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  • Sheridan's adventures in random nonsense.
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  • A love story: Me and my 2D engine.
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  • The journal of rpg_code_master
  • 2D Game Development with a splash of Mumbo Jumbo
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  • Graphics is gooder and stuff
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  • It's a hobby.
  • Subverting C++
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  • Monkey Land
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  • Ramblings of a partialy sane programmer
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  • Mark the Artist Fights the Future
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  • Get back to work!
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  • Level editor in the works
  • Good Enough?.... Never!
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  • Developing Firebox
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  • The Enigma Code
  • bricklayer developers: Fountaindale
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  • The never-ending story...
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  • Old code never dies, it just fades away
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  • Rex of the Arx
  • Leandro's endeavours on managed code land
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  • Chronic Procrastination
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  • Life in the cereal box....
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  • Omegaice's Dev Journal
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  • Pixelante
  • nerd_boy's journal
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  • The Log: Cloud Ocean
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  • Don't forget, it's supposed to be fun!
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  • Just Glad to Be Here
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  • Ep's tool-dev diary
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  • Crawling with ideas
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  • IfThen Software
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  • Journal of Earthania
  • Journal of Lethargic Programmers
  • The Adventures of a Universal Traveller
  • Merry Prankster Games
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  • Software Renderer in 28 days
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  • Untitled
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  • My Newbie GD Journal
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  • Drew_Benton
  • Journal of FeverGames
  • Windows [Phone | 8] musings
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  • Isolate Development
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  • Starting Thoughts
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  • Tachyon Wars
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  • Treehouse Gaming
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  • Graphics Engine Development
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  • Skipping a D
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  • Elucidation
  • Battlefield simulation engine
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  • DudeMiester Speaks!
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  • Mason's Journal
  • istar's Game Life
  • The Greatest Development Journal Ever Written
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  • Robot University -- a 2D DirectX Puzzle
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  • Dark Horse Software
  • Digital adventures through the third dimension
  • Gnoblins - Development journal of an indie game
  • Journal of ThomasBelgium
  • Wavesonics Pseudo-Random Journal Generator
  • Yckx's GameDev Journal
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  • tinyrocket
  • Think Small
  • The YAR Project
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  • Feathers and Code
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  • Dans Journal
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  • Wilhelm's Journal
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  • True, False, Maybe
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Found 153 results

  1. Dungeon Crawler Level

    As part of my environment design module, I have been tinkering with simple trap and puzzle ideas and have tested out some ideas in Unreal Engine 4. These traps and puzzles will hopefully be applicable in my dungeon crawler level designs. Trap For my first trap, I have decided to create a version of a classic trap: the dart launcher. This is the first trap encountered in the original Tomb Raider that is not an enemy. This trap is usually intended to damage the player a certain amount per hit without outright killing the player. Darts can also be modified to apply different effects on the player such as poison, stun and sleep; just like real darts! For my own darts, I have created a dart launcher that can be edited by designers to fire standard darts or poison darts. The darts can also be given different life spans so they do not enter areas they shouldn't. The rate at which darts are fired can also be modified as well as how much damage the dart can do in one attack or over different lengths of time. Players know if they have been struck by a dart via sound effects. For poison darts, the player hears the dart hit them, then another sound effect combined with a particle system to show that the player is taking damage over time. The poison will eventually run out and the effects will disappear. The variables in the dart and the dart launcher could have been placed in structures to make the blueprints tidier. I could have also added the ability to edit the velocity of darts to add a new dimension to trap layouts. As for hinting to the player that these flying objects are dangerous, I could have indicated the danger beforehand by having a dart strike an unwitting NPC and kill them. This would alert the player about the potential danger before being put in a position to be hit by one. Currently, the only hint of the presence of darts is the sound of the cannon (standing in for a crossbow or some other dart throwing weapon) firing. Puzzle The puzzle is a simple pressure plate that controls the lowering of a door. To make the puzzle more interesting I have added functionality that requires the player to lock the door in the lowered position. This must be done by remaining on the pressure plate to keep the door lowered and firing a dart at the switch beyond the door. The switch cannot be hit without lowering the door. To hint that the switch, represented by a statue with a torch on it, is interactable, I have added a lone version of the switch to the start of the level. This allows the player to observe the switch being struck by a dart and causing an effect. On reflection, it would have been more useful for the switch to be linked to a door or some other object in the wold to show that these can be connected to moveable objects. The switch’s presence is also not immediately obvious to the player on approaching the door and requires the player to advance right up to the door to see it. This may make it less obvious as the solution. I would appreciate any feedback on parts I could improve or have missed.
  2. I know of one really good YouTube channel that's all about game design. It's simply called Mark Brown, and he does two different series: Game Makers' Toolkit and Boss Keys. It's a great place for game designers to go and just pick up ideas. He's not really about entertainment, although the videos certainly aren't boring, but more about education. As in, how do existing games do clever things to stand out from other games? I myself created a YouTube channel with the intent of talking about game design, although I only have one video as of posting (working on the second). Are there any other really good channels like Mark Brown? I've seen other channels with the same intent, but lacking on the execution. Here's my video below.
  3. Hello, I'm new here, please try my Android game and give me feedback about the concept and graphics I did everything from scratch and used Gimp + Blender for the graphics, so please tell me if it is cool or it needs to be polished more link : https://play.google.com/store/apps/details?id=com.ovgames.tinyspinner
  4. Visual Novel Project

    Hello! I am looking for people willing to collaborate with me on any number of visual novel ideas I have. I have created the writing process for a few of them and would share the plot, characters, overall concept (etc.) of each one prior to making a joint decision. I'd also be willing to work on other people's visual novel idea! I have Tyrano Builder, which I know how to use (minus getting fancy with coding) and can help with the writing. I am looking for artists (character, background, etc). and anyone who may have more experience with visual novel programs and coding. I apologize for purposely keeping it vague, but my intention is to not put up any ideas so that people who join the team can decide on which story idea they like more, but I do have plenty of details for each one. I would love to form a team of people who love visual novels and want to create one together!
  5. Hi. I've been struggling for a while to learn how to build and program on my own for about 8 or 9 years now. Going from articles and vid solo has not been working out for me. I struggle, or lose interest, but when I did work with people in the past before I felt like I was retaining the information and actually learning something and making progress. I'm going with what's worked for me so I'm looking for other people who are willing to learn with me or experienced people who are willing to teach. I'm currently trying to learn Pico-8. I've gone through the first four tutorials, but it's been a while since I last went into it. I'll go back to refresh my memory and then we can meet up on Skype, Slack, or Discord to go over these tutorials together. Most of my free time is on the weekends, but I can do weekdays as well but only at night. Eventually, I want to get started on a game. I had a simple platformer in mind. Run, jump, climb. Keeping it simple. If you are interested post in here or send me a PM.
  6. Hello! As part of my university course I have been working on a trap and a puzzle to be used in a dungeon crawler style game. Trap My initial thought for a trap is something that falls from the ceiling to damage the player, this can then be tailored to suit nearly any kind of map. Anything underground could have rocks and dirt, an ice cave could have falling icicles and a rocky cave could have stalactites. The first thing for me to consider is how to convey that this trap has been triggered and that something is about to fall on the player, for this I took inspiration from the MMO’s Final Fantasy XIV and Wildstar. These games both make heavy use of telegraphs as it is extremely important for the player to be aware of the mechanics during difficult encounters, these telegraphs are very visual and show the player exactly which parts of the area will be affected. I have decided to use this approach and create a circular telegraph to be projected onto the ground as the player triggers the trap, over time this will fill up red and once its filled the rock will reach the ground damaging anything beneath it. The GIF below shows my work to emulate the telegraph. Rather than create the effect of the telegraph filling up with a timeline I have instead chosen to use an interp function in the trap blueprint. This will allow me to easily set the speed for tweaking and testing, however I may look at switching to a timeline later on if it proves to be the better option. The next aspect to think about is the falling boulder, for now I have created a simple rock shape in 3ds max to use. Because of the speed of the falling boulder the player will not be able to see it properly, this means the boulder can be very simple and low poly. I have also added a sound effect and a particle effect for when the boulder hits to give the player some visual feedback that this trap is dangerous. These are currently just stock effects and sounds, but I can look into finding some more unique assets later that may make the trap feel more polished. Below is a GIF showing the finished trap prototype, all of this can be tweaked and modified easily enough if I find I need to later on. Puzzle The puzzle is fairly straight forward, the player has to activate a number of platforms in the correct order to create a path. The platforms are activated using a bank of switches, with each switch corresponding to a platform. However when ever you activate a platform it will also activate any platform near it, meaning the player will have to plan a solution carefuly. This puzzle can be scaled up and down by adding and removing the amount of platforms involved, or perhaps even extending the line into a grid of platforms. My thoughts for introducing the player to this puzzle would involve using single platforms early on to reinforce the idea that these switches will activate platforms. The Gif below shows the puzzle prototype in action, I have also taken care to lock the switches when any of the platforms are in motion to prevent potential bugs that may occur from too many switches being thrown at once. Thanks for reading my post! If you have any feedback on ways I can improve these projects then i would love to hear. Thanks again!
  7. What if YOU controlled national news? Would you BAN the immigrants? Spin #FakeNews for highest ratings? Endanger your own family? Find Out on Steam Today
  8. Prequel game Towards The Pantheon: Escaping Eternity is out NOW! Download it free from Itch.io and Gamejolt! Itch.io: https://connorort.itch.io/towards-the-pantheon-escaping-eternity Gamejolt: https://gamejolt.com/games/ttpee/280482 Due to complications the Steam version will release soon in the coming days. You will be able to find it at: http://store.steampowered.com/app/709450/Towards_The_Pantheon_Escaping_Eternity/ Follow the development of Towards The Pantheon on social media! Facebook, Twitter, Tumblr, Soundcloud, Instagram, IndieDB, Twitch, Google+, Imgur, Pinterest Follow lead developer Connor O.R.T. Linning on social media! Facebook, Twitter, Tumblr, Youtube, Soundcloud, Twitch, Instagram, Bandcamp
  9. Hello My name's Max. I'm a member of a small indie dev team called DeBy Games. Currently we are 3 people. One composer and sound designer, one graphic artist and one programmer. We want do start on a new game but our graphic artist doesn't have much time so we need a second one. This does of course not mean you're a replacement. You will have the rights like every other member, for example you have the right to decide on several details of the game besides the design. But let's come to the game itself. The concept is not fully finished yet but the basic is following: It's a movie studio tycoon game. The idea came up while playing the game Game Dev Tycoon from Greenheart Games, so it kind of is inspired by it. You start as a small photographer in a small studio where you can make contracts like photo shootings of models for magazines or provide your help as a cameraman at bigger companys. If the player has enough money he can upgrade the studio or move into a complete new one. Each new studio comes with new features. There will be several stages where the final stage will be a expandable movie studios where you can make your own movies, hire actors, script writers and more. Keep an eye on current trends or try to create your own. But not only the production will be a task but the sales too. What happens if you produce more DVDs than your fans will buy? You'll have to remove them from a store which doesn't cost you anything but of course you won't earn anything eather. If you're interested please contact us. 100% of the budget we have is provided from my salary as a software developer. Because of that we're currently not able to pay a monthly salary. But you'll get a fair revenue share. The game will be completely in 2D so no 3D skills are required. Though we want something like the style of Game Dev Tycoon which looks like 3D. Besides skills with 2D graphics and illustrations you are required to: - Actively communicate with us. (No Voice chat. We're using Slack) This means check at least once a day the messages. - Be able to work in a team. This means respecting other people (Origin, Race, Religion, etc.). You are encouraged to provide your opinion on everything you want and are asked to respect the opinions of other. - Be kind. We don't need any royal people with a noble mouthwork. Of course we all make jokes but try to understand if someone feels offended and don't push it if it's not necessary. If you're interested please send me a mail at maxdeby@debygames.com. If you have a portfolio or something similiar please provide it too.
  10. For a sprite based 2D RPG style game, how should assets such as textures, animations, music and sound effects be distributed to and accessed by game objects? Assuming you have a resource manager dedicated to loading and containing the resources, should this manager be passed indiscriminately to wherever there is a need for a resource(s)? Should the resource manager segregate various textures and animations from sprite sheets as they are loaded and hold segregated sets (maps/lists) of these textures and animations based on a pre-determined need by different game objects so that they can be quickly set up? By this I mean, where you are certain object A needs only a set of X animations and Y sound effects throughout the lifetime of the program. If all textures, animations, music and sound effects should not be segregated as they are loaded and should instead each be stored in one big container of their respective type for all objects to freely choose from, how should the objects retrieve the resources they need efficiently and with minimal lines of code? Any object could hold any combination of textures, animations or sound effects held by the resource manager. I believe it would be easy with this approach to have very many lines of code dedicated to retrieving all the resources an object will need, for every object. Finally, should objects hold resources at all? At this point I don't see why objects shouldn't hold their own graphical resources since the objects contain the data such as position, width and height that the resources would need in order to be rendered correctly. However, I'm not so sure about resources such as sound effects, since these types of resources don't need any information from the object in order to play. Should they be held and controlled elsewhere, by dedicated music and sound effect playing systems?
  11. Introduction The architecture of software design is a much-debated subject. Every developer has his own opinion about what is good software design and what is not. Most developers agree on what is bad design, on what is good design there are a wide variety of opinions. Unfortunately, due to the nature of software development, there is no silver bullet; there is no one design strategy that always works. There are a couple of strategies that have proofed to be successful. These strategies have known strengths and weaknesses. The advantage of using such a strategy is allowing you to focus on building your game, instead of worrying if your codebase will implode after someone decided the game should function a bit different than how the code was originally written. Architecture In game development, the entity-component-system is an architectural pattern that is used successfully in small, medium and large games. The main strength of this strategy is the usage of the composition over inheritance pattern. This pattern prevents the build-up of complex object inheritance tree’s, that will make your code impossible to refactor without a lot of side-effects. So how does this pattern work, at its core, there are three elements; entity, components, and systems guess you didn’t see that coming. Let’s describe these one by one, I’m starting with the smallest and most simple one the “component”: Component The component represents a single attribute of an entity. Some examples of entities can be: Position Rotation Scale Physics body Texture Health Entity Entities are the “game-object” some examples: Ball Camera Player Enemy Bullet An entity can have multiple components, for example, a ball entity can have the following components: position, rotation, scale, texture and physics body. A camera entity might only have a position. Usually, all entities have a unique-id for fast access, but there can also be other ways of accessing entities. System The system is responsible for one aspect of the game, a simple game has can, for example, have the following systems: Rendering Physics GUI Sound AI What a system does is iterating over all entities that have components of the types defined by the system. For example, the physics system will act only on entities with a physics-component and a position-component. The rendering system will only act on entities that have a position and texture component. For example, if a ball entity has a position and physics and texture component. The physics system will pick up the ball entity, as it has a physics and position component. The physics-system control a physics-engine, that will do its magic and calculate a new position for the ball. The physics system will set this new position on the position component. The rendering-system will also pick up the ball entity, as it acts on all entities that have a position and a texture component. The rendering system can render the ball using the texture and the position found with the ball entity (yes, the same component that was just updated by the physics-system). Now imagine you spend some time implementing the architecture described above, and you after, running it, realize the ball is not really moving very realistic. That might be because you forgot to take rotation into account. To fix it you now only have to create a rotation-component and add it to the ball entity. Now add in the physics system a check if the entity has a rotation component and if so just set the rotation on this component. In the rendering-system also add some code to check if there is a rotation component and if so render with this rotation. This is where the power of this architecture emerges, imagine you have not one ball entity but have a lot of entities like the ball, wall, player, ground, etc. and you forgot about the rotation. You only have to modify the rendering system and the physics system. Then by simple adding a rotation component to the entities you want to have rotation on, magically all those objects have a rotation. Now adding rotation seems like a trivial thing to do, but what does this architecture enforces is the separation of concerns (e.g. rendering and physics) while still allows adding new functionality. And important; It does this without the usage of inheritance but rather by composition. Possible features The architecture described above is in itself quite powerful. But there are some more interesting possibilities with this architecture. I will describe some of them below. Game-mechanic tweaking Creating a generic mechanic-tuning-utilities; as there are a limit number of component types, you can create a (developer) GUI-overlay that allows you to modify the values of a component. This will allow you to in real-time modify the values, e.g. the position, size, texture, acceleration, the weight of a certain entity his components. This will help you tremendously in fine-tuning game mechanics without the need to keep recompiling and reloading your game. Level-editor Taking this even a step further you could use the above system to load all entities and relevant components from a file, e.g. XML. This will also help you decrease compile and loading time, letting you focus more one tuning game mechanics. This could then be a very good start for creating a level-editor, letting a none technical team member (game-designers) tweak game mechanics. Dynamic loading Something else that can be managed using this system, is implementing an entity loading/unloading mechanism. You can define an interface with functions like initializing, loading, starting, stopping, unloading, destructing. Now you can implement a loading mechanism that guarantees the loading and initializing always happen asynchronously. This will allow you to load and unload entities in a uniform and controlled manner. You could also choose to run all the systems in a different thread you need to take some more care about modifying components, but this could allow you to do a lot of performance enhancements, as for example, the AI needs less frequent updates then a renderer. Real-world example Note this implementation is done in Java, as I’m using libGDX as the platform, but the architecture is certainly not limited to Java and can also be implemented in other languages like C++. Enough of the theory, now for a real implementation. As a hobby project, I have been creating a small iOS/Android game, my first implementation of this game was naïve, with one source file containing all logic. No need to explain this is a bad implementation, but this did allow me to check if my idea was fun and create a quick prototype and do some fast iterations from there. For reference, the “bad” implementation can still be found here: https://github.com/tgobbens/fluffybalance/blob/master/core/src/com/balanceball/Balanceball.java After I created this implementation I decided I wanted to implement the same game using a better manageable implementation. The “main” entry file can be found here: https://github.com/tgobbens/fluffybalance/blob/master/core/src/com/balanceball/BalanceBallSec.java. So, I’ve created my own entity-component-system. If you want to create your own game using an entity-component-system, and want the game to be ready as soon as possible then I wouldn’t recommend writing one yourself. However, if you want to learn about programming or just create something for fun, implementing such a system is easy, and you will learn a lot from doing this. Another reason to implement this yourself is you get a lot of freedom allowing you to add specific tricks and features that can help you improve your codebase. The entity component system can be found under https://github.com/tgobbens/fluffybalance/tree/master/core/src/com/sec and yes there are some optimisation and improvements opportunities in this code base. But it does show an easy to understand implementation. When trying to understand make sure you know what Java generic types are. It’s quite common you need to find a certain entity to update or get some info from. As there are a lot of components you know there will be only one instance from. I’ve added a method to get the first entity of a certain type. For example, give me the camera entity, or give me the first “game-world” entity. But there are also helper functions to get all entities of a certain type. The same trick is used for getting components of an entity. You will also find a basic type called “engine”, used for binding everything together. This will trigger the updates and holding references to all systems and entities. If you look for a “starting” point for the architecture this is where to start looking.
  12. Creating a custom window UI on windows10

    So im about to jump into UI development tutorials and class. Now I'm interested on creating a very simple text editor. I've already got a design. you can see it here: https://www.pinterest.com/pin/489062840776586727/ I'm just wondering if this exact UI design is achievable in windows? what specific language do I need to use? or this is not possible and it will just follow the standard windows 10 header and border design?
  13. Lets say I have a character with a shooting animation that plays every time I hit the space key. I need to block input to assure that the animation finishes before another action is taken. What is a common approach to doing this? Right now, I'm using a variable that is a set to the total number of seconds the animation is. When the variable is zero player input is allowed again. Is there a better way? I'm using Python and Pygame for a 2D game.
  14. Hi everybody! Now, Candy's Space Adventures v12.47 are available. I changed it and it looked like Candy's Space Mysteries II v4.27. I removed bugs & glitches, consolided the space. I wanted to add teleporation. Recently, Candy World II v5.97 & Candy to the Rescue IV v4.75 was released too. The ending has been unlocked in Candy World II: The Golden Bones, giving the best of this game I've made since 2005. A long while ago, I've released Candy World Adventures IV v4.37. It is still a good game. This 2D game is still fun & I may need new fans. This game is now absolutely beautiful & run at a fast speed. I want to continue Candy Racing Cup v2.01 & add more space elements in the new Lights of Dreams IV v5.97. Also, A simple version of Age of Dreams was enough to give more than 17000 downloads, Four version of Lights of Dreams gave me 13500 downloads on cnet.download.com. We need your help to get more downloads, please help us. Hope you'll appreciate my new & old games. Friendly, Xylvan, Xilvan Design. My Whole new Wix Website. My Whole new Weebly Website. My Youtube Channel.
  15. 3D Easy get 3d models

    Hello! I want share new tool http://modelshub.org. This tool will allow you to convert 3D models in to OBJ format from p3d.in and other sites. In case success work, you get zip-archive contents geometry, materials library and textures.
  16. Building Block Heroes - Secret Rocket Base After making their way through the depths of the Oceantide Channel, the Building Block Heroes find themselves at the Secret Rocket Base! Description The Secret Rocket Base is a well-hidden military installation that houses a space-faring rocket that the Building Block Heroes will need to commandeer in order to attack Rupert's Moon Base directly. The Secret Base is probably the most difficult area in the game if time limits are enabled due to the barriers the players encounter. The barriers in this case are literal, as the new type of block encountered in this area are called Barrier Blocks. Barrier blocks are more durable than regular blocks, requiring three blocks or breakers of the same colour to be detonated next to them before being destroyed. The enemies in this area are relatively benign and just patrol back and forth like enemies in earlier areas. However, the enemies in the Secret Base are much bigger than other enemies, which forms a problem in and of itself. The boss of the Secret Base is Rupert himself! Or, rather, Rupert taking potshots at the heroes from a gun turret. Rupert will follow the heroes around with a targeting reticle, taking aim until firing a shot that obliterates all the blocks around him or her. It does help to have a friend for this battle, as Rupert can only target one hero at a time. However, he does fire more frequently when there are multiple targets for him to take aim at. Design The Secret Base was a huge pain to design. The colour scheme for this area wasn't immediately obvious, and it was difficult to think of one that would be unique. Specifically, I was having trouble figuring out how to make the mechanical parts stand out among the rocks. The breakthrough came when I decided to turn the rocks into a brown/tan colour, which immediately solved the problem of making the area look unique. This itself lead to the design of the rocket because it opened up the possibility of a more cartoony and colourful rocket rather than the plain, grey mechanical one I envisioned at first. I'm a big fan of Tintin comics, and while I was designing the rocket I was reminded of the one that Tintin took to go to the moon (which itself was inspired by the appearance of the infamous V2 rocket designed by the Germans in WW2). I figured I could use a similar checkerboard pattern for my rocket. I knew I wanted a gun-based boss to fit with the military theme of the area. Originally, the boss was a regular Mechafolk boss, like in the other areas. However, as I was designing the boss, I decided to throw Rupert inside it to add a dash of colour to the boss. The music was inspired by early Command and Conquer games, with their industrial funk tracks that took a military/industrial setting and made it catchy rather than being serious or sober like one might expect. For this I started off with the electric guitar hook and added a fast, upbeat percussion track. Thankfully, military settings tend to lend themselves quite well to brass melodies, which at this point were starting to become something of a hallmark of my music. The melody, then, was an absolute cinch to compose once I had the background hook nailed down. Let me know what you think! The game is on sale this week on Steam: Building Block Heroes on Steam
  17. Who We Are We are Forged Interactive, a small team of like-minded game developers with the sole purpose of making games we love! Currently, we're progressing very quickly with our first project and there are plenty of opportunities and work for new interested programmers. With this project, our development platform is Unity 5.5.2 and C# as our behavioral language. Since this project is our first release, the game itself is a smaller project though progress is moving quickly. We are looking to finalize the current project and get started on future projects in the near future and are expanding our team to do so. Who We Are Looking For: 3D Modeller Level Designer About the Game Ours is the tale of two siblings, thrown into a world of chaos. Living in the shadow of their parents' heroic deeds and their Uncle's colorful military career, Finn and Atia are about to become the next force to shape our world. How will you rise through the ranks of Hereilla and what will be your legacy?Once defeated your enemies turn coat and join you in your adventures. Players can enjoy a range of troops and abilities based on their gameplay style which become more important as maps introduce more challenging terrain, enemies and bosses. Strong orc knights, dangerous shamans, and even a dragon are out on the prowl. Knowing when to fight and when to run, and how to manage your army is essential. Your actions alone decide the fate of this world. Previous Work by Team Although we are working towards our first game as Forged Interactive, our team members themselves have worked on titles including and not limited to: Final Fantasy Kingsglaive FIFA 2017 Xcom 2 Civilization What do we expect? Reference work or portfolio. Examples what have you already done and what projects you have worked on academic or otherwise. The ability to commit to the project on a regular basis. If you are going on a two-week trip, we don't mind, but it would be good if you could commit 10+ hours to the project each week. Willingness to work with a royalty based compensation model, you will be paid when the game launches. Openness to learning new tools and techniques What can we offer? Continuous support and availability from our side. You have the ability to give design input, and creative say in the development of the game. Shown in credits on websites, in-game and more. Insight and contacts from within the Industry. Contact If you are interested in knowing more or joining, please email or PM us on Skype. A member of our management team will reply to you within 48 hours. E-mail: Recruitment@ForgedInteractive.com Skype: ForgedInteractive Regards, David and Colin and Joseph Follow us on: Facebook: https://www.facebook.com/ForgedInteractive/ Twitter: @ForgedInteract Youtube: https://www.youtube.com/channel/UCpK3zhq5ToOeDpdI0Eik-Ug?view_as=subscriber Reddit: www.reddit.com/user/Forged_Interactive
  18. One of most important thing I'v learned along the years im an artist and game designer is to iterate/evolve my designs a lot. During developemnt of Bouncy Bob we used iterative approach constantly. There was about 10 iterations of diferent contol mechanics, about 5 initial variants of game art and so on. Almost every final element of this project is a result of evolution and strive for best outcome. I'v decided that maybe the best example of this effective design philosophy will be development of our company logo. All Those Moments - our name is of course borowed from 1982 "Blade Runner" and 3 words are from Roy Battys final monologue. I think it is perfect not only in context of the movie but as well can express perfectly our love for playing and creating games. Here are 8 iterations of logo (there was even more of variants/sketches), and all design process for this took many hours during more than month of time: So do you like it ? My favorite is first one and of course final one, but as you can see there was a long design road that we had to take to get there ;], (first one was ok, but not verry oryginal and polished, and my friend even said that it is more like for some photo company that is making albums, of framed pics of couples). He was right, but I guess in the end we have created something quite oryginal and "strong" visually. Thanks for your time ! Please share your opinions on this design or just say hello This post is bit off topic, if you are interested in Bouncy Bob - game that we are developing please read more of our posts or visit steam page: http://store.steampowered.com/app/680620/Bouncy_Bob/
  19. Building Block Heroes - Oceantide Channel After the bright neon lights of the Mechafolk Capital City, the Building Block Heroes find themselves forced to cross the Oceantide Channel in order to reach the Top Secret....er, nothing. Crossing the Channel requires going under the sea, through a twisting maze of colourful coral. The Oceantide Channel marks the return of environmental obstacles. In this area of the game, every level will contain a giant stalk of seaweed slowly waving back and forth in the background. After a while, the seaweed will speed up, which serves as a warning that a powerful ocean current is on its way. Once the current arrives, the Building Block Heroes will be swept to the left of the screen, unable to resist the onrush. Hopefully, they'll have something to brace themselves against until the current passes through! The enemies in this area act similarly to their counterparts in the city, except that they move in a random pattern rather than moving consistently. The boss of the Oceantide Channel holds the distinction of being the only one in the game that isn't attacked directly. After all, the Building Block Heroes are simply trying to get into the Top Secret...nothing. Fighting the boss directly would be a distraction! As the heroes make their way to the door, the boss swims back and forth dropping breakers. This can make the boss very easy or very difficult depending on how you build your way to the door's weak point. Design The Oceantide Channel was a fun area to design, because coral doesn't necessarily follow any kind of patterns or rules with regard to shape or colour. This meant I could draw random shapes with different colours and still use them as part of the environment art. The seaweed was kind of tough to design. I had to make a decision as to whether or not it would appear on top of or below the blocks. In the end, I chose to have it appear underneath the blocks. Although this can affect the player's ability to tell when the wave is coming through, having the seaweed on top of the blocks prevents the user from seeing what he or she is building underneath, which in turn interferes with the core gameplay of the game itself. I compensated by making the seaweed quite large, to lower the chances of covering it up entirely. This boss, like the one before it, required me to animate a turn. However, because his turn is faster, I didn't need to draw as many frames. His relatively simple shape also made it quite easy to animate the turn. Turn animation notwithstanding, this boss was a cinch to draw, because neither the boss itself nor the door required any real animation. I originally envisioned an area that would take place above the water, on a sailboat. The ocean currents would instead have been wind currents, indicated by the movement of sails in the background. This was going to require a pirate-shanty style background theme. However, the appeal of drawing coral was too strong, and I redesigned the area to take place underwater. This necessitated a shift away from a pirate theme to a more mellow and mysterious sounding theme. I started off with a slow violin intro punctuated by piano hooks, to capture the feel of descending into the deep. I then added flutes because, to me, they sound melancholy. The trick was deciding the pace of the flute melody. Originally, the track remained quite slow, but I found that it began to sound tedious about halfway through. For this reason I added a soft percussion track and sped up the melody once it kicks in. This, in turn, helped me come up with the final brass flourish at the end of the track. Let me know what you think! Feel free to check out the store page and wishlist if you're interested! Steam Page
  20. TASK LIST, UPCOMING MILESTONE Originally posted by Jake Jollimore on FidelumGames.WordPress.com on September 11, 2017 I’ve been pretty busy over the last week with life stuff, so not a whole lot to report on at the moment. However, I watched an Extra Credits video last night that talked about some tips for making your first game. This isn’t my first, but there were still some good tips in there. The biggest takeaway from this video for me was to make sure that, even if you don’t have the time to work on your game, spend at least 30 minutes a week looking at and reviewing it. The point of this is to keep it all fresh in your mind, and not to let the mental model you’ve created of it to atrophy too far. If you’re a game developer, or even just an avid gamer, I really recommend you check out Extra Credits on YouTube. The videos are always entertaining and educational. Anyway–this video got me thinking about the task list I mentioned in an earlier post, and I thought it might be kind of cool for some of you to see it. Note that this list is not static by any means. Items get added, removed and shuffled around all the time. I’ll start with a high-level task (like Spells), and then break that down into smaller tasks. Often time, I’ll get part way through and realize that, in order to finish the current task, I have to add another to the list and shift my focus to that (eg. I needed a base Stats implementation to implement spells), and then resume with the original task. I’m really glad I have this list. Juggling all of the interconnected systems and moving back forth between them would be a major headache without it. This lets me keep my mental RAM free for more important tasks. It’s not formatted as nicely as the Word version, but you should still be able to get an idea of what I’ve finished, what I’m doing, and what I’ll be doing next. Task Status 1. Define and Implement Core Gameplay Mechanics (Alpha) In Progress 1.1. Movement (Base Mechanics Only—Polish to come later) Complete 1.1.1.Define Movement Scheme Complete 1.1.1.1. Moving (Translation) Complete 1.1.1.1.1. Define Restrictions Complete 1.1.1.1.1.1. Non-Walkable Areas Complete 1.1.1.1.1.1.1. Walls Complete 1.1.1.1.1.1.2. Holes Complete 1.1.1.1.1.1.3. Non-Passable Terrain (Water, Marsh, etc.) Complete 1.1.1.1.1.1.4. Max Climbing Angle Complete 1.1.1.1.1.1.5. Max Drop Amount Complete 1.1.1.2. Turning and Looking (Rotation) Complete 1.1.1.2.1. Fixed rotation (Key presses) Complete 1.1.1.2.2. Free Look (mouse) Complete 1.1.2.Implement Movement Scheme Complete 1.1.2.1. Player Movement Complete 1.1.2.1.1. Develop test level with walls, holes, stairs, drops Complete 1.1.2.1.2. Develop test level with terrain Complete 1.1.2.1.3. Turning and Looking (Rotation) Complete 1.1.2.1.4. Moving (Translation) Complete 1.2. Turn-based Play In Progress 1.2.1.Wait for player action (Mode 1) Complete 1.2.1.1. Define how the Speed stat affects turns Complete 1.2.1.2. Define TurnManager (Passive vs. Active Mode) Complete 1.2.1.3. Define Enemy AI Complete 1.2.1.3.1. Determining Actions Complete 1.2.1.3.1.1. Movement Complete 1.2.1.3.1.2. Attacking Complete 1.2.1.3.1.2.1. Melee Complete 1.2.1.3.1.2.2. Ranged Complete 1.2.1.3.1.2.3. Magic Complete 1.2.1.3.1.3. Retreating Complete 1.2.1.3.1.4. Pursuit Complete 1.2.1.3.1.5. Patrolling Complete 1.2.1.4. Implement Enemy AI Complete 1.2.1.4.1.1. Movement Complete 1.2.1.4.1.1.1. Avoiding Other NPCs Complete 1.2.1.4.1.1.2. Pursuit Complete 1.2.1.4.1.1.3. Patrolling Complete 1.2.1.4.1.2. Attacking Complete 1.2.1.4.1.2.1. Melee Complete 1.2.1.4.1.2.2. Ranged Complete 1.2.1.4.1.2.2.1. Ranged Melee (Spears, etc.) Complete 1.2.1.4.1.2.2.2. Projectiles Complete 1.2.1.4.1.2.3. Magic In Progress 1.2.1.4.1.2.3.1. Define Spell System Complete 1.2.1.4.1.2.3.1.1. Define Stats and Prepare for implementation (equations, helper functions) Complete 1.2.1.4.1.2.3.1.2. Implement Stats Complete 1.2.1.4.1.2.3.1.3. Custom Stats Inspectors Complete 1.2.1.4.1.2.3.2. Implement Spell System (Enemy) In Progress 1.2.1.4.1.2.3.2.1. Linked Spells In Progress 1.2.1.4.1.2.3.2.2. Document Spellcasting In progress 1.2.1.4.1.2.3.2.3. Revamp Spell System In Progress 1.2.1.4.1.2.3.2.4. A couple of finished sample spells In Progress 1.2.1.4.1.2.3.2.5. Define potential status effects. Not Started 1.2.1.4.1.2.3.2.6. Implement base status effects Not Started 1.2.1.4.1.3. Retreating Complete 1.3. Combat (Base) Not Started 1.3.1. Attacking (Player) Not Started 1.3.2.Melee Not Started 1.3.2.1. Create Placeholder Weapon Not Started 1.3.2.1.1. Attack Animations Not Started 1.3.2.1.2. Damage Enemy Not Started 1.3.2.1.3. Ranged Not Started 1.3.3.Ranged Not Started 1.3.3.1. Create Placeholder Weapon Not Started 1.3.3.1.1. Define how moving projectiles affect turns Not Started 1.3.3.1.2. Projectile Animation Not Started 1.3.3.1.3. Magic Not Started 1.3.3.2. Casting Animation Not Started 1.3.3.2.1. Implement Not Started 1.3.3.2.2. Dual Wield? On Hold 1.3.3.3. Define how the player will use dual wield (Attack both at once, choose which hand, etc.) On Hold 1.3.3.3.1. Items Not Started 1.4. Define item types (Consumable, Weapon, Armor, Quest, etc.) Not Started 1.4.1.Define item script heirarchy Not Started 1.4.2.Determine item commonalites and differences Not Started 1.4.2.1. Create item heirarchy Not Started 1.4.2.2. Weapons Not Started 1.4.2.3. Create Weapon Scriptable Object Not Started 1.4.2.3.1. Make Weapons equippable (through editor) Not Started 1.4.2.3.2. Share common animation based on type Not Started 1.4.2.3.2.1. Practice with Infinity Weapons Not Started 1.4.2.3.3. Practice with Mesh Effects Not Started 1.4.2.3.4. Integrate Infinity Weapons and Mesh Effects Not Started 1.4.2.3.5. Procedural Weapons Not Started 1.4.2.3.5.1. Experiment with Infinity Weapons texture generation and Blend Shapes at Runtime Not Started Side note: looking at this list now, it’s starting to get pretty long. I might need to make some separate sublists. As you can see, I’m currently working on implementing the spell system for the enemies. I’ve been at this task for a while. It was nearly done, but I realized it was needlessly convoluted when I had to keep re-learning how to use it to create new spells. So now I’m reworking it a bit, and so far so good. Once the spell system task is complete, I’ll be able to move on to what I consider to be a major milestone: making the player do stuff. Currently, all he can do is move and take damage. After the spells, I’ll work on making him be able to attack back. Speaking of milestones: I really need to define some formally. Anyhow, I’m excited to get over this spell-casting hump and to start turning all of this functionality I’ve created into an actual game. As soon as the player is able to start attacking back, the need for new systems is going to skyrocket. We’re talking weapons, armor, items, inventory and all of the little pieces that make them all up. I’m realizing now that this next task is going to be a huge one, but I’m suddenly super excited to get to that point. As soon as I finish spellcasting, and before I start working on the player, I’m going to make sure all of my code is painstakingly commented. This will be a turning point in the project, and I have to execute it well. Cheers! -Jake NEW MUSIC AND A TEMPORARY SETBACK Originally posted by Mika Pilke on FidelumGames.WordPress.com on September 19, 2017 Here is another piece that was done for The Wayfarer! Last week was a chaotic one. My PC crashed so badly there was really no other option but to reinstall operating system and everything else again. That was a small disaster. Basicly I spent all of my spare time for 8 days to revive my setup. “Luckily” I did this same operation about an year ago, so I got most of the bigger installing files already there. Still there was quite a lot to do. Not only that you install all the programs, but then you update everything, upload the registeration managers, look for the serials, registerate, find out (again) that you have multiple accounts (at the same site) which cannot be merged (and that there are email addresses that don’t even exist anymore) ect. It takes time to relocate all the passwords for those over 10 different accounts. There was probably over 60-70 different products. Luckily only that much. It could be a lot worse. After you’ve installed and updated everything, you still need to find folders of all the dll-files so VST instruments and effects start showing and working in you DAW. Then open up the DAW, open up the instruments one at the time and look for the libraries so that instrument have something to play ect. ect. It’s quite a mess. To be honest I really, really would not care to do this again. It’s really time and nerve consuming. But now it’s done and I’m back in business and nothing crucial is missing. That’s life. Things happen. Then you clean up the mess and move forward. PS. The cause of this was actually drivers of my audio interface (it could be concluded from the file name showing at the blue screen). Fast Track Pro does not support Windows 10, but since it did work after the update from Win7->Win10, I did not quit using it. Now that interface does and will not touch my PC. It is a good interface and I have been using it for years, but I really don’t recommend using it if you use Windows 10. BR Mika Pilke
  21. 3D Procedural Arctic Forest Environment Production

    Useful interview about Environment Design and Procedural Modeling with 3D Artist – Ilari Lampinen. https://80.lv/articles/procedural-artcit-forest-environment-production/
  22. BattleTech is going to have a Random Event System during the single player campaign. Basically as time ticks by, there's a random chance for these events to popup during the time between combat missions. You're given a situation and a handful of options to choose from. Some options may not be available based on previous events, contracts, or other game play. Based on the chosen option, a result set is chosen at random (weighted) and the results of that are applied. I recently delivered the event editor for our game so the designers could crank out events at a faster pace. Originally, it was hand edited json. Then it was a simple text format that Kiva wrote a python parser for to convert that text into json. Now it's a WinForms app with a gui, validation, and other utilities built in. The designers have been using it for a while now and so far they're really happy with it. Here's a screenshot of the main editor and one of its subforms. Event System Data Model Events - Have a Title, Description, Image, Scope, a list of Requirements, and a list of Options. The Scope tells us which main object we're going to be dealing with (typically Company or Mechwarrior). The requirements say what must be met in order for this event to be pulled. And the options are the choices the player makes when they see this event. Option - An option is a choice a player makes. It has some text, a list of Requirements, and a list of potential Result Sets. Choosing this option randomly selects one of the result sets. Result Set - Is what gets applied as an outcome to the event. It has a description, a Weight, and a list of Results. The Weight influences the randomness of the outcome. If we have two result sets and one has a weight of 75 and the other a weight of 25, then the first Result Set has a 75% chance to be chosen. Result -This contains all the data that happens as a result of the event. Added Tags, Removed Tags, Stat Modifications, Forced Events, Actions, flags for a Temporary Result, and its Duration. This is how the game world gets modified. You can add a tag to the Company Honorable, Remove a cowardly tag from a mech warrior, give a star league era Gauss Rifle, or force an event into the queue for later. Requirements - Requirements have a Scope, a list of Required Tags, a list of Excluded Tags, and a list of Comparisons. The scope tells us what we're looking for. Any Required tags must be on the object. Any excluded tags most NOT be on the object. And any Comparisons must be met. For example: Scope: MechWarrior, Required Tags: Marik_Origin, Excluded Tags: Cowardly, Comparison: Injuries > 0 - would look for a wounded Marik pilot who is not a coward. TagSet - A list of strings attached to various items in our game (maps, encounters, contracts, company, mechwarriors, mechs, etc.) It's a simple concept, but very powerful. Many things are setup with an initial set of tags, but we also add tags to your Company, and your various mechwarriors. These are then querried on by events and other systems in our game to make the world feel more alive. Data Driven Content I'm a big proponent of using data to drive applications (game or not) because of all the benefits it provides. The major benefit here is being able to add content to your game without access to the source code. When done correctly, it opens the doors wide for a modding community to take your game into new directions and it can really add some longevity to a title. The event editor will be included in the final version of our game and I'm excited to see what events they'll come up with. - Edited to talk about what the event system actually is so people don't get confused about "event programming".
  23. Our team, Forgotten Mines, has launched an early public beta for War to the Core. We are now seeking to form a board of gameplay designers and passionate gamers to help balance the game. War to the Core is a multiplayer online battle arena (MOBA) game where fleets of massive warships wage tactical battles in low orbit in a struggle to control Earth's resources. While we are still building up the ships arsenals and weapons choices, there are already quite a few in the game today. Getting the right mix to enable good strategy and tactics without making certain builds over powered or under powered, requires a high level of creativity combined with fine level of tweaking on an ongoing basis. As a game play designer, you will help make the game more fun by enabling more elaborate tactics and making design suggestions to the development team as well as gain access to new ideas that will are not yet implemented, so you can provide early feedback on them. As a board, you will help tweak the properties of the game mechanics: How far can ships teleport? How strong are mines? How quickly do they explode? How wide is the impact range? How do different weapons change when they gain new levels? And so on. We are looking for gamers with a good understanding of game balance and a passion for game design. You don't need prior design experience, but you need a great sense of what makes games fun. If you are interested to join us, just get in touch. Discord: https://discord.gg/462GFeT Official website: http://www.WarToTheCore.com Official app store link: https://www.microsoft.com/store/apps/9n4shfc15wks Mailing list: http://eepurl.com/cUGQ9v Facebook page: https://www.facebook.com/WarToCore Facebook players group: https://www.facebook.com/groups/WarToTheCore/
  24. Hi there! We are JN Studios, we are looking for people to work with us in our project. About US: JN Studios is a 2 people amateur studio. we have like 1 year making games, but this is our first professional project to show it to the public. We are a programmer guy(Me) and a 3d modeller. About the game: Strategist Sniper is a RPG/FPS game, yes RPG and fps :v you awake in the middle of the unknown and a small voice tells you that you have to go through the world killing other snipers to get out of there. the mechanics of the game are based on the basic controls of games like League of Legends and in FPS games like Counter Strike. What we are looking for? actually we are looking for another c# programmer, a musician and an artist(for game illustrations for the marketing of the game). Profits Share: when the game is in a stable alpha phase we will create a campaign in Idiegogo to obtain money to finance the game. each of the project participants will receive a percentage depending on the work done. How to apply? just send us a email with a portfolio and in what you can help our team - trabajojava1@gmail.com Devblog1.mp4
  25. Making a game in school

    I'm making a twin stick shooter with a few friends in a course. The course unfortunately don't let us make any game we want without some research or statistics backing it up. So i was hoping some would like to answer a survey about the design of the game. https://goo.gl/forms/9oQ4htAPjzzRNGUs2