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    segfault in InputHandler::update when moving joystick gdb says I.m getting a segfault in InputHandler::update when I mive the joystick, is it that the if else and for loops in the function are not seperated correctly, where do I need to add or remove french braces? I'm a complete noob and I find nested if else and for loops really hard to debug so any help is greatly appreciated. Thanks InputHandler.cpp and all the other game engine files are included here https://ift.tt/2Ks9qm8 https://ift.tt/eA8V8J

    نوفمبر 17, 2019 0

    gdb says I.m getting a segfault in InputHandler::update when I mive the joystick, is it that the if else and for loops in the function are n...

    Fragment’s Moonrise | #30 Matrix Multiplication, UI Adjustments Welcome to our thirtieth blog post! Where our normal blog posts have typically featured bosses and other various gameplay aspects, we think taking a step into our development process, particularly things that have been changing recently, would be a good idea. As such, here are some of the things we’ve changed and what we’ll likely be working towards next. --- First comes alterations done to our open world system- particularly as it relates to how our World Map generates. Originally, our node system was generated as described in one of our previous blogs. More info about that here. Now, we’ve gone ahead and fully reworked that original design. While the prior design definitely does work and get the job done, this new methodology will work significantly faster and add additional scalability (all that is left is we need to fix some of those very obvious rendering bugs!). The new code is based a lot more around math, specifically matrix multiplication. The end result always allows for a series of X nodes to be generated while still retaining ‘freedom’ from looking too much like a “spider web” (ie, crossing lines, as shown above). We’re now able to generate spawns more math dependent rather than Unity dependent, freeing us up from some of the raycast calls. --- Next, we’d like to talk about a few misc things, namely some Options Menu reworks and current things we’re developing towards. A few key things to note: our long-awaited resolution and fullscreen adjustments are finally in. They did not come without a few bugs, however. Which prompts a good programming lesson: while working with any sort of changing variable, be sure to always reference that true variable, don’t reference a copy of it. One of the bugs we had was that very, very old code would reference the screen resolution at the start of the game. What this means is that if the game was started in 1920x1080 but then changed to 1280x720, the game would still think we were in 1080 while we were actually in 720. This in turn messed up a very basic part of the game which is scrolling the camera (on instance in which you change your resolution). The fix is very easy- reference the Application’s screen resolution on each call. Simple things like that, had they been done all that time ago, would have saved us the time cost now both in discovery of the bug and resolution of it. Next key aspect is the FPS Cap: this is fairly important overall when it comes to weaker computers. Fragment’s Moonrise is a fairly resource-intensive game. There will be multiple Units on the screen at any given time, each firing off their very complex AI each frame. While we can get the game to run at a solid 60 FPS on modern computers, older computers will still chug. Testing the game on one of our laptops, we’d only get 40-50 FPS. While we will of course be optimizing as much of the code as we can at a later date, its still good to allow the Player to drop their FPS down to 30 as they desire. With capping FPS to 30, our weaker computer runs the game great. Our primary goal is to get this game to run on as many computers as possible; medium tier computers will run this without any problems. But we want the vast majority of computers in use by people today to at least achieve a solid 30 FPS and still be able to play and enjoy the game. Now, onto our next steps. RTS games in general feature a lot of buttons, and our game is no different. There are quite literally dozens of buttons to be used, and while our current hotkey scheme should suffice for the general population of right-handed players, hotkey alterations are still a must. So one of the areas we’ll be coding for is both the ability to rebind hotkeys alongside a comprehensive list of ALL hotkeys (both static and rebind-able) with a description listed so the player always knows exactly how things work at any given moment. --- Thank you for viewing our post! Support and interest for the project has been rapidly growing ever since we began posting here, and we're incredibly grateful for all the wonderful feedback so far! We hope this project interests you as much as we love developing for it, and please look forward to more updates coming in the very near future! If you’re brand new, consider checking out our trailer and overall description of the game here. https://ift.tt/eA8V8J

    نوفمبر 16, 2019 0

    Welcome to our thirtieth blog post! Where our normal blog posts have typically featured bosses and other various gameplay aspects, we think ...

    My new game's comic book Good news, everyone! 🙂 I'm making a game that I intend to release the first semester next year. It's going to be a space shooter. The project is divided into three parts, two games(a mobile and a desktop one) and a board game, combined with comic books to tell the story. By now, the first game is in the first stages, but the first comic is finished, here it go: English: https://ift.tt/32PwL7n Brazilian Portuguese: https://ift.tt/2qmMa1P As soon as I have enough material to show as beta, i will start a proper project on the site. Instagram: @lightyeargame Thanks everyone! https://ift.tt/eA8V8J

    نوفمبر 16, 2019 0

    Good news, everyone! 🙂 I'm making a game that I intend to release the first semester next year. It's going to be a space shooter. T...

    Having the effect of simulated grass without having particles Hello guys! (It's my first post here yay) So I'm working on a game recreation. Essentially I am porting over original environments/levels from an older game (TrackMania United Forever - 2008) to the latest game (ManiaPlanet). Both games are using the same engine, called GameBox. The newer game obviously has a more up-to-date version of the engine and thus more possibilities graphically. Anyway, I'm here with a kinda technical question. The rallye environment of the old game has a special technique to simulate grass. You can't find particles or generated grass meshes (only a few almost invisible layers of fake grass textures to make it look good from the bottom, but it doesn't matter). The green base texture still gives a similar effect. Once you zoom in, you notice that the texture has a really weird effect. To not write too much, here's a video demonstrating what I mean: https://ift.tt/2CRbAY0 So I want to reproduce exactly this (or a similar) effect in the new game. As I said, the engine is the same. Texturing in the new game works like this: _D.dds (DXT1) - Diffuse; _N.dds (DC3) - Normalmap; _S.dds - Specular (DXT5) texture with grayscales. I am only given the diffuse green texture (DXT1), called "GrassHH1Diff" and a 2nd texture called "GrassH01Height", which looks like a normal map using deep blue. I tried using these two textures in the new game together but obviously the effect does not exist there. Now I'm trying to achieve a similar "plastic" effect using the 3 possible textures (D, N, S), but I have no idea where to start from. Can I even reproduce it or is it more like a game based shader? No idea. Maybe you can help me. All I know is that a normalmap can have a lot of different effects if you experiment with the color channels. Maybe this is where I could start from. Thanks for your time! I'm looking forward to hearing from you. Flo https://ift.tt/eA8V8J

    نوفمبر 16, 2019 0

    Hello guys! (It's my first post here yay) So I'm working on a game recreation. Essentially I am porting over original environments/l...

    2D artist help needed on hobbyist retro arcade port Hello, I need help from pixel artists on a port of 1987 Capcom's Black Tiger/Dragon for NeoGeo and others retro platforms. What tasks are needed: phase 1: (original setup) - ripping of the original arcade sprites - re-coloring of sprites and tiles on a NeoGeo constraints basis (more colors available but tile based) - map editing (mainly entity posing and collisions) phase 2 (extended setup) - new sprites and maps designs and so on and so forth. For all of this custom engine and tools of my own are used. (see screenshots) As far as the project is for hobby *only* and as it is a tribute to this great game, money is out of concern here, Just to be clear about it ; once finished the project roms and binaries will be distributed freely into the wild. Please also note that this is *not* an open source project though. That's it, everyone that can handle any of the listed tasks can participate! Let me know, Ozzy. https://ift.tt/eA8V8J

    نوفمبر 16, 2019 0

    Hello, I need help from pixel artists on a port of 1987 Capcom's Black Tiger/Dragon for NeoGeo and others retro platforms. What tasks ar...

    about microservice and microservices hi. these days back-end development is all about using microservices. making loosely coupled services that can be deployed seperately. there are some concepts and tools that are explained in all of the tutorials: containers like docker some queues like: msmq, zeromq rabbitmq .... there are some questions: how microservices are connected with each other. is this connection like answering to a user requeset with different ip? for example im a c# programmer and other one works on php. how should we connect with each other with different languages? is it just like snding a post or get to an actionResult on asp for example if they are on a same machine: localhost:82/getresponse there are some shared resources like sql server or redis as a cache that all of microservices can access. last question is: is the queue responsible for sending right request to right microservice? https://ift.tt/eA8V8J

    نوفمبر 15, 2019 0

    hi. these days back-end development is all about using microservices. making loosely coupled services that can be deployed seperately. there...

    Multiplayer Continues to Mature! Here is an example of the multiplayer with capitol ships firing upon each other. You can see the turrets firing as well as the enemy capitol ship firing and the player taking damage. The shields on both the target and self-damage monitors are showing the damage by showing the blue turning to red. When it is just a red outline, then a shield breach exists. In the last screen shot, the shields are in the process of dropping because the hull was also breached and the reactor was destroyed so the shield can no longer be powered (hence the status of disabled). So behind the scenes, turrets over the multiplayer now work properly. This is significant because the turret AI therefore also works across the network, which is the first time AI has worked across multiplayer (which you are seeing in the screenshots). A successful test of the ability for the players to select their ships also worked fine. We tried out an ALL capital ship battle, and a fighter versus a single capital ship. This is to help with game balance, and certainly the pulse based ships did better against the capital ship shields. I have code now via the scripting engine that is able to sends messages and activate local scripts. This enables the scripts to detect when a ship gets destroyed, who did it, and then keep track and respawn that ship based on the rules of the scenario. These will be tested during the next multiplayer test. We keep trying to add more clients, but it seems it can handle everything we throw at it without stuttering or lag. The multiplayer is becoming more and more mature, and I look forward to the “King of the Hill” scenario now currently being created. Original post blogged on Rank: Warmaster Dev Blog. View the full article https://ift.tt/eA8V8J

    نوفمبر 15, 2019 0

    Here is an example of the multiplayer with capitol ships firing upon each other. You can see the turrets firing as well as the enemy capitol...

    Launching Your First Game There is just something about when a game is finally ready to be released into the wild, an un-describable energy. It’s part anxiety and part excitement. You want to keep pushing it off for “one more feature” or “just a little more polishing” but you know you shouldn’t. You watch the game build and then upload-waiting to push that publish button. I’ve always been a firm fan of the minimal viable product development process. For those of you unfamiliar with the term the basic idea is to get a project to a base working state, release it, and provide updates for additional content and features. It’s pretty popular in agile programming circles because it encourages the actual completion of projects. It also tends to create higher quality products as well as getting a lot of more serious bugs out early in the design process. You have to have a lot of self control though to apply this concept to game development. Adding more features always makes you feel like it is improving your game but that’s not always true. For more information on MVP check out https://www.agilealliance.org/glossary/mvp/#q=~(infinite~false~filters~(tags~(~’mvp))~searchTerm~’~sort~false~sortDirection~’asc~page~1) Agile really isn’t applied much in #gamedev circles but it offers a lot benefits when compared to the traditional water fall methodology. It is easier to involve your community and adjust to major design changes. Agile products tend to evolve vs being designed so they are more likely to fit your specific community instead of what you think your community is. They also tend to be more robust products with greater ease in fixing bugs. So how does agile apply to launching my first publicly available game well I just released what is basically the core of the game. As time goes on I will be releasing updates and expansions. It will be fully supported so if you have any issues with it please let me know and I will do my best to fix them. I’ve always loved how CD Projekt Red included expansions when you bought Witcher 3. Blood and Wine was a great expansion but one of the things I loved about it was you didn’t have to pay extra for it. I hate when I buy a game and I have to keep paying more for it to be fun. So one of the things I am doing is that when you buy a copy of Frost Bite all of the updates and expansions are included. I’ve even already got plans for a fun epilogue expansion. So get a copy. I promise it will be a fun time;) Also in case you haven’t heard I’m doing a really cool giveaway to have a character in my next game #ScaryMermaid designed after you. All you have to do to enter is upload a video of yourself playing or reviewing Frost Bite before Dec 31st and send me a link to it. You can get your copy of Frost Bite at https://ift.tt/2Nwmt82 The post Launching Your First Game appeared first on Gilded Octopus. View the full article https://ift.tt/eA8V8J

    نوفمبر 14, 2019 0

    There is just something about when a game is finally ready to be released into the wild, an un-describable energy. It’s part anxiety and par...

    Heratis- Whiteleaf Morning Map Hey everyone! Fox here, updating you on Whiteleaf. This will be the last for this map, since we've completed the different times of day/night that were necessary. This one was pretty heavy in terms of individual and complex shadows, but it's finally finished! We also made a Twitter exclusively for Heratis, so please do follow us there if you're interested in progress! https://twitter.com/HeratisRPG https://ift.tt/eA8V8J

    نوفمبر 14, 2019 0

    Hey everyone! Fox here, updating you on Whiteleaf. This will be the last for this map, since we've completed the different times of day/...

    "Soft" Design Resources? I've been studying game development for a little over 2 years now, primarily in Unreal Engine. While I've learned quite a bit regarding the "hard" skills of game development (programming, art, animation, etc.), I've really struggled in finding resources that teach the more abstracts of game design. I was wondering if anyone had any suggestions for resources for such things as level design, enemy design, encounter design, etc? There are some great YouTube channels that I've subscribed to, but I feel that most of them are more geared toward deconstructing existing properties and less on the strategies used to create these experiences in the first place. I realize that by its very nature game design is a very subjective subject, but I feel that there's still got to be some sort of "rules of thumb" available. I have a very technical mind, so I struggle with these topics and would really like a baseline for basic exercises that a beginner should start with. Thanks in advance! https://ift.tt/eA8V8J

    نوفمبر 14, 2019 0

    I've been studying game development for a little over 2 years now, primarily in Unreal Engine. While I've learned quite a bit regard...

    Music Composer Available for Work Hey everyone! I am a music composer under the alias Invadable Harmony. I'm looking to make a soundtrack for your game. I have more than 90000 monthly listeners across all digital platforms. I create music in a wide range of styles and genres, it's a fusion of fantasy music, orchestral, neo-classical, new age.. I've been told countless times that my tracks would go incredibly well with a movie or video game. Here's my catalog on Spotify If you're interested in working with me, feel free to contact me at: invadableharmony@gmail.com I charge per minute and the price varies depending on the project, we'll discuss this further on email. Thank you for taking the time to read and listen. Have a wonderful day! https://ift.tt/eA8V8J

    نوفمبر 13, 2019 0

    Hey everyone! I am a music composer under the alias Invadable Harmony. I'm looking to make a soundtrack for your game. I have more than ...

    I Made A Tutorial Now, I know people don't generally read tutorials, but I took it upon myself to create a time-based one for my game prototype. Complete Changelog for 11-13-2019: Added Tutorial. Added Logo! Added Exhaust hazards, which add a useless Exhaust card to your deck. Updated the title screen to be playable with cards! Refactored project and maximized efficient code. Added customer faces. Updated splash screen. Customer timer balance updates. Various other quality-of-life improvements. https://ift.tt/eA8V8J

    نوفمبر 13, 2019 0

    Now, I know people don't generally read tutorials, but I took it upon myself to create a time-based one for my game prototype. Complete ...

    Pixelorama v0.4 is out! Hopefully this update might be the last one that has this horrible UIThese last days were surprisingly productive. The update would have rolled out sooner if I didn’t have such a hard time with Undo/Redo. The good news is that my team and I are working on something new, and I need your help! Read until the end to find out what it is! But, for now, v0.4 changelog: Undo/Redo, at last! For all the mistakes happy accidents! Mirrored drawing both horizontally & vertically. Lighten/Darken tool for shading! Tool that lets you paint all pixels of the same color, with another color! Importing custom brushes from a “Brushes” folder! You can now re-name your layers! Flip your sprite horizontally or vertically! (Thank you danielnaoexiste from GitHub!) You can now remove custom “project” brushes. Notification labels that appear when you do an action. For example, if you undo something you drew, a label will appear saying “Undo: Draw”. This one was a last minute addition! I’m sorry, I could not resist. And here’s your showcase video!I would also like to give special thanks to Calinou and danielnaoexiste for contributing to Pixelorama’s GitHub repository! My team, Orama Interactive, has started preparing a new website for all of our projects, including Pixelorama! The website is nearing completion, but we still need to pay for Wix’s services. If you’re interested in Pixelorama and our future projects and would like to see a beautiful home for them, please consider donating on PayPal and Ko-Fi! Thanks for your time and as always, happy painting! Pixelorama is available on GitHub and Itch.io! View the full article https://ift.tt/eA8V8J

    نوفمبر 13, 2019 0

    Hopefully this update might be the last one that has this horrible UIThese last days were surprisingly productive. The update would have rol...

    ClearUnorderedAccessViewUint with StructuredBuffer I tried to clear a RWStructuredBuffer by a CommandList->ClearUnorderedAccessViewUint call. I got an error like this:D3D12 ERROR: ID3D12CommandList::ClearUnorderedAccessViewUint: ClearUnorderedAccessView* methods are not compatible with Structured Buffers. However, I've searched on the internet but got nothing, I saw someone done this before, Does anyone know how to solve this problem? Thanks in advance! https://ift.tt/eA8V8J

    نوفمبر 12, 2019 0

    I tried to clear a RWStructuredBuffer<bool> by a CommandList->ClearUnorderedAccessViewUint call. I got an error like this:D3D12 ERR...

    Just make game Making good games is hard. Making games that yield a profit is even harder. In the mobile F2P industry, we hear about KPIs ad nauseam. The mobile industry has refined the art of game making by embracing its love with data. Data analysis is an inherent part of mobile F2P in 2019. Otherwise, how can you justify an upfront investment of months of highly skilled labor to produce a product that you’re going to give away for free and expect players to be interested in paying in order to augment their experience? How can you justify paying for users to install and interact with your game? Studying the market, looking at game data are intrinsic parts of the creation and refinement of these products. But what if the pursue of blind data-driven optimization can also hurt the games? KPIs: a measure not the strategy KPIs are the bread and butter of F2P. These metrics will tell you insightful things about your game. For example, how well it monetizes, how long players keep playing, etc. Metrics like Retention, ARPDAU, MAU, DAU, and WAU become part of our vocabulary. And we start gaining intuition about the state of a product at a certain time. These metrics are proxies, and they won’t tell you how good a game is, or whether it is fun. We can talk about engagement. Nowadays, engagement is confused with attention. We can shoot fireworks to keep people interested and occupied for a while. However, if they’re not feeling that what they’re doing is worthwhile they will eventually leave. Are you distracting or enriching?The traditional KPIs might make you keep you pulling white rabbits out of hats distracting your player base. Although, sometimes a deeper dive into the psyche of the player might enable us to build what that player needs. Due diligence Before committing the resources, we need to understand why/what/how/when the game is going to be made. Taking the time to prototype and explore at the beginning of a project might look like a waste of resources. However, insights learned early are cheaper in terms of project cost. When the team can identify budget issues early in the design process, cost estimates are more thorough, eliminating threats from potential, costly surprises. Risk Mitigation Strategies in Innovative Projects Due diligence is the process where all the disciplines involved with the production take a step back and highlight risks. Research on how to mitigate those risks. This might mean creating a tech demo of how the server technology is going to work, and how to scale it to fulfill the game requirements. Figuring out the technical challenges early on is betterFor the art team, this might mean to align with marketing and understand the impact of the art style, genre, characters on the marketability of the game. Are there any opportunities in the market? Pausing the development at certain stages (and having the patience needed to let an idea mature), might be a good option. Patience and timing should be mentioned more often. However, game development is a marathon, not a sprint and fortune favors those who mitigate the risk. Just make game If there would be an infallible formula for making a great game we would all be following it. It’s ironic that an industry that is so data-driven has to take these leaps of faith. It’s even more ironic the amount of faith that we put on teams with a track record (think Kojima, Warren Spector). Focus on adding value to the player. Understanding why we’re making what we set out to do and invest early on mitigating risks is my preferred approach. But in the end, when push comes to shove, it all comes down to just make game. Make it the best you can while at it, please. The post Just make game appeared first on Daantje on Data. View the full article https://ift.tt/eA8V8J

    نوفمبر 12, 2019 0

    Making good games is hard. Making games that yield a profit is even harder. In the mobile F2P industry, we hear about KPIs ad nauseam. The m...

    Important modelling style Question GameAsset Hello Girls, Ladys, Boys and Gentlemen. I want to create Game Assets with Blender, for the use in a Game in Unity. It will not be High Poly, but with PBR Textures. For this example I just made up a 3 minute House to show you the problem. The First Picture with the yellow Roof is one Object made out of one Block. Without using a second Object. The Second Picture is a house, completely made out of the objects laying on the "floor" and just put together without connecting any vertexes. So its a bunch of loose objects. Should I avoid the second solution or can i go with it whitout big problems? Its just easy as hell and done quickly. The First Version is "Waterproof" but does this make a difference? I have searched for a "Best practise" in Game Assets, but I only found the typical "Avoid geometry whenever possible" Answer. What is the BEST PRACTISE for Game Assets made in Blender. https://ift.tt/eA8V8J

    نوفمبر 12, 2019 0

    Hello Girls, Ladys, Boys and Gentlemen. I want to create Game Assets with Blender, for the use in a Game in Unity. It will not be High Poly,...

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