Summary
Project SBN is a knockback-based platformer fighting game inspired by the popular franchise Super Smash Brothers, and has been developed by a small team. Starting development in 2016, they hope to push development further for a PC release sometime this year. As a long-time friend of the head developer, I'm here to spread the word about this small project before it hits its release.
Contact
Please help the indie game by following development and giving feedback on our Discord server: https://discord.gg/VAEQ4PW (Code VAEQ4PW)
Let us know how the game looks, and what you want to see from it!
We'll be releasing a demo for the public sometime in the future on our Discord and on other platforms, so stay tuned.
Media
Down below are some gameplay test videos:
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[WIP] [PC] Project SBN - Super Smash Brothers Inspired Fighter
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[FREE] Fruit Cartoon - Fresh new match 3 game. Enjoy fun journey in Sky Farm!
Fruit Cartoon: juicy match 3 puzzle game with tons of fun and fresh new gameplay! Fruit Babies live in Sky Farm in happiness with their cute fruits. However, the Worm attacks the farm, arrest Babies and steal fruits. You need to protect the farmland, rescue your buddies, and fight against the enemy. This fruit game is a revolution of match 3 puzzle with creative combo-missions levels, fantastic adventure, and surely bring new experiences to puzzle fans!
Now, let's go to the farmland, meet Grape, Mangosteen and other friends to start the adventure.
Download game for FREE now: - Google Play Store: https://goo.gl/2VZnLx - Amazon App Store: https://goo.gl/PoVHLu
★MAIN FEATURES★
✔ 7 combo-missions types. 2 game modes. Gameplay is totally new to others!
✔ First version has 400 levels. Levels are updated and added soon
✔ Fun and challenging missions in farm world:
+ Collect water and remove ices
+ Clear poisonous mushrooms and rescue Baby climb to top
+ Beat the worms and remove obstacles
+ Break chains and find keys underground to rescue Baby
+ Collect nutrients and find magic power to beat the Dragon
+ Harvest to rescue fruits and clear weeds
+ Find legend fruits under ices and plant grass to all cells
✔ You're sure to love cool characters which funny emotions. All things are designed following to story to make players really "live" in the game!
✔ Direction of filling empty cells: top to bottom, bottom to top, left to right, maze fill, and combination of them... to make gameplay more interesting
✔ Great juices boosters to help you remove obstacle and defeat enemy effectively.
✔ Play with Facebook's friends & compare your score with them. Can you reach top on leading board?
✔ Win challenge Daily Prize to get valuable gift
✔ Global leaderboard to rank with other players. Challenging achievements & mania quests
✔ Levels are easy to play, but hard to master
✔ Play game frequently to get lucky rewards. Up to 3 times per day for lucky wheel!
✔ Eye-catching graphics, amazing effects, and exciting sounds!
✔ You can play this juice farm game offline or online!
★GAME MODES★
✔ Story: 300 levels. An adventure which 6 new combo-missions to help Babies protect garden, harvest the farm, and defeat enemy. Levels are from easy to hard, and many things to explore on the journey
✔ Campaign: 100 levels to challenge your matching mania skill! You need to find golden legend symbol and stretch green grass to garden to bring live back!
✔ Daily Prize: each day you have 3 lives to play prize. Mania to win but worth to try cause you'll get special rewards! If you win a prize, it will be locked and open tomorrow, and become harder!
★HOW TO PLAY★
✔ Swap the fruits to match 3 in a line to collect them
✔ Crush to make L shape to create juices Boom
✔ Crush to make T shape to create X Splash
✔ Crush 5 fruity items in a line to make Rainbow Jamming
✔ Crush to make a Square Shape to create random Splash
✔ Match 4 items in a LINE to make a Splash
✔ Swap 2 boosters to make a juices explosion
★BOOSTERS★
✔ Shovel: useful to harvest a juicy fruit or remove an obstacle
✔ Boom: a magic match to get 9-cells region
✔ Splash: a juicy slice to collect cells in a column or line
✔ Super Splash: a juicy slice to collect cells in both line & column
✔ Rainbow Jamming: harvest all fruity items have the same type
★GAME STORY★
The Babies live happily in secret garden called Sky Farm. They take care their house and really love gardening. Everyday they go around the secret garden and harvest funny fruits. But the Worm and his Dragon attack the land, steal fruity items, and arrest Babies. Let's protect the garden, rescue Babies, fight against the enemy, and plant green grass to farmland!
Enjoy Fruit Cartoon for FREE now: - Google Play Store: https://goo.gl/2VZnLx - Amazon App Store: https://goo.gl/PoVHLu
✔ To help us to meet your desires about this fresh fruit game, please send your feedback to: asqteam.mobile@gmail.com
✔ Like us on Facebook for the latest news: fb.me/FruitCartoon
✔ This juicy fruit game offers in-app purchases and contain ads
We want to say THANK YOU to everyone who has played this free game & gave us five star reviews!
ASQTeam - the maker of featured games Fish Crush and Cookie Star!
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Database Structure for MMO's
Let me preface this post with the obligatory. This is a hobby project not seeking to be the next "wow-killer" Just something I enjoy because I am inquisitive.
That being said, I have been following a series of tutorials by Christian Richards on YouTube. He uses Photon Server and Unity to do some neat things. I am trying to expand upon his architecture and database models.
I am at the point of creating characters and I got sidetracked by a bit. I've been reading up on database techniques and I think I have an idea of where I want to go but am not sure if its the correct direction to go.
Basically, I have a table that stores the player characters containing an ID, name, gender, and other character related things. I wanted to add a junction table to store the players skills as well as the xp they have earned in that skill. It seems that a Many-to-many relationship would be correct for this. As in Skills can be earned by many players, and players can have many skills. I think this is at least one way to go about this issue but am curious of other ways. I have looked at Planeshifts (open sourced ) database and they do something similar, although it seems it really depends on your gameplay how your database is laid out.
Would this method also be reasonable for storing items in players inventories, achievements players have earned, and other information for things that all players can have?
Also, I was planning on having a SQLite database client-side to store nothing but visual information. Like item stats, achievement info, quest text info and much more. The idea being that the server can send an id and the client can query the database for the proper way to display the object in question. I suppose this is more of a asset management question, but I like the idea of minimizing server bandwidth by sending id's only.
Thanks for your time and responses!
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Revengestar, a new 2d space shooter from Playniax
Hi guys!
Here is a new game from us called Revengestar
You can get it here
I hope you like it!
This is the Windows version but Mac, iOS and Android are coming soon!
Cheers!
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PN triangle, barycentric lookup
Anybody know where I can find an implementation of PN Triangle code that can look up a point on a PN Triangle using barycentric coords without actually doing any tessellation?
ie - something that turns a PN triangle into a patch, and then some sort of translation from bary to patch coords?
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Looking to join a team. Sprite artist, 8-bit music composer
Hi there. I'm an experienced sprite maker and music composer willing to do work on your game for free. All that I ask, is that you devote some of your teams resources to helping me make my game. Think of it as an Indie Dev exchange program. I do work for your team, and one of your members does some for mine.
Aach06@gmail.com is the place to email me.
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GitVersionTask woes. Master branch not recognized.
Uhm, where did the source control subforum go? Nice to have a modern-looking gamedev.net indeed!
Ok, let's get to the real deal. At my current job I have somewhat managed to get to something useful and to be released. I always had an issue with versioning and so I just installed GitVersion, the relative tools and its automatic MSBuild thingie GitVersionTask.
Leaving aside I'm meeting some resistance in using source control at all, our team is so small there's really no point in using anything more than the old merge/branch model. Software development around here is... curiously managed to say for the least so I had the following needs:
Official builds marked as major.minor.patch
Unofficial builds as (1) plus unique identifier. SHA would be perfect.
So, what I do: I merge off master to work on something, when I merge back to master that would be a 'build'. Whatever that build is released to public or not is not my concern: stuff in master is ideally official. It seems like mainline development should be my thing right? Wrong. I tried countless configurations and wasted about three hours today the end result is always some variation of (output in VS build).
My gitVersion.yml:
next-version: 7.2
mode: Mainline
I tried annotating the master branch by using gitVersion.yml 'branch:' subsection with no avail. I have however confirmed the file is being consumed by successfully altering the produced major/minor and by producing errors.
I am a bit reluctant in opening an issue on the project page as it's basically certain it's something by my side.
What am I missing?
By the way, after all this pain I might actually consider other versioning mechanisms. All sort of suggestions are welcome.
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How to cause bugs that you don't know how to do it?
So I'm doing game testing and there is a bug that I encountered it once and even when doing the exact same thing, I still can't get that bug to come. I have spent hours trying to get the same bug to happen and even if it did, the programmer who is suppose to fix it asked me to do it again which is annoying because again, this bug that I did took so long to even cause it.
The worst part is that it is a very rare bug and a major one as well.
So how to get bugs if you don't know how it happened? What's the best way to figure out how that bug happened?
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mouse pointer raycasting
Hi,
Im having alot of trouble with determining the ray normal that goes into the scene through the pointer.
Heres an example:
I have.
A projection matrix that i generate with an implementation of gluPerspective and glFrustum
0.001953000 0 0 0
0 0.002604000 0 0
0 0 1 0
-1 -1, 0 1
A dead simple view matrix obtained from a camera that sits at [0,0,5] and doesn't have any orientation.
1 0 0 0
0 1 0 0
0 0 1 0
0 0 -5 1
mouse pointer dead center in the screen (so [0,0] in clip space)
I then do the following calculation. (that i found in a tutorial here: http://antongerdelan.net/opengl/raycasting.html)
float x = (2.0f * mouse_x) / width - 1.0f; //0 in this case because the mouse is in the center of the screen
float y = 1.0f - (2.0f * mouse_y) / height; //0 in this case because the mouse is in the center of the screen
float z = 1.0f;
vec3 ray_nds = vec3(x, y, z);
vec4 ray_clip = vec4(ray_nds.xy, -1.0, 1.0);
vec4 ray_eye = inverse(projection_matrix) * ray_clip;
ray_eye = vec4(ray_eye.xy, -1.0, 0.0);
vec3 ray_wor = (inverse(view_matrix) * ray_eye).xyz;
ray_wor = normalise(ray_wor);
I then expect a result of [0,0,-1] because the camera is looking straight down the z-axis and the mouse is in the center of the screen.
instead the result i get is [0.799999,0.59999925,-0.001562398]
Please take a look and point out what I'm missing here, Maybe the calculation is wrong, maybe I'm missing a step, maybe the projection or view matrixes are wrong or maybe my expectation is wrong and I'm just misunderstanding something.
Thnx in Advance!
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[FREE][ANDROID][GAME] Deep Miner [4.0+]
Hello, today I would love to introduce you my newest game called "Deep Miner". Game uses very simple mechanics and it is one of my first projects, so please be patient with me. About the game
The goal of the game is to mine as deepest as possible to gain resources, these resources are then sold in the in-game market to get money. With the money you can upgrade your mining machine and refuel. Even if it sounds simple, it is not that easy, each step you make uses some small amount of fuel and you need to have enough of it to go down, dig some resources and make your way back to the top. If you don't have enough fuel or your temperature gets too high, your machine explodes, leaving all your hardly mined resources behind and you need to pay repair fee. Screenshots
Game is right now on Google Play Market, so feel free to download it and try for yourself. Any feedback will be welcomed.
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Epic Games Releases Early Access for VR Mode on Mac
Epic Games has released early access support for developing VR applications on Mac platforms through the Unreal Engine GitHub repository. You can get access by going to the private VR on Mac branch (login required). Review the readme for instructions on how to get started.
At this year’s WWDC, Apple announced VR support for their upcoming version of OS X, High Sierra (macOS 10.13 and above). Epic Games took the stage with ILM to demonstrate the new functionality using the Unreal Engine in VR Mode on the new iMac Pro.
ull support for VR development on macOS will be in upcoming Unreal Engine 4 releases. Mac VR support, together with general Metal 2 support and wide-ranging Mac optimizations, will ship in Unreal Engine 4.18 binary tools (via the Epic launcher) starting with previews in September and with the full release in early October.
Read about SteamVR for macOS, including Valve’s beta release, here.
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Still getting ads after the update
Still getting Google ads.
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Finding a project to join and learn?
Hello,
I am in Ireland. I am in IT for 20+ years, I code in Python and Java, but never developed games and am not really familiar with game-specific libraries and engines.
My son is 12 and understands the basics of coding. He is interesting specifically in game development. I would support him in getting in there, but we don't have a good idea nor, really, the capability to do something from scratch.
I think it would be best for him to join some open source game project and do "grunt work", stuff that is boring for experienced adults. I would certainly help him in working out the technical particulars if he joins a project and needs to be using such-and-such tools.
But how can we find a project for him to join, one that would allow him to learn as he does mundane tasks for it? A sort of apprenticeship - except without money involved and without them having to teach him all the details. I can help him do the research if I know the general direction.
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[Bullet] Adding Static Meshes into btBvhTriangleMeshShape that have more than 65535 indices?
Hello,
For the argument of 3*sizeof(int), why I can't load the Mesh Shape in 16bit format for the index.
If I load the mesh with 32bit index and the mesh has less than 65535 indices, it will overflow the vertex buffer.
I have tried to use 3* sizeof(WORD) as index stride and I can't put (WORD*)pIndexData, because bullet won't recognize the prototype,
Any ideas?
Thanks
Jack
indexVertexArrays =
new btTriangleIndexVertexArray(pMesh->GetNumFaces(),
(int*)pIndexData, 3 * sizeof(int), pMesh->GetNumVertices(),
(btScalar*)pVertexData, dwVertexSize);
// For non-moving objects only
staticShape = new btBvhTriangleMeshShape(indexVertexArrays, true);
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Tales from Brain 1. Depression
A journey to the dark corners of the human mind. In this short adventure game we will learn the amazing adventures of a depressed guy who decided to clean up his apartment. Will he be able to finish his work? Will the flowering of flowers be too much effort? Will he get out of depression?
https://play.google.com/store/apps/details?id=com.themarhio.AdventureTest2&hl=en
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(realistic) post apocalyptic base building game
Hello,
I have a project that I have been working on while I learn how to program. Its been ongoing for about a year I think? Its made with C# and Monogame. Been working on it in my spare time after work. Its set in an alternate past. Where the Economic pitfall of 2008 didn't recover and society collapsed. Everything turning to chaos. You and a group of friends and family had the foresight to see it coming and headed for the wilderness in the weeks prior. Your group lives out there for five years, while the world around you plunges into anarchy. Then your group decides to return to rebuild society and thats where the game takes place. I haven't made too much progress, with work and the whole actually learning how to program thing. But I feel its coming along. I don't have any ingame screenshots but I have some sample artwork that I have made to give a feel for the style. If you are interested please contact me. Artists,Composers,Programmers anyone really. Would really like to work with someone. Feel like it would be fun and more motivation to put more time into it. You can contact me on here or email me: maxsnider93@gmail.com
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Deconstructing "Clash of Clans 2: The Builder Base"
The Deconstructor of Fun blog has posted their latest design review. The blog breaks down successful free-to-play games in search of what makes them fun - or not - and this time they break down the popular mobile game Clash of Clans 2: The Builder Base by Supercell.
The breakdown looks at a comparison with the original Clash of Clans, including finding that CoC 2 is more like Clash Royale than CoC 1, followed by a look at the good design elements, the bad design elements, and the ugly - including a look at the business side of the CoC franchise.
Check out the full breakdown of Clash of Clans 2: The Builder Base from the Deconstructor of Fun blog by clicking here.
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Deconstructing "Clash of Clans 2: The Builder Base"
The Deconstructor of Fun blog has posted their latest design review. The blog breaks down successful free-to-play games in search of what makes them fun - or not - and this time they break down the popular mobile game Clash of Clans 2: The Builder Base by Supercell.
The breakdown looks at a comparison with the original Clash of Clans, including finding that CoC 2 is more like Clash Royale than CoC 1, followed by a look at the good design elements, the bad design elements, and the ugly - including a look at the business side of the CoC franchise.
Check out the full breakdown of Clash of Clans 2: The Builder Base from the Deconstructor of Fun blog by clicking here.
View full story
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Icons for satellite photo map (2D)
Hi!
Im making a turn-based empire building / grand strategy game in the style of total war.
The map im planning to use is a satelite photo of earth like this (but much higher resolution).
https://www.universetoday.com/wp-content/uploads/2009/09/earthmap.jpg
Problem is to find a style of icons (for cities, armies, navies etc) that fit such a background map? Any examples or tips on how to do it? (making icons for a tile-based, simplified "map" seems easier than for a satellite photo, but a photo suits my game better).
Thanks!
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Composer happy to help with your project
Hi,
My name is Wojtek Białobrzeski.
I compose music for video games, short movies, spots etc.
I've been doing it for some time now so I've got experience in different genres. I do focus mostly on orchestral music.
I would really like to help you with your projects to expand my portfolio and gain new skills, knowladge and experience.
Here is some of my recent work.
if you like my style you can reach me at wbialobrzeski@hotmail.com
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