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  1. Didn't do much today mainly messed with the player hub and Optimized the game code to where I can hold so far 60 AIs at once! I will be working on the Ai's code more tomorrow and will show a video seeing how much AI's I can fit in one battlefield! Also for those of yall who are interested in keeping up-to-date more consistently I have a new twitter account follow me here: https://twitter.com/ACTNS_Ent
  2. Hi guys, I'm trying to make a crossword puzzle game for practice. Sorry but I've no idea on where to start. It should be basic game where the user must enter the word in the correct place and nothing else. (I am sure you know how to play crosswords!) I have to export it to Android and (if possible) to iOS. What engine would I want use? I thought to use Unity in order to develop it but I'm not very good with it (and, honestly, I don't like it that much) How is Unreal Engine 4 with Basic 2D Games like this one? If I could use UE4 it would be better because I know more C++ than C#. I also thought about making this app with a "basic" IDE such as Android Studio (and) xCode but I would have to do the work twice and I want to avoid that if possible. Does anyone know if there is a library or something useful for making crossword games? Thank you very much for the answers and have a nice day! I apologize for the bad English but I'm not American/English. Edoardo
  3. DESCRIPTION The team is in need of an assistant Art Team Director that will assist the Project Lead and Art Director in the development of the game. The position does require you to have knowledge of the Unity Game Engine, 3D asset creation software, and a desire for project management. The INT team is a large, international team, focused on the development of a core demo which will showcase RPG elements and core features for fundraising and investors. We are a friendly and passionate bunch and hope you will apply soon to be part of our team. Please review the job requirements and responsibilities below. Starboard Games LLC is looking for a highly professional, qualified, indie team developer to join our ambitious INT project. As the INT Assistant Art Team Director you will report directly to the Project Lead and Art Lead. In the occurrence of an emergency you would become the acting Art Lead. The position does require a knowledge of the Unity game engine. This is because we would like our Assistant Art Team Director to have a knowledge of the game engine, and the ability to create scenes to showcase assets. Furthermore, you would need to be able to create assets for the core demo in a 3D modeling suite. Many of our artists use blender, but if you have a commercial license for another program then that would be acceptable as well. You will also need to possess team management abilities. This means you will be reviewing 3D artist work, 3D artist samples and test submissions, 2D concepts, and possess an understanding of the ‘big picture’ for INT which will be shared with you by our store, lore, and Project Directors. Responsibilities: 1. Report to Art and Project Lead. 2. Act as Acting Art Lead in the event of an emergency. 3. Ability to think creatively. 4. Ability to communicate effectively and work with other team leads. 5. Desire to see the project through to completion. REQUIREMENTS 1. Knowledge of the Unity Game Engine. 2. Experience using Unity. 3. Experience using 3D asset creation suites. 4. Experience managing a team or being part of a team environment. 5. Must be able to take feedback constructively. 6. Must be able to interpret and decipher maps and notes. 7. Must be able to work from 2D art. 8. Commitment to the Project and the ability to spend large chunks of time working towards the completion of the project. BENEFITS We offer revenue-sharing generated from crowd-funding to team members who maintain consistent communication on company projects and meet Starboard Games deadlines. Currently we are unable to offer wages or per-item payments. Your understanding is greatly appreciated. Thank you for your time! We look forward to hearing from you! TO APPLY Please send your CV/Resume, as well as (the link to) your portfolio to: JohnHR@int-game.net. Kindest regards, John Shen HR Lead Starboard Games LLC
  4. Hello everyone, We are looking for some talented artists to join our team in developing a new classic style adventure game. Open Positions Our team is currently looking for two artists, one 3D model artist and one 2D concept artist. 2D Concept Artist Help us translate the concepts into visuals to improve our 3D model workflow 3D Artist Help with creating 3D environments, buildings, props, dressing etc. 3D Animator Someone that can bring our models to life and make them feel less static. What we are looking for We have a fun and talented team working on an ambitious project, but we need help in creating 3D assets. We need people with experience, comfortable with defining streamlined workflows and producing work in a quick pace. We also need someone to help bring our ideas to life in 2d concepts first to better improve our workflow in creating the 3D scenes. Although it is a hobbyist project, we take the project seriously and we are committed to finish the project, so we need people that can commit to the project with the goal to end it. The ideal candidate Is used to work for milestones and timelines Used to working in a collaborative approach within a team environment Has time available to be present on a regular basis, appear on slack and provide updates Can output work on a fast pace That understands what it means to work in a project The skills For 3D Modeler Skilled in creative 3D environments, including props and scene dressing Ideally that has worked with Unity before Bonus points if you have talent for character creation Bonus points if you have actually worked on a title until the end. Experience with Unity (double bonus) For 2D Concept Artist Experience with concept art Bonus point if you have created concepts for a game Bonus points if you have actually worked on a title until the end. Experience with Unity (double bonus) For 3D Animator Experience animating humanoids and animals Experience animating inanimate objects Experience animating environments (vegetation, ocean etc) Bonus point if you have created concepts for a game Bonus points if you have actually worked on a title until the end. Experience with Unity (double bonus) The Background The game takes place in a world almost submerged by water, where all the land that is left are small islands, where the remains of the human race try to survive after the cataclysm known as the Seven Tides. You play the story of Jon Riley, a young boy living in the Island of Chelonii, in the Eastern Kingdom of Khalandrie. After a visit from an old mysterious acquaintance, his grandfather, the only relative Jon has mysteriously disappears and Jon embarks on a quest to find what happened to him, while discovering the truth about himself, and the underlying mystery of the Island. For a full description of the game check out The Game page. (user: seventides pass: indie) The Mechanics The game will be mainly feed from the traditional mechanics of adventure games popular in the 90’s with games like The Broken Sword, Monkey Island, The Longest Journey, Full Throttle, The Dig etc. It also introduces some RPG elements that promote exploration in order to immerse the player deeper in the world. The main driver of the gameplay experience is going to be the story as it's traditional in this genre of games. The Art Style Currently the adopted art style is a flat shaded, low poly style. You can see some examples below and the full gallery here (user: seventides pass: indie). Please not all of the screens are work in progress as we are working in iterations to move faster. The Music We are lucky to have an amazing musician and talented producer in the team that is composing amazing musical scores for the game. If you want to hear some music samples get in touch! The Tools The game is being developed in Unity 5 in 3D low poly flat shade style. We are currently using the following main tools: Unity 5 - Game engine Dialog System - Dialog System for non linear interactive dialog databases Adventure Creator - State machine for the traditional adventure game workflows FMOD - Sound Engine Blender - 3D Modelling Sculptris - 3D Char sculpting Slack - Communication Trello - Task Management Our Trello Board! The Team We are a team mostly composed by professionals in our areas but new in applying our skills in game development. Game Designer/Project Lead - Background in Computer Science and working professionally as the technical director of a leading web development agency in Sydney. Duarte brings maturity in project management methodologies and technical leading. An obsessive adventure game player and very seasoned technologist, Duarte is the founder of the project. Lead Developer - A very experienced developer, Joao is the main man behind the implementation in the Unity engine. He will translate the specs and game design workflows into the engine. He is a professional web developer currently working in Vienna, Austria. Music Producer/Sound Design - A professional musician and music producer, Richard is a guru in enhancing the experience with sound and musical scores. He works professionally as a musician and music teacher and lives in London. 3D Artist/ Character Design - An aspiring musician and hobbyist game designer and 3D artist, Kevin is mainly responsible for character art. He currently lives in Puerto Rico. 3D Artist/ Environment Design - A hobbyist 3D artist, Joshua is mainly responsible for environment art, buildings, landscapes and props. He lives in London. If you are interested If you want to join the team, get in touch and I will supply the full game design document, our wiki containing character references, sound design cues etc and provide access to our Slack team chat. If you are interested contact me through private message. Looking forward to hear from you!
  5. DESCRIPTION Starboard Games LLC is looking for a highly professional, qualified, indie team developer to join our ambitious INT project. INT is an upcoming Science Fiction RPG that has been in continual development for several years. The team is in need of a Level Editor and Designer to join the team to work on the development of the game. This position does not require you to be a programmer or 3D artist. The INT team is a large, international team, focused on the development of a core demo which will showcase RPG elements and core features for fundraising and investors. We are a friendly and passionate bunch and hope you will apply soon to be part of our team. Please review the job requirements and responsibilities below. As the INT Level Editor and Designer you will be the individual on the team who received art assets and builds the level to Game Dev requirements. This position will require a knowledge of the Unity Game Engine, but not programming or art asset creation knowledge. Our levels have been mapped out and annotated with setup notes. While these setup notes and blueprints should be followed, as our Designer you can feel free to be creative in the setup process. When you place assets and design exterior and interior spaces you can be creative in how you build these spaces out. Responsibilities: 1. Report to team Leads. 2. Report to weekly Dev Meeting. 3. Ability to think creatively and design portions of the level when required. REQUIREMENTS 1. Knowledge of the Unity Game Engine 2. Experience using Unity and importing/setting up levels in Unity 3. Experience optimizing levels in Unity 4. Ability to work under Team Leads 5. Must be able to take feedback constructively 6. Must be able to interpret and decipher maps and notes to set up the level BENEFITS We offer revenue-sharing generated from crowd-funding to team members who maintain consistent communication on company projects and meet Starboard Games deadlines. Currently we are unable to offer wages or per-item payments. Your understanding is greatly appreciated. Thank you for your time! We look forward to hearing from you! TO APPLY Please send your CV/Resume, as well as (the link to) your portfolio to: JohnHR@int-game.net. Kindest regards, John Shen HR Lead Starboard Games LLC
  6. Hi, I'm an Unity programmer and I'm looking for an artist/group to make something togheter (2D), I was thinking of a Point and Click Adventure, a FMV game, an Adventure/RPG in a streaming 2D world or a Myst Like (panorama) game but I'm may be open to other suggestions although arcade/plataform games are not my thing, in general I love games in which the story plays an important part You can see some things I've done here: http://zenger.co.nf If you are interested please send me a mail (the mail is at the webpage) Thank you very much
  7. Finally after having so many optimization problems I have completed object pooling system for handling bullets. Now for Ai's and Players that use characters that use guns will be able to shoot without worrying about FPS! Stay tuned for the next Update! If you have any questions feel free to ask me! Feedback is always welcomed. I will make another post tomorrow about my blog schedule. Hope I heard from yall soon ;p. Also for those of yall who are interested in keeping up-to-date more consistently I have a new twitter account follow me here: https://twitter.com/ACTNS_Ent
  8. This is the test with my answers. You guys have any pointers on how I could have done this better or techniques I can learn?   Better Formatted test is attached   Interview Test -    Questions:   1. In C# what is the difference between a class and struct?   Class uses reference types so if you change a variable in the class somewhere it will change for all references to that variable. A struct will only change that iteration of the variable and will not be referenced anywhere else.   Classes are allocated on the stack while structs are allocated in the heap.   For example accessing a struct variable in a list that you have elsewhere will not change in the original struct but a class's variable will.   2. In what is operator overloading? In C# what are some of the operators that can be overloaded? Name some that can not?   Operator Overloading allows you to change the functionality of the standard operators such as +,-,==,++. It allows you to add parameters to the operators and uses a return type.   you cannot change operators such as '=', '?', '.' and others.   3. What does the following function do? bool dosomething(unsigned int x) {   return x && !(x & (x­1))? }   return x makes sure x != 0 !(x & (x-1)) checks if x is a power of two. So it returns true if x is a power of two.   4. Given two arrays A1 and A2. Where A2 has n elements and A1 has m elements plus extra space for n elements. Both arrays are sorted in ascendant order. Write a function to merge the two arrays into A1. The merged array must also be in ascendant order. We want to do this without allocating or using a swap buffer or extra array. void merge(int[] A1, int[] A2) {   // A1 has extra space for A2.   // your code }   { // Which index in array 1 will relate to spots for array 2. int lastSpace = array2.Length; lastSpace = array1.Length - lastSpace;   // Quickly Merge the 2 arrays. for (int i = 0; i < array2.Length; i++) { array1[lastSpace] = array2[i]; lastSpace++; }   // Use QuickSort to quickly sort (this is redundant) the arrays using arrays already given, no buffer no extra arrays used. QuickSort_Recursive(array1, 0, array1.Length - 1); }   int Partition(int[] numbers, int left, int right) { int pivot = numbers[left]; while (true) { while (numbers[left] < pivot) left++;   while (numbers[right] > pivot) right--;   if (left < right) { int temp = numbers[right]; numbers[right] = numbers[left]; numbers[left] = temp; } else { return right; } } }   void QuickSort_Recursive(int[] arr, int left, int right) { // For Recusrion if(left < right) { int pivot = Partition(arr, left, right);   if(pivot > 1) QuickSort_Recursive(arr, left, pivot - 1);   if(pivot + 1 < right) QuickSort_Recursive(arr, pivot + 1, right); } }   5. Write a function that takes a string as an argument and returns a new string that is the reverse of the string passed in.   C#   string ReverseString(string inString) { // This can also be accomplished manually by getting length of string and putting it one by one // into char[] using for loop. char[] reverseString = inString.ToCharArray();   // This is a C# function, useful here but can easily be done in a loop. // To do that I'd just hold the character i'm swapping, swap it and put it at place I swapped from until midpoint. Array.Reverse(reverseString); return reverseString; }   6. Write a function to traverse a binary tree composed of the following structure. Print the contents of "name" at each node.   struct TreeNode { public string name? public TreeNode leftnode? public TreeNode rightnode? }?   // Unity code for printing tree node names in a left first recursive order. void PrintBinaryTree(ref TreeNode treenode ) { Debug.Log(treenode.name); if (treenode.leftnode != null) { PrintBinaryTree(treenode); }   if (treenode.rightnode != null) { PrintBinaryTree(treenode); } }   7. Write a function to sort an array of integers in ascending order. Do not use Array.sort or similar built in functions.   // Just going to use a recursive quicksort again as it is the best way to do this. It's relatively fast. void SortArray( int[] inarray ) { QuickSort_Recursive(inarray, 0, inarray.Length - 1); }   int Partition(int[] numbers, int left, int right) { int pivot = numbers[left]; while (true) { while (numbers[left] < pivot) left++;   while (numbers[right] > pivot) right--;   if (left < right) { int temp = numbers[right]; numbers[right] = numbers[left]; numbers[left] = temp; } else { return right; } } }   void QuickSort_Recursive(int[] arr, int left, int right) { // For Recusrion if(left < right) { int pivot = Partition(arr, left, right);   if(pivot > 1) QuickSort_Recursive(arr, left, pivot - 1);   if(pivot + 1 < right) QuickSort_Recursive(arr, pivot + 1, right); } }   8. Given an up and right vector, reconstruct the forward vector from this data and ensure the result is a vector of unit length. struct Vec3 { public float x? public float y? public float z? }?   public Vec3 CalculateForwardVector( Vec3 up, Vec3 right ) { // reconstruct the forward unit vector // C# Implimentation // Cross products of vectors create the perpendicular. The perpendicular of up and right is forwards / back depending on first parameter (up or right). Vector3 forward = Vector3.Cross(up, right); forward = Vector3.Normalize(forward) return forward;   // This Implementation Vec3 forward = new Vec3;   // Cross the vector forward.x = up.b*right.c - up.c*right.b; forward.y = up.c*right.up - up.a*right.c; forward.z = up.a*right.b - up.b*right.a;   // Normalize the Vector3 to make it unit vector. float length = sqrt((forward.x * forward.x) + (forward.y * forward.y) + (forward.z * forward.z));   forward.x = forward.x / length; forward.y = forward.y / length; forward.z = forward.z / length; return forward; }   9. Given an object with a position and direction, translate the object along the direction vector as defined by "distance". struct Vec3 { public float x? public float y? public float z? }?struct Obj { public Vec3 position? public Vec3 direction? }? public void Translate( ref Obj theobject, float distance ) { // translate theobject by distance along it's direction   Vec3.Normalize(direction); position += direction * distance; theobject.position = position; }   Choose one of the following for the 10th question: // I did both because both intrigued me.   10.?You are a player standing at point P in 3D space. An enemy AI fires a weapon from point E. The bullet follows a straight line and terminates at point H where it hits an object. If the bullet's path comes within distance D of the player, then the game should play a "bullet whiz" sound. Please outline an algorithm to determine wether the game needs to play that sound.   // Using Unity style code (C# / Mono) // Get distance / direction vector of two objects. Vector3 direction = playerObject.transform.position - bulletObject.transform.position; // get distance via magnitude of direction vector float distance = direction.magnitude;   // Play the sound if distance is less than or equal to the distance required to play sound. if (distance <= soundDistance) PlaySound();   // Also in unity you can just use a sphere collider trigger and layers to cause this.   10. ?Your boss comes to you in the 11th hour and says that QA has just discovered that the new shout out feature of the application is allowing people to enter profanity this is then posted to all registered users. He needs you to come up with a solution that will filter only the profane word(s) out of the entered text and replace it with the string "(bleep)". On top of that, he needs to be able to maintain this in some way when new words are to be added to the list of words to filter, and he doesn't want to provide the words in "leet speak" but he does want that filtered as well. So given the word "test" he would like words like the following replaced as well: "t3st", "te5t", "t35t". Please outline a system to determine weather the entered "shout out" string contains profanity, how to replace it, and to be expandable to allow continual inclusion of new words and "leet speak" substitutions to check for.   C# version I also did a simple version of this for my game because people were using obscene user names. I used an XML list that I imported, checked every login (to see if people changed their names). You can then create a dictionary for leetspeak characters and check each letter and convert any leetspeak to regular text then do a simple string.contains(string) to check for obscenities.
  9. Hi! My name is Philip! I am a software developer with over 2 years of professional experience (not in game development) and maybe 5 years of experience with hobby game development (custom engines, unity, currently learning unreal engine 4). I am most proficient writing code in either C++ or C#. I am also comfortable with graphics programming (linear algebra, shaders, opengl, d3d11). It's been some time since I've tried to collaborate on a game development project as most projects in the past didn't work out due to either being overly ambitious or there being little to no insight in the workflow/how everything is coming together. I've been trying to create my own game art for projects but it's really not working out. So here I am! I'd like to reach out to individual artists or existing development teams that would like to create a game together. I wouldn't mind joining an existing project, though I'd prefer to start on something new together. I currently have a lot of free time on my hands so I'm eager to get to work right away! What I'm offering: - High quality code (well documented-, scalable- and optimized code) - Clear communication/reliability (daily or weekly chat with progress updates) - Technical directing (as lead programmer or for individual modules depending on the scope of the project) (- Game/level design: I'm not very experienced in this field but I'd like to contribute; if there's room for it of course) Some plus'es for me would be: - You are using/willing to use Unreal Engine 4 (I'm currently learning it and would like to spend more time with it. Also the lighting is so much better than in Unity). - You have a similar taste in games (to mention a few: Golden Sun, Kingdom Hearts, Zelda, Dark Souls, Earthbound, Shadow of the Colossus, Nier, Chrono Trigger) - You currently have a lot of time to work on the project (able to produce a first prototype fast!) - You live in a nearby timezone (GMT+1 here) If you are interested in working together or if you have any questions; please send me PM! Thanks for your interest!
  10. It’s the 13th of April, APPTUTTi has shared some amazing new games of their international game catalog, branding them one of the biggest names in mobile gaming content. It’s the 13th of April, and you can feel the energy in the room. APPTUTTi and DataEye’s industry seminar poised to reveal the valuable secrets of the gaming industry has garnered eyes from all over the marketplace. Hundreds of mobile game distributors, publishers, operators, and developers have been invited. People sit in their seats and talk in hushed murmurs about NDA-privileged up-and-coming games, new business ventures, investment opportunities, and what they think will be the next unicorn gaming app. The event launches and action. APPTUTTi, as a co-organizer, shares some of their most amazing games from their catalog of hundreds of games and apps: Astro Lords, Knights Fight and Blocky Cars Online. The energy in the room grows. Talent can be felt. It literally reaches out and shakes you. The taste makers and the movers and shakers of the gaming industry have been noticing high talent games for generations – and then emulating what works to reap huge profits. APPTUTTi isn't worried about showing off the cream of their crop at all. Astro Lords wins the award for Best Graphic Design. APPTUTTi goes on, after introducing to the crowd, and sharing games that have been recently published, and those that are to be published in the near future. It's a little astounding to everyone present. APPTUTTi has become one of the largest mobile content providers in the industry. The number of APPTUTTi partners has more than doubled in the last 200 days, the revenue has grown by 14 times and that's just the beginning. Stars from that pool of talent are emerging, and APPTUTTi has the management know-how to cherry pick them and foster incredibly entertaining games at a fast pace. In the near future the company also plans to provide English apps to the English speaking population in China. By doing that, APPTUTTi will become the first company in the country to bring English apps to local Android users. It's part of what being a progressive and innovative gaming company is all about. And, with established partnerships with close to thousand developers overseas, APPTUTTi is at the precipice of their meteoric rise – and they show no sign of slowing down. Launch your app in China now. Tips & Resources: Quick Tips for Resources Download Quick Tips before App Submission Technical Knowledge Base Partner Resources Portal FAQ
  11. Time for another update with how we are doing. We have now started production and I will continue to update you guys trough the week`s ahead, something`s we will share and some we dont`t, can`t spoil all the fun right? But I can at least guarantee that we are on track for a powerfull vertical slice. Programming: The programmer is now doing Water Test - Perlin Noise / Heightmap Calm checking at comparing to our references. Modeling: I have spent most of the week gathering reference pictures for asset`s so I can fill the ship when it`s ready, this is a very hard job but luckily there are alot of book`s out there. First out was one of the spyglasse`s, a Dollond from mid 17th century. Did some material`s testing on that one as well and will finish that asset tomorrow. Soon I will also start texturing, rigging and animating the first person arms/hands. Until next week! http://www.indiedb.com/games/the-whaler-working-title
  12. Puzzle "Towns and rivers" I’ve recently implemented the mechanics of a puzzle that seemed very interesting to me. As you progress through the game the levels vary in different parameters. You can choose any level you want. I added a vote after each level and I would be very grateful if you could estimate the gameplay after passing each level. There is a version for browser and for Android devices. Links are attached below: https://multicorn.itch.io/towns townsandrivers.apk
  13. So i imported my mesh into unity and when it moves it acts like its right side is his front and start walking sideways! i tried re importing it and i tried making the mesh again but facing it a different way but it doesnt change in the game please help ive been trying to fix it for ages!
  14. Hello I am looking for any indie group currently working a project in Unity, I have been working with Unity for a few months but most of my experience lies in my college. 1 week from acquiring my BS in Computer Science and I need to contribute to small projects. I am constantly coming up with new ideas to add to my own little projects, but due to my growing knowledge with Unity's API, I do have to do my research and debugging. I have worked on a Space Shooter program and still working to create my own Marble Madness game once I get more adapt to the engine. I in college I specialized in C# programming while learning ActionScript, java, VB, asp.net. I also have trello for planning Let me know of any opportunities where I can grow and contribute to the cause.
  15. I need a script for a Play and a Quit buttons i already have the buttons set up i just need some script (In C#)
  16. Hi i have script that i believe is meant to restart my character/scene when i collide with an Obstacle but it doesnt work!
  17. 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. 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. 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 TALENTS NEEDED Website Administrator. 3D Artist. Unity Programmer. 3D Animator. Please note that all of the positions are remote work. You will not be required to travel. REVENUE-SHARING We offer revenue-sharing generated from crowd-funding to team members who maintain consistent communication on company projects and meet Starboard Games deadlines. Currently we are unable to offer wages or per-item payments. Your understanding is greatly appreciated. Thank you for your time! We look forward to hearing from you! TO APPLY Please send your CV/Resume, and (the link to) your portfolio to: JohnHR@int-game.net Kind regards, John Shen HR Lead Starboard Games LLC
  18. I'm using python for coding. So i'm making a game engine which the main loop is something like that: def mainLoop(self): '''This loop run's every frame per second.'''       #Go through all sprite objects inside this scene. for sprite in self.sprites:      #Update the sprite inside the quadtree. if sprite.position.changed(): self.quadtree.update(sprite) #Render the sprite only if it is inside the screen resolution. if sprite.onScreen(): sprite.render()          #----------Get possible collision----------# possible_collisions = self.quadtree.get() for object in possible_collisions: sprite.getCollision(object) #----------Get possible collision----------# #Run the logic of this sprite object. if sprite.hasScript(): sprite.runScript() Firstly i thought that the quadtree (for reducing the collision checks) was the problem. But it wasn't that, my quadtree is working perfectly. So in order to find out what was causing latency for a big amount of sprite objects into the scene, i disabled the collision detection algorithm and run the engine again in order to see if the efficiency will be better. Then i found out that it was still very slow. Finally the problem was the for loop. Even that the game loop wasn't doing to much to waste time, because the for loop was too big the frames where being delayed anyway.   So i thought of a solution but it costs in game mechanics. I will devide my scene using a quadtree, and i will only work with sprites inside this area (depended where the camera position is). So i will only run the scripts of those sprites. This will make the engine a lot faster but objects outside the specified area will be disabled because their scripts won't run. For example if an enemy is hunting the player, but the player moves far enough so the enemy will be placed in a quadtree node where is outside of the current node, the enemy's script will be disabled and he will freeze. In the image below, you can see how my scene will be devided.   Please notice that the red rectangles are not devisions of the scene but the big red rect is. The 9 rectangles shows how many windows the quadtree node is (A window has the screen (game) resolution). The collision checks will also occur only for the sprites inside this area.   So the main loop now will loop like this: def mainLoop(self): area = self.quadtree.get() for sprite in area: #Update the sprite inside the quadtree. if sprite.position.changed(): self.quadtree.update(sprite) #Render the sprite only if it is inside the screen resolution. if sprite.onScreen(): sprite.render() #This is O(N^2) but i think will be ok because the area list will not be to big. for sp in area: if sp != sprite: sp.getCollision(sprite) #Run the logic of this sprite object. if sprite.hasScript(): sprite.runScript() There must  be a better solutions for this problem, so i'm hearing suggestions.   Thank you for your time.   Just from curiosity, in modern game engines like unity 3d, an enemy who is at the other side of the map while the player is in the oposite side, will the enemy's logic run? Also assume that the scene is realy big!!!
  19. Hi. i will show you new version of my first game i have ever made. In my stylized like minecraft game you can using falling bombs to destroy everything on the map. https://play.google.com/store/apps/details?id=com.LollipopTank.BlockyBombApocalypse&hl=pl
  20. Hello I would like to introduce you to my newest android game. This is a simple game inspired by the pancake tower. https://play.google.com/store/apps/details?id=com.LollipopTank.DrunkTower&hl=en
  21. Im looking for an AI for a monster to be able to walk around and jump scare you when it finds you! Need help please Also i use C# and Unity
  22. Hi everyone, I'm creating a series of tutorials about the creation of Game Effects in Unity. I hope it may help someone around here, and feel free to ask questions. Thanks & Enjoy!
  23. Hi! I’m one and only member of mine development team, that means its family business. I’m 27 years old PhD student from Poland and my dream is to make games. I'd love to present you game i'm working on. It's still in pre-alpha stage but i'd love to hear your comments about it. You can find all info also on my page: malfunctiongame.com Malfunction is isometric full 3d puzzle - game inspired by Monument Valley and alike. It is based on strictly physic mechanics with a little futuristic twist. The goal may be different each level but what is essential to Malfunction is to use all you can spin, drag, drop, pull, push, throw, spill and swipe to let Our Little Friend precede. What’s different about Malfunction is that You not only get to experience deep story driven campaign but also and maybe what’s most important You get to create it Yourself. If you like puzzle-games and always thought they are awesome, now you will be able to create it yourself. The biggest part of game will be creative sandbox mode in which you will have access to every item existing in game. Not only will you use them to build your own levels and even group them into campaigns but also script those with build-in intuitive tool. This will allow you to make custom events that happen to Our Little Friend in your adventures. What’s fun putting so much effort creating when nobody can see it, right? That’s why you will be able to share your work with other players and let them play it. Of course that also works the other way around. If that all sounds to you like an idea for mobile game you got it half right. Besides making and playing complicated puzzles that do not fit mobile, there will be special simplified version of game for Android and iOS on which you will be able to play certain campaigns and sandbox levels. Story mode - Unravel the truth hidding in deep corners of OLF inc. factory. Enjoy set of 30 carefully designed levels in basic story with regurarly realesed 10 levels side stories. Sandbox - Build Your own puzzles, levels and even whole stories in fully customable sandbox with scriptable events. Use hundreds of interactable and environmental objects and release creativity. Share and Enjoy - Share the levels you have made with friends and all the people out there and check how they like them. Enjoy what others have made! Endless possibilities gives endless fun. Multiplatform - Enjoy story mode, sandbox and full extent of shared levels on PC, Linux and Mac. Use Android/iOS version of game to get access to special story mode and enjoy mobile section of shared levels wherever You are! If you like an idea of such a game and would like to keep up on the infromation don't forget to subscribe and/or follow/share/like on socialmedia: web: http://www.malfunctiongame.com/ twitter: https://twitter.com/GameMalfunction fb: https://www.facebook.com/malfunctiongame/ Cheers!
  24. In this daily blog (and video)-series I take a first impressions look at the best mobile games that I come by. Be sure to share your favorite mobile game with the rest of us in the comments below! A neat indie Samurai-themed endless runner with a very distinct (and beautiful) "ink" art-style! The game features 150 missions and 7 playable characters with unique abilities, each of which can be unlocked by either playing the game or buying them through an in-app purchases. In addition, the game monetizes through incentivized ads (watch an ad to revive), and occasionally throws a skippable video ad at you. I'd like to see these forced ads to disappear, but to be fair, I only saw 1 ad after playing for around 30 minutes. Overall, the game was a lot of fun to play, and will easily keep you entertained for a few hours. My thoughts on SumiKen : Ink Blade Samurai Google Play: https://play.google.com/store/apps/details?id=com.OPNeon.SumiKen&hl=en iOS: https://itunes.apple.com/us/app/sumiken-ink-blade-samurai/id1200347294?mt=8 Subscribe on YouTube for more commentaries: https://goo.gl/xKhGjh Or join me on Facebook: https://www.facebook.com/mobilegamefan/ Or Instagram: https://www.instagram.com/nimblethoryt/ Or Twitter: https://twitter.com/nimblethor
  25. Hello everyone! I would like to introduce my new game released yesterday - "Space Battle - Interceptor". It's an arcade space shooter, similar to Galaxian, but it offers some new features, making the game more dynamic. For detalis please visit game's store page (link below). Thanks. https://brave-beaver.itch.io/space-battle-interceptor Short gameplay video (FullHD)