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Indie Game Devlog - Feedback wanted!

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Hi everyone, This is my first post on here so hopefully I've come to the right place. I've started a devlog over on youtube for a game I'm developing: Let me know if you have any feedback or ideas!

Trouble with glsl pseudo code

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In need of help writing out this glsl pseudo code into actual compilable code.

Games from Xilvan Design!

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Hi everybody, Xilvan Design building 3D games since 2004 in Blitz3D, we are now presenting you our kindly official gaming related pages... Now, we have a .com & CNET.download.com are publishing our games. We use premium service, have unlimited bandwidth & infinite memory. - The Xilvan Design Website - (please click on each links, download games & bookmark the pages): Lights of Dreams IV: Far Above the Clouds v11.27. Candy World II: Another Golden Bones v15.97. Candy Racing Cup: The Lillians Rallies v4.27. Candy World Adventures IV: The Mirages of Starfield v8.27. Candy to the Rescue IV: The Scepter of Thunders v10.07. Candy's Space Adventures: The Messages from the Lillians v19.75. Candy's Space Mysteries II: New Mission on the earth-likes Planets v10.17. Heres my YouTube Channel ZeldaOOT, where we are showing Candy's & Lights of Dreams Series. Lately, I was working on newer video for my fans. - My Youtube Channel - Friendly, Xylvan, Xilvan Design.

New Game Trailer

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Hey, comrades! I did the trailer for the first time. Strongly no kick me Project link: http://spacewarfare.littlestories.ru

Outsider

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4 years later... Get In the Ring has been thrown in the pile of projects on hold. We've been developing Outsider, an adventure game where every puzzle is different. In the past year we've been selected by Eurogamer as one of the 8 best Portuguese games and as one of the 11 best in Playstation Talents, where we also placed in the top 4 best in the Press award and one of the 3 best in the Most Innovative game award. Here's the most recent trailer: Development wise, I'm now working with an illustrator. We're using Unity with SVG Importer. Basically our workflow is that the illustrator does the graphics in... Illustrator, and the SVG Importer plugin allows us to use exported SVG files directly in the game. We've opted to use vectorial graphics to allow for unlimited zooms and seamless transitions. We're currently working on the final third of the game's story and we hope to have a release date soon. Cheers, Ric

Config Screen Update

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Taking a break from the Terrain Engine, the Config screen needed to be rebuilt in the new control set. And for the first time, screen resolutions can now be picked in the game, rather than forcing a command line option to set the resolution. So this is new code. I plan to finish it up in the next day. The graphics are from the old system, and it is unlikely to be updated for the crowd funding release. We just don't have the resources to do fresh graphics for everything. Expect where there effort has been going to be posted soon. To me, having the screen and monitors selectable is a big deal since the old system never had it. As different people had different monitors, I had to manually program in a command line option for their favorite resolution. Now I don't. :) It defaults to 1920x1080, and then you can select what you want and save it. Work still needs to be done on the config screen, of course. The controls only show keyboard bindings and don't let them be changed yet, but that should be done very soon, so I can retire the old config screen. I plan to tackle the navigation screen very soon. Original post blogged on Rank: Warmaster Dev Blog. View the full article

[BzLog 3]: Battle Mode

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In Project BlockchainZ we want to develop the action of the game with a huge variety of battles divided in the defensive ones and the offensive others. Defensive Battles Defend the bunker against the hordes of zombies attracted by the noise of your activity. Defend yourself from the blistering raiders who want to spoil your BlockchainZ Ammo. Offensive Battles Assault the Raiders Storages to get the valuable BlockchainZ Ammo. Clean up the zombie-infested key areas. Anticipate your enemy attacks and intercept them at some point on the map before reaching your bunker. Before fighting: make your own strategy Once you start Battle Mode, you have time to plan your strategy. There are some elements you can place in the battlefield before the enemy attacks you: Place alarm bait: Really useful to attract the zombies attention. Place barricades: Not only to keep your soldiers away from the zombies but also to find some cover. Place explosive mines: these little bloody bugs can kill zombies and raiders easily. Place explosive barrels: Find a cool location for the barrels, place them and, once the enemy is closer to the barrel, just aim, shoot and enjoy. The simpler, the more successful. Defend your territory: With all the traps placed in and all the elements strategically settled, prepare your soldiers for the fight. No regrets! While fighting: strategy goes on! Get ready to think as quick as possible. The hordes of zombies and the attacks of the raiders are very fast. With the help of the Tactical View, as a player and also as the Captain of the soldiers’ platoon, you must array your troops to the victory. Command your soldiers to any position in the battlefield and be the leader the world demands to be saved. Destroy the zombie tombs inside the hatches and so you will stop the hordes of zombies. Do not hesitate: aim, shoot and reload! Spoil as much Bz Ammo as you can. But be wary of the raiders: they can counterattack. Remember: your mission is to keep the bunker in safe. Each every single survivor you find across the Worldmap is a little big victory. DOWNLOAD THE PROTOTYPE ON ITCH.IO! JOIN US ON DISCORD!

3d animator looking for a team

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hi, im looking for a team to create 3d animations unfortunately working only with full rigged characters. Can rig props, weapons and some mechanism. I specialize and focused only on animation my artstation https://www.artstation.com/sinnerid if you want, can give you more animshots in pm Soft: maya and blender

UI/UX Update: Old Screens, New Look

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After an intermediate set of placeholder backdrops for the sub-screens, we are now zeroing-in on a final and cohesive "look" for the various screens in-game. Here is a static preview of the Auto Builder, a component of the Ship Builder Screen, which allows players to set parameters for what ships they want to be manufactured on-order by the game's AI itself leaving players free to continue their activities in the real-time game world. Because it's good to have a in-house chef. ;) Original post blogged on Rank: Warmaster Dev Blog. View the full article

Support for Nintendo Switch Added to Vivox SDK

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Vivox has announced that the Vivox SDK now supports the Nintendo Switch. This allows all authorized Nintendo Switch developers the choice to provide in-game voice chat capabilities over a headset plugged directly into the console. Developers interested in utilizing the Vivox SDK in their Nintendo Switch titles can reach out to Vivox through the developer’s existing account on the Nintendo developer portal, and from there can download and begin integration of the SDKs. Development teams have already brought Vivox into their Nintendo Switch ports with outstanding results, including Epic Games’ Fortnite. Hi-Rez Studio will also be leveraging the Vivox SDK for SMITE and Paladins in forthcoming game updates. That same functionality is now available to all publishers. With the addition of Nintendo’s latest console, Vivox now officially powers crossplay-ready voice and text communication across every major gaming platform, allowing game developers to engage their audiences in the games they love through quick and easy communication. For more information about the Vivox SDK and how to download the software for Nintendo Switch, please visit www.vivox.com.

Support for Nintendo Switch Added to Vivox SDK

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Vivox has announced that the Vivox SDK now supports the Nintendo Switch. This allows all authorized Nintendo Switch developers the choice to provide in-game voice chat capabilities over a headset plugged directly into the console. Developers interested in utilizing the Vivox SDK in their Nintendo Switch titles can reach out to Vivox through the developer’s existing account on the Nintendo developer portal, and from there can download and begin integration of the SDKs. Development teams have already brought Vivox into their Nintendo Switch ports with outstanding results, including Epic Games’ Fortnite. Hi-Rez Studio will also be leveraging the Vivox SDK for SMITE and Paladins in forthcoming game updates. That same functionality is now available to all publishers. With the addition of Nintendo’s latest console, Vivox now officially powers crossplay-ready voice and text communication across every major gaming platform, allowing game developers to engage their audiences in the games they love through quick and easy communication. For more information about the Vivox SDK and how to download the software for Nintendo Switch, please visit www.vivox.com. View full story

My Skeleton Monster Sound design !

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Hello Game Devs ! Today I wanted to show you my "Skeleton Monster" sound design. I hope you like it ! Don't forget to check out my website and subscribe to my newsletter to get some really cool free sounds all along the year: www.ogsoundfx.com

Ziva Dynamics Launches New Education Program

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Today, Ziva Dynamics launches Ziva VFX Academic, making the world’s most advanced character simulation software more accessible to students and researchers. For $60/year, qualified users can harness the same tools used on Pacific Rim: Uprising for their non-commercial projects, gaining the benefits of real-world physics as they hone their skills. “Ziva is spreading throughout the industry and studios are telling us they want as many experts as they can get,” said James Jacobs, CEO of Ziva Dynamics. “With Ziva VFX Academic, students will be able to afford the latest advancements, helping them build skills that will increase their marketability after graduation.” Used on everything from Venom to Mackevision’s VES Award-nominated PETA ad, Ziva VFX fundamentally changes the character creation process by combining the effects of real-world physics with the rapid creation of soft-tissue materials like muscles, fat and skin. Since Ziva mirrors the properties of nature, artists can produce CG characters that automatically move, flex and jiggle just as they would in real life, removing difficult steps from the rigging process. “Traditional approaches such as shot sculpting and correctives have poor scalability,” said Lasse Rasmussen, VFX pro and educator (One of Us, TrueMax Academy). “Tissue simulation is the only way to hit the precision studios expect and Ziva is the only commercially available tool that can do it.” As Rasmussen advises his own students, the rising demand for 3D characters is only going to make simulation knowledge more valuable as time goes on. “It’s not just about film VFX,” he says. “It’s something game developers also want to see. Displaying any kind of aptitude with simulation software is going to give aspiring VFX artists an edge.” Ziva VFX Academic licenses are fully featured and will receive the same access and support as other Ziva products, including: Frequent software updates and hotfixes Detailed tutorial videos and content Access to live Ziva demonstrations Direct feedback and support from the Ziva team Free character assets for test simulations Eligibility for reel, case study and artist showcases Ziva VFX Academic licenses are open to any fully accredited institution, student, professor or researcher and are available now. To learn more, visit: https://zivadynamics.com/ziva-vfx-academic. View full story

Ziva Dynamics Launches New Education Program

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Today, Ziva Dynamics launches Ziva VFX Academic, making the world’s most advanced character simulation software more accessible to students and researchers. For $60/year, qualified users can harness the same tools used on Pacific Rim: Uprising for their non-commercial projects, gaining the benefits of real-world physics as they hone their skills. “Ziva is spreading throughout the industry and studios are telling us they want as many experts as they can get,” said James Jacobs, CEO of Ziva Dynamics. “With Ziva VFX Academic, students will be able to afford the latest advancements, helping them build skills that will increase their marketability after graduation.” Used on everything from Venom to Mackevision’s VES Award-nominated PETA ad, Ziva VFX fundamentally changes the character creation process by combining the effects of real-world physics with the rapid creation of soft-tissue materials like muscles, fat and skin. Since Ziva mirrors the properties of nature, artists can produce CG characters that automatically move, flex and jiggle just as they would in real life, removing difficult steps from the rigging process. “Traditional approaches such as shot sculpting and correctives have poor scalability,” said Lasse Rasmussen, VFX pro and educator (One of Us, TrueMax Academy). “Tissue simulation is the only way to hit the precision studios expect and Ziva is the only commercially available tool that can do it.” As Rasmussen advises his own students, the rising demand for 3D characters is only going to make simulation knowledge more valuable as time goes on. “It’s not just about film VFX,” he says. “It’s something game developers also want to see. Displaying any kind of aptitude with simulation software is going to give aspiring VFX artists an edge.” Ziva VFX Academic licenses are fully featured and will receive the same access and support as other Ziva products, including: Frequent software updates and hotfixes Detailed tutorial videos and content Access to live Ziva demonstrations Direct feedback and support from the Ziva team Free character assets for test simulations Eligibility for reel, case study and artist showcases Ziva VFX Academic licenses are open to any fully accredited institution, student, professor or researcher and are available now. To learn more, visit: https://zivadynamics.com/ziva-vfx-academic.

Doom-Style Animations: A Custom Unity System

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Hey everyone, I'm a CS student interested in game development. I'm learning a lot right now, and open to trying new things. This is my first blog post on this site, and I'm not quite sure what to write about, so I'll just share a little bit of an indie game project I'm working on right now. My current project is a Doom-like/Rogue-like inspired by games like Brogue and Hexen. I work primarily in unity right now, and I had a bit of a problem to overcome with how unity handles animations. In terms of this game's aesthetic, I want to push harder towards a retro theme, which means billboard enemies and animations. This presented a unique mix of problems once you get to the animation part -- I could not simply use unity's sprite animations as the spriteRenderer acts strange in 3d environments with z depth. So that would mean I'd have to have a plane with a texture, who's texture offset is constantly being changed. Using unity's built in animation system for this would be extremely tedious, as you'd have to tell unity to switch to each frame individually, memorize the texture coordinates, and if something changes, you have to go back and fix all of that. So instead, I elected to write an animation system that looks more like the older GameMaker sprite sheet import menu (*sigh* those were the days...). This would allow you to set up the animatinos from sprite sheets much quicker, and let the monobehaviour iterate through the frames on its own. I wrote my own editor window extension for the animation window and a scriptableobject to hold the animation data. Here's how it looks so far: Custom Billboard Frame Animation in action! Some optimizations that are downstream from this implementation: I currently have animations stored in the monster as two separate lists, one with animations, and one with the names, with linear time search from whoever pings it to play an animation. System.Collections.Generic has a Dictionary class that is implemented as a hashtable, but sadly, the Dictionary class is not serializable. This means it doesn't appear in the editor for easy access. Down the road I should write my own hash table and write an inspector extension for it. I want to handle events much like mechanim does, but I'm unsure what a concise way of doing this looks like. Also, performance-wise, I am unsure how I would ensure the event is not pinged twice. I currently am indexing the array of frames by using the current time, so perhaps an implementation for this would be to keep a stack of events in order of execution, popping the topmost event only.

Triggering 3D mode on TV's

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Hi Guys, I have done quite a bit of searching on this and can't find an answer. Do you know if it is possible to programmatically turn on 3D mode on a 3D capable TV? How do XBox 360's and Blu-Ray players inform the TV's that it is 3D content going to the device, without user intervention? Thanks in advance

Opengl accumulte delta eulers >180 from result quaternion

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I'm trying to understand how maya, blender, unity etc get new eulers in widget while user rotate model in local coordinate system by gizmo in viewport. This applications somehow save rotate in eulers but perform operation in quaternions. I can't understand how they save/convert quaternion to eulers and get eulers more than 180 degree If i simplest convert result quaternion to eulers i can't get result like in applications above. I can't get angle more 180 Unity for example https://monosnap.com/file/oHigb8FSwopYTZCBjOQLqvh58vbQ8Z This is my code explain my attemps to do that. Quaternion rotation; //relative (local rotation) Vector3 eulersRotation; Quaternion parentRotation; //it is psevdo code where we calculate delta angle that user generate on current frame by mouse void SetDeltaWorldRotationFromUserInput(Quaternion value) { SetWorldRotation(value); } void SetWorldRotation(Quaternion value) { SetLocalRotation(parentQuaternion.inverted() * value); //set local rotation } void SetLocalRotation(Quaternion value) { rotation = value; // we save new local rotation but i want to save somehow more then 180 degree auto eulersForGui = value.toEulers(); //it is current eulers but i want to accumulate and show in gui accumulate rotation. like currentRotation + delta or somehow auto deltaEulers = (value * rotation.inverted()).toEulers(); //i can get delta eulers but i can't add it to euelers and don't know what i need to do with this value eulersRotation += deltaEulers; //it is similar wrong. I don't know how to do it correctly }

[BzLog 4]: Worldmap

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[BzLog 4]: Worldmap In Project BlockchainZ you will fight in a procedural map where you can find different goals managing the whole action strategically. This procedural map will be your Worldmap. Worldmap Hud On the top left corner you'll see how long will reinforcements take to arrive at the bunker. Also, you will notice how many civils are inside the bunker and how much BitecoinZs do you have to spend in the technology's store. In the middle up of the screen, there is an alert about when will the new zombie wave attack the bunker. Time Controller is for the speed while moving across the worldmap. Finally, there is an small world map on the left bottom corner where you will notice all the events around the worldmap. Worldmap Events We've just started creating 5 diferent types of events: The Bunker. The place where you can manage your soldiers, train them and buy some technologies. These technologies will be to improve the character skills and so create a better battle gameplay. Zombie Hatch: it is formed by zombie tombs (remember: we are still thinking on the zombie idea and what kind of creature could fit better in the story). If you destroy the zombie hatch, no more zombies will appear from this area. Raiders Storage: it's where the Bz Ammo are. You can spoil it while fighting against the raiders or defeat them directly and so you'll get the Bz Ammo. Raiders encounters: sometimes you will be find some bandits across the battlefield. You can try to flee, but sometimes you won't. If you decide to fight against them and finally defeated your enemies, you'll earn BiteCoinZs. Zombie waves: the worldmap is crowded of zombies walking around the streets and ready to kill you. Kill them and win not only experience, but also BiteCoinZs. Raiders with hostages: defeat the enemies and you will rescue the hostages. These civils will go directly to your bunker. Move freely among objectives around the worldmap but be careful, this world is full of dangerous situations and you must manage the risk of every single action to anticipate your enemies movement and choose how to fight every battle. The Bunker: RPG elements. Through the Worldmap you will manage your troops and enjoy all the RPG attributes like the troops training, all about buying elements to use in the battlefield and much more possibilities. In the worldmap you will be capable to manage the challenges of every battle in order to success. There are some technologies at your disposal. You can buy them with the Bitecoins you earn in the battlefield. Right now, we are thinking on new technologies, so any suggestion is welcome. You can comment here or talk about it on our Discord Server. Thanks for all, guys! Next update: a patch is coming!

Adding speech recognition to HTML5 apps

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Corona’s plugin system provides a great way to extend Corona’s capabilities without having to modify Corona’s core engine. Developers building HTML5 apps have great access to JavaScript to add really cool features and it’s pretty easy to do! Let’s look at an example… Recently someone was interested in adding support for speech recognition for their HTML5 apps. We have created a demo that shows how to do just that in Chrome using the Web Speech API. It serves as a great example of how to integrate JavaScript APIs into your HTML5 builds. Check it out! You can also view a live demo of this plugin in action here! You will need Google Chrome to view the demo. Learn more about the Web Speech Plugin View the full article

Size of int on diff computers

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It can happen, i got really confused, looks like a horror to me when dealing with sending data through net. The thing is when machine with bigger int size (5) sends an integer to machine with lower int size (4). For example simple memcpy doesnt fit here to read back the value. But do i really have to worry that much?
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