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[Artist Rev-Share] Harry's Burgers, A cooking simulator thriller!

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The Sydney-based game dev team at Digital Window is looking for a 2D Artist & Animator to help release a story-driven restaurant simulator thriller in 2018 titled Harry's Burgers. We’re looking for a talented artist, with proven animation skills, who can take direction and assert their own creative input. You would be working with the team here in Sydney, as well as collaborating remotely with our London-based Audio Engineer. The successful applicant will be contracted for the life of the project, under a rev-share arrangement. You would be expected to dedicate 16hrs a week to the project. Visit www.harrysburgers.com to check out our ‘artless’ teaser trailer and to apply for the role. We’ll then be in touch with more information. Applications close soon so move fast!

Thriller game: Harry's Burgers! First Teaser!!

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Please enjoy this teaser! If you know anyone interested becoming our artist, or if you are, please drop us a line at harrysburgers.com

Gameplay Intro

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We wanted to show off some of the new gameplay features while giving a generic explanation of what you can do. This is the first of many videos to follow in a series that will go over the basic functions of the game. Any questions let me know!

how to make bullet that is shot from a gun to wo same point and direction that HUD has pointed

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I think it has an standard solution for most of games but I don't know it. in many third person games I can really see the bullet came out of the gun but in most of tutorials I just see the gun just has a muzzle flash and bullet hit is raycasted from center of camera. how can I make a gun that is moving by many character animations move to same direction of screen HUD? I'm focusing on third person game butt I think issue is in fps games too. thank you for helping.

Grown out of playing games

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I've long grown out of playing games. Coding games and tools is a different thing all together, I remain fully interested and stuck with coding mobile games and wouldn't choose a different hobby/career (well apart from the fact that I long to improve my coding skills, and my maths and physics knowledge) But playing games, these days (unlike over a decade ago) genuinely bores me to death. I guess I always feel I am coding for the younger generation, similar to enjoying making toys for kids but not enjoying playing with the toys yourself I'm coding mobile games at the moment and I look at and play some few just for gameplay analysis and checking current standards and features but not because I enjoy playing them I know this certainly makes me an odd-ball here, but just wondering how far an odd-ball I am. Is there a few... maybe just one more person like me here OR just me? (if the latter then I have to make sadder clown face )

[iOS][FREE] Germo Phobia - Augmented Reality Game

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Germs are everywhere! They are lurking around you and waiting for your weaker day to attack. Don’t just sit there and wait for illness to happen! Download the game and check where are they: maybe in your bedroom? In your closet? Car? Kitchen? They could be anywhere… Germo Phobia AR is a simple, addictive, free augmented reality game will bring tons of fun for you and your kids. Just move around your phone or tablet to aim and look for germs around you. And then tap the syringe to fire the medicine at them! It really is that simple! Download Germo Phobia now for free! Use this game as your daily workout or stress release It works!

Can pre-compiled shaders be provided in the Release version of a game?

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From what the MSDN states, there are two ways of compiling HLSL shaders: either at runtime or "offline" -- using a tool like fxc.exe, for instance My question is, are there any risks in using pre-compiled shaders in the final game? I mean, is there any situation in which the pre-compiled shaders might not work? Or ideally shaders should always be compiled when lauching the game?

Free Open Source Collaborative Fantasy Card Game - join us

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Arcmage is a libre card game We’re a small community of free culture-loving individuals, creating a free card game. A game that’s truly open, liberated, free & gratis. A game that is fun to play both casually and competitive, and that is a joy for your eyes. We are challenging the industry by showing what united card game players and developers can create, and by sharing with the world. Welcome to the revolution. We're looking for people that can help us grow the existing game and are in need of Players try out our game online or with friends using printed cards give positive and constructing feedback to improve the gameplay find loopholes in the general rules or the card rules Card Inventors create card rules, think about strategics, mechanics, synergies create fun to play pre-constructed decks, safeguard the card's strengths and balance throughout the entire game Editors & Writers native english speakers that can improve the cards and the professionalism constructing the lore, the background story, and so much more Artists all our artwork done by Santiago Iborra is of very high quality and it is a challenge to match his level and style all our artwork is published using GPLv2 or above we're looking for people who enjoy creating fantasy artwork and that are willing to contribute Communications & PR help spread the word, and increase our online visbility organize and manage communication (internally towards our community and externally to others) manage/create our social media presence (non existing for now) Where is arcmage today? When looking for a project to join, it makes sense to look at the current status and see that it will deliver something, so your effort/time/creativity will not go to waste. We've already came a long way, arcmage has a finished rule set and we have online video tutorials a set of finished cards that go into two ready to play pre-constructed decks a number of playable, work in progress decks & cards a well defined general design document (in collaboration with wtactics.org). See our wiki an extensive quality grade art collection (in collaboration with wtactics.org) an online card database and card generation tool professional downloadable print-ready pdf's an online browser version of the game In fact arcmage is playable today, but we need your help to get it to the next level (more cards, more decks, more noise in the social media) What is in it for you? All contributors to arcmage are unpaid volunteers, people who love to play collectable card games, but don't like the commerce of it all. All your work will be enjoyable by anyone, free of charge, free to adapt, free to co-create, free to play. Kind regards, Nico Goeminne

Copy unaligned mipmaps of a compressed texture to another compressed texture

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I'm copying mipmaps of a BC3 compressed texture region to a new (and bigger) BC3 compressed texture with ID3D11DeviceContext::CopySubresourceRegion. Unfortunately the new texture contains incorrect mipmaps when the width or height of a mipmap level are unaligned to the block size, which is 4 in the case of BC3. I think this has to do with the virtual and physical size of a mipmap level for block compressed textures: https://msdn.microsoft.com/en-us/library/windows/desktop/bb694531(v=vs.85).aspx#Virtual_Size There is also a warning: I don't know how to account for the physical memory size and if that's possible when using ID3D11DeviceContext::CopySubresourceRegion. Is it possible, and if so, how?

How to split ( or optimize ) these shaders into multiple shaders?

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Hi, I'm working on new asset importer (https://github.com/recp/assetkit) based on COLLADA specs, the question is not about COLLADA directly also I'm working on a new renderer to render (https://github.com/recp/libgk) imported document. In the future I'll spend more time on this renderer of course, currently rendering imported (implemented parts) is enough for me assetkit imports COLLADA document (it will support glTF too), importing scene, geometries, effects/materials, 2d textures and rendering them seems working My actual confusion is about shaders. COLLADA has COMMON profile and GLSL... profiles, GLSL profile provides shaders for effects so I don't need to wory about them just compile, link, group them before render The problem occours in COMMON profile because I need to write shaders, Actually I wrote them for basic matrials and another version for 2d texture I would like to create multiple program but I am not sure how to split this this shader into smaller ones, Basic material version (only colors): https://github.com/recp/libgk/blob/master/src/default/shader/gk_default.frag Texture version: https://gist.github.com/recp/b0368c74c35d9d6912f524624bfbf5a3 I used subroutines to bind materials, actually I liked it, In scene graph every node can have different program, and it switches between them if parentNode->program != node->program (I'll do scene graph optimizations e.g. view frustum culling, grouping shaders... later) I'm going to implement transparency but I'm considering to create separate shaders, because default shader is going to be branching hell I can't generate shader for every node because I don't know how many node can be exist, there is no limit. I don't know how to write a good uber-shader for different cases: Here material struct: struct Material { ColorOrTexture emission; ColorOrTexture ambient; ColorOrTexture specular; ColorOrTexture reflective; ColorOrTexture transparent; ColorOrTexture diffuse; float shininess; float reflectivEyety; float transparency; float indexOfRefraction; }; ColorOrTexture could be color or 2d texture, if there would be single colorOrTex then I could split into two programs, Also I'm going to implement transparency, I am not sure how many program that I needed I'm considering to maintain a few default shaders for COMMON profile, 1-no-texture, 2-one of colorOrTexture contains texture, 3-........ Any advices in general or about how to optimize/split (if I need) these shaders which I provied as link? What do you think the shaders I wrote, I would like to write them without branching if posible, I hope I don't need to write 50+ or 100+ shaders, and 100+ default programs PS: These default shaders should render any document, they are not specific, they are general purpose... I'm compiling and linking default shaders when app launched Thanks

Sketchbook Pro or GIMP for Tilesets?

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Hello fellow game developers, I'm currently learning how to use RPGMaker VXAce, and have been looking at tutorials on YouTube for creating tile sets for games. Now, this doesn't have to be RPGMaker specific (I'm pretty sure I can use this knowledge for more advanced 2D games when I get back into Unity), but does anyone know I good way to create tile sets using Sketchbook Pro? I know GIMP has some good ways and obviously photoshop, but I'd rather try to keep my artwork in Sketchbook Pro. Just curious if anyone has any suggestions. The main video that I got the most from was Matt Laskowski's "ORIANART - How to make 2D Game Tilesets - Setup & The Basics" for reference to what I'm looking towards. Thanks.

Facing Beginner Issues (Typing And Search)

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Hey, there, this's my first time here I was going to ask for help on a problem I've been facing on a certain program I'm using to create something but, I just can't type like that, the thing is so faded to white, I can't see it, it's here fine, but in the topic I was trying to post in (General And Gameplay Programming Topic), it was really uncomfortable how can I adjust the settings properly to make this not super-annoying ? how can I search ? (another question)

missing menu

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Just a little thing but the critiq and feedback menu option is missing from the visual arts section. The only way to really get to it is to click all forums and scroll down until you find it.

Kingscape, an indie game with odd characters

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Hello everyone, For those of you who are into puzzles, pixel arts and family stories, here is a game we started with my little brother: https://www.kickstarter.com/projects/755210943/kingscape-an-indie-game-with-odd-characters Kingscape sets up a lonely character, the king's son, who invents off the wall adventures with numerous imaginary foes including but not limited to: cartoonish mad ducks, perverted zombies, bloodthirsty sales reps, explosive pigs. Your job is to defeat them all. We're looking for positive criticism, feedback, toughts and support from people who enjoy the game pitch. Feel free to tell us what it evokes for you! Cheers, Hugo Loi

Card Game

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Piece Card Types: Grade 1 Genetic – Desc. Offensive/Offensive Support Effects; strong relativity. Solar – Desc. Support/Fortification Effects; medium relativity. Galactic – Desc. Defensive/Harmonic Effects; weak relativity. Light – Desc. Upgrade/Normal Effects; relativity. Shadow – Desc. Disruptive/Degrade Effects; no relativity. Nature – Desc. Special/Wild Effects; minus relativity. Dimension – Desc. Accretive/Focused Effects; neutral relativity. Genesis – Desc. Normal/Diminishing Effects; positive relativity. Grade 2 Red – Desc. Attractive/Repulsive Effects. Blue – Desc. Discipline/Cognitive Effects. Green – Desc. Prospect/System Effects. Yellow – Desc. Colour/Light Effects. Purple – Desc. Comfort/Mastery Effects. Pink – Desc. Minimize/Mortal Effects. Orange – Desc. Pack/Lost Effects. Beige – Desc. Super/Pinpoint Effects. Boardgame Board is a enlarged chessboard with a click-rotate centre, and four external dual-card-ports; cards square-shaped. Grade 2 cards can overlay and disband Grade 1 cards freely. Grade 1 cards have no board effect. Overlaying is a pointless mode of travel; in warring, overlay is target and no action can be taken until disband. Board has four states by rotation of a quarter-click; enemy-motive, left-motive, right-motive and player-motive; external dual-card-ports apply to each state; loss-port, transmit-port, receptor-port and gain-port. Enemy-Motive State is changing sides with original disposition. Left-Motive and Right-Motive States are changing directional disposition. Player-Motive State is neutral board. Loss-Port is for retired cards. Transmit-Port is for relative (Grade 1 minus Shadow and Nature) card effects. Receptor-Port is for non-relative (Grade 2 plus Shadow and Nature) card effects. Gain-Port is for card deck. Decks must be 50 cards, and are set in gain-port; cards are not drawn but earned by domination (advantage directly) or subterfuge (advantage indirectly). 16 cards are placed on the board on player and enemy sides; 8 Grade 2 and 8 Grade 1; like chess. Cards are moved around the board in any direction by 1 square, or more with card effects, and are lost in a simple or complex trump-procedure. A card placed on another card can send it and other cards to loss-port, and card effects can cause this from anywhere on the board. A game is won when a player has 4 Grade 2 Cards on the field.

UE4 for 2D Development?

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Hi, I am working on building out the assets for a 2D top-down style game. It is primarily focused on exploration and the art and does not need to have serious combat or RPG functions (if any at all). I am trying to decide what engine would be best for this project, keeping in mind that in the future I want to work on 3D games and would love to be able to get some experience in an engine that will allow me to do both. Right now, I am focusing on Unreal 4 and their Paper 2D workflow, but I have seen other people give it negative feedback. However, most of that feedback is many months old and I'm having trouble finding more recent thoughts on updates to Paper 2D. I am also looking into Gamemaker Studio 2 but am hesitant to go into a strictly 2D engine (it also has a larger upfront cost). I am willing to pick up any programming language and I have experience in quite a few already, but I don't imagine much programming would be needed for the feature-minimum game I am working towards. Will working on a 2D game in UE4 or Unity give me any knowledge that can carry over to future development on 3D games? Is it significant enough to outweigh the focused toolset of a strictly 2D engine? Do the larger, more supported engines like UE4 and Unity have better capabilities and support for publishing to console? Does Gamemaker Studio 2 or similar engines that are strictly 2D have significant advantages over UE4 or Unity if the end product is not Chrono Trigger levels of 2DRPG complexity? Thank you!

[Android][Free] Offbeat Math

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DOWNLOAD Hello math addicts! Offbeat Math is mental math fun - join different classes and solve various challenges. It was developed to improve our brain for the small calculations we need everyday! Brain training Mental arithmetic as long as you like, with different difficulty levels. Many game modes Improve your skills and keep your head fit. Winnings Collect special prices for your satchel and pack them for school. Highscore Watch your solved equations, playing time and whether you've improved. Statistics See how you and the other players are placed worldwide. Visit Offbeat Math for more information. Check your stats daily The online highscore is there also visible! Like in the app! DOWNLOAD Feedback is appreciated Please feel free to post your opinion and if you like the game. What other kind of challenges you would prefer?

Need guidance on pixel art.

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I have plans on making a small top down rpg using unity to get acquainted with the engine. Although, I also want to make my own 2D pixel art. I have experience making sprites, and I also have experience programming. My only problem are the dimensions of which the characters, items, backgrounds should be drawn in. I see a lot of pixel art assets that have dimensions set at 32 bit, 16 bit and 8 bit. I'm assuming that's based on the color palette. Right now I have a character drawn on Photoshop, but the dimensions are not exactly symmetrical. Is there some tutorial out there that describes the standards for every top down 2D rpg? I would like to know how many pixels each side should be for characters, and generally everything else. I am afraid if I make the character a scale different than the tiles, it'll look out of place. My Photoshop canvas is set up for 2D pixel art, with guidelines and grids. I am also using a 300x300 pixel canvas, so I don't know how to use the space accordingly. Overall, I am lost on what to follow. I don't know whether I should just keep making the characters the way I'm making them, or have them sized according the the entire tileset. If someone could guide me to a blogpost, tutorial or paper talking about this subject, I would greatly appreciate it! It's what's holding me back at the moment. I will try using free assets for now, but I plan on making my own for later.

Anyone Want to work together on developing a game?

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I have experience with unity and C# script, I have also purchased the Google Developing Console to upload games to the play store. The problem I have faced is how much work and how tedious it is to complete a game on your own. So if anyone wants to partner up on a simple 2D mobile game email me at laurens.fernando17@gmail.com.

SharpDX , Direct2d1, with 3d render

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Hi all. I have a direct2d1 application with all my UI. And now i'm trying to insert 3d rendering in my UI. I tried a lot of thing as i'm new to that. and failed.... So my UI contain a control that is a 3d render. so stupidly i was thinking of making a 3d rendertarget, get the bitmap of that. and draw it at the place of my control. So i created this function public Bitmap1 CreateTarget(int i_Width, int i_Height) { Texture2DDescription l_Description = new Texture2DDescription(); l_Description.BindFlags = BindFlags.RenderTarget; l_Description.Format = m_BackBuffer.Description.Format; l_Description.Width = i_Width; l_Description.Height = i_Height; l_Description.Usage = ResourceUsage.Default; l_Description.ArraySize = 1; l_Description.MipLevels = 1; l_Description.SampleDescription = new SampleDescription(1, 0); l_Description.CpuAccessFlags = CpuAccessFlags.None; l_Description.OptionFlags = ResourceOptionFlags.None; Texture2D l_RenderTarget = new Texture2D(m_Device, l_Description); BitmapProperties1 properties = new BitmapProperties1() { PixelFormat = new PixelFormat(l_Description.Format, SharpDX.Direct2D1.AlphaMode.Premultiplied), BitmapOptions = BitmapOptions.Target, DpiX=96, DpiY = 96 }; Bitmap1 m_OffscreenBitmap; using (Surface l_Surface = l_RenderTarget.QueryInterface<Surface>()) { m_OffscreenBitmap = new Bitmap1(m_2DContext, l_Surface, properties); } return m_OffscreenBitmap; } And my control does a simple : if (m_OldSize != Size) { m_OldSize = Size; if (m_OffscreenBitmap != null) { m_OffscreenBitmap.Dispose(); } m_OffscreenBitmap = i_Param.CurrentWindow.CreateTarget(Size.Width, Size.Height); } i_Context.DrawContext2D.DrawBitmap(m_OffscreenBitmap, m_Rect, 1.0f, BitmapInterpolationMode.Linear); Here is my problem, if BitmapOptions is different from BitmapOptions = BitmapOptions.Target | BitmapOptions.CannotDraw i crash when creating my new Bitmap1 because of invalid params. and if i let it, i crash at present because : Additional information: HRESULT: [0x88990021], Module: [SharpDX.Direct2D1], ApiCode: [D2DERR_BITMAP_CANNOT_DRAW/BitmapCannotDraw], Message: Impossible de dessiner avec une bitmap qui a l’option D2D1_BITMAP_OPTIONS_CANNOT_DRAW. I must admit i'm out of idea. and i'm stuck. Please help. Does my method is totally wrong ? I tried to make my control owning is own 3d device so i can render that at a different pace than the 2d and did get the same result
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