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Found 104 results

  1. byteparrot

    Slopecrashers

    In Slopecrashers you have to use items and your glider to get into tricky shortcuts.
  2. bravesttrojan

    I have an idea and Im curious

    There is a game called the Attack on Titan Tribute game (it runs on unity and has to be played in the browser): http://fenglee.com/game/aog/ If I would like to make it playable in first person and on PS VR with move controllers (with online multiplayer like the original), how should I do it? Will I have to start from scratch, basically making a whole new game thats just very similar or is it possible that I get all the recources from the developer himself if i reach out to him and explain myself. Is it very complicated to port such a game on a different platform (PC -> PS4 VR)? How do I get access to the technology that allows developing for PS VR? What are possible obstacles that could deny me access and how can this be solved? Is it possible to publish it in the PS store so its available for download? And if so how? Is most of the things I ask for even possible bc of the (aot) licenses? Is it only possible if its completely noncommercial? Will I have to change names and some aesthetics so it only strongly resembles AoT? And the most important question: Is this even possible and if not why? Please consider that im a big noob and excuse my englisch. Im excited to read the things you all have to say about it!
  3. Continuing to work on “Eldest Souls” (first article here!), I’ve begun familiarising myself with the workflow between Fmod and Unity, and the integration system. I know much of this will be pretty obvious to most, but I thought I’d share my thoughts as a complete beginner learning the ropes of sound designing. The library of sounds that Fmod provides has been very useful, at least as reference points. I’ve still kept to my ethos of producing the sounds myself as much as possible. Having said that, Fmod gives you 50 free sounds with your download, and I’ve used a wooden crate smash, a drawbridge and electricity sound you can hear in the foley video below. The thing i found most useful was witnessing changes i made in Fmod being realised instantly in Unity. If a volume needed changing, or the timing of one of my effects was off, i can literally switch to Fmod and then back to Unity and immediately see the result of my alterations. It also seems apparent that using middleware such as this (or i've heard Wwise is also equally intuitive) grants the developer, and myself included, a great deal more flexibility and opportunity to edit sounds without going all the way back to a DAW, and bouncing down again. Needless to say, my workflow is so much faster because of it. I've also loved the randomised feature of Fmod, whereby any sound can be made to sound slightly different each time it is heard. Taking a footstep recording i made for example, I was able to add further authenticity of uneven footsteps by randomising the pitch and volume of each playback. I used this technique when creating footsteps for the first major boss in the game called "The Guardian". A big, over-encumbered husk of a monster. I also had fun rummaging through the garage for old tools and metal components for the “Guardian” (the first boss) footsteps. See below! I also created a sword attack for our player, trying to sound different from the generic “woosh” I see in so many video games. I used a very “sharp” and abrasive sound to differentiate him from any enemies. On another note, I recently upgraded my microphone to a Rode NTG2 shotgun, which has been phenomenal. I haven’t had to worry about noise interfering with the clarity of my objects, whereas before with the sm58 I had to be clever with my EQ and noise reduction plugins. Important to note again that this still a “cheap” mic in comparison to most other products on the market, and all in all my entire setup is still very simple and affordable which I’m quite proud of. I’ve seen many musicians spend heaps of money on gear they don’t necessarily need. I much prefer being resourceful with less equipment, than to have more than I can understand or remember how to use. It’s forced me to understand every aspect and capability of my tools, which I believe is a principal that can be applied to any discipline. I have more fun little sound effect videos on my Instagram for those interested, where I post regular updates. Thanks for reading! (if you’ve made it this far) www.sergioronchetti.com INSTAGRAM fallenflagstudio.com
  4. BASICS IN SOUND DESIGNING FOR VIDEO GAMES Recently I joined the talented team at Fallen Flag Studio as the composer for their latest release "Eldest Souls" which consequently lead me into a field I have always dreamt of trying - sound design! Having no prior experience, I began watching a few online tutorials (if you want to learn from anyone make it Akash Thakkar from "Hyper Light Drifter"... what a guy!) and basically just testing stuff out i found around the house. Luckily my dad has a garage FULL of random crap to use. Before i continue, it's important to note that i DO NOT have fancy equipment, meaning anyone can try this. (my equipment is an sm58, focusrite scarlett interface and Logic Pro X plugins... that's it!) I started basic with some footsteps, which weren't all too difficult. Then I moved on to projectiles and a spear attack one of the bosses has. Below are a couple super short videos on my resulting attempts. Amazing how great a banjo sounds for that typical "woosh" sound! And if you're wondering, the paper was added to give some texture to the jab. I could be finding a lot of these sounds in libraries online (like the built-in ones that come with Fmod and Unity) but I've chosen not to, in order to produce authenticity and hopefully a more unique gameplay experience for players when the final product is put together. P.S. if you'd like to try the game and hear my hard work we'll be at EGX and several other conventions later this year, soon to be announced! Thanks for reading! www.sergioronchetti.com fallenflagstudio.com To those interested, there's an Alpha trailer of the game in question below.
  5. Hello, and thanks for taking the time to read my post. I am not here asking for someone to do my work for me. I am just looking for a mentor who would not mind answering a few of my questions, and give me a little guidance. I prefer chatting on discord, so if you are interested in helping me get started, please add me. My username is wize1 @8135
  6. Hello everyone, Who are you and what is this about? We are a team of two working on a Dungeon Based Turn-Based RPG that features a unique combat system and creative mechanics that bring the story to life. How far along are you? The engine the game will be using (which is built on top of Unity) is about 85% done so we felt this would be the best time to get others involved as we don't want to have you waiting too long to see something playable. What's your release plan? The plan is to release the first episode (three dungeons) for free on PC and Xbox (through the creators program) this holiday. This first episode is for us to test the fun aspect of the game mechanics, establish a name and generate a buzz. We're basically experimenting with releasing a game that we would love to play and would love for you join us. This game is part of a universe that we'd been planning for years and felt this would be the best intro to it and also the best way to polish our tools and knowledge. Depending on how the first episode is released will be received, and if you've joined the team and would love to take things up a notch, we can all sit down and discuss how to move to a full game. Who are you looking for? We are currently working with voice actors on the story, dialogue and voices for the full first episode. We are currently talking to a few music composers that are interested in collaborating on the game, but nothing has been finalized yet. If you're interested, please let us know. We are looking for artists for: Backgrounds: We are looking at something similar to Megaman X6 style of backgrounds. Character Portraits: The game is heavy on story, fully voice acted as well. For dialogues, we are looking at having the characters portraits pop up next to the dialogue with a few emotions. Think Persona style? Character Sprites: These are the characters as seen in the level and combat as well as mini bosses, etc. Looking for going Megaman X6 style here. Level Assets and Battle Assets: Again Megaman X6 Style ... But you already knew that. Final words? We are super excited to finally see this come to life and while we're doing all of this currently unpaid, we feel it'd be a great side project and a fun game that will be trying something unique. And of course we'd love to meet all of you and make new friend along the way. If you're interested or have any questions or concerns, please feel free to reply to the topic or reach out to us. Looking forward to hearing from you
  7. Hi GameDev! Magical Game Studio is excited to present an opportunity to the CA community that we’re passionate about. The game we’re working on is a throw-back to one of our favorites, Legend of Zelda: A Link to the Past, and we’re looking to create a similar 2D, top-down adventure game with more of a painterly art style and faster-paced gameplay. We are developing for Nintendo Switch and PC platforms (we’re Nintendo dev partners with Switch access). A bit about our own experience: we have signed contracts with three publishers across four previous games, ranging in funding from $400K to $5M. As a team, we have shipped over 22 game titles in the past, and we’ve shipped both AAA and indie projects alike. This specific project is in current negotiations with several notable publishers who want to see our First Playable demo in September. This job posting refers to work that needs done for that First Playable milestone. Our studio is comprised of 17 members. Several of us are currently employed full time in director or senior-level roles at other game companies, but this is our passion project that we’re looking to get funded so that we can quit our day jobs and establish our own studio. We’re currently looking for a character/creature animator who enjoys creating compelling hand-drawn, Disney quality animations. We have roughly 240 frames to animate in total. We have colorists that can take line art animations and bring them to final polish (if needed). We do not use puppeting or symbol-based animation. This is a typical contract with additional royalties added once the game ships. The person who accepts this contract will be allowed to show their work on their portfolio. If you’re interested in hearing more, we have documented a full breakdown with more detail on the game itself (and us as a team) and we’d love to discuss it with you via Discord. We also have a small game demo we can send you to test the game. Simply email me at zach@riseofthemakers.com with your portfolio or examples of work and I’ll reply promptly. Art Style: MGS values two elements above all else: clarity and impact. Players need to understand exactly what is happening within the game at all times and they must know that their input has significant impact on the game world. Every button press needs to carry weight. This means we look for people who can demonstrate core animation skills such as anticipation, body breaks and smearing. Lastly, MGS prefers a painterly, visually expressive style that you’ll find in the link of images here: https://imgur.com/a/WRyzC. For the lazy or paranoid, here are some samples from that image gallery: Concept art of our castle (not seen in First Playable but you get an idea of style). Zoomed out shot of our village inside Unity. This is a fully functional level (minus the villagers). Concept art of our Bog Rusher In-game shot of our baker - one of the villagers. And some more “job” details: Primary responsibilities will include creating character and creature animations in the top-down perspective that will bring our game to life. Specific tasks include animating the Bog Queen (the green monster shown above) as well as some simple NPC animations (such as our Baker, also shown above). Thanks for reading, and I hope to hear from you soon! Zach
  8. We are a team 5 working together for the past few months to create an exciting new gaming concept that blends genres. Galaxy Wars is a top down multiplayer shoot ‘em up that mixes real-time action with strategy. Think Worms vs Fortnite vs Cannon Fodder! A full game description including artwork and video can be found on our Unity Connect Page or our Game Dev.Net page **We are now looking for a rigger / animator to join our project** We are serious about our project and looking for people with good character and a professional attitude to join our team. If that's you then please drop me a line. Thanks
  9. Hi GameDev! Magical Game Studio is excited to present an opportunity to the CA community that we’re passionate about. The game we’re working on is a throw-back to one of our favorites, Legend of Zelda: A Link to the Past, and we’re looking to create a similar 2D, top-down adventure game with more of a painterly art style and faster-paced gameplay. We are developing for Nintendo Switch and PC platforms (we’re Nintendo dev partners with Switch access). A bit about our own experience: we have signed contracts with three publishers across four previous games, ranging in funding from $400K to $5M. As a team, we have shipped over 22 game titles in the past, and we’ve shipped both AAA and indie projects alike. This specific project is in current negotiations with several notable publishers who want to see our First Playable demo in September. This job posting refers to work that needs done for that First Playable milestone. Our studio is comprised of 17 members. Several of us are currently employed full time in director or senior-level roles at other game companies, but this is our passion project that we’re looking to get funded so that we can quit our day jobs and establish our own studio. We’re currently looking for a Gameplay / AI Engineer who is capable of taking our animated NPCs/creatures and implementing their movement and combat mechanics. This position is remote and royalty-based until we secure publisher funding, in which we will pay salary/benefits + royalty. For those who showcase exceptional talent and experience, we also have funds to pay contractors now, but our significant others’ tend to get a bit grumpy when we spend from savings so we tend to keep this option limited. If you’re interested in hearing more, we have documented a full breakdown with more detail on the game itself (and us as a team) and we’d love to discuss it with you via Discord. We also have a small game demo we can send you to test the game. Simply email me at zach@riseofthemakers.com with your portfolio or examples of work and I’ll reply promptly. Art Style: MGS prefers a painterly, visually expressive style that you’ll find in this link of images: https://imgur.com/a/WRyzC. For the lazy or paranoid, here are some samples from that image gallery: Concept art of our castle (not seen in First Playable but you get an idea of style). Zoomed out shot of our village inside Unity. This is a fully functional level (minus the villagers). Concept art of our Bog Rusher In-game shot of our baker - one of the villagers. And some more “job” details: Primary responsibilities will include implementing combat/pathing mechanics for our Bog Rusher (charge at player, eat player, spit into the air, spit towards the player), Gopher (throw mud at player), Mosquito (tether itself into mud to grow its venom sac, explode near player), and basic villager NPC (basic pathing, start dialogue). We already have a custom navmesh solution that works well and is easy to use, but we're looking for someone who has a background in AI who can make the enemies do what they should be doing. Thanks for reading, and I hope to hear from you soon! Zach
  10. JadeRapbit

    PC Love Me

    I'm new to this forum and this is my first time posting here so my apologies if this is the wrong thread just recently a "game developer" who I used to support turned out to be somewhat of a fraud and there was a whole discussion about him when someone in the comments mentioned how they'd like someone to take this idea and make something better out of it that's when I got the idea in my head. So I posted about it and it suprisingly sparked some interests so I'm reposting it here. Please bear in mind this story is stilly very fresh in my mind so a lot is subject to change. The story is about a boy and his group of friends his life while nothing all to intersting has captured the heart of someone but what started out as a simple crush has turned into a twisted obseesion from friends being attacked on their way home to his sister being sent death threats. He begins to worry until he is reminded that his class is taking a trip and that he shuoldn't worry for a short while but things go awry and he soon finds himself trapped with his friends they get in contact with the police but must wait xx days before they can be rescued while waiting they soon realize somethings not right the boy notices some of his belongings go missing, people close to him are hurt His stalker is trapped with them its your job to find the stalker and protect your friends at all cost to the cops arrive. (maybe mutiple endings that sort of thing) what do you think? would it be game material?
  11. I need advice or tutorial links from anybody that wants to help, but I'm trying to make a game using UWP, DirectX, and C++, because I need it to be able to upload to the Xbox Creators Program, https://www.xbox.com/en-US/developers/creators-program. Judging by the responses and the information that I have received, I have decided to try and use C# to make a game using UWP and DirectX, considering my past experience and the similarities between Java and C# far surpass the ones between Java and C++. Thanks for all of the helpful responses!
  12. Hi everyone I'm a new game designer I'm currently getting my online bachelors degree from full sail University. I'm looking for a development team to make a JRPG. I'm doing this as a side project. I'm doing the game development in unreal engine 4. I have the basic storyline outline done now. I'm looking for a writer,developer,audio/music and someone that can help do the cutscenes. Any questions feel free to ask
  13. Hello fellow artists and passionate game developers I recently discovered this forum and I've been wanting to ask you this one thing. I've been a passionate gamer for my entire life and I've spent many years learning art and various forms of it. I've always wanted to get into game design and just wanted to ask for some pointers on where should I look to get a position as a 2D animator for a small indie studio? Thank you for your time.
  14. DevGAMM

    DevGAMM Minsk 2018

    until
    DevGAMM conference for game industry developers and publishers returns to Minsk on November 15-16. This year over 2,000 industry professionals will gather in Minsk Marriott Hotel and adjacent sports and entertainment complex Falcon Club. The conference will offer several games hub activities. The developers have the chance to attend 3-minute meetings with 20 publishers at Speed Game Dating and exchange business cards. Moreover, for those who like shows we offer to take part in Game Lynch where industry experts review developers’ projects for 5 minutes in the most hilarious way possible. Meanwhile, at DevGAMM Showcase the developers can demonstrate their projects during the whole conference day and get valuable feedback from attendees. Apart from Showcase, our participants can also submit their games for a prestigious competition DevGAMM Awards. The traditional Career Wall with job offers from the leading companies will help everyone who strives to find their place in the gaming industry. There will also be the entertaining event called DevGAMM Quest where our attendees can win prizes from our sponsors. The ticket is required to get access to the event. Visit our official website to learn more information about DevGAMM Minsk 2018. Official website #DevGAMM
  15. Galaxy Wars is a top down multiplayer shoot ‘em up on PC, Xbox & PS4. Up to 4 players local and 16 players online.We are a small indie team of 4 covering; game design, programming, art, and music.Our intention is to all take a profit share upon any commercial success. The project is coming along great. Some major milestones we have already achieved include: Cross platform input system (PC, Xbox, PS4) Networked for online play (up to 16 players) Split-screen view port for couch multiplayer Multiplayer support Player ownership over in-game objects and weapons We are now looking for others to join the project and take it to the next level. We are looking for help with: 2D screens (splash screens, player select, weapon inventory, map select, game modes, etc) 3D character modelling (loosely based on concept art) 3D environments (map design) Object modelling (weapons, game environment) Unity - (animations, general) If this is something you feel you would like to be part of then please drop me a line. For more details on Galaxy Wars including game concept, inspiration, concept art, and team members please take a look at our game spec here (Google Doc)Thanks.
  16. ScarfaceShinji

    Lego Fast And Furious Idea

    Right, so I know you must not run before you can walk, but I've got an idea for a new LEGO Game, one called LEGO Fast and Furious, of course, there are a few problems with this. Mainly to do with Censorship, but basically, it would be a "Next-Gen Driving and Open World Platformer Game based on an existing franchise, but with a LEGO Twist". And basically, I think the Fast and the Furious would be perfect with LEGO. I'm currently at college at the moment, and I want to develop this game after College. I'm on a Transition course this year and I think after the Transition I may do a Game Design Course. Just because this game is a dream game of mine that I want to be reality. Now, like I said, I have ran before I walked, unfortunately, I've already submitted the Pitch to Slideshare, which can be seen on this link. https://www.slideshare.net/BobbyBinnie/lego-fast-and-furious I've also tried to contact TT Games about it, but like I said, I'm still at College, but Lego haven't really made a good racing game since Lego Racers 2. What do you think?
  17. This is a rescore of several Sin scenes from Final Fantasy X, put into an epic cinematic with accompanying, original soundtrack!
  18. I am basically brand new to the gaming industry business wise although I have been a gamer for years. I officially started my game publishing company, and being as though I am only 20, I have no connects to the gaming industry. Of course, I'm still going to do more internet research, but I thought why not ask folks who may have business hands in the gaming community? If anyone is questioning, my game prototype is basically done (I designed it myself) and its very detailed and I am going to start searching for a team to help me build it. Thank you.
  19. I’m looking to start and finish eventually a large and complicated project. I would very much like to take one of my favorite childhood games and remake it with better graphics and edit some things. I have spoken to many people about how I can get started and some say it’s impossible and some say it is. I’m looking to take burnout revenge (unity 3#### I think is made ) and rerended everything. If I could get some help in where to start that’d be great. Thanks
  20. Hello! Previous year in my job we implemented a HDR output (as in HDR10 / BT.2020 / ST.2084 PQ back-buffers) on one of our games on the consoles, which do support HDR10 over HDMI. The HDR compatible hardware (monitors, televisions) has already been around for a year, with varying quality. I wonder if there's already HDR-HW output exposed in the PC drivers? Windows 10? Vulkan? DX 11? DX 12? Which vendors? For those unfamiliar, I'm talking about outputting HDR signal to HDR hardware (using r10g10b10a2_unorm + PQ backbuffers, or better). Thanks, .P
  21. Hi, I am trying to implement a custom texture atlas creator tool in C++, need suggestion regarding any opensource fast API or library for image import and export? Also this tool will compress the final output atlas image into multiple formats like DXT5, PVRTC and ETC based on user input, what should be the best way to implement this? Thanks
  22. I'm having a spot of bother trying to create bitmaps with an appropriate palette for programs written with SGDK( Sega Genesis Development Kit ). At first I tried MSPaint as it has a 16 colour bitmap save feature, but it doesn't seem to generate a 16 colour palette for the bitmap. I tried Gimp, but aside from "create an index", I'm not having much luck there either, but I'm wondering if thats just my lack of experience with that graphics package. Come to think of it, its not every day one tries to make images for a 30 year old games console with a palettized colour system, so tutorials are very slim indeed. There is a tiles tutorial for SGDK which provides a moon image, and that loads in fine, but if I try to make an image from scratch I notice the palette entries are missing, and the bitmap data seems to have the first row or two of pixels chopped off...so I am assuming the bitmap file is missing the palette data. Just wondering how that moon image was made and in what package... If push comes to shove I suppose I could write my own image program to create such palettized bitmaps, but it seems a bit extreme with all these 2D image editing programs to choose from. I would have asked on Sprites Mind, but have been unsuccessful in registering. Which is a shame because it seems a very friendly and helpful place. Cheers.
  23. I am looking for unity developer talents to form a team of making a real time strategy (RTS) game The attachment is some game concept for the game. All the concept will be turn into 3d or card form. The game will be real time strategy (RTS) game where the players can form their own team and control the units in the battle field real time to fight against each others. If you are interested to know more details please pm me or send an email to damnwing0405@gmail.com
  24. A lot of time has been spent remaking the components needed to make the game run smoother and look nicer. Way more time than I originally intended, but I feel too deep into the mess to turn back now. The results are showing, but it seriously delayed the game's progress and the makeover still isn't complete. I'm hoping that with these menus out of the way and all the fancy scripting stuff simplified into usable tools, the post-alpha development will come easy. Much like a house, the game's gotta have good bones. A foundation to build an entire series of games on top of, actually. Each one more polished than the last.Read more on the blog.
  25. Hi, With the recent announcement that the Nintendo Switch will support GameMaker Studio 2 later this year, I am looking for a small team to help create a game. There is no game concept or plan at the moment, I am hoping on building this together. I am a University Student building a portfolio, which you can check out here. I am looking for the following roles: Designer 2D Artist Sound Designer/Composer Just leave a comment or send me a message if you are interested!
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