, specifically here the Flamethrower and Enemy attacks!
  7. Hi guys, I'm having a problem rendering with DWrite, and I don't understand why, can you help me figure it out? As you can see in the image below, if you look carefully you'll notice that the top of R8 is cut (missing 1 row of pixels), the bottom of R11 is cut again, the 4 in R14 is rendered weird compared to the 4 in R4 and so on, if you look closely you'll spot more yourself. I can't figure out why 😕 Under the image I'll also leave the code, in case I'm doing something wrong like with type conversion or stuff. Any help is much appreciated #include "GBAEmulator_PCH.h" #include "Disassembler.h" #include "GBAEmulator.h" Disassembler::Disassembler(LONG width, LONG height, HINSTANCE hInstance, GBAEmulator* emuInstance) : D2DWindowBase(width, height, hInstance, emuInstance), m_background(0.156f, 0.087f, 0.16f, 1.f), m_textFormat{ nullptr } { //Init Window std::string className = "Disassembler"; std::string windowName = "Disassembler"; WNDCLASSEX clientClass{}; clientClass.cbSize = sizeof(WNDCLASSEX); clientClass.style = CS_HREDRAW | CS_VREDRAW; clientClass.lpfnWndProc = GBAEmulator::DisassemblerWinProc; clientClass.hInstance = m_hInstance; //clientClass.hIcon =; TODO: Add Icon clientClass.hCursor = LoadCursor(m_hInstance, IDC_ARROW); clientClass.hbrBackground = (HBRUSH)(COLOR_BACKGROUND + 1); clientClass.lpszClassName = className.c_str(); //clientClass.hIconSm =; TODO: Add Icon DWORD windowStyle = WS_VISIBLE | WS_CAPTION | WS_MINIMIZEBOX | WS_TABSTOP | WS_SYSMENU; m_isValid = InitWindow(windowName, clientClass, windowStyle, false); //Init DWrite if (m_isValid) m_isValid = InitDWrite(); std::vector<std::wstring> tempEntries{ L"PC: ", L"R0: ", L"R1: ", L"R2: ", L"R3: ", L"R4: ", L"R5: ", L"R6: ", L"R7: ", L"R8: ", L"R9: ", L"R10: ", L"R11: ", L"R12: ", L"R13: ", L"R14: ", L"R15: ", L"R16: " }; std::wstring value = L"-UNDEFINED-"; FLOAT left{}, top{}, right{ 300.f }, bottom{ 50.f }; for (auto& s : tempEntries) { m_entries.emplace_back(TextEntry{ s, value, D2D1_RECT_F{ left, top, right, bottom} }); top += 30.f; bottom += 30.f; } } bool Disassembler::InitDWrite() { //Set Text Format HRESULT hr; hr = m_DWriteFactory->CreateTextFormat( L"consolas", NULL, DWRITE_FONT_WEIGHT_NORMAL, DWRITE_FONT_STYLE_NORMAL, DWRITE_FONT_STRETCH_NORMAL, 22.f, L"en-US", &m_textFormat ); if (FAILED(hr)) { MessageBox(NULL, "Failed to create TextFormat", "Error", MB_OK); return false; } //Set Colors m_renderTarget->CreateSolidColorBrush( D2D1::ColorF(D2D1::ColorF::SkyBlue), &m_fillBrush1 ); m_renderTarget->CreateSolidColorBrush( D2D1::ColorF(D2D1::ColorF::Crimson), &m_fillBrush2 ); return true; } Disassembler::~Disassembler() { DestroyWindow(m_hwnd); if (m_textFormat) m_textFormat->Release(); if (m_fillBrush1) m_fillBrush1->Release(); if (m_fillBrush2) m_fillBrush2->Release(); } void Disassembler::Updade(float deltaTime) { } void Disassembler::Draw() { m_renderTarget->BeginDraw(); m_renderTarget->Clear(m_background); for (auto& entry : m_entries) { DrawEntryWithShadow(entry); } m_renderTarget->EndDraw(); } void Disassembler::DrawEntryWithShadow(const TextEntry& entry) { //shadow offset D2D1_RECT_F shadowPos = entry.position; shadowPos.top += 1.05f; shadowPos.left -= 0.95f; //draw text DrawEntry(entry.text, shadowPos, m_fillBrush2); DrawEntry(entry.text, entry.position, m_fillBrush1); D2D1_RECT_F valuePos = entry.position; FLOAT valueOffset = 50.f; valuePos.left += valueOffset; valuePos.right += valueOffset; shadowPos.left += valueOffset; shadowPos.right += valueOffset; //draw value DrawEntry(entry.value, shadowPos, m_fillBrush2); DrawEntry(entry.value, valuePos, m_fillBrush1); } void Disassembler::DrawEntry(const std::wstring& text, const D2D1_RECT_F& pos, ID2D1SolidColorBrush* brush) { m_renderTarget->DrawTextA( text.c_str(), static_cast<UINT>(text.size()), m_textFormat, pos, brush, D2D1_DRAW_TEXT_OPTIONS_NONE ); }
  8. GRASBOCK WindyOrange

    #1 Grass and Animated Sprites introduced

    Hello, this time i have worked on the ability to animate sprites, small but essential system changes, growing grass (to get a gist of the basic procedure i might use), developing a field of view algorithm for the entitys that are exploring the world Watch a short clip here: Video This took me longer then expected due to some bugs I encountered in the process. Next up I will probably have to carefully think on how I will not only proceed but also if my current setup is worth keeping, as retrieveing positions with my current build is quiet a hassle and will hurt performance once I start using field of view and pathfinding algorithms. I might have to give the world a fixed size (which i have some good solutions to make that aspect a feature). It would really help me what you guys think has to be changed with dwarf fortress in terms of gameplay, as it decides how the game is built. So I would appreciate it if you could tell me either via PM or here in the comments your opinion on the matter.
  9. Hello, In the hopes that my thread is not off-topic or offensive in any way, I dare to ask the following "noob" question: what would be the correct way to create sprite animations from 2D *.bmp files? I have for reference the 2001 game Desperados:Wanted Dead or Alive. with the help of some tools i found , I was able to extract files containing what seems to be animation frames and frame shadow masks for animating a horse. Attached are the archived assets. My goal is to recreate the demo level of the game using Unity, for educational purposes. I have started by loading the background map layer (also a large bmp file), and next step is to load a 2d character object and animate on the perspective. Horse_Brown.rar
  10. I am working on a 2D SideScroller game in my own made game engine using SFML and C++.I am searching for 2D artists,especially pixel artist for making and animating characters,backgrounds and other props that can be made in any Drawing Program.The artist will become part of the team of Hammer Studios and he got a part of the Revenue Sharing.If you are interested send me a mail at:ghiurcutaandrei@gmail.com .If you are not an artist but you want to be a part of our Team,Soon we will be recruiting an C++ AI programmers that worked in SFML/OpenGL. We work together using Discord.
  11. Hey All, Blog is a day later than usual, there was a bug with saving that I wanted to complete before posting. The auto save feature was not saving some global variables correctly that was needed for the room randomization scripts. In order to resolve this I had to re-write the scripts as it was really messy and caused a huge headache. The re-write is great, I took about 30 lines of code down to about 10 so it was a great optimization at the same time. The good news is though it works flawlessly with auto save now. It works perfectly on the phone so if there’s a crash or you don’t finish a run it auto saves from the last room you cleared and the save is deleted upon game over. Items added for touch controls: Changed size and location of vstick and on screen buttons Made it so the item you equip to a button is now displayed on the button itself!! Added a pause button to the GUI. Pressing this pauses the game and draws the inventory. Hitting pause again un-pauses the screen. Added a go to main menu button on the game over screen Added a continue game button on the title screen. If there is no save present it will display no save found. Bugs fixed: If you have full health hearts are now pushed out of your way. Was a bug stopping this from happening on the phone Save game issue resolved Issue resolved on player not being destroyed on game over Features added: Added smoke to the explosion animation. Slowed the animation down. Changed smoke color on fireballs. Title Screen!! Added what will be the official start screen. This will also be random. The blurred background will be chosen randomly and show different room layouts. The character shown on the right side will also be chosen randomly between all enemies, boss, and player!! Added fade in screen transition for new game There might be some little changes I forgot. Gameplay video showcasing everything above and was on an iPhone 7 Plus. View the full article
  12. Hello, my name is Alberto Muratore and I'm a young game developer specialized in programming. Last summer I finished working on Abstract Arena, my first completed project published on Steam. During the development, lasted more than 1 year, I created every aspect of the game except for the audio sector. I previoulsy joined small competitions and had collaborations within the amateur scene, since I started having fun with game development when I was a kid. In the recent months I also started writing videogames reviews for a english-italian website about indie games. Abstract Arena Steam page: http://store.steampowered.com/app/678230/Abstract_Arena/ Abstract Arena website: http://www.abstractarena.com/ I'm currently offering my skills as freelancer in the role of programmer: what I'm searching for is a project that only lacks of the coding part. I'm very good at using the GameMaker: Studio engine, and I already own a license to export on Android platform. I can write code for any genre of 2D games, and I already have experience with the peculiarities of the Android platform (multiple touch controls, accelerometer). I will be able to start working full time only during September, so be aware of that. The plan is the following: 1 - you have an idea about your next project (2D game of any kind, for Windows and/or Android platform), 2 - you (or your team) create all of the graphics and audio resources, 3 - I write the whole code for the game (gameplay, menus and anything within the game) putting everything togheter [during September], 4 - if you like my work you can choose how much to pay for it, and you (or your team) keep the rights to sell the game without sharing any percentage with me. Thank you for reading my announcement If you have any question, please write me at the following address: albertomurat@gmail.com
  13. Hello About me Lvl 28 Programmer (day job: non-gamedev-programmer, making games as a hobby for about 2 years) Some vector art experience - tried to make some assets on my own using vector software and scripts Some design experience (designing my own games ) About game Turn-based fantasy rpg inspired by games like Heroes 3 (also WoG mod), NEO Scavenger, Battle Brothers I would like to create easy to use editor for creating custom scenarios (similar to the one from Heroes 3) World and story are clean slate, I did some drafts but I'm not good at it so it's possibly subject to change I decided to create graphics using vector software + scripts to make it faster (rpg's tend to have lots of assets), also it's more precise and easier to create tileable graphics (for example: rivers, paths) No sound/music work has been done yet Who do I look for? Definitely someone with 2d art skills I would like to focus more on programming 2D animator (skletal animations are preferred) Additional programmer could make development faster Someone for creating sounds/music/both It's a hobby project, I work on it in my free time. In case the project make it to the finish line and get shipped - I can offer rev-share Below should be few screens of what I already did (about 2 months of work) - some graphics, editor prototype screenshot and game prototype screenshot
  14. If someone could assist me through this I would be really grateful. I'm using SharpDX/C#/WinForms but I think this could more apply to directx in general. I'm very new to graphics programming and I'm really just trying to do something as simple as displaying a rectangle to the screen. Here is my issue: I have the below code: ---------------------------------------------------------- var desc = new SwapChainDescription() { BufferCount = 1, ModeDescription = new ModeDescription(1024, 768, new Rational(60, 1), Format.R8G8B8A8_UNorm), IsWindowed = false, OutputHandle = form.Handle, SampleDescription = new SampleDescription(1, 0), SwapEffect = SwapEffect.Discard, Usage = Usage.RenderTargetOutput }; I'm not sure if the window is loading in full screen. Actually to make it go full screen I actually have to set the forms property to: this.WindowState = FormWindowState.Maximized; but that only seems lke Im using a C# code to maximize the form. For instance if I don't set the form to maximize, the form loads at the original size if IsWindowed is set to false. I recall with directx programing using dx7, when I set full screen you could actually see what looked like a display resolution change. I'm not seeing that. It pretty much looks like the form is loaded at the same size as the screen and not the value I provide in modeDescription. This is not what I want as well because I want to set the display to 1024x768 to avoid stretching of my graphics in wide screens. Can someone help me make sense of this please.
  15. this. games

    2D Looking for 2D artist

    [Free] Looking For: 2d Artist and Animator. Requirements: Experience in 2d art and ability to commit to 1-2 years of work. Payment: Rev-Share (Think Free as the product may not end up being sold) Description: An 3/4 view 2d game with a Sci-fi style. The game is based on a man who was put into stasis for punishment for his crimes. He has woken up 100 years later and must now regain his position at the top of the criminal underworld by killing his opponents. There will be a "Hub World" city and then PCG gang hideouts where you fight enemies. The assets required will be tile sets for the different hideouts, assets for the city ie buildings streets etc. and characters both the player and a number of enemies. Send resume and portfolio to thisdotgames@gmail.com if you are interested.
  16. So I'm making this basic 2D engine using Haxe Kha, and i just need to integrate some physics. Just basic collision detection and gravity on basic shapes, nothing too detailed. But i want to try not to write it myself, so i just want suggestions on what open source phyisics engines i could use, and that wont be impossible to integrate. Thanks in advance.
  17. Hive Entertainment

    Looking for more

    Hey everyone we are looking for a 2d artist for health bars, inventory, items, weapons ect. Unfortunately I can not pay at this point in time however if you are interested please let me know and I am sure we can work something out. I am also looking for landscape modelers in 3d message me for more details or email me at hiveentertainmenttech@gmail.com
  18. Hey All, We are now 2 months into the development and moving along nicely. This week I finally faced what I thought would be the biggest hurdle in the development and that was getting the game compiled over to my phone. Fortunately this was not as difficult as I thought it was going to be. I had some very good articles to step through the process of generating the Apple certificates and setting up Xcode. Once I got that all configured, I configured GameMaker for the port and glad to say that on the first try everything worked!! It was a very cool moment in the development to see our game playable on the phone for the first time! So in order for this to be playable, I had to create the touchscreen controls. Went with a virtual stick for movement and virtual buttons for action inputs. All I had to do was map everything over from keyboard and mouse to the touchscreen and MFI controller. Yes the game is coded for touchscreen and MFI controllers, as well as game pads / keyboard and mouse for PC. For now the main menu is not interactive on the alpha phone version. I have it in place so once you tap on the screen it auto selects new game. I will have this interactive in the next week. Touch controls that are complete are: vstick action button for attack 1 power use button pause button(accomplished by tapping the coins counter in top right of screen) will add a pause icon for clarity the whole pause screen, inventory, is interactive with touch controls. What I need to add is one more power up button for the 2nd power up slot, as you can equip and use 2 at the same time. The graphics for the buttons and vstick are not final. These are just placeholders until the final design. Also added a fade out effect to the game over screen when you run out of health. Over the next week I will be finalizing all the touch controls and main menu. Once that is done it’s back to finishing the design of the levels for world 1. The following gameplay video is recorded from my IPhone 7 Plus. All videos and screenshots will now be from the iPhone version of the game. Thanks for reading and checking it out. View the full article
  19. Hi guys, check out our new game about sticks. Feedback welcome! Stickman Destruction 5 Annihilation is a sequel to the legendary game of survival, where to make incredible tricks, driving different transport and getting into different crash! The game is made in the best traditions of simulator games with ragdoll physics elements. Make incredible jumps and tricks and destroy the enemy! Your task is make the finish alive or dead! Download on Google Play: https://play.google.com/store/apps/details?id=com.stickman.destruction.annihilation5Youtube: Website: http://strifexxx.wixsite.com/cyberponyFacebook: https://www.facebook.com/groups/577850349043463/VK: https://vk.com/club122273704
  20. ERASERHEAD STUDIO

    13 RONIN - DevLog #2 - Lightning

    Ok, It hasn't been a full month since my first post here, but I still think it's time for an update, and from now on I plan to post a major news article at the beginning of every month containing a summary of what I've been up to lately. For anyone interested in more I recommend my blog at Eraserhead Studio where you can find random news, animations, images, sound and code that hopefully can help you out in your own game project. So, what have I been up to lately? Well, due to an aching hand, the result of too much asset drawing, I've let my hand rest from the tablet and instead focused on doing some proper coding. The result is two quite flexible engines: one for rain and the other one for lightning. Rain Since a few of the levels will take place in bad weather it's important for me to be able to generate some good looking rain. I talked about my rain engine already in the last post but since then I've fixed a few bugs, added some properties and posted a higher quality demonstration video on YouTube. The engine has a lot of settings, all which will help me make a living and varied rain. Some of these are: Drop velocity Drop acceleration Density Drop creation interval Wind No of splashes at ground contact There are still some minor features to add, such as individual ground height at different z-level, but majority of the engine is now done. If you want to do something similar for you own project please check out the demonstration video at YouTube . And why not download the source code from BitBucket . Lightning For an even more dramatic effect I want thunder and lightning in the game. I started doing a lightning bolt, then a lightning branch and finally a lightning engine sending randomized bolts and branches through the sky. As with the rain engine this engine also has a lot of settings, some of these are: Lightning length Lightning angle Interval between lightning strikes Lightning duration Animation Fade This was quite fun to code and I'm quite pleased with the result. Things left to add is sound for thunder and maybe a flashing background. Check out the demonstration video on YouTube and get the source code from BitBucket . A big thank you to Michael Hoffman whose awesome article was a big inspiration for this work. Other inspirations have been google images and YouTube. Internet is just awesome! Shaders Working with the lightning I spent a few hours and reading up on HLSL and including shaders in MonoGame. It was interesting and fun, but also quite time consuming. There will be a number of shaders included in the end product, but for now it will be a type of coding I will save for the polishing phase. For anyone getting started with MonoGame and HSLS I highly recommend the article My First Pixel Shader(s) . I'd be very happy for recommendations on other good HSLS pages. Home page I'm using WIX for the Eraserhead Studio page but unfortunately the WIX-editor is both slow and buggy. I've spent a number of hours in the editor trying to achieve a nicer looking and easier to use site than the previous one but WIX doesn't make it easy. I've still got two active tickets at the WIX-support regarding bugs I can't find any solutions for, but hopefully the site will still be better than the last one. The short lesson being - don't use WIX. Dev forums Besides writing and publishing this post I've also drawn avatar, logo and banner and added those to my profiles on: GameDev IndieGamer TIGForums GameJolt Reddit IndieDB When I've got a finished demo I'll also get on Facebook and Twitter. Do you have recommendations on other sites where you think I belong? Please let me know. Please visit Eraserhead Studio for more. Happy coding! /jan. NOTE. As always, everything I publish here or on any other site is work in progress and subject to change.
  21. Hi! So, I've recently thought of a nice twist to a hack and slash-type zombie game that I'd love to make (mostly so that no one can steal the idea I'm not gonna elaborate to much on the story, but that should be no issue to help me, I think). But my problem here is that I have little to no knowledge of coding. I AM willing to learn, but I'd rather not have to develop 50 games before I've learned how to develop the game I actually wanna make. I'm just a hobbyist. I don't have that kind of endurance for this. The game I'm looking to develop is basically just your typical Player having to fight their way through masses of zombies in a city towards a certain safe place, going from location (check-point) to location. The only controls I really want for the player to have are: -to interact with objects (like talk to people aka trigger a dialogue or cutscene, pick up objects like weapons, have commentary appear when interacting with something (like the player clicking on a corpse and triggering the player thinking "Please, don't attack me to. ... Thank you very much, Sir.". All of this could be established with simply triggering a cutscene though.), -move with the arrow keys or ASWD, -have a health bar (not necessarily displayed, I just want the player to actually be able to die if they get gnawed by too many zombies) -and hack away at zombies coming towards the player. Just let out all your frustration by bashing in their faces, maybe have a satisfyingly-bloody animation when they die. -Hopefully have companion characters fight zombie hordes with you. (Although I could get creative and find excuses not to have the side-characters fight with you) -No jumping required. -Inventory would be nice but not necessary either. -Saving your current game progression manually would be great, but could be done with check-points, too. Primary focus of the game would be just having fun hacking away at zombies and getting to know the characters, who I hope to make worth getting to know. I've been researching the internet for game engines for weeks now but I haven't really found one that seemed helpful to me, mostly because the reviews are full of vocabulary that as an absolute newbie I understand none of. So, whenever I read the cons for an engine in the review I understand very little of it. Although an engine that requires absolutely no coding and still be able to perform all of this would be an absolute dream come true, I believe that's quite impossible to find. The only non-coding engines I've come across so far are absolute garbage due to limits, buggy, underdeveloped, or abandoned by their creators. I'm willing to learn coding, I'm not afraid of it as long as there are tutorials and templates out there, too. As I'm a hobbyist I'd rather not pay for an engine or to export my game. I'm most-likely not going to sell my game for money and if I do it won't be expensive at all no matter how much time I'd invest in it. Obviously the game would need to either be open source or let me publish and distribute the game freely. The only game engine I've found so far that I believe I'd understand is Adventure Game Studio, but I haven't used it much yet, just watched a couple tutorials on youtube. But it's a point-and-click only engine as it seems so it won't be of much help for this type of game, unless I get really creative with my controls (I'll keep this engine in mind for other possible projects in the future, though). I've tried Godot as well, which seems to be really hard to learn for a beginner of my level, especially as the coding language is completely unique to the engine from what I've read (and noticed myself). I did come across Unity and UE (Unreal Engine) and from what I've read it seems that Unity is better, but, again, I understand very little of any reviews I've read. What's mostly scaring me away is that services that have Premium possibilities you pay for are usually really limited in a stupid way. But if this is not the case, hey, let me know! Pixel-art-ish animation would work well, too, so an alternative to RPG Maker would be fine (or at the very least a cheap alternative where I don't have to pay monthly for). The art for the game I can provide and create completely by myself if it's 2D. I'm an artist mostly and I have experience with making comics and digital drawings (fanart mostly hahaha) and I've gotten into animation which I'm fairly decent at (I'd be willing to learn 3D animation, though!). So, that's about all the info I think might be of importance, but if there's anything more you need to know to help me, I'll answer as quick as I can!! And if you tell me I gotta give up on some of the features I want the game to have, I'd be willing to listen to suggestions. Thanks in advance to everyone who is willing to help me!
  22. Hey all I am available to do art projects for games. I will do them for FREE just for the experience. I have very simple requests/stipulations.,.1. I am not looking or wanting to be a full team member.2. You allow me to display my finished pieces in my ArtStation.com protfolio2. No pixel art, and no demons, dragons, or religion pieces.3. You are flexible in your time limits and art requirements.You can view samples of my painted art here >>> https://www.artstation.com/pdavidcunninghamYou can view my earliest scenery paintings here >>> https://circlestudios.deviantart.com/You can view samples of my coloring of others art here >>> https://davidcunningham.deviantart.com/If interested, email me at: davidcunningham@email.com
  23. I am trying to write a 2D game using SFML so it will be portable. I was thinking maybe a resolution for the desktop of 1024 x 768 and one higher resolution too with black bars. I think that this should cover all the PCs. Is this fine? Secondly, the SFML site mentions that IOS and Android are on the way for using SFML. I am wondering what the resolutions are that I will need to use. That is, the least amount of different resolutions to cover all of these upcoming opportunities so I can plan ahead. I am thinking maybe these devices might have more than one display resolution on their devices? I am writing this here because it is not so much a question for SFML but really just general knowledge about mobile resolutions. Thanks for the help, Josheir
  24. Subscribe to our subreddit to get all the updates from the team! Last month, I made a pretty simple dungeon generator algorithm. It's an organic brute force algorithm, in the sense that the rooms and corridors aren't carved into a grid and that it stops when an area doesn't fit in the graph. Here's the algorithm : Start from the center (0, 0) in 2D Generate a room Choose a side to extend to Attach a corridor to that side If it doesn't fit, stop the generation Attach a room at the end of the corridor If it doesn't fit, stop the generation Repeat from steps 3 to 7 until enough rooms are generated It allowed us to test out our pathfinding algorithm (A* & String pulling). Here are some pictures of the output in 2D and 3D :
  25. Our puzzle platformer with the right *spirit* Ghostory is now also localized in Brazilian-Portuguese, Bulgarian, Danish, French, German, Hungarian, Italian, Polish, Russian, Spanish and Swedish. Swap between a human form and ghost form, get the backpack out of the cave full of mind-boggling puzzles and find out the truth about the cave! Check out the game trailer: https://www.youtube.com/watch?v=zQlhsutptoY Or the Steam page itself, where we now also have a 40% discount! http://store.steampowered.com/app/568460/Ghostory/ Thanks for any feedback! :)
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