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Found 614 results

  1. 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
  2. A team has a position open for a 3D artist and/or modeler. Excellent opportunity to gain experience working with a team remotely. Great chance to extend your portfolio Candidates, if successful have the chance to join the team permanently with entry-level financial benefits. Revenue Share What they expect Excellent communication skills Portfolio of previous work If you are interested please attach a CV and/or relevant works to jobs@iamdavidmt.com
  3. The Rework Begins

    Over the course of the past year I have been working on our game "Valley of Crescent Mountain". Most of this development has been on livestream, while some of it was behind closed doors (so I could fail without anybody seeing me! AHAHAHA) Due to some unfortunate events we have to more or less redo the entire art side of things. At first, this was a pretty big blow as I have been laboring of this stuff for the past 9 months, but this is why knowing your stuff is important. Often, something we forget to do as inidies is look at the bigger picture. Even when we do, without any real world experience in the industry (on a big picture mindset type of thing) we lack the understanding of what it takes to get a game from point A to point B. This means, in many cases, that we learn from failure or hardship. The good news is that this blow to the art has certainly made the new stuff shine that much more. Over the past three weeks I have reworked the farmer and his animations, as well as the environment and their overall appeal. Here are some screenshots of such: Lastly, none of the code was effected by this blunder! This means we didnt really lose any ground other than on the artist front. Expect to see more pictures and screenshots throughout the next month as we regain our footing and get back to where we left off before the GREAT PURGE of art in 2017!
  4. Service Pack 1 include [ http://store.steampowered.com/app/718840/DiamondFalls/ ]: - Improved performance; - Fixed small bugs; WebSite: http://www.graphxgames.com/ Twitter: https://twitter.com/GraphXGames
  5. SFX Monster Sounds

    As a sound designer, I am often asked to create monster sounds. Dehumaniser is a great software to help you get your monster sounds to the next level ! Check out my new youtube video where I talk about that. And check out my sound effects website and get 120Mb of free sound effects (including a couple of monster growls) by subscribing to the newsletter: http://www.ogsoundfx.com
  6. Margot Allard upper body

    From the album Beneath the Waves

  7. Fooliery here with some new free bee's for the beginner python and pygame game developer. Here is a group of modules to help keep time in your game. Inside is also a mp4 video tutorial on how to use it. Makes it easy to say when to spawn an enemy, how long a level should last. set a event to happen in appropriate order. Vary easy to understand and a great source to learn and build on. Hope this helps out Look over the source code. There is a few extra goodies inside. Fooliery FoolieryGameTImeSupport.zip
  8. here: http://www.moddb.com/mods/tiberium-secrets/news/tiberium-secerts-open-alpha-release
  9. I'm pleased to announce that Hypergate, my 3D space-combat game, will be released in 2018. The game features a single-player campaign of 11 missions, upgradeable fighter components, and both single- and multi-player instant action modes. The game has just achieved alpha status. But, don't just read about it---watch the exciting demo mission on YouTube:
  10. Hi guys, im having a little problem fixing a bug in my program since i multi-threaded it. The app is a little video converter i wrote for fun. To help you understand the problem, ill first explain how the program is made. Im using Delphi to do the GUI/Windows part of the code, then im loading a c++ dll for the video conversion. The problem is not related to the video conversion, but with OpenGL only. The code work like this: DWORD WINAPI JobThread(void *params) { for each files { ... _ConvertVideo(input_name, output_name); } } void EXP_FUNC _ConvertVideo(char *input_fname, char *output_fname) { // Note that im re-initializing and cleaning up OpenGL each time this function is called... CGLEngine GLEngine; ... // Initialize OpenGL GLEngine.Initialize(render_wnd); GLEngine.CreateTexture(dst_width, dst_height, 4); // decode the video and render the frames... for each frames { ... GLEngine.UpdateTexture(pY, pU, pV); GLEngine.Render(); } cleanup: GLEngine.DeleteTexture(); GLEngine.Shutdown(); // video cleanup code... } With a single thread, everything work fine. The problem arise when im starting the thread for a second time, nothing get rendered, but the encoding work fine. For example, if i start the thread with 3 files to process, all of them render fine, but if i start the thread again (with the same batch of files or not...), OpenGL fail to render anything. Im pretty sure it has something to do with the rendering context (or maybe the window DC?). Here a snippet of my OpenGL class: bool CGLEngine::Initialize(HWND hWnd) { hDC = GetDC(hWnd); if(!SetupPixelFormatDescriptor(hDC)){ ReleaseDC(hWnd, hDC); return false; } hRC = wglCreateContext(hDC); wglMakeCurrent(hDC, hRC); // more code ... return true; } void CGLEngine::Shutdown() { // some code... if(hRC){wglDeleteContext(hRC);} if(hDC){ReleaseDC(hWnd, hDC);} hDC = hRC = NULL; } The full source code is available here. The most relevant files are: -OpenGL class (header / source) -Main code (header / source) Thx in advance if anyone can help me.
  11. The Balcony now 40% off!

    Once again we are celebrating Christmas, the time of sharing and giving. We know the Christmas season is very fond to us all. We have set up a sale to celebrate this time of joy with a specific goal. The goal amount covers the costs of upgrading our company up to the level required by Steam. Thus, we would be eligible to submit our games (including The Balcony) on Steam. Thank you for contributing. Merry Christmas and a Happy New Year! Store link: https://holotna.itch.io/the-balcony
  12. Puzzle me this – Alien Logic

    Alongside fighting enemies and collecting loot for the pirate, there is a large puzzle element to our new game ‘Something Ate My Alien’. The main objective of SAMA is to collect the list of items that the pirate has demanded you locate for him before he will release your ship. A lot of these items can be found by digging through the worlds, but a portion of the items can only be found by completing in-game puzzles. As well as loot for the pirate, its also possible to find upgrades and boosts for your aliens, to help with the quest and make them stronger and more useful. Each world will have different types of puzzles and so far we have only designed them for the basic first level. Most blocks in SAMA are mineable and disappear once you dig them, but we have some special blocks that we call ‘Phys-Blocks’. These blocks can’t be mined, but you can move them around. You can push them left and right, and if you dig below them they will fall, killing anything below them. In specific areas of the world, they need to be moved around and fitted into the correct ‘receptors’ and when they are all in the correct place a chest is activated and you can grab your loot. Of course, while you’re doing that, there will be enemies around to hinder your efforts, and I’m sure that a Terrator will make an appearance and try to eat you if he’s feeling hungry. If you get into an impossible situation with the blocks, then you can press the door button again, and this will reset the puzzle to the original configuration. Puzzles in other worlds will also revolve around these Phys-Blocks, but different ideas will be used to make it more fun and harder. Phys-Blocks are also dotted around the world to block passages and hinder your exploration and to just make life a little more difficult for your aliens. Now you’ve finished reading this, you’ll want something else to read I’m sure! How about a little blog about the ‘art’ side of things written by Kat. Click ‘here‘ to read her blog. Also, hop on over to FB and give us a like on our Game Page or follow us on Twitter, and also if you haven’t already voted for us in the ‘IndieDB 2017 competition’ yet, click here and head over there and click the ‘Vote now’ button on our game. Thanks for reading, and until the next entry…. View the full article
  13. Introduction to PrivataOS

    Hello. My name is Tiago Chefe and I introduce you the PrivataOS for the first time. I am developing this project alone and I hope this will be the game you want and like. (Note: This game is in development.) PrivataOS is a original detetive, interactive story game with social elements and lots of different choices to make. PrivataOS is a sophisticated Operating System, everyone is buying and using it, but, something's not right, a girl is asking for your help trough messages, why is she doing that? You can choose your own path to find what is going on, and why is a girl asking for your help. (Note: PrivataOS for now is only on Portuguese, but it will have English in the future.) Friend Requests You will get lots of Friend Requests as you proceed in the game. Every person(NPC) has its own story and personality. PrivataLife This is PrivataLife, a social network inside PrivataOS. PrivataLife serves to publish things and make new friends. Every person you add, it will be on your PrivataLife_Friends, you can increase or decrease your relationship with everyone. PrivataChat This is PrivataChat, a private chat inside your PrivataOS. Every person you add for PrivataLife appears here, you can talk with everyone, and make your own choices. Every choice you make increase or decrease your relationship with the person and may have a big imediate impact on the story. Every single choice is important. Features .Realistic messaging system with different paths to choose. .Increase or Decrease your relationship with new friends from the choices you make. .Realistic Computer mechanics (photos, audios, documents, and more). .Lots of different endings and outcomes. This was PrivataOS, I am still developing it, and hope it will be a great game. You can give your opinion about the game, and also, you can even create your interactive story and send your story to me to voidjogos@gmail.com to put inside the game. Together we all can make lots of different little stories to share with each and everyone.
  14. Unity3D optimisation tutorial

    Hello. A lot of posts was about optimization. But most of them only abstract talks. We made real game scene and provide tutorial on optimizing this scene.
  15. Just wondering the best method for selling concept art and 3D character models? Is there anything that I should be sure to include in my drawing model sheets? Like character name, artist name, or story synopsis. Also, what methods are best for advertising, promoting, and sales of game assets. Is there anything I need to know before selling a game or game asset? Is Unreal Engine Marketplace a good place to start selling game assets like 3D modeled weapons, armor or characters? Is it very hard to get a game onto Steam, or are there better platforms to start with selling a game? What is Steams policy for allow a game into its market? I do apologize for the broad topic and the scattered questions. If anyone could provide any insight to any of these fields it would be helpful. Also, tried and tested methods are much more enlightening than simply accepting a Google search answer.
  16. I have a game loop in Entity-Component-System architecture (heavily simplified) :- spawn some enemy Turret, only in some timesteps; every Turret : try to shoot -> create new Bullet(); every Bullet : destroy itself if lifeTime = 0; every Turret : destroy itself if hp = 0; entity_component_system->cleanUpAsNeed(); It works, but to make it complete, I am supposed to delete entity at the last time step myself. Thus, I add many condition involving ☁lastFrame☁ :- if(!☁lastFrame☁ ) spawn some enemy Turret, only in some timesteps; if(!☁lastFrame☁) every Turret : try to shoot -> create new Bullet(); every Bullet : destroy itself if (lifeTime = 0 || ☁lastFrame☁); every Turret : destroy itself if (hp = 0 || ☁lastFrame☁); entity_component_system->cleanUpAsNeed(); It works but it is very dirty and error-prone. I imagine that this will also happen when room/scene changes. How to solve it elegantly? How do good games solve this problem typically? Are there any related "design pattern" I should read? Is it already OK, i.e. am I too nervous? Some days, I had nightmare because of it .... ... a nightmare that my code become ☁lastFrame☁-flavor spaghetti.
  17. [Wanted]3D Animator

    COMPANY AND THE PROJECT We are an indie game studio consisted of professional and friendly people. Additionally, we are a team of skilled artists and dedicated indie enthusiasts. Our current project is INT, developed on Unity Engine 5 for platforms Windows, Linux, and Mac. We are recruiting a few more members on the team to finalize our playable demo. INT is a 3D Sci-fi RPG with a strong emphasis on story, role playing, and innovative RPG features such as randomized companions. The focus is on the journey through a war-torn world with fast-paced combat against hordes of enemies. The player must accomplish quests like a traditional RPG, complete objectives, and meet lively crew members who will aid in the player's survival. Throughout the game you can side and complete missions through criminal cartels, and the two major combatants, the UCE and ACP, of the Interstellar Civil War. Please note that all of our current positions are remote work. You will not be required to travel. For more information about us, follow the links listed below. INT Official website Steam Greenlight IndieDB page Also follow social media platforms for the latest news regarding our projects. Facebook Twitter TALENT NEEDED We are looking for an Animator to join the Art team to rig characters and create animations for the game. You will be collaborating with fellow members of the team in the creation and polishing of 3D animations. Your tasks will include: Create rigs to be used for animations. Skin 3D models to rigs. Refine existing 3D animations. Contribute to constructive team discussions. Attend regular team meetings. REQUIREMENTS To be successful in this position, following requirements apply: Have working knowledge of 3D animation suites. Understand import/export requirements for Unity Engine integration. Excellent self-management skills. Excellent attention to detail. Excellent communication skills. Satisfaction of the follow requirements are preferred, but not essential: Knowledge of the Unity Engine UMA character creation system would be an advantage. REVENUE - SHARE This is the perfect opportunity to get into the game development industry. We have the majority of our art assets completed and are marching towards our crowd-funding campaign, currently planned for year 2018. We are unable to offer wages or per-item payments at this time. However revenue-sharing from crowd-funding is offered to team members who contribute 15-20 hours per week to company projects, as well as maintain constant communication and adhere to deadlines. Your understanding is dearly appreciated. TO APPLY Please send your Cover Letter, CV, Portfolio (if applicable), and other relevant documents/information to this email: JohnHR@int-game.net Thank you for your time! We look forward to hearing from you! John Shen HR Lead Starboard Games LLC
  18. I will be taking inspiration from WoW arenas and would like to make a proof of concept before I begin work. There must be some way I can use a WoW client to isolate Arenas and everything necessary to play them and then design a bit more to polish it. I have no idea how to accomplish this but would like to figure it out, any ideas?
  19. Just launched on kickstarter! Kickstarter: https://www.kickstarter.com/projects/373645899/castlebound Story trailer: https://www.youtube.com/watch?v=i_ainbwx3Gs Gameplay Trailer: https://www.youtube.com/watch?v=AWWEVpzKsdU&feature=youtu.be CastleBound is a 2D Action Platformer with a touch life/farm simulation akin to Harvest Moon or Stardew Valley. Journey out into the world to fight monsters and discover treasure in a Metroidvania style adventure, or build a home, raise livestock, and farm crops at your own leisure. Any feedback is welcome
  20. Hello We're a small company that recently started her first "big" project - a turn based, isometric game for PC/Steam on Unity We have a dilemma about the method we should use to create battle sprites. We have 3 playable races (with 2 gender each, that's 6 "base" bodies), and 16 classes. There is some limitation but overall, let's say that each "body" can choose between 15 classes. The character appearance depends from it's class, except the head and the weapon (think final fantasy tactics) So, we have 90 sprites to create, and that's only for playable characters appearance. We thought about two methods: -The easiest one: Create very simple sprites in pixel art. That would be cost effective, and in our budget limit. However I dislike this idea, it would give the game a very casual look, that could misguide the players (the game is intended to be midcore-hardcore). - The mysterious one: We could modelize and animate the 6 base bodies in 3D, then create textures for each classes. The problem is that we don't have any experience in 3D, so there is a lot of questions about this method: How much time would it take to create 6 bodies and 90 textures? How much would it cost, by outsourcing it to a specialist? (Don't need high res models). Another problem with the second method, is that would mean that we need to use the same technic for the rest of the sprites (enemies). So we would need to modelize all the non-humanoid enemies, and even unique characters (bosses). If anybody could help us with my question about 3D, or if somebody have an idea about a method/technic/software that I missed, I would be very grateful.
  21. Akara Statue

    From the album SkyHearth

    Goddess of Strength and Courage
  22. Unity RPG Witcher, Gothic like

    Our students studying coding of main RPG mechanics: craft, inventory, map, fight system etc. We are planning to turn everything into a full game. https://www.youtube.com/watch?v=lG418rXW1QE
  23. Hi all, Any idea what the mechanism is for timing commands in the GPU command buffer in DX12 now? In DX11 it was BeginDisjoint, End's, EndDisjoint, GetData's. But in DX12, I see I can place EndQuery with a timestamp type, and I also see GetTimestampFrequency to get the frequency, but how do I get the tick value for each of the timestamp EndQuery's? I see ResolveQueryData, but that places the data in a GPU buffer, am I supposed to call that and then copy the data over? If so what is the format of that data? Unfortunately, I have yet to see a sample for timestamp queries yet. Thanks!
  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
  25. IndieDB 2017 Compatition

    We’ve entered into the IndieDB 2017 Competition with SAMA! Please click the link below and go over to IndieDB and vote for our game, it would mean so much to us. http://www.indiedb.com/games/something-ate-my-alien Thanks for all your support. Rob & Kat. View the full article