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Found 129 results

  1. I am trying to rotate my car sprite just slightly to the left or right depending on input up to a small maximum. When I use this code, the rotation doesn't stop at the maximum i give it. When i try to reset the rotation back to its original state when not pressing any input, the car also jitters between a z axis rotation of 0 and 2.5. I don't understand why the rotation doesn't stop at the given maximums, nor do I understand why its jittering. Can anybody provide me some insight? float movementHorizontal = 0f; float movementVertical = 0f; if (Input.GetKey(KeyCode.A) && Input.GetKey(KeyCode.D)) { } else if (Input.GetKey(KeyCode.A)) { movementHorizontal = -1; if (transform.rotation.z < 10f) { transform.Rotate(zAxis, 2.5f); } } else if (Input.GetKey(KeyCode.D)) { movementHorizontal = 1; if (transform.rotation.z > -10f) { transform.Rotate(zAxis, -2.5f); } } else { if(transform.rotation.z > 0) { transform.Rotate(zAxis, -2.5f); //transform.rotation.Set(0, 0, 0, 0); } else if (transform.rotation.z < 0) { transform.Rotate(zAxis, 2.5f); //transform.rotation.Set(0, 0, 0, 0); } }
  2. (Note to Mods: Could "Input" or "Peripherals" be a good Tag to add to the tag list? Just a thought.) Hey, I'm currently working on which keys on a keyboard that a user can rebind their actions to. The trick is that I use a Norwegian keyboard, so it's not obvious which keys correspond to the actual C#/XNA Keys enum values. Are there any keys from the XNA Keys enum that, in your opinion, I've neglected to add? I don't need all Keys to be bindable, only the "most commonly used keys on a keyboard". Thanks. https://pastebin.com/n1cz8Y0u
  3. Udemy Course Sale

    I just saw their courses were knocked down to $10 each and figured I'd share the info here. They have stuff for Unity, Unreal, drawing, business, etc. I haven't used their stuff before, but the previews I looked at seemed pretty good and there is a user review system as well. https://www.udemy.com/courses/search/?q=Unity&src=ukw - Eck
  4. I am working on a game in which we control a rectangular box at the bottom of the screen. Three sphere which has alphabets in it fall down. When the game starts, a word is generated from the predefined list of words(which I'll give) and we are supposed to touch the correct sphere having the alphabet based on that word. The question is how to detect if I have touched the correct sphere. secondly, if I have touched a correct sphere before and there is no recurrence of that alphabet in that word then during the second wave the game should not proceed if I touch the same alphabet again. Looking forward to your answers, i have to submit this project in a couple of days. please help! (Working on Unity 3D) Thanks
  5. Space Recker

    Probably one of the hardest Space Shooters you ever play, try your luck MOve with arrow keys, SPACE to shot, you can get hit only 3 times.Good Luck Available HTML5 , Windows,MacOS and Linux , Get it on: https://gamejolt.com/games/spacerecker/297429
  6. My Firts Game

    I'm Learning how to create games from codding, as i develop my game i'm learning c# as well, so here is my first game, is a game text, i hope your coments, for this my first game to improve the next versions of this game, and new games. The Game is in Spanish. For the Unity Version 5.5 the game run in firefox or IE. https://www.gamebucket.io/game/43be1184-f374-4fbb-9209-809f151f94ec Thanks.
  7. A Turd's Life

    Hello Everyone at Gamedevnet! First post here. I am an indie developer and am currently working on a game called A Turd's Life. It's basically about the life of a turd after being flushed down, and the hardships it must go through to get to the ocean and be free with its turd friends. Here's a link to the video clip: https://vimeo.com/242829938 Please let me know what you think and if it has any poo-tential!
  8. Hi All, I am currently trying to create a tactical pathfinding system using Unity's built-in Navigation. The problem is I can't find an elegant enough solution to my problem. This is what I am trying to accomplish: The Red AI needs to navigate behind those square obstacles in order to tactically navigate to its goal. This is what I have achieved so far: In the above video I have used the NavMeshSurface component. The high-area cost (ie. pink mesh) is generated only if I re-build the NavMesh. I don't want to re-build the NavMesh during runtime, because I have a fairly large level. My Question: Is there any way for the Red AI to do tactical pathfinding on top of Unity's Navigation System?
  9. I have been wondering about this for a while now. Lets say I had a matrix that held location, rotation and scale, however all I would need was location(X,Y,Z), 8 directions(Every 45 angle) and 1 constant scale(Always 1). What would be the most optimal way to store the value? So that it would use the least amount of memory and be very small so that you could send millions of them over a data packet?
  10. My attempt on making a procedural generated world/map plus a simple and neat camera zoom effect for my "untitled" space mobile game.
  11. Strange Engine is a 2D KIT for Unity Developers, which can be used to create a top down game. Or use its modules in other projects. This KIT is easy to modify as many variables can be tweaked, the scripts are neat and well documented, and Editor Extensions will help you to create new maps and weapons in one minute. You can use existing graphics or replace it with your own. Key Features> Fully Mobile Support.> Fully PC Support.> Randomly Generated map.> Pickups (Ammo).> Object Pooling.> Explodable walls.> Saves your highscore.> 14 different weapons.(Lasers, Lightning Bolts, Machine Guns, FlameThrowers, GrenadeLaunchers )> Extended Enemy AI.(fly mode, search , atack, pursuit mode, passive mode.)> Different enemy types (Duck, Monster, Raven).> Editor Extensions.> Mobile and PC player and shooting controls.> Well Optimized. Store Link.Youtube Link. Soon new 2D weapons pack.Get all news in my Twitter.Thanks for your time,Denis ArhipovCHE games.If you have any questions, please contact me here, or debrice@bk.ru.
  12. Strange Engine is a 2D KIT for Unity Developers, which can be used to create a top down game. Or use its modules in other projects. This KIT is easy to modify as many variables can be tweaked, the scripts are neat and well documented, and Editor Extensions will help you to create new maps and weapons in one minute. You can use existing graphics or replace it with your own. Key Features> Fully Mobile Support.> Fully PC Support.> Randomly Generated map.> Pickups (Ammo).> Object Pooling.> Explodable walls.> Saves your highscore.> 14 different weapons.(Lasers, Lightning Bolts, Machine Guns, FlameThrowers, GrenadeLaunchers )> Extended Enemy AI.(fly mode, search , atack, pursuit mode, passive mode.)> Different enemy types (Duck, Monster, Raven).> Editor Extensions.> Mobile and PC player and shooting controls.> Well Optimized. Store Link.Youtube Link. Soon new 2D weapons pack.Get all news in my Twitter.Thanks for your time,Denis ArhipovCHE games.If you have any questions, please contact me here, or debrice@bk.ru. View full story
  13. Hello Gamedev! Prosopon is a small independent dev team formed by talented individuals worldwide. We’re passionate, serious, open minded, gaining experience, and always looking to network with new people. We are seeking talented individuals for the development of our current project, that’s about to start the development of a first alpha. The Game Deeply focused on player immersion and experience, we are in front of an small-scaled realist open world adventure-simulator game placed on a small rural town during the 18th century where players will be able to make their own stories based on their actions. We are trying to innovate the adventure genre by adding simulation aspects to it, such as the pass of time, where the story won’t wait for the player and will develop itself even if the player does not interact. The Project Adventure Simulator Focused on realism Deep narrative-based Small scale open world The Perks Awesome talented people to work with An open and friendly environment where your voice matters Share and gain knowledge with your teammates Revenue sharing (Cash-out after funding, if successful, as well as revenue sharing) What we want from you Passionate about programming and games as well as affinity for the adventure genre Understanding of programming for games Experience with C# or C++ (Preferred) Ability to communicate and follow directions Comfortable working with multinational team via the internet Generally creative and curious What we would love from you Familiarity with Cryengine V Experience on past projects as a programmer Any personal projects you may want to share Strong video game culture Responsibilities Participate actively on development with the use of collaborative tools Work with the game designers and artists to create a rich and immersive open world experience Please, if interested contact us with the title “Programmer – (Your name)” at jobs (at) prosopongames (dot) com Please attach your CV and a portfolio we can check.
  14. To set the tone of my question, I'm currently working on a game made entirely in C#, all my own doing except the various third party libraries that it is built on, no engines. I don't know if I'll finish, or if it would be even remotely successful if I did finish but I would obviously like it to be. I'm currently adding some support for scripting to the game to clean up logic and make my life easier, I'm using C# for scripting because why not? and loading code files that fit an interface class and compiling them at runtime and then I run the object as a script, it works nicely. As I have been extending the scripting capabilities I have been thinking about the interfaces that I am exposing and how to separate the user scripts, the scripting system and the core of the game to create a clean system, easy to use, simple and secure... By secure I mean hiding my core game code and logic from those who might have nefarious intentions, like cheating or ripping off my ideas (I know, I know but I cant get it out of my head.). I have started to realise, c# reflection is going to open up all of my code and people can just decompile the whole thing anyway. I think I already know the answer, "focus on making a game", but should I be taking anything into consideration with regards to security in this manner. Any styles of programming, techniques or technologies that I should be considering or relevant discussions I should be aware of. Or just give me some reassurance that I should be getting on with things.
  15. I am excited to say that I have gotten a bit of work done on Dystopian Lights recently and also excited to see that people are downloading it and trying it out on their android devices. I haven't received any feedback yet, and please don't hesitate to give any critique or suggestions. I am really open to everything as this is my first serious project that I think has any validity of professionalism in it, and I really would like to see it succeed. I do have a few updates for you guys and will have a new version ready for download by this weekend, but here is the new stuff I've been working on. 1. Capacitor I have enjoyed playing shooter games on mobile devices but many of the free to play or inexpensive ones all do something similar with their weapons schemes. Generally you select a ship and it has specific weapons with it, or you toggle on and off the different weapons you have while only being able to shoot one weapon at a time. Since I am such a fan of the chaos and destruction in these games I was trying to come up with a good way to enable the player to have all weapons active at the same time without it being too overpowered. My solution is a capacitor. Your regenerate energy every second and certain weapons use more energy than others. When your energy is depleted, you can only use your basic shot. With this enhancement to the game, it has given it a new level of customizability and even greater balance. It has also given rise to new ideas that will be implemented before I release the next version which should be before the end of the month. You can still toggle off and on your weapons in order to control your capacitor usage, or you can just watch it drain and toggle off automatically and wait for it to regenerate. Small disclaimer: The grid is not as detailed in the android version as it appears in this image 2. Health Packs One thing that was missing from the game was the ability to heal after you have taken damage. Since there should be ample amounts of chaos, then you should really be able to heal after all the damage that you have taken. Each enemy now has a 10% chance to drop a health pack on death. Another way to heal right now is to level up. When you level up you heal fully. This may change in the future as it does seem a bit overpowered and throws the balance of the game off quite a bit. 3. Balance I am working on balancing things in the game to make it feel like you get a good amount of time of play before you die and where your skill can extend that time substantially if you are good at dodging and killing things. This is no easy task and I imagine balancing changes will continue from here on out until the full game is released. Some of the changes are the required points you need to level up each time. It's a simple algorithm and can be easily extended to add more balance later if needed. Besides just the points required for leveling be updated, I have also changed around some of the spawning algorithm. Spawning happens in two forms in this game. There are random spawns, and pattern spawns. With the random spawning, a random enemy that falls within the level range of the current players level will spawn at a random location within the bounds of the game and outside of the hit radius of the player. The other form is the patterns. A pattern is randomly selected based on a few conditions and will spawn around the player. Usually it will appear as a circle or triangle. The pattern spawn will be forced every 15 seconds or so, sometimes exceeding the max enemies a player would see at the given level of random enemies, but is still limited. This form still uses the same algorithm for enemy selection, which is something that I need to revisit as the enemy selection favors higher level enemies the higher level the player is and scales at a very unbalanced rate. Future Updates to Come Some of the changes I hope to have finished for my update this month will be more upgrades. For one, I will probably make the shot weapon the default weapon, and then the missile and laser will have to be unlocked with points which can be further upgraded. The missiles will have an option to increase amount fired at a time. The laser will have options for increasing damage, length, and capacitor efficiency. The player will have a new upgrade for max capacitor and I will also be making a lot more balancing changes. I would like to start adding sound effects in the game soon and already have a system designed and implemented for sound effects and music. It will add a nice touch and probably make the ambiance of the game a lot better. Another thing I would like to add is some different sprites for certain tiers of weapon upgrades. It looks very static at this moment and if your weapon projectile changes every 3 to 4 points spent, it could add a nice touch. The player ship will also change here in the very near future. One thing that I have been meaning to work on is a turret sprite for each weapon. Right now it only exists for the laser as you can see in the picture above but even then it is not as dynamic as I would like. For instance, with the shot weapon, you might have 5 waves coming and having a single static image might not be the pleasing to look at as it will not match up properly as one would expect. This might mean creating a lot of different images for each different combination of weapon and the count of the projectile that each weapon has but this would add an exponential amount of work to do. In order to minimize this work, I might procedurally generate a turret sprite based on what weapon is active. The system might take some time, but then I would only have to make a few images that are spliced together based on the procedural system rather than creating 500 images for different combinations of weapons and weapon levels. Some Code: Something I wanted to share with everyone was the code that I use for my health bar and the capacitor energy bar. With this code you will notice that there are 2 draw methods that are being utilized. That is due to the nature of the game and it's post processing to achieve the glow effect. The PercentBar.Draw() method will draw the darker lines that you see inside of the health and capacitor bars, whereas the background is the DrawPostProcessed. This is probably a poor name for the method as it's not post processing anything, it could be renamed to DrawLines and DrawBackround for a better naming convention but this works for me since I am just trying to distinguish between what is post processed for the glow effects and what is not. The parameters foregroundColor and backgroundColor are optional and will default to green and red, which is what the health bar uses, but you can also make the foreground color anything that you choose as well as the background color. If you give the backgroundColor a 0 alpha value then it will just look like the bar is shrinking if it decreases in size or will look like it is growing if it is increased. This PercentBar class can be used to represent any kind of percentage that you want to display such as health, energy, or even a loading bar. public class PercentBar { private float width; private float height; private Color backgroundColor; private Color foregroundColor; private Vector2 location; private float percentShown; public PercentBar(float width, float height, Vector2 location, Color? foregroundColor = null, Color? backgroundColor = null) { this.width = width; this.height = height; this.location = location; this.backgroundColor = backgroundColor ?? Color.Red * 0.6f; this.foregroundColor = foregroundColor ?? Color.Green * 0.6f; percentShown = 1; } public void updatPercent(float current, float max) { percentShown = (current / max); } public void Draw(SpriteBatch spriteBatch) { float segmentSpacing = 4; float segmentWidth = 2; float segments = width * (percentShown) / segmentSpacing; for (int i = 0; i < segments - 2; i++) { spriteBatch.Draw(Primitives.line, new Vector2(location.X + (i * segmentSpacing), location.Y), scale: new Vector2(segmentWidth, height), color: foregroundColor); } } public void DrawPostProcessed(SpriteBatch spriteBatch) { spriteBatch.Draw(Primitives.line, new Vector2(location.X - 5, location.Y - height * 0.25f), color: foregroundColor, scale: new Vector2(width * percentShown, height * 1.45f)); spriteBatch.Draw(Primitives.line, new Vector2(width * percentShown + (location.X - 5), location.Y - height * 0.25f), color: backgroundColor, scale: new Vector2(Math.Abs(width * percentShown - width), height * 1.45f)); } public float PercentShown { get { return percentShown; } set { percentShown = value; } } public float Width { get {return width; } } public Vector2 Location { get { return location; } } }
  16. How to setup and run a test of 32 players in a network game? I'm using the Steam API, and FacePunch networking for a PC game. In the past for console, I'd invite 8-12 people over and use every machine in the office. Now, the player count is too high for that to work. What can be done to test?
  17. Getting started

    Hello, my name is Nick. Before we begin let me tell you what my specs are to clarify things, if need be: The only desktop I own is an old gateway. An original DX 4320 (No -01e or anything like that.) Windows 10 Home edition (or what ever the 110 dollar version gets you.) AMD Phenom II 6 core (1035T) processor. 8GB ram. AMD Radeon 5700 series. (688E) (1 GB GDDR5) The only laptop I own is a Dell XPS M1530, and I despise this laptop a lot. After playing games on it, and having the GPU die. I have not turned it on since 2012. But I still own it. I just do not know its specs unless I... pull it out of the bin and plug it back in. I still posses it. I just despise it too much. ********** Everything below this line of this post has been answered. I decided to switch from C++ to C#. Seeing how I will be using the Unity3D engine to run my game, after some persuasive words from the posters of this thread full of wisdom, and I just began the book C# 6.0 and the .net framework. ======== I recently had an idea to create a video game that plays like a TCG, however I wanted to learn how to program everything myself. So I picked up an electric copy of C++ Without fear, Third Edition. And I downloaded the 2017 Visual Studio Community Edition. I noticed immediately that I had a few unnoticed steps I had to take when opening my first project to begin the tutorials. And my first question is this: Should I delete all of the code below #include "stdafx.h", but then add in the code int _tmain(int arg, _TCHAR* argv[]) { return 0; } as it shows in the tutorial, or do I need all of that extra code below that point? Because in this tutorial, for the 2015 edition of Visual Studio, it doesn't mention or show all of this extra code that shows up in a new desktop resolution project for the 2017 edition of Visual Studio. And the book said I should keep up to date with everything. ======== I am barely beginning with this, but I do not have the best, or I should say comfortable work station in the world. I was wondering if I could pick up a tablet and go to a nice area with a seat and table to begin coding. I know that in the book it asks me to test what I have created a lot to see if it runs almost every step of the way, but is there a way I could do coding on a tablet? Then bring it back and check my work? The reason why I want a tablet is because they are light in weight, they do not require that much power to run, and are very portable and versatile. The second reason is my laptop that I own is powered by vista, and is a dell xps M1530. (Has the issue of the GPU constantly overheating.) And the battery dies way too quickly. The cost of a new battery is the same price as a brand new tablet. And most places out where I live.... do not like letting people consume the power for free. So the second question is: What tablet should I purchase for coding purposes. I will be trying out C# in the future, but I wanted to begin with foundation work. That way I can better understand why a program crashes. Would a cheap notebook be worthwhile from like a wal mart? or should I just buy another laptop that has more versatility and utility? ======== After completing this book C++ without fear, I will obviously need to buy a few other books in C++. And everyone says to stick with the Bjarne Stroustrup books. So my third question is: what editions of these books should I purchase to have a complete library of functions for C++? That way if I need to understand something I can quickly look up in the index's of the books to find the correct information on the operation I want to perform. ======== The game I wanted to create is based on something that I absolutely miss. It was a game introduced in playstaion home. The name of the game was called Hexx. All of the information that I can obtain about this game is all on a single website, by one of it's curators. ======== And finally... What should I learn after C++ besides C#? I saw another programming language in Visual studio, F#. And seeing how this is server side programming, and my game will most likely have internet competitions, or matches. Should I learn F#, or is it best to stick with C++ and C#? And then maybe learn a little F# in the future?
  18. I'm using FacePunch networking for Online gameplay in my upcoming Steam title. Newly created accounts, are limited until they spend $10. I need to test a 32 player game, so this is a problem. Is there a way around this (Excluding running a Beta)?
  19. Hello, I am trying to get a grasp on those "Idle games/Clicker games" or "Incremental games". I want to write one in Unity3D, but I am not sure how to deal with those high numbers. I wonder how they do to present this? Does anyone here know a trick? Just to make one thing clear first though: I don't think they are all using "Arbitrary precision data types", Sure you _can_ use them but that would probably be like using military/space spec. components in a game console (you _can_ but very much more expensive (creepingly slow in this case)). There are several games out there from several companies, for several platforms, including small battery driven devices, and those do simply not have the power to shuffle that much data without becoming too battery/CPU hungry. So hence I am sure they must have different solutions. So is there any idea on how to implement this _without_ using "Arbitrary precision"? I have googled for a clear description with well commented C# code for use with Unity3D but nothing. Some Youtube video however suggested that for each "Exponent" they divided or multiplied the main number with 1000 but that was not explained either fully. And asking Hyper Hippo would not work I am sure. (As for the rest of the game I am sure there are tutorials, how difficulty is controlled and so on.) I intend to use Unity3D/C#
  20. Hi guys! I am web developer for about 5 years. About a year now, I am working with c++ and C#. I have a little experience with unity. I am willing to join some open source/hobby project to help as much as I can and to learn new things along the way! Feel free to contact me. Cheers
  21. Hello! As you can see from the screenshots I uploaded, I used to be a computer video game programmer. I was going to the University of Wyoming and the future was looking bright. However, on 9-11-04 I was in a car accident that was entirely my fault! It happened at 4 A.M. when I saw that the car I was in was headed for a wreck. In a mindless effect of the adrenaline rush, I tried to play hero and threw off my seatbelt then tried to grab the steering wheel to correct where we were headed. I failed. The result of the failure was I was ejected through the windshield 35 feet then run over with both sets of wheels. I'm only telling you what I've been told. I wasn't there. I do know that it's an act of God that still have the ability to draw breath. Of course, my memory loss regarding the accident is because of the accident. Anyway, what's in the past is in the past and they haven't invented the technology to change the past yet. I'm looking to code a sequel/remake of Force Disruptor. Here are my only remains of Force Disruptor: I am in need of guidance. I have already purchased a R4 SDHC 3ds DSi card (www.r4isdhc.com), and I'm looking for guidance programming the game. I suppose I can go to www.r4isdhc.com for guidance uploading the ROM, but first I'd like to program the ROM first. Currently, I'd like to program it for 3DS. That's why I posted here. Suggestions are welcome if you disagree with my platform selection, but my heart is currently set on the 3DS. This post is requesting links for re-programming the game.