After I add an attachment to a post, it seems impossible to remove it without deleting the post entirely. Am I missing something?
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Ability to remove attachments from posts?
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What modern, open-source compression library should I use
Hey guys,
I'm just wondering what are the best modern, open-source compression libraries. IE: WAD, VPK, GCF, PAK, APK, etc.
Also what are the things I need to consider when choosing one?
Thanks!
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Tangram Master HD (by Super Social Games)
Hello friends!
We are Super Social Games, an indie game developer, with a passion for creating fun casual games, which
are both entertaining to play and competitive, using the latest trends on the market.
We have recently launched one of our first games from this kind, it's a casual-puzzle game, named
"Tangram Master HD", which is available for iOS and Android.
It would be greatly appreciated if you can give us a review on our work, any feedback based on the gameplay,
structure or on the game model would be very useful!
Again, here are the links for
iOS - https://itunes.apple.com/us/app/tangram-saga-hd-puzzle-games/id1214831806
Android - https://play.google.com/store/apps/details?id=com.supertangramsaga
P.S. - we would love it if you leave us a positive review on the Appstore / PlayStore!
Thanks a lot!
The friendly Super Social Games community.
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How to get the addr of code buff in x64 platform!
As the following picture shows , I can get the code buff with asm in x86 platform. Has anyone know how to do this in x64 platform???
bool CheckCodeSnipeCrc32()
{
DWORD addr1, addr2, size;
_asm mov addr1, offset codeBegin;
_asm mov addr2, offset codeEnd;
codeBegin:
//OutputDebugString(L"test");
//OutputDebugString(L"test0");
//OutputDebugString(L"test1");
int a = 0;
a = a + 1;
a = a - 1;
codeEnd:
size = addr2 - addr1;
DWORD curcrc32 = Crc32_ComputeBuf((void*)addr1, size);
DWORD oldCrc32 = 0xbcf07446;
assert(oldCrc32 == curcrc32);
}
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[Action RPG] Seeking Programmer and 3D Artist Experience in Unreal Engine [Royalties]
**[ROYALTY]**
Hello my name is Brandon and I am currently one of the co owners of the team Digital Forged.
We are currently seeking two new members for our team, before applying you must be aware that we are seeking people that are 100% committed to this project, you must be reachable within the day, replying to questions or responding to our messages and in general be actively online, otherwise I ask nicely that you do not apply.
The persons we are seeking are an experienced Programmer with knowledge in c++, c#, and or unreal script, the c++ and familiarity with unreal is the main thing were seeking and I 3D artist to work on humanoid models.
The project is Royalties and when any fund raising is made you will also receive some funding based off that, this is divided depending on amount of work done as an example per asset made toward the game.
The game is a Action RPG with online elements this will be an ongoing project, we are running ssh servers, and github repositories. We have a small staff of experienced people.
We do have some artwork to show of the world a little and what it's about, If you are interested in joining the project please contact us at:
Anderfell info:
Anderfell#5123 on Discord
nevarra@hotmail.com email
Shadefix info:
Shadefix#0570 on Discord
androes.matthijssens@gmail.com email
Comic Panel
Artwork
Game Document https://docs.google.com/document/d/1bNlP-qwR15BLGG66hDUcewqlWIPP4flnHxRwxfhNmTE/edit?usp=sharing
Regards Brandon
Digital Forged Game Development Team.some
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Procedural Generated 2D Starfield
Hi,
Not sure to post at the right place, if not, please forgive me...
For a game project I am working on, I would like to implement a 2D starfield as a background.
I do not want to deal with static tiles, since I plan to slowly animate the starfield. So, I am trying to figure out how to generate a random starfield for the entire map.
I feel that using a uniform distribution for the stars will not do the trick. Instead I would like something similar to the screenshot below, taken from the game Star Wars: Empire At War (all credits to Lucasfilm, Disney, and so on...).
Is there someone who could have an idea of a distribution which could result in such a starfield?
Any insight would be appreciated
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Looking for programmers and artists
Hello, a friend of mine and I for over a year and a half now have been working on a mobile moba. We have the server runtime ready and most of the mechanics of the game down. At the moment it's 3v3 which is why we need a C# Unity developer to help out finish out some missing features along with 5v5 mode. Thought the game looks like it's almost done, all the assets are taken from the old league of legends map or WoW. We also only have around 10 heroes and would love some artists to help out build out more with us. Currently the team is only made up of 2 programmers so development has gone a little slow.
That is our goal. This is and has been a hobby for a while but our ultimate goal is to release the game to the market and do great. This would be a great opportunity and we're looking for people with passion for games.
You may contact me on Discord at Altri#7510 or by email, veraalex97@gmail.com
If you're an artist you could send me artwork too, doesn't matter if you're amazing or not we need all kinds of help.
Thank you for your time,
Altri
*note*
revenue share will be possible once the game is out, i wanna start a team
[SCREENSHOTS]
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rx570 in chrome beta
Hi all,
EDIT: Thanks @Kylotan for moving to the lounge. :-)
Assuming folks here would have more familiarity than on SO. I recently purchased an AMD/ASUS/RX570 bundle and I'm running Chrome Beta. It works but my frame rate is slow, <5pfs. FF works fine. I formerly found some things to try, but completely different system/problem.
Google chokes on anything I put in related to rx570 and considering I was lucky to get one, I wonder if anyone here has seen similar issues and been able to track down some settings or knew what to try to get chrome over it's foolishness? A link/resources?
I updated drivers.
Looking forward to getting into webgl.
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SIGGRAPH 2017
The 44th SIGGRAPH Conference on Computer Graphics and Interactive Techniques: five days of research breakthroughs, alternative realities, advanced training, digital-media extravaganzas, human-computer interaction, creative collaboration, and tomorrow's technologies.
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What is wrong with my thread pool?
I have written a mathy simulation and introduced parallel computing using the available cpu cores - based on a simple thread pool written in C++/11.
At the very start it seemed to work, but then it starts to freeze reproducable after some frames - but sometimes it works just fine.
But i have absolutly no clue why it wont work... Can someone can look into that? Its not that much code.
I looking at the code since hours and cannot figure out what is wrong...
Here is the code:
#include <thread>
#include <mutex>
#include <condition_variable>
#include <vector>
#include <deque>
#include <atomic>
struct ThreadPoolTask {
size_t startIndex;
size_t endIndex;
float deltaTime;
uint8_t padding0[4];
std::function<void(const size_t, const size_t, const float)> func;
};
struct ThreadPool {
std::atomic<bool> stopped;
std::vector<std::thread> threads;
std::atomic<int> pendingCount;
std::deque<ThreadPoolTask> queue;
std::mutex queueMutex;
std::mutex completeMutex;
std::condition_variable queueSignal;
std::condition_variable completeSignal;
ThreadPool(const size_t threadCount = std::thread::hardware_concurrency());
~ThreadPool();
void AddTask(const ThreadPoolTask &task);
void WaitUntilDone();
void WorkerThreadProc();
void CreateTasks(const size_t itemCount, const std::function<void(const size_t, const size_t, const float)> &function, const float deltaTime);
};
ThreadPool::ThreadPool(const size_t threadCount) :
stopped(false),
pendingCount(0) {
for (size_t workerIndex = 0; workerIndex < threadCount; ++workerIndex) {
threads.push_back(std::thread(&ThreadPool::WorkerThreadProc, this));
}
}
ThreadPool::~ThreadPool() {
stopped = true;
queueSignal.notify_all();
for (size_t workerIndex = 0; workerIndex < threads.size(); ++workerIndex)
threads[workerIndex].join();
}
void ThreadPool::AddWork(const ThreadPoolTask &entry) {
{
std::unique_lock<std::mutex> lock(queueMutex);
queue.push_back(entry);
}
pendingCount++;
}
void ThreadPool::WaitUntilDone() {
queueSignal.notify_all();
std::unique_lock<std::mutex> lock(completeMutex);
while (pendingCount > 0) {
completeSignal.wait(lock);
}
}
void ThreadPool::WorkerThreadProc() {
ThreadPoolTask group;
while (!stopped) {
{
std::unique_lock<std::mutex> lock(queueMutex);
while (queue.empty()) {
queueSignal.wait(lock);
}
group = queue.front();
queue.pop_front();
}
group.func(group.startIndex, group.endIndex, group.deltaTime);
if (--pendingCount == 0) {
completeSignal.notify_one();
}
}
}
void ThreadPool::CreateTasks(const size_t itemCount, const std::function<void(const size_t, const size_t, const float)> &function, const float deltaTime) {
if (itemCount > 0) {
const size_t itemsPerTask = std::max((size_t)1, itemCount / threads.size());
ThreadPoolTask task = {};
task.func = function;
task.deltaTime = deltaTime;
for (size_t itemIndex = 0; itemIndex < itemCount; itemIndex += itemsPerTask) {
task.startIndex = itemIndex;
task.endIndex = std::min(itemIndex + itemsPerTask - 1, itemCount - 1);
AddTask(task);
}
}
}
void main() {
workerPool.CreateTasks(itemCount, [=](const size_t startIndex, const size_t endIndex, const float deltaTime) {
this->DoingSomeMathyWork(startIndex, endIndex, deltaTime);
}, deltaTime);
workerPool.WaitUntilDone();
}
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Win2D 1.21.0 Released
Microsoft has released the latest version of their Win2D API. The 1.21.0 release includes support for Scalable Vector Graphics (SVG). From the blog:
Win2D version 1.21.0 is now available on NuGet (for Windows 10 or Windows / Phone 8.1) and GitHub.
Win2D is an easy-to-use Windows Runtime API for immediate mode 2D graphics rendering with GPU acceleration. It is available to C#, C++ and VB developers writing Windows apps for Windows 8.1, Windows Phone 8.1 and Windows 10. It utilizes the power of Direct2D, and integrates seamlessly with XAML and CoreWindow.
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Win2D 1.21.0 Released
Microsoft has released the latest version of their Win2D API. The 1.21.0 release includes support for Scalable Vector Graphics (SVG). From the blog:
Win2D version 1.21.0 is now available on NuGet (for Windows 10 or Windows / Phone 8.1) and GitHub.
Win2D is an easy-to-use Windows Runtime API for immediate mode 2D graphics rendering with GPU acceleration. It is available to C#, C++ and VB developers writing Windows apps for Windows 8.1, Windows Phone 8.1 and Windows 10. It utilizes the power of Direct2D, and integrates seamlessly with XAML and CoreWindow.
View full story
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Your Indie Game Will Flop and You Will Lose Money
Long-time GameDev.net member and indie developer @cliffski32 of Positech Games has posted in his latest blog a very direct message to aspiring indie developers: you will flop and lose money.
While not the message most aspiring developers want to hear, @cliffski32 discusses the challenges for an indie from a financial perspective with all the costs and revenue losses that developers incur when you factor in staff, legal, and investors.
Using data from player unknown: battlegrounds as an example of the high end and assessing the mean game in 348 pages of "Top Sellers" of Indie games on Steam, @cliffski32 makes the point that game development is a tough business.
Read the full blog post at http://positech.co.uk/cliffsblog/2017/06/23/your-indie-game-will-flop-and-you-will-lose-money/.
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Your Indie Game Will Flop and You Will Lose Money
Long-time GameDev.net member and indie developer @cliffski32 of Positech Games has posted in his latest blog a very direct message to aspiring indie developers: you will flop and lose money.
While not the message most aspiring developers want to hear, @cliffski32 discusses the challenges for an indie from a financial perspective with all the costs and revenue losses that developers incur when you factor in staff, legal, and investors.
Using data from player unknown: battlegrounds as an example of the high end and assessing the mean game in 348 pages of "Top Sellers" of Indie games on Steam, @cliffski32 makes the point that game development is a tough business.
Read the full blog post at http://positech.co.uk/cliffsblog/2017/06/23/your-indie-game-will-flop-and-you-will-lose-money/.
View full story
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Indie Prize USA 2017 Finalists Announced
Indie Prize, a scholarship program for independent game developers created by Computer Games Association (CGA), has published the full list of participants for August’s showcase at Casual Connect USA 2017. 40 finalists will showcase their games to conference guests during three days of the event on August 1-3, 2017, at Benaroya Hall, 200 University St., Seattle, Washington, USA.
Indie Prize accepted game submissions until May 31 and received applications from 41 countries around the world. After the submission form was closed, 24 judges started the selection process to see who would receive the international Indie Prize scholarship and be invited to showcase their games to game industry professionals during Casual Connect USA. Along with a showcase table and free accommodations, indie developers are provided with two free all-access passes to Casual Connect, granting access to the Indie Prize Showcase, educational sessions and networking parties. The best games from the showcase will be awarded at the 19th Indie Prize Awards ceremony in ten different categories at 3PM on August 3 in the Taper Auditorium at Benaroya Hall.
All the Indie Prize judges are veterans of the gaming industry and represent the following companies: Yodo1 Games, Rovio, Zeptolab, GameFounders, Tenjin, Amazon.com, Stugan, Exit Games, I Teut You So, Big Boat Interactive, and many more.
“We are only able to accept 12% of applications for our 40 slots,” said Yuliya Moshkaryova, Indie Prize Director. “Our community has been growing for the past two years and more and more developers from all around the globe are interested in joining the international Indie Prize scholarship!”
Desktop Windows was the dominant platform for games submitted with 36.5% of applicants running their games on the platform. iOS was second-most popular with 27.5% of submissions – followed by Android with 21.6%. Console, Desktop Mac, Web, VR desktop/console shared and VR mobile shared the remaining 14.4% of submissions.
65% of studios applied for Indie Prize for the first time and 35% have already showcased their games at the international Indie Prize Showcase before. 57% of developers stated that their games are not published yet, while 43% of submitted games have been published.
Indie Prize has international partners around the world, united under the Game Nations community banner. Those partners nominate the best games in their local contests to participate in the showcase in Seattle without going through the internal Indie Prize process.
The winners receive a guaranteed spot at the upcoming Indie Prize Showcase with two free all-access passes and free accommodations during the conference.
The list of games nominated for Indie Prize Seattle by the Game Nations community are:
Argentina: Games Expo Argentina (EVA) winner - Impossible Dungeons by HopFrog
Canada: IGDA Victoria winner - Cowbots and Aliens by Wizard Games
Canada: Full Indie Demo Night winner - The Low Road by XGen Studios
Czech Republic: Czech Game of The Year (category: Most Promising Game) - WarFriends by About Fun
Dubai/MENA Region: Digital Games Conference DGC GAMES winner - Rangi by Funsoft
Germany: Quo Vadis winner - Planetoid Pioneers by Data Realms
Italy: Codemotion Amsterdam 2017 winner - Ray Bibbia by Morbidware
Russia: DevGAMM Moscow 2017 winner - Garage by Zombie Dynamics
Turkey: GIST (Gaming Istanbul Digital Entertainment and Gaming Expo) winner - Fabric by Torreng Labs
Ukraine: WEGAME winner - Sayri Adventure by Vidloonnya Reborn
USA: East Coast Game Conference winner - Doomwheel by Katsu Entertainment LLC
USA: Sacramento Indie Arcade Gaming Expo winner - Venture Forth by Arclight Worlds
USA: Gameacon Crystal Awards winner - Linelight by My Dog Zorro
All participants of the Indie Prize Showcase, as well as their games and trailers, are listed on the official Indie Prize website.
SCHEDULE AND DEADLINES
Casual Connect Kyiv 2017 | October 24-26, 2017 | Apply BEFORE August 30, 2017
Casual Connect USA 2018 at Disneyland® Hotel | January 16-18, 2018 | Apply BEFORE November 15th, 2017
Casual Connect London 2018 | May 29-31, 2018 | Apply BEFORE March 31st, 2018
Criteria for submissions:
games must be in a playable form (10 minutes of gameplay at least)
companies must be independent and a majority of the submitted game IP must be owned by the team
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Indie Prize USA 2017 Finalists Announced
Indie Prize, a scholarship program for independent game developers created by Computer Games Association (CGA), has published the full list of participants for August’s showcase at Casual Connect USA 2017. 40 finalists will showcase their games to conference guests during three days of the event on August 1-3, 2017, at Benaroya Hall, 200 University St., Seattle, Washington, USA.
Indie Prize accepted game submissions until May 31 and received applications from 41 countries around the world. After the submission form was closed, 24 judges started the selection process to see who would receive the international Indie Prize scholarship and be invited to showcase their games to game industry professionals during Casual Connect USA. Along with a showcase table and free accommodations, indie developers are provided with two free all-access passes to Casual Connect, granting access to the Indie Prize Showcase, educational sessions and networking parties. The best games from the showcase will be awarded at the 19th Indie Prize Awards ceremony in ten different categories at 3PM on August 3 in the Taper Auditorium at Benaroya Hall.
All the Indie Prize judges are veterans of the gaming industry and represent the following companies: Yodo1 Games, Rovio, Zeptolab, GameFounders, Tenjin, Amazon.com, Stugan, Exit Games, I Teut You So, Big Boat Interactive, and many more.
“We are only able to accept 12% of applications for our 40 slots,” said Yuliya Moshkaryova, Indie Prize Director. “Our community has been growing for the past two years and more and more developers from all around the globe are interested in joining the international Indie Prize scholarship!”
Desktop Windows was the dominant platform for games submitted with 36.5% of applicants running their games on the platform. iOS was second-most popular with 27.5% of submissions – followed by Android with 21.6%. Console, Desktop Mac, Web, VR desktop/console shared and VR mobile shared the remaining 14.4% of submissions.
65% of studios applied for Indie Prize for the first time and 35% have already showcased their games at the international Indie Prize Showcase before. 57% of developers stated that their games are not published yet, while 43% of submitted games have been published.
Indie Prize has international partners around the world, united under the Game Nations community banner. Those partners nominate the best games in their local contests to participate in the showcase in Seattle without going through the internal Indie Prize process.
The winners receive a guaranteed spot at the upcoming Indie Prize Showcase with two free all-access passes and free accommodations during the conference.
The list of games nominated for Indie Prize Seattle by the Game Nations community are:
Argentina: Games Expo Argentina (EVA) winner - Impossible Dungeons by HopFrog
Canada: IGDA Victoria winner - Cowbots and Aliens by Wizard Games
Canada: Full Indie Demo Night winner - The Low Road by XGen Studios
Czech Republic: Czech Game of The Year (category: Most Promising Game) - WarFriends by About Fun
Dubai/MENA Region: Digital Games Conference DGC GAMES winner - Rangi by Funsoft
Germany: Quo Vadis winner - Planetoid Pioneers by Data Realms
Italy: Codemotion Amsterdam 2017 winner - Ray Bibbia by Morbidware
Russia: DevGAMM Moscow 2017 winner - Garage by Zombie Dynamics
Turkey: GIST (Gaming Istanbul Digital Entertainment and Gaming Expo) winner - Fabric by Torreng Labs
Ukraine: WEGAME winner - Sayri Adventure by Vidloonnya Reborn
USA: East Coast Game Conference winner - Doomwheel by Katsu Entertainment LLC
USA: Sacramento Indie Arcade Gaming Expo winner - Venture Forth by Arclight Worlds
USA: Gameacon Crystal Awards winner - Linelight by My Dog Zorro
All participants of the Indie Prize Showcase, as well as their games and trailers, are listed on the official Indie Prize website.
SCHEDULE AND DEADLINES
Casual Connect Kyiv 2017 | October 24-26, 2017 | Apply BEFORE August 30, 2017
Casual Connect USA 2018 at Disneyland® Hotel | January 16-18, 2018 | Apply BEFORE November 15th, 2017
Casual Connect London 2018 | May 29-31, 2018 | Apply BEFORE March 31st, 2018
Criteria for submissions:
games must be in a playable form (10 minutes of gameplay at least)
companies must be independent and a majority of the submitted game IP must be owned by the team
View full story
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Project Peril, a multiplayer action rpg
Inspired by the likes of Diablo and Path of Exile, I set out to create my own Action RPG in October of 2016. I've dubbed it Project Peril in memory of a cousin who, about 16 years ago, introduced me to Diablo 2. I'm still fleshing out the details of Project Peril's theme, so all I have to say about it right now is that it is set in a post-modern science fiction sort of universe. There will be crazy abilities and powerful items with randomly (weighted) generated affixes, dozens of monsters, lots of loot, and a vibrant player-managed economy with authoritative servers to prevent modding and/or cheating.
Much of the core of Project Peril has been programmed, this includes a login server, server-hosted lobbies and games, monsters, in-house pathfinding & physics, item generation, inventories & equipment, hero stats, abilities, and procedural dungeon generation. Maybe some other things I can't think of off the top of my head right now. While these systems are all in a fairly usable and optimized state, there is still much to go.
There has been little to no progress on the side of art, sound, and story. My plan is to create a respectable presentation of Project Peril's performance, progress, and features, and hope that it is good enough for creative folks to want to work on it with me.
If you want to track Project Peril's progress I post a weekly blog at my website http://aggressivegaming.com and casually post videos to https://vid.me/crayz. I set up a FB page just today http://facebook.com/aggressivegamingcom and I will now try to keep this blog up to date as well.
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Grid level logic and real-time-physic?
Hello everyone!
In my last thread, I was all about serialising a grid-map and its running animation-processes. Now, the thread made think:
Is the grid-format really the right way to go?
The overall game is based on clicking-on-grids (every grid-slot contains a field, e.g. stone-field, to walk on etc.). Clicking a grid-slot may alter neighbours of the grid, too. That is why I decided to have an list/vector/.. to represent my grid. The issue is, that characters continuously move on the grid. If one clicks on a grid with a character on it, the interaction will be different. Additionally, if a character starts to move from grid 1 to 2, the consequences shall only apply once the character is actually in near of cause (stepping on a nail on grid 2).
What consequences? Imagine, the character starts walking, as every grid is larger than the character, it will take a while until the character crosses the border to grid 2. Multiple cases can occur:
The earth-field in grid-slot 2 might fall down into the void. The consequence would be: The character falls down once they cross the border to grid-slot 2. Another consequence could be an obstacle that hurts the character upon collision. It would look weird, if the obstacle is very small and the character gets damaged just after crossing the border. E.g. a nail. The damage to the character should be applied, once the character actually steps on it. Nonetheless, every obstacle might disappear just a few centimetres before colliding. Vanished fields might reappear, nails dis/appear.
Now, what options do I have? I would like to be able to build the level in a grid-logic. Selecting a field-type (e.g. stone) and inserting them into a grid-slot, then placing an object (character, enemy, ...) onto them.
At the moment I handle this by having a z-axis, representing the height, e.g. ground being 1, things on a grid being 2.
Simply: I want to keep the grid-feeling (especially for editing/creating levels in a grid), but interactions (collision etc.) shall be bound to hit-boxes, to provide a kind of real-time-feeling. I saw grid-games, that simply decide the logic/consequences just before transitioning to the next grid-slot, but that is too early for my needs. Doing a full 3d world feels overkill, as the presented logic is still provided in grids.
Hopefully my explanation of my issue was understandable enough, I'm not really sure myself, haha. Anyway, thanks for your time : )
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The Whaler (Working Title) - Dev Update #3
Time for a new small weekly update!
So this last week we have finished the ship control system for now, it is looking pretty sweet with the rudder and everything with one of the placeholder ships we have, we started out with some cubes to check how it behaved in changing from calm to heavy waves. Next time we take a look on that system is after the VS ship is finished, thats when all the really hard work begins.
Other than that, we have also been in contact with a UI designer which will do some pretty nice work for us. We are setting up some sketches regarding the HUD and main menu as well as the rest of the layout.
A composer regarding more of the music has also been in contact with us and we are currently awaiting some demo songs to catch the right feel. Needless to say, music plays a huge role in this game so its crucial that it feels both correct and top notch. Hopefully I will be able to give you guys a preview soon!
An animator has been contacted to perfect the social abilities and other animations such as waving, smoking from a pipe, clapping, idle, walking and eating/drinking.
Asset creation has also been going steady, and I have been very busy doing some asset tests to see where we can save both time and money for the vertical slice. Here are some previews.
(A bottle test, this is what the player can drink from when seated at the captains table.)
(Barrels found randomly on the ship, as well as in storage during transport runs from port to port)
(Captain`s gun found on the desk in his cabin)
(Bread and cheese, the food in the game can be consumed)
(The hands, there is better hands that are currently being retoped and rigged. The hands will also have a texture with old sailor tattoos)
(From the asset test, checking how it all pans togheter)
On a general note, about 40% of the assets for the ship is done from start. What await`s regarding them is only texturing and collision. Around 15% of the assets is from the asset store and will save us some time getting things ready as of now, we might just throw them out all togheter and make all of it from scratch if we see we have the time and if the VS is going as planned and everything works out well after summer, we will defintly do those 15% from scratch. But as placeholders they do theyr part for now.
Looking forward to the next update!
http://www.indiedb.com/games/the-whaler-working-title
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NVIDIA and Epic Team Up to Reward Devs
Epic and NVIDIA are teaming up to bring the new NVIDIA Edge program, which aims to reward individuals and teams in the Unreal developer community with top of the line hardware, specifically the GeForce GTX 1080 and GTX 1080 Ti cards.
The program will continue until the summer of 2018. If you're interested in applying, all you have to do is share in-engine stills or video of your projects on your Facebook, Twitter, or Instagram account while mentioning both the Unreal Engine and NVIDIA with the post.
Learn more from their announcement at https://www.unrealengine.com/en-US/blog/announcing-the-nvidia-edge-program.
View full story
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