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Found 83 results

  1. 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.
  2. 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!
  3. I like to build my A - Team now. I need loyal people who can trust and believe in a dream. If you got time and no need for direct pay please contact me now. We cant pay now, you will recieve a lifetime percentage if the released game will give earnings. If I get the best people together for a team, everything should be possible. What i need: - Programmer c++ - Unity / Unreal - we must check whats possible, please share your experience with me. - Sculpter, 3D Artist - Animator - Marketing / Promotion What i do: - Studio Owner - Director - Recruit exactly you - Sounddesign - Main theme composing - Vocals - Game design - Gun, swords, shields and weapon design - Character, plants and animal design Please dont ask about the Name of the Game, about Designs or Screenshots. The game will be defintitly affected about our and your skills if you join the team. Planned for the big Game: - 1st person shooter - online multiplayer - character manipulation - complete big open world with like lifetime actions and reactions - gunstore with many items to buy - many upgrades for players - specials like mini games So if you are interested in joining a team with a nearly complete game idea, contact me now and tell me what you can do. discord: joerg federmann composing#2898
  4. DevBlog_2: A Brief Introduction

    Hi! Recently I've Started A Development Blog For King Of Pirates,my first game. It will be available on desktops and (Maybe) consoles, it’s made with Unity. I'll try to post as often as possible and i'd love to hear from you, feedback and questions are welcome. King Of Pirates is an action/adventure third-person RPG influenced by the age of piracy and pirate affairs and it's also highly influenced by Sea Of Thieves(One Of My Favorite Games). The gameplay is inspired by Dark Souls and assassin's creed, with focus on exploration, combat and resource management. You play as a Pirate and go on a journey with the goal to become the ruler of the Seas, Or As A Soldier In The Marines Who Aspires To Be Known As The Best Ship Captain In The World. The Game Will Not Have A Specific Story line (Take The Wheel, Set Your Destination And May The Wind Be In Your Favor) Be sure to follow me on Twitter If You Want.........
  5. Hello gamedev, I am currently evaluating the worthiness of jumping into RD work for an automatic impostor system in our engine. In the past I've witnessed tremendous performance increase from such a system into the engine of LumenRT (which has to cope with unoptimized user created content). We're a little bit in the same situation right now. Possibly large fields with way too much data (high poly etc..). So if the engine would support auto-impostor-ing of stuff that'd be cool. Though, to make it a bit more modern, I was thinking that we could extend the parallax validity of billboards by storing the depth too, and render them using parallax occlusion mapping. So the invalidation could come after the camera has moved to a more radical angle than for traditional impostors. These exist techniques with full volumetric billboards that I am aware of, but they need the gometry shader to generate slices, and cost heavy voxel storage. I need something very light on the bandwidth to cope with switch/PS4 limitations. Can you point me to modern research on well balanced imposter techniques sounding like this ? or any idea you have on the matter. thanks
  6. Hi GameDev! I own a small company called Magical Game Studio and I'm excited to present an opportunity to the 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). We've just finished pitching our game to eight publishers during GDC and all eight have requested follow-up meetings when we reach First Playable (around June), which is rare in my experience (usually we're lucky to get 2-3 callbacks). We have signed contracts with three publishers across four previous games, ranging in funding from $400K to $5M. As a team, we have shipped eight game titles in the past, and we've shipped both AAA and indie projects alike. Several of us are currently employed full time in director or senior-level roles at other game companies. Our studio is comprised of ten members, and we're looking for a senior-level engineer and a senior-level technical artist who has experience with 2D animation in Unity. This is our passion project that we're looking to launch so that we can break into our own studio. Both positions are remote, and the positions are royalty-based until we secure publisher funding, in which we will pay salary/benefits + royalty. Here's a WIP screenshot of the game: If you're interested in one of the two positions listed above, contact me and I will send you our pitch deck and game demo after further discussion. When you contact me, please also provide the position you're interested in and some sort of portfolio to showcase your previous experience (github, portfolio, collection of links to games, etc.). Please also indicate what you accomplished if your examples are team projects and what types of game code you're most experienced with (UI, gameplay, AI, combat, dialogue, netcode, tools, etc.). Lastly, we're looking for people who can contribute ~20 hours per week. Any less than that for engineers and we find that we don't have enough time to iterate effectively (and our gameplay suffers). Thanks for reading, and I hope to hear from you soon! Zooch
  7. Project Name:The Legends Gate:Battle Of Sorrugar Studio: Inbound Entertainment. Engine: Unreal Engine 4 Platforms: PC And Mac(Steam) & Xbox One/PS4 (Very Very Far Future) Team Size:3 Compensation: Royalty/Payback After Funding Roles Required:Environment Artist/3D Animator/Level Designer And Unreal Engine Programmer And Any Others! Project Length: Hoping For Release In 2020/2022 Requirements: [3D ANIMATOR/ENVIRONMENT ARTIST] - Realistic Assets/Textures - GUI Creation - Environment Asset Creation - Create Animations [PROGRAMMER REQUIREMENTS] - Fluent Programming - Work With Other Programmers And 3D Artists - Must Be Able To Create Combat Systems And NPC AI Systems About Me: I’m A Game Designer With A Bit Of Experience, I’ve Been Working On This Project Game Design Wise For Nearly 4 years. The Project Has Changed So Much, especially Story And GamePlay Wise. Project Description: Hello! Me And A Concept Artist Are Looking To Start Up This Team, You Can See What We Are Looking For Above, The Game Is A First Person RPG And Is Also Open World, This Is An Ambitious Project That I’ve Been Working On For 4 Years Game Design Wise And Story Wise. I Will Tell You More About The Story When You Apply Below. Also We Welcome Any Other Skills You Want To Offer As The Game Is Currently In Pre Production And Building A Team Is Very Important. Apply:DM Me On Discord riobio55#1958 or email me at liondude12@gmail.com
  8. Greetings, all! I am in the beginnings of my journey to become a gameplay programmer. I'm looking at current job listings and conducting a gap analysis for myself so I can see what I need to work on and develop a plan to improve my skills where they are lacking. I am comfortable working with multiple languages including Java, JavaScript, Python, C#, and a few others involved in game development, and I am most experienced and familiar with C++. Comparing the lists of skills required in gameplay programmer listings to my current skills, what I lack most is experience developing for consoles. Many of the job postings required experience developing for consoles (Xbox One and PS4). I looked around the internet and the only way I could find to get experience was to register with Sony/Microsoft as a developer, but that could only happen if I was already employed (or at least self-employed). Perhaps I was just looking in the wrong places - using the wrong keywords in my searches. Is there a way I can get some experience programming for these and future consoles as a student? How should I go about furthering my skills developing for consoles once I have access? What should I learn specific to these consoles (that I am not already learning from programming for PC)? How different is programming for Xbox/Playstation from programming for PC? Thanks! -Vito
  9. Calling All Gamers!

    Hi Guys, Michael here, I work for a company called SaySo Rewards. I actually have a post about our company that you can find on this forum. It talks about how we are trying to work more closely with game developers to help with their funding while also rewarding the player. So super quick post. I have a home-made survey I would love it if anyone on here with 2-3 minutes free time could fill in. We will be attending GDC in San Francisco next week and it would be great to have some numbers on this to present at the conference. Please answer honestly, there are no personal questions being asked. Could you do me a HUGE favor and leave a comment here if you do fill in the survey, I would really appreciate. Thanks guys, keep on gaming. Link below: https://www.surveymonkey.co.uk/r/ZSQZMXP
  10. Hello Friends, i am trying to create a Game developing company, with absolutely zero experience in that. I know it sounds silly, I have experience in running a small business as i have one, but games are something i always wanted to be involved with. So i have an idea of what game i want to create but i have no knowledge in programming, art, music etc. what needs for a game. I will assume the role of the producer and i just want to create some prototype which i will go around with after and try to find investors/publishers. So my question is where i can find, how much and how do people charge for art,3d modelling, is it per 1 character, per hour, what if i want whole race with cities, weapons etc., what about story writers - how much they charge and how? How much charge people who can use Unreal Engine (as i want to use that for my game - FPS) and so on. Meanwhile i am educating myself with game developing and the legal part (contractor agreements,non disclosure etc.) I will be grateful for any info you can give me.
  11. Hi, I'm wondering if anyone knows what the current versions of Clang are used in the latest versions of the developer tools for both the Playstation 4 and Nintendo Switch? I'm guessing Clang/LLVM 5.0 (as that is the current stable release)? Is it a safe assumption that C++14 is available for use? I'd like to target C++14 as a baseline, and am wondering if we'd run into issues later when porting to these platforms. Thanks!
  12. If you have worked on somebody else’s project, you know how hard it is to makes sense of long blocks of complicated codes not written by you. There were many reasons Apple introduced Swift Programming Language in 2014 to replace Objective-C, Apple’s primary programming language since 1996. The main reason was getting a piece of work done without the programmer having to write long lines of codes and raise readability of the program written. For example, Swift, unlike Objective C, supports functional programming, doesn’t need instance variables and to state the type explicitly, and has the ability to map raw value to enum directly. Swift is, indeed, the iOS development language for lazy developers. Of course, Swift supports the traditional programming paradigms based on the rules of mathematics like any other languages. Sometimes, developers have no option but to use them. However, most of the time, Swift programmers can do away with fewer lines of code. I will validate my point with a few code examples: 1. Swift extensions are a life saver Long, boring codes make an already tough job of a programmer, tougher. For example, writing a program to square a number makes Swift look such an average programming language, it is not in the code example below. func square(x: Int) -> Int { return x * x } var squaredOFFive = square(x: 5) square(x:squaredOFFive) // 625 As I said, Swift makes way for smaller, concise code. In this example, the credit goes to Swift extensions. Squaring a number seems like a cakewalk. extension Int { var squared: Int { return self * self } } 5.squared // 25 5.squared.squared // 625 Did you know unlike Objective-C categories, Swift extensions do not have name? 2. Use Generics and avoid creating unnecessary functions Three functions and three variables are an overblow to write such a minuscule program. Swift doesn’t seem to add any value to the programmer in the following code example. var stringArray = ["Bob", "Bobby", "SangJoon"] var intArray = [1, 3, 4, 5, 6] var doubleArray = [1.0, 2.0, 3.0] func printStringArray(a: [String]) { for s in a { print(s) } } func printIntArray(a: [Int]) { for i in a { print(i) } } func printDoubleArray(a: [Double]) {for d in a { print(d) } } With generics, you can write the above example with a single function in Swift. func printElementFromArray<T>(a: [T]) { for element in a { print(element) } } 3. Use For loop when you want to use While loop While loops are unnecessarily long to write. A single loop to count numbers from 1 to 5 doesn’t have to be 4 lines long. var i = 0 while 5 > i { print("Count") i += 1 } For loops are a complete bliss in Swift. The example below will clear you doubts if you had any. for _ in 1...5 { print("Count") } 4. Use Guard let, not if let If let leads to hideous codes. A pyramid of doom is a big no-no in programming, at least with Swift as the language to develop iOS apps. Look at the code example to welcome new users. Those are nasty nested code. var myUsername: Double? var myPassword: Double? func userLogIn() { if let username = myUsername { if let password = myPassword { print("Welcome, \(username)"!) } } } Abolish the bad, bring the good with Guard let var myUsername: Double? var myPassword: Double? func userLogIn() { guard let username = myUsername, let password = myPassword else { return } print("Welcome, \(username)!") } 5. Exclusive functions vs dependent function You can create two mutually exclusive functions or you can connect between them if you’re looking to write smaller codes. The following code example finds the diameter of a circle using two exclusive functions. func getDiameter(radius: Double) -> Double { return radius * 2} func getRadius(diameter: Double) -> Double { return diameter / 2} getDiameter(radius: 10) // return 20 getRadius(diameter: 200) // return 100 getRadius(diameter: 600) // return 300 However, when the radius and diameter variables dependent on each other, you will make more connections, type less, make fewer typos, result in fewer bugs and thus rarer instances of programming blunders. var radius: Double = 10 var diameter: Double { get { return radius * 2} set { radius = newValue / 2} } radius // 10 diameter // 20 diameter = 1000 radius // 500 6. Enum to Type Safe “Adult”, “Child”, “Senior”. You are not supposed to do hard coding in Swift. The least, there mustn’t arise an event when you have type all these string values for each case, over and again. That’s a big no. Don’t do that, please. switch person { case "Adult": print("Pay $7") case "Child": print("Pay $3") case "Senior": print("Pay $4") default: print("You alive, bruh?") } When you write too much, you lose track and end up making mistakes. Did I mention, Swift has the ability to map raw value to enum directly. Let’s leverage on it. enum People { case adult, child, senior } var person = People.adult switch person { case .adult: print("Pay $7") case .child: print("Pay $3") case .senior: print("Pay $4") } You will never make a typographical error because “.adult”, “.child”, “.senior” will highlight themselves in the Apple’s IDE. 7. If let is hard to get by If let is something you’re going to encounter in every language. The advantage with Swift is you can skip it more often than other programming languages. For example, the code below helps users choose Twitter theme color. var userChosenColor: String? var defaultColor = "Red" var colorToUse = "" if let Color = userChosenColor { colorToUse = Color } else { colorToUse = defaultColor } I can cut the code. This is going to change your life as a programmer. var colorToUse = userChosenColor ?? defaultColor If userChosenColor returns nil, choose defaultColor (red). If not, choose userChosenColor. As simple as that. 8. Conditional Coalescing Hair spike increases your height by a couple of inches. So I tried to write a code to solve the problem, except against Swift convention I used three variable and if else in my code. Will god forgive me? var currentHeight = 185 var hasSpikyHair = true var finalHeight = 0 if hasSpikyHair { finalHeight = currentHeight + 5} else { finalHeight = currentHeight } I am a god-fearing programmer and have utmost respect for the Apple’s primary programming language. So I compacted the code above my measures. This is how it looks now. finalHeight = currentHeight + (hasSpikyHair ? 5: 0) The code above states, if hasSpikeHair is true, add 5 to the final height, if not add zero. May the force be with you. The power of Functional Programming Among many reasons Apple replaced Objective C with Swift as its primary programming languge, one was Objective C’s alienation with functional programming. I have written the program below in Swift as I would have in Objective C that lacks functional programming. The code looks lousy, doesn’t it? var newEvens = [Int]() for i in 1...10 { if i % 2 == 0 { newEvens.append(i) } } print(newEvens) // [2, 4, 6, 8, 10] A simple function will get me rid of the For loop and if let (I hate it) and will reduce the entire code to two lines. Just take a look back and see how much time you wasted writing for-loop. Let’s make the code explicit. Ingenious, isn’t it? var evens = Array(1...10).filter { $0 % 2 == 0 } print(evens) // [2, 4, 6, 8, 10] Functional Programming is prodigious. Functional Programming separates shrewd programmers from everyday programmers. Closure vs Func This is how a normal function looks like in in Swift. I mean this looks a fine piece of code. func sum(x: Int, y: Int) -> Int { return x + y } var result = sum(x: 5, y: 6) // 11 However, who wants to remember the name of the function and the variable when you can do away with remembering either a function or variable. I chose variable in this case: var sumUsingClosure: (Int, Int) -> (Int) = { $0 + $1 } sumUsingClosure(5, 6) // 11 Love your code and it is gonna love you back
  13. Hi. I'm kind of late to this party but I thought I would ask anyway as I haven't found a concrete answer. When creating a game engine, when should you choose one methodology over another (more specifically OOP and DOD)? Which areas benefit from DOD? Which areas benefit from OOP? Do people typically mix multiple methodologies throughout a project? I.e. certain sub-systems created in one, and others in the another? DOD - Data Oriented Design OOP - Object Oriented Design Pretty simple Thanks
  14. Name= Radiated From Hell Based off of a fully fictional land Main character= David . J. McHale Birthdate= May 16, 1996 Age= 23 years old Favorite color= Blue Vehicle= 1998 jeep wrangler Central city= Pitsonok City 2 west of central= nostokih City 3 across the north mountain range= horkostia River 1= hitstipia river North mountain range= ustukei Mountains South east mountains= mount. Yustipokai Mines 1= gortachi mines Mines 2= froguthia joran mines Town 1= Gitchei jueno Town 2= huyshui Town 3= mojuntera Town 4= jutchakoe Fields 1= frihhanotchua fields Fields 2= kotchagown fields Farm 1= Harolds butcher/crop farm Abandoned farm 1= youshumei abandoned farm Forest 1= kutchapiki Forests Forest 2= Fuggatei Trek Forest 3= Juppachiaa Forest Cliffside 1= Yugaiha Cliffs Desert 1= koanfugatch deserts Main highway= squatch 3 Side highways 1= kunchaoru 43 Highway 2= highway heights Side road 1= strawberry road Side road 2= forgotten plc. Side road 3= katchapp street Side road 4= kiwi road Side road 5= orangatang plc. Side road 6= long road Side road 7= carl street Park 1= bumblebee park Park 2= pencilvayn park Park 3= 100 street park Hiking trail 1= kotchagrounds walk Hiking trail 2= joshtanei hiking ways Hiking trail 3= itcheivoin paths Burnt forest 1= gratchia forests Lake 1= paul lake Lake 2= juan lake Lake 3= josh lake Lake 4= frosty lake Lake 4= washington lake Lake 5= orion lake Lake 6= hoshei lake Lake 7= ushai lake Lake 8= waterfields lake Lake 9= yutchea lake Lake 10= hoshki lake Lake 11= ishaikei lake Canyon 1= kotchkeishei canyons Island 1= fewtchure islands Island 2= botchkotchie isl. Island 3= zeroa island Ocean 1= pacific ocean Sunken ship 1= hms. Kitchkie Drowned town 1= town hoachtei plobshkotch News channel= news 83 ANIMALS LIST 1- hortch= enemy 2- koatchroe= enemy 3- kitchakeet= tame 4- liferetchit= gives life=tame 5- adtakitch=enemy=poison 6- utchainey=tame=bird 7- mutated pony=tame 8- Radioactive cow=tame 9- paraheet=enemy=flying 10- lizardshei=enemy=flying lizard 11- kinhitch=tame 12- butching bird=enemy 13- super chicken=tame=give speed 14- jepsinike=enemy 15- holiedei=enemy 16- koatchi=enemy 17- jibkich=tame SIDE CHARACTERS 1- Jeffery=medical 2- Josh=weaponry 3- Utain=blacksmith 4- Fibbien=sniper 5- Lillianne=undercover tactical This is only part of what I have in mind but need opinions.
  15. Hello everyone! My name is Luka and I help manage some of the online communities for Binx Interactive, the creators of I Hate Running Backwards. I Hate Running Backwards is a never-ending adrenaline packed shoot'em down roguelite that puts the emphasis on destruction and fighting never ending waves of enemies while time traveling through procedurally generated worlds! Pick your character and blast away enemies with a high powered arsenal of shotguns, lasers, rocket launchers, nukes and other weapons! Get stronger and earn perks to decimate the game challenging bosses along the way. The game features local co-op multiplayer for 2 players. Features: - Lots of characters with different playstyles to pick from - Leaderboards - Daily challenges - Non-stop never-ending adrenaline packed action - Couch co-op multiplayer - Randomly generated levels - Bosses and Perks - Destructible environments - Lots and lots of unique weapons We are part of Croteam's incubator program, and our publisher is Devolver Digital. Current release date is set in April 2018. The best way to describe the game is to see it in action, so here is our latest trailer: I Hate Running Backwards Beta Trailer GIFS, Screens! We are currently on Steam, come and share your thoughts in the discussion hub, follow us on Facebook and Twitter to get all the news and updates. Feel free to comment, criticize, share your thoughts and suggestions! We will be replying as soon as possible :
  16. Stage 1 of the project involves acquiring assets and creating any assets needed for the game. The project began this stage on December 1st, 2017. Currently over 1000 landscape and architectural textures have been purchased for use in the game. Also, the first advanced motion physics model of the Human characters began on the 5th of December. As of this initial posting, I have done over 600 textures, diffuse, normal, occlusion, displacement, and specular maps. As of today, January 26th, 2018, I have completed the initial nude model and advanced motion rig consisting of most the human bones in the human body that can be mapped to future motion sensors in design by Western Digital Technologies. I have also acquired the rights to Ivan Torrents epic music scores for use in this game and am adding on our new Java developer to build the company website. I3DI has also acquired and configured the first dedicated server that will host our content management system for the company website.
  17. Advice Getting started

    Hi, I’m starting out in game development as a whole and while I have some experience with programming in the past with small things like mods and a single byond game that I took over for a previous person I’m rather new to the start from the ground up thing. im looking to get some advice on where to start for tools/material/resources for such. I already have the core concept for the game hashed out, this has been a relitivly solo thing so far so any help is appreciated thank you.
  18. Hey, we are new around here! Our team spent the last year developing a prototype game called Rise of The Fey, a game that focuses on a dramatic story with a fast paced gameplay. Rise of The Fey is a third-person action-adventure RPG set within a fantasy world called Perrah. In Rise you control Kall, a young spaunian looking for revenge after the death of his beloved. We would appreciate if you could take a look at our stuff, tell us what you think and possibly help us out on Indiegogo. The prototype is in portuguese, sorry about that! Have a good one!
  19. Greetings! Who do I need? I am creating a game and I need a 2D Pixel Artist(s) for my game. Introduction: I created a game company two days ago called Dark Star Ship Studio (The link to the company: http://darkstarshipstudio.com/). The game I am creating is a 2D action RPG game with city building game play elements and world exploration game play elements. The world is a procedural generated map (its in the design process) and I am creating the game play; unfortunately, my art skills are very poor. How much work did I accomplished? I've been working on my home brew game engine in C++ and I did try to make some pixel art (I attached a image example). Again, I know my pixel art is horrible. I do not have the talent or patience to create visual art. In addition, I did try to learn on how to create a decent pixel sprite sheet; however, I lost my patience and decided to come here to seek talented artists that are looking for an opportunity. What's in it for you? I wish I can compensate for your services and help. I am in the process of adding more Software Design plans for the game engine and hopefully the game can be available in mobile devices. As a matter of fact, I did registered for the Nintendo Developer Portal and I do wish to release the game in the Nintendo 3DS or Nintendo Switch (I know what you're thinking, "This guy is nuts!"). I cannot promise if the product will succeed or not; however, the reward of creating a game and gaining experience can be very helpful in the future. Thank you for your time! cyberspace009
  20. Hey everyone, We are working on a cross-platform RTS style game in which players from all platforms play together summoning creatures from cards to fight on a live battlefield. We are here to hopefully gather more people to work on this project. About the Game: The idea of the game is that players can create their own decks with cards they own and use it in a match against other players. Cards belong to an element (fire, air, water,...) which represents the fighting style of the unit. In order to summon a card in game the player must have enough energy and the right elements. The main inspiration for this game is BattleForge, a game that closed down in 2013 and has a similar style to what this game ultimately will have. A video about BattleForge can be found here: The game is being made in Unity and we plan to make it available on PC, console and tablet. All players will be able to play against each other, independent of which platform they are playing on. About the goal: This project is a hobby for us and we expect the same for anyone joining this team. We do it for fun and see if something worth sharing comes out of it. There is no amount of work that you have to do. Do it for fun and learn something while working with us. We all are young and still have our lives ahead of us. This can mean that any of us can drop out if we don't have enough time to continue working on this project. The same principle applies to anyone joining: you are free to leave at any time. About the team: At the moment we are 6 people, we have: - 2 programmers - 1 character concept artist - 1 environmental modeler - 1 unit modeler - 2 sound artists The two coders (and founders of the project) are managing it. About you: We are looking for people that can identify with the main concepts of the game: cross-platform RTS with a focus on producing a high quality game Open positions are: - programmer for a highly efficient path finding algorithm If you have skills that are not on the list or are already taken, feel free to contact us anyways. Please give some reference of work that you have done in the past and write a few lines about yourself. Anyways, that's it from us. If you have any questions feel free to ask them below. If you wish to receive more information about the project and the game ideas, send me a private message. Thanks for your time.
  21. story making problem

    hey i have been working on my story and its characters for my game for sometime now , should i speed up or take my time on creating it.
  22. So, I asked for advice on game engines. I know this is asked here ALL the time. I am reading the posts. However, there are so many engines, how does one choose? They all have their own pros and cons depending on one's needs, budget, and genre of game. Is the idea just to choose one and learn from there? Here is a list that I compiled. GameSalad App Game Kit Corona Godot Buildbox Construct 2 and 3 Clickteam Fusion 2.5 RPG Maker Stencyl GameMaker Studio 2 GameGuru Monogame/XNA CopperCube 5 Torque Leadwerks Unity ChilliWorks Clickteam Fusion Cocos libGDX Trublenz V-Play Hello everyone, I am very new here and new to actually starting to develop games. I realize what I am embarking on is probably going to be many years in the making. It is not something I haven't considered before. I recall wanting to make my own game as a child when I read about a contest in Nintendo Power. The winner of this game was J. Scott Campbell who went on to draw for comic books. I think a lot of people who play games wax philosophic about what they would like to see in a game. But I digress. I want to start with a 2D game and I have been reading here and on other websites about the best engine/software to use for newbies who do not have a lot of programming experience. The issue is I read similar and conflicting information on websites, so I thought I would ask people who have used them. I know Game Maker Studio is popular, but I am not fond of the high price add-ons for export. I don't know if I am being picky or limiting myself. Unity seems to be an option but I am new to this so I certainly would need the Plus option rather than Pro; however, I read that Unity's 2D uses the 3D engine and that makes 2D game clunky, buggy, and bloated. Is this true? I don't know what perks the free version has. There are Defold and Godot as well as a bunch of other free development tools, but I am unsure how many require a lot of programming knowledge. I hear App Game Kit is a bit program heavy. And I don't hear a lot about Guru. I plan to learn programming as I go along over the years, but for now, I want to see how well I can do and how much patience I will have. There are a host of engines out there. Some are free and some are not. I don't know what is best to start on especially if I want to eventually export to platforms other than PC. Ultimately, one has to try some out to know what is best. Since I am new, is exporting to multiple platforms putting the cart before the horse? Is this something I should worry about later? I read some posts that answer similar questions, and I plan to read more. I just wanted to ask my own question here. Any direction or advice would be appreciated.
  23. One of the hamster-powered bosses

    One of the hamster-powered bosses we created for our fishbowl-powered medieval robots game Feudal Alloy. More info: WEB twitter facebook
  24. Rock of Ages 2 won 'Best Gameplay' at the AzPlay 2017 yesterday. We're honored! Carlos Bordeu at the stage: Video of the awards (Rock of Ages 2 at 36:54). Carlos Bordeu's talk at AzPlay 2017 about the development of Rock of Ages 2 (in English, starts at 2:08): --- What is Rock of Ages II: Bigger & Boulder? Rock of Ages II: Bigger & Boulder is a game that improves on all aspects of the original. Up to 4 players can battle in crazy boulder mayhem. New impressive art periods, more historical characters and the funniest story clips we've ever made. All rendered with highly improved destruction / physics and effects - powered by our first Unreal Engine 4 game. Official website Steam store page PlayStation 4 store page Xbox One store page Trailer Follow ACE Team: Rock of Ages 2 Steam community hub ACE Team website Steam group Discord Reddit Twitter Facebook "ACE Team fans" Facebook page Youtube Twitch Player me Tumblr Instagram Minds Gab Pinterest ВКонтакте
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