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Engines, Arts, and other Tools in the Steam Summer Sale

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The Steam Summer Sale kicked off this week, and while we might using the 50% discounts in our wishlists it's worth noting some of the deep software discounts of interest to game developers. If you've been thinking about purchasing some tools for game development this might be a good time to stock up. Here's our picks with prices and discounts listed (all prices in USD). Engines and "Game Builders" 001 Game Creator - $29.99 (50%) AppGameKit - $31.99 (60%) AppGameKit VR - $20.99 (30%) Axis Game Factory - $3.99 (80%) Clickteam Fusion 2.5 - $49.99 (50%) Clickteam Fusion 2.5 Developer Upgrade - $209.99 (30%) CopperCube 5 Game Engine - $18.74 (75%) GameGuru Unlimited - $82.52 (60%) Game Maker Studio 2 - $79.99 (20%) Leadwerks Game Engine - $19.99 (80%) RPG Maker MV - $29.99 (65%) RPG Maker VX Ace - $13.99 (80%) S2 Engine HD - $9.99 (50%) Smile Game Builder - $23.99 (70%) Visual Arts Aseprite - $11.99 (20%) Bitmap2Material 3 - $65.99 (34%) Black Ink - $47.99 (20%) Card Creator - $17.99 (10%) FaceRig - $7.49 (50%) Marmoset Hexels 2 - $19.00 (50%) Marmoset Toolbag 3 - $141.75 (25%) Marvelous Designer 6.5 - $192.00 (40%) Raiseland - $27.99 (30%) Qubicle Voxel Editor - $15.99 (20%) Shadron - $13.99 (30%) ShaderTool - $20.99 (30%) Substance Pack Indie - $197.97 (51%) Substance Painter 2 - $98.99 (34%) Substance Designer 6 - $98.99 (34%) Other articy: draft 3 - $79.99 (20%) Double Fine Adventure - $1.99 (90%) Indie Game The Movie Bundle- $8.19 (73%) Nimble - $7.49 (25%) Stage of Development: Indie City Season 1 - $2.95 (70%) Surviving Indie - $0.99 (50%) Tyrano Builder Visual Novel Studio - $9.89 (34%) GameDev.net is not affiliated with Steam/Valve and does not receive payment for items purchased through the links above. View full story

Looking for storyboard artist anc concept artist

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I'm working on a 3D based hack n Slash game, settled in a futuristic world, but with really low futuristic aspects at all. Even though I can make 3d models with ease I struggle to make the concet art with all the character angles, and so on, that's why I need a concept artist, who can make different humanoid body structures I'm also planning on doing 2 quick teaser trailers for the game, but in order to work with my current team, I'll need a Storyboard artist to make easy to my animators to understand what to do, I have everything settled of how I want it to be, soif you're interested you just need to understand what I'm saying. Once the project is settled with a playable demo, we'll make it avaliable for free for a limited time, and hope for the best If interested just comment below with a way to contact you, as of right now it will be unpaid, but after we mannage to earn some money, everyone whose assets were used in the game development will be paid with no problem it just might take a while.

Is it possible to change the Battle System in RPG Maker MV?

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I'm a brand spanking new baby to making games, with zero knowledge of coding. Also new to the site so I apologize if this isn't an appropriate question. But i've been wanting to know where to begin with manipulating the battle system. RPG Maker MV seems to restrict you to two types of battle, plain view with enemies in front and side view battling. However, I'd like to move things around the screen. Similar to how trainers in Pokemon come in and out before a battle. What should I look into for this?

Battle of Millenia Update #3

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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

What is the mathematical explanation behind this implementation of simulating eyeballs roll in eyes?

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I want to simulate eyeballs roll in eyes and I have found and forked this implementation in codepen.io. This is exactly what I need. Smart way but I don't understand why it needs to work like this way. Why is it using `ratioX` and `ratioY` which are calculated from dividing `mouseX` and `mouseY` with their sum? Is there a simpler or even cleverer way to do similar simulation?

A correct way of writing this?

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I can't tell if I'm running into a bug or just don't know how to write this. Basically I have my own extended VECTOR class derived from std::vector, which is non-copiable. This is by design, because I want to enforce strict rules on when complex objects can be duplicated or how they can be stored. Hence every class that contains a VECTOR is by definition also non-copiable by default. What I'm writing is an allocator proxy, which is used by the type library during abstract processes like deserialization - it takes a base pointer, casts it to a container type and does stuff with it. It can handle smart pointers and raw objects, but currently has no way of differentiating between the two. Which becomes a problem when a type is non-copiable. This is where things start getting weird. In Visual Studio I can successfully use the allocator on some complex types (eg types with one or more vector members whose copy assignment and constructor are either not provided), which should not be possible (unless, I guess, VS performs some selective on-demand compilation even in debug mode). In other cases the test fails correctly and the code does not compile. So I figured, okay - I can just modify the allocator to conditionally compile only the parts that do not handle raw non-copiable objects in containers. All I would have to do is use something like is_copy_constructible<> to determine which parts get compiled. But no - ALL of the classes I tested this with return true - both classes that contain non-copiable members with no copy constructor defined as well as simple classes that should be trivially copiable. Conversely, is_trivially_copy_constructible<> returns false to ALL of the classes I tried. Okay, then - maybe I'm just too dumb. Besides, the compiler does tell me the offending function is the auto-generated copy assignment operator, not the constructor. So I tried is_copy_assignable<>... Which doesn't compile: Error 1 error C2280: 'VECTOR<IActor *> &VECTOR<IActor *>::operator =(const VECTOR<IActor *> &)' : attempting to reference a deleted function I'm confused - maybe I'm completely misinterpreting the docs, but how do I determine whether an object is copiable at compile time? Why does is_copy_assignable<> apparently generate the assignment operator, which then fails to compile? Isn't the entire point of type traits to determine whether a condition is true without altering the behavior of the code in the process? Is this a bug in VS2013, because cppreference.com clearly states: "checks if a type has a copy assignment operator"? Most importantly - what is a possible solution here?

Neon Tunnel - my second Android game!

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Hi everyone, I've just released my second game on Google Play! The game is about flying through the tunnel and avoiding obstacles. It also features 3 different gamemodes and cool synthwave music. Please download it and leave a review, any feedback is appreciated! Google Play: https://play.google.com/store/apps/details?id=com.gear42.neontunnel

How to implement control of the state of ui buttons?

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Hello everyone! Im using mvc framework for wrapper. So i have UIController, UIView for this problem. The object of type UIView is display object and works as container(like in ActionScript). So it holds some static buttons wich control sound,fullscreen and etc. and another dynamic controls wich control the state and current rules of the game. When the game is in different states the buttons can be active or inactive for pressing, can be with different texts over them, wich can cause different functionallity to be performed in the controller. So i have around 10-13 states of the game in wich the ui buttons are in different state so: Control state of the buttons in the controller. It is not ok cuz the controller is more than 300 rows and its ugly for reading and understanding. It shouldnt be. To create custom object in the controller and to pass to it the ui buttons and with some function called changeState to set the appropriate appearance to the buttons. How to structure and name that custom object to be enough descriptive. Or is there some well known pattern ? Or do u have better idea ?

Knots in a Dynamic Medium

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Hi, I am working on a Zero-player game, a bit like Conway's Game of Life, where cells fluctuate based on surrounding cells, and where the goal to generate Knots within a Dynamic Medium. To get a sense of such a dynamic network think of a foam with bubbles (volumes) where a micro-fluid runs through the edges (currents). These currents move from high to low pressure, forming circuits. The intensity of the fluid passing the bubbles can make the bubbles shrink or expand. Some currents will be able to line up and form closed circuits. In 2D these structures are simple loops, in 3D these loops can form strings, and in a next step these strings form again closed-circuits -> knots. One way to get a volumes and current model going was by using Boid-particles and Fields. Recently I have developed in Processing (particle_fields2.pde + particle_fields4.pde + Manual2.pdf ) with some help such a program. You can check 3 clips over here below or at : https://vimeo.com/user37290268 A. In the first version of the program (clip 3/3) the Volumes (red circles) keep their size while the boids flow (Current) inbetween and form a dynamic circuit. B. In the second version (clip 2/3) the size of the Volumes is influenced by the number of particles (Current). This gives rise to a dynamic foam with volumes fluctuating. —— Now the use of Boids has its limitations whereby the fast expansion of Volumes causes the particles to be splattered around, interrupting the steady current. A. stable flow vs. B. splashing: —— Keeping those small-particles flowing is important, because a current-circuit gives rise to the organisational rules. To fix this problem I am now thinking of dual network model that replaces the micro-fluid, so now I am looking at a spring networks with volumes, graphs … Therefor the idea of a more graph-ish model with fields that overlap and edges that replace the currents between the volumes: • Having two Fields A.B. and in between from point a. to b. an edge. • This edges (a.b.) can replace all the fluid moving between (A.B.) • Edge (a.b.) can represents 1 or 1 million small fluid particles, or more. • Between Field A. and B. a measurement of tension •-VVVVV-• (A/B) • The more tension between (A.B.) the less flow there can be in (a.b.) • Inverse the more flow there is in (a.b.) the less tension between (A.B.) • The edge (a.b.) runs through the Fields A. and B, cooling or heating up Fields A. and B. • Through edge (a.b.) runs a current, the larger this current the bigger the Fields A. and B. become, expansion vs. shrinking, hot vs. cold, condense vs. vaporise. • Once such a minimalistic format works, we can add multiple Fields and edges and start building a whole medium: • With the goal to find the right balance and of currents affecting the size of the fields, and creating a curling motion. Here is the similarity with Game of Life where some currents are blocked and cells cool down and die (-), while other volumes get extra flow and expand and live (+) —— BTW you are probably wondering, what the heck has this has got to do with Knots within a Dynamic Medium? Mh, well, the knots should emerge by chance and necessity. If the interaction between the Fields and Currents can start to form curling motions (fingers crossed)… … than these curls can start to curl themselves and form closed loops: Next these curled loops act like these folkore dansers weaving strings: And these string can again curl into a knotted ring. —— That's it a few lines : ) So I am looking for someone to help me with on the one hand a physics engine maybe Position Based Dynamics, for the underlying spring network between the circles, or perhaps a purely mathematical system based on the relationships between triangulations; and on the other hand help to built on top a hierarchical structure for the neighbour queries to be efficient. All feedback, suggestions and questions are more than welcome! Cheers, Michel p.s. a note to the moderators, I wanted to post this Topic at first in the Math and Physics section, but perhaps it's better here, dunno.

SimEarth equivalent?

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Hello there. As pet project I've started making an "antfarm" kind of game. Quite simple really, creatures roaming a map autonomously and besides basic interaction with the map there is no real gameplay, except watching. So far it's made in Java from scratch and consists of very basic 2D tile graphics, but I would like to make it slightly more sophisticated graphics-wise. Doesn't need to be crysis but I would be very happy with graphics that are similar to the first Age of Empires or Populous (the 3D game). Now all my programming knowledge lies in object oriented and business related programming and I don't know anything about gaming programming, so I was wondering if someone could point me in a good direction of which engine I could look at (I currently love to have all the freedom of no restrictions, although the restriction lies that even simple additions requires a lot of time to implement) I have no intention to currently release it of some kind as it really is a personal attempt at making my own sim-earth kind of game.

The new video is out now!

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The new video for Charly Men's BIZARRE is out! This video is about the progress in texturing of the first location in the game, the appartement of main-character Charly Clearwater. (created with Unreal Engine 4) If you have any questions about the texturing or the development, feel free to ask!

Programmer C++/3d seeks game project

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Hi guys, I would like to contribute to a game project as a developer (open source possibly). I have some experiences in C/C++ in game development (perso projects). I don't know either unreal or unity but I have some knowledges in opengl, glsl and shading theory as I had some courses at university regarding to that. I have some knowledges in maths and basic in physics. I know a little how to use blender to do modelling, texturing and simple game assets (no characters, no animation no skinning/rigging). I have no game preferences but I like aventure game, dungeon crawler, platformers, randomly generated things. I know these kind of projects involve a lot of time and I'd be really to work on it but if there are no cleary defined specific design goals/stories/gameplay mechanics I would like to not be part of it x) and I would rather prefer a smaller but well defined project to work on that a huge and not 'finishable' one. CircleOfLight97

Venezuelan project. Wallbang Studios.

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Hello! I'm José Pereira, a venezuelan making a videogame. I've created the project team with a group of friends with the dreamer. i have created a website with wordpress. I would like visit it and give your opinion and corrections about my english. Thanks for reading it! wallbangstudios.wordpress.com

Looking for 2D game development engine

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I plan to make a 2D game with some turn-based RPG elements, very programming heavy but not heavy on graphics. I am not interested in 3D although pseudo-3D is a possibility as long as its as easy to implement. I would prefer a java-based engine since that's what I've done the most with, but I have no problem picking up a new programming language as long as it can do everything java can, and it has to be object-oriented; classes, interfaces, and inheritance are all very important to what I'm doing. Its also important that the engine be capable of advanced math and efficiently process things such as fractional exponents, although I care less about efficiency with processing graphics. If the engine has anything built in to help troubleshoot, even something as simple as showing syntax errors without having to compile and read error reports, that would be a huge plus. I've played around with gamemaker a bit, but I'm not sure it can do all I need it to, and it looks like it's intended more for platformers and the like. The engine does not have to be free but I would like to have a trial version so I can tell if its what I'm looking for before spending money on it. Any suggestions?

Journal images

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Hey. The blog images are broken. Please fix. All the ones before the migration/redesign. For example https://www.gamedev.net/blogs/entry/2262982-orientability-maps/ I hope I don't have to re-add all these images after all.

Looking for graphic artist for a iOS isometric zombie game

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I have graphic and programming skills in iOS, using Xcode and Swift 4, and I am looking for a graphic able to draw isometric sprites for a zombie game. The game is a European RPG where there are four game modalities: Training: the hero is in a shooting range. He should hit targets in a given time and when the time ends, a score is assigned to him. Exploration mode: the hero is in a huge map, where he may find coins, gems and rare items. As far as the hero moves to further parts of the map, he meets harder enemies and it's more difficult for him to survive. In the hardest part of the map there is a mob, which if killed can give a lot of coins/gems. For each game a player is assigned a score. Scavenger mode: the hero needs to pick up the maximum amount of items in a given time. If he survives, at the end of the time he is assigned a score. Survival mode: the hero needs to survive the longest possible, and the score is given by the time of the game. Each game modality has many levels, that can be unlocked. For example: in the first level of the training mode, there are only a few and standing still targets. In the second level the targets start moving and they are harder to destroy, and there is an increased level fo difficulty for each level. In the exploration mode, the first level is in a city. The second level in the desert and there are also animal zombies, etc... The character may be trained by increasing his skills (HP, aim, strength, etc...), and the player can also buy armored vests, boots and equipments that give some bonuses (more HP, resistance, etc...). There are many weapons that may be bought and they also may be modified and boosted in order to increase the damage, fire rate, etc... The whole game system would be based on in-app purchases: the players can buy new levels, weapons, etc... using in-game money that may be collected in the game, but they may also be purchased for the users who want to go on quickly. There would be also ads but not during the game, just in the main screen. I have already fine programming skills to make this project, but the problem is about the enormous amount of work to do in order to design the sprites. Since it's an isometric game, the main character and the zombies should be drawn in different orientations using vectorial graphics programs because iOS developers are required to provide different resolution versions of the images, in order to adapt to different screen resolutions. For now I am using Inkscape but any tool would be fine. I am also open for suggestions if someone wants to modify the game mechanics/rules. Answer here or write me an email to: ramy100689@gmail.com

Tile Transition Logic

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How would I go about implementing tile smoothing? Let's say there's a 3x3 set of grass tiles. I want the outside grass tiles to have some kind of outline, while the middle one blends in with the rest. I don't really see a point in sharing any code, as I'm just asking for the implementation process. Thank you to whoever replies!

Steering Behavior Seeking code malfunction

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I got some code that im tweaking. Ive almost got it to work. It doesn't seem to work right though. First when it first starts in my INIT function that I set to target 50,0,0, it jets off way to fast. Here is what im doing. seek(IvVector3 target) { IvVector3 desired = target - position; desired.Normalize(); desired = desired * maxspeed; IvVector3 steer = desired - velocity; if(steer.LengthSquared() > maxforce * maxforce) { steer.Normalize(); steer *= maxforce; } applyForce(steer); } void applyForce(IvVector3 Force) { acceleration = Force; } In my update Function velocity += acceleration; if(GetKeyState(0x31)) { seek(IvVector3(0,0,50)); } if(GetKeyState(0x32)) { seek(IvVector3(-50,0,0)); } position += (velocity * mTimer.DeltaTime()); TESTS = XMMatrixTranslation(position.x,0,position.z); // Reset acceleration to 0 each cycle acceleration.IsZero(); Also when it reaches the target, it completey stops instead of going back and forth

Efficiently recording large finite sets of numbers

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This is another idea I had. Basically imagine if you need to keep a list of billions of IP address (32 bits each) visitors to your site or worse IPv6 (256 bits each?) And if you had each IPv4 address you would get a total of 4+ GB. What if I told you you can reduce that to 400 MB? The amount of entries encodable by using combinations (of size 2b-digit numbers) rather than permutation (using b-digit numbers) is: sum ( (2^(2b))! / (k!)((2^(2b)-k)!) ) k from 0 to 2^(2b) = 2^(2^(2b)) vs 2^(2^b) And the amount of space used by them is (combo vs permu, worst case scenario all the IP addresses): I calculated this to be around 400 MB using I think (this might be completely wrong as I don't remember exactly all of this and it does seem dumb to use combinations rather than permutations): k * 2b Where k is given by: sum ( (2^(2b))! / (k!)((2^(2b)-k)!) ) k from 0 to 2^(2b) = 2^32. And the k should thus be limited (ie number of numbers used in the combination from the absolute possible maximum of 2^32 or even 2^(32*2)). Vs 32 * 2^32 or if using bit field then only 2^32 I graphed them and noticed that at early levels (ie less than 32 bits) there was more encodable data by eg using 2b-digit wide number combinations (and finding the correct way to encode and quickly retrieve the visited IP addresses). The method with permutations if allocating data up front would be to keep 2^32 bits in total with one bit for each possible IP address. This is better than an upfront big permutation bits integers cost. An x fixed amount of 2b-wide or 3b-wide numbers instead of b-wide numbers might be much cheaper and have same amount values or more perhaps cheaper (less memory) than up-front cost of permutations of a single (2^b)-wide number. How this would exactly be stored is the main issue. keeping a linked list is basically a hidden cost but if you store it as one integer or an array of variable size that helps, or an up-front fixed-size integer with repeats meaning unused and all -1 meaning nothing added, which rather defeats the point because the big-permu-int is more efficient as it can store more for the same num of bits as "unused" repeats etc have meaning as unique values, but there might be a way to make the up-front permu int variable size to save space that has an equal distribution of possibilities for any same number of visitors and only grows in bit size requirements as there are more visitors. The max size for a big permu int is 2^32 bits or 0.5 GB for all 32-bit IP's visitors worst case. About a few million visitors is 1/1000th of 4+ billion possible IP addresses (bits in the big permu int) or 1 MB. The best idea though is to keep this variable sized array for all the numbers for the combo, use a separate integer to count how much bits or digits there are, and find some way to use permutation to encode the combination numbers to get rid of ordering redundancy. The basic idea is, just looking at the number of permutations vs combinations, of b-bit numbers, there are more combinations than permutations. As an example using a 2-k 2-bit IP system with combinations we store eg: 0 = 0 1 = 1 2 = 2 3 = 3 0,1 = 4 0,2 = 5 0,3 = 6 1,2 = 7 1,3 = 8 2,3 = 9 etc Ie we stored more than 2^2 = 8 entries because we also used the fact that not having a number is also a value or combination. Also has anybody already noticed that the Fermat numbers without +1 are equal to the sum of number of combinations of 0 to 2^b numbers out of 2^b? Ie it is equal to 2^(2^b), which is equal to the more full combinatorics equation for that, if you graph those together. And compare it to "(2^b)^b" or the number of permutations of b b-bit numbers (ie a single b*b-bit-wide int). With IPv6 it's going to be even harder to keep track of lots of IP addresses, or even checking through them for the presence of one.

Battle of Millenia Update #4

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Still Optimizing frame rate and AI functionality. This was fun to mess around with sorry for the audio and framerate if it isn't completely clear. 2017-06-24 22-50-04.mp4 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
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