It’s official, the world has ended as Microsoft has resurrected the hugely successful Dream Build Play challenge for 2017. The biggest difference in this resurgence is that you can now use any tool, framework or language you wish, so long as it targets Windows 10 UWP!
You can learn more about the competition at https://developer.microsoft.com/en-us/windows/projects/campaigns/dream-build-play-challenge.
The competition is broken up in to 4 main categories with various Prize levels for each, totaling a MASSIVE $200,000 prize fund for entrants to win!
The competition is open to all (worldwide) with only a few of the usual exceptions:
If you are a legal resident in your place of residence and 18 years of age or older as of June 27, 2017. If you are 18 years of age or older but are considered a minor in your place of residence, you must have your parent’s or legal guardian’s permission to enter; and
You have the technical programming education, experience and/or knowledge to create games for UWP; and
You are NOT a resident of any of the following countries: Cuba, Iran, North Korea, Sudan, and Syria; and
PLEASE NOTE: U.S. export regulations prohibit the export of goods and services to Cuba, Iran, North Korea, Sudan and Syria. Therefore, residents of these countries / regions are not eligible to participate.
You are NOT an employee of Microsoft Corporation or an employee of a Microsoft subsidiary; and
You are NOT an employee of any company or organization that is involved in the provision of prizes, equipment or materials for this Challenge; and
You are NOT involved in any part of the administration and execution of this Challenge; and
You are NOT an immediate family (parent, sibling, spouse, child) or household member of a Microsoft employee, an employee of a Microsoft subsidiary, or a person involved in any part of the administration and execution of this Challenge.
You also can’t (of note) submit a game that is being built by a major publishing house or one that is currently in development for console development programs such as ID@Xbox, PS Dev, etc. It has to be your own work and not linked to your development studio or company. If it wasn’t obvious, you also cannot submit games that are already published and sold, the game / project must be new.
If you are up to the challenge, there are a few key dates to be aware of!
A brief history of Dream Build Play
Dream Build Play which ran from 2007 through to 2012, has birthed some of the most famous Indies in the years gone by, including:
SKA-Studios with The Dishwasher: Dead Samurai & I MAED A GAM3 W1TH Z0MB1ES 1NIT!!!1 – So famous everyone is still playing their games
Humble Hearts with Dust: An Elysian Tail (which went on to be bought by Microsoft Studios)
Xona Games with Duality ZF (still going strong with new titles being released this year)
Most Studios and 1 man bands, especially those that won, have all gone on to do great things and that was only with a single framework to build it in, Microsoft’s XNA Framework.
Read more about the history of Dream Build Play on Wikipedia.
Now, with the new and improved Dream Build play, the competition is open to anyone and everyone, with any tool, framework or language you wish, with only one single requirement: It must target the Windows 10 Universal Windows Platform.
View full story
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Dream Build Play Returns
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Music Packs for Video Games
Hello,
As video games developers I'd like to know your opinions about this:
I own a music licensing library and I'm about to launch a new product: music packs for video games.
These packs would include:
1 Menu theme
1 Main Theme
1 Success music
1 Defeat music
License: 1 single video game with unlimited sales and downloads, royalty free, forever, worldwide.
Price: $40/50
As game dev, what do you think about the pack, price, tracks included?
Do you think it can be attractive for you? If not, why not.
Thank you very much,
AudioNectar
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Here is some of my work, would love some opinions!
Mjellow fellow music and audio nerds!
Quick story about me: I'm a 25 year old musician, drummer/guitarist. I have been touring Europe many times since I was 18, in different bands. Mainly within the rock/metal genre.
I've always had a flair for songwriting, and a deep love for video game music. A friend of mine works in the game industry, and needed music FAST for a deadline, since the original composer dropped out last minute. He asked me if I would try to make a score. Mind that I NEVER tried it before, so I said yes ( stupid as I was haha ). But it actually turned out pretty good. that's only one and a half year ago, and now doing it fulltime when I'm not touring. I love this damn industry!
Well that was the short version. And I actually just want you to listen my ''new'' score. It's actually an older score, but it's part of my demo reel.
Tell me what you think. Good and bad!
Hope to be a much bigger part of this forum!
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Rendering Thread Architecture
So I wanted to ask a question pertaining to rendering thread architecture. I currently know of two main designs.
One approach is where visibility , drawcall logic, and gpu submission are all done on the rendering thread and render related game data is sent to the rendering thread at the end of the frame.
The second approach is where the sole responsibility of the rendering thread is to send gpu commands to the api. Engine abstacted Command Buffers will be generated in parallel or on the game thread, and sent to the rendering thread to be translated into gpu commands.
I know that Engines such as Unreal Engine use the first approach, while Unity / Source use the second approach , and Cryengine uses a hybrid of both. I wanted to see if anyone could give some advice, I know some of the benefits of both approaches , but wanted to get more incite on the architecture.
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Looking for opinions on team arrangements
I have written a game client, server, and world designer. I need people that want to help create the world. I am making no money off this yet. It is a top down view Diablo style playing game where the player can also switch to a 3rd person view if they want. The game is done and being played but it needs more content.
In order to get people interested in helping, what arrangements do people think are good?
I was thinking of keeping track of work done and then paying out once the game starts making money. So someone designs a dungeon and we agree it is worth $300. Then when the game starts making money a % of that is divided between all people or teams that made contributions.
Problem: Some people will not spend the time needed for good design work.
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MY Space Shooter code review
Hello, I'm developing space shooter game and need yours advice on code. What is good/bad and etc. All elements, enemies, UI are placeholders at this moment.
https://github.com/Povilas-Jablonskis/Space-Shooter
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First Public Release of ImageFun is Available!
Draw your own 3d First Person Shooter! Draw a map with some markers and paper, scan the map into ImageFun and play a 3d game. ImageFun is currently in development and has been released as a crowd-sourced gaming application. Two player, networked, support is coming soon! See https://www.imagefungames.com for more information.
Video of ImageFun in action with a demo:
Video of the map being turned into a game:
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Load rendering results from one computer to another
Hi,
I use DirectX to do stereo rendering in one computer.
I want to load the rendering results (two textures) to another computer.
I can use network to transform the two textures to anther computer, but how to load them into the render target?
Thanks.
YL
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Create model using DirectX11
Hi,
I need to render some simple geometry such as cone and sphere etc.
I would like to know does DirectX has some functions to generate these simple models?
Thanks.
YL
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VGM Academy 21-day Composition challenge
Is anyone else here going to take the Video Game Music Academy 21-day composition challenge?
http://go.vgmacademy.com/21days
It's not a competition, just for fun and to create a habit of writing music every day
I signed up and I immediately started composing as I got really inspired by the checkbox Quest Logs they sent. Theres a lot of ideas what kind of compositional techniques and styles you could try and it's so much easier to start composing something with constrains than just a blank paper with every possible style.
Heres a short composition I made yesterday by using some compound meters, mostly 5/4 or actually 15/12:
I try to share my best pieces in this topic and you can do the same. I try to keep up writing every day at least something even if I have long weekends doing gigs. Hope many of you try this challenge also
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Building free websites!
I am new to building webpages (currently going through an HTML refresher, then onto CSS and more complicated bits later) and am offering to build anyone here the website they want, as long as you're aware that it will start out poor and become better as I do, completely for free. All I need from you is to fill out this form: https://onesigmastudio.typeform.com/to/Uw0RU8
I'm sorry if this is the wrong place to post this
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Multithreading learning resources
Hi!
Sorry if thread is wrong or in the wrong section, but I am new to the forum.
I am not a professional developer and I am trying to learn as much as I can at the moment on my own.
I now want to get into multithreading, I have read various buzzwords thrown around (tasks system, thread pools etc.) but I failed to find a thorough beginner friendly resource to learn how to implement my own threading system or descriptions of common patterns used in game engine to deal with this.
Can anyone point me to a good resource? Maybe a tutorial?
Thank you!
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How hard to port PC game with in-house engine to console
I am using my own game/library/engine.
use Bullet + Ogre3D
use custom allocator in most places
high modularity - a lot of independent classes
ECS architecture
it is well designed / decoupling (at least in my opinion)
How hard to port PC game with in-house engine to console (e.g. nintendo switch, xbox one x, or even mobile)?
Every site states that it takes 1 year to port PC game to nintendo switch if only I develop a game using Unreal/unity (not free).
Should I make my custom game engine to support those console since the beginning? How?
What design pattern/technique that I should adopt since beginning to make my PC game to be ported easily?
What are difficulty to port? What type of features are hard to port?
Where can I find more information about it?
Reference (every site states the same thing):-
http://www.cinemablend.com/games/1586130/why-porting-games-to-the-nintendo-switch-should-be-easy-according-to-nvidia
http://www.tweaktown.com/news/56171/devs-easily-port-pc-games-nintendo-switch/index.html
https://www.reddit.com/r/NintendoSwitch/comments/5rkmws/miyamoto_games_made_with_pc_as_a_base_can_be/
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Correct subforum for seeking paid projects?
l see there's a hobby project subforum, but can't find one for paid projects (or i'm blind). ls there a subforum like that here?
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Need help creating a racing game
I am a student and my group decided to make a racing game
I need a source code game for refrensi
If you know please tell me
I really need it
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Cardicus
A strategy card defense game, just moved from Alpha version 35 to Beta version 1. https://card-defense.com
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[Rev-share]Seeking Senior Unity Programmer.
DESCRIPTION
Starboard Games LLC is looking for a highly professional, qualified, indie team developer to join our ambitious INT project.
We are looking for a Senior Programmer to build, refine, and implement a variety of features into the game. We are hoping to find a Senior Programmer who is specialized in either AI Programming or Particle Systems. All features implemented will need to be approved by our Programming Team Lead and Project Team Lead based on the General Design Document and other supplementary materials.
Demonstrable ability to code in C#.
Mastery of the Unity engine.
Knowledge of AI Programming and/or particle systems and specialization in either areas.
Game Design and experience.
Mastery of GitHub (or other similar program) and Knowledge of Version Control.
REQUIREMENTS
Preferred Requirements
Senior Experience in the field.
Experience working with a team of Programmers.
Team leadership experience with Programmers.
Team oriented outlook and desire to further the success of the Project.
Knowledge of implementing game features such as 3D assets, sound, dialogue, and scripts and ability to implement features if asked.
Knowledge of QA Testing and ability to run QA Testing if asked.
BENEFITS
We offer revenue-sharing generated from crowd-funding to team members who maintain consistent communication on company projects and meet Starboard Games deadlines. Currently we are unable to offer wages or per-item payments. Your understanding is greatly appreciated.
TO APPLY
Please email your Cover Letter, Resume, and (the link to) your portfolio to JohnHR@int-game.net.
Thank you for your time! We look forward to hearing from you!
John Shen
HR Lead
Starboard Games LLC
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Jornal Widget Problem
i have problem when i click the button to show details of quest the widget disapers
what i doing wrong
this is the link to project
https://drive.google.com/open?id=0B11O6ZMrJmMOT2kzNHVGN2R1b1k
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Virtual Memory
I'm using C#, and trying to test whether Windows has virtual memory enabled or not. I just need a function that can return a bool for this. Does anyone know of one? I know it's possible because I remember trying to play a game once and getting an error that said I needed to enable virtual memory.
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Piano composition - Some feedback required!
Hi guys,
I wrote this piece recently originally for a client but decided to keep it for myself as I think it turned out great. Basically, I'm looking for feedback on the musicality of it and not so much the production.
Please do let me know what you think! And also, please link anything I can look at of yours below.
All the best,
Jed
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