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    ‏إظهار الرسائل ذات التسميات GameDev.net. إظهار كافة الرسائل
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    Mods on mobile It wasn't long ago that user-generated content was a feature only the biggest PC games supported. Back then, mods were generally total conversions that gave rise to classics like Counter-Strike (Half-Life), DotA/LoL (Warcraft 3), PUGB/Fortnite (ArmA 3) and many others. Mods in more places Fast forward a few years and modding is emerging in more places than ever. Platforms like Steam Workshop and our own mod.io that make modding accessible to more players via in-game interfaces means even the smallest games can support healthy communities of creators. A shift towards cosmetic and item-like mods has helped this trend, and plays well with the persistent service-based style modern games try to adopt. Cross-platform play and first party games like Super Mario Maker, Minecraft and Dreams has opened up the door to mods appearing on consoles, with a handful of studios like Paradox Interactive and Bethesda leading the charge. All in all the future is bright for gamers who like to create, or want more content for their favorite games. Mobile the next frontier Today is another big day in the history of modding with Supercell launching Make, their content creation platform. What's interesting about this, is for the longest time UGC hasn't really happened on mobile because creating content on the device is severely limited by the form factor and tools available, and mobile platforms are still quite closed when it comes to custom content. We've never really considered the first point a barrier to entry, because passionate modders will always find a way to personalize and mod their favorite games. Clearly Supercell doesn't consider this a barrier to entry either, because in order to make content for Brawl Stars they recommend you use traditional PC 3D modelling tools. However, whether it is deliberate or by design, or the fact that mobile is still quite a closed platform, it appears that in order for your content to make it into the game, you need to win a submission process and be picked by the Supercell team + community. Despite this limitation, this is an incredible first step for UGC on mobile from such an influential company in the space, and we look forward to seeing others follow in their footsteps. What's next for modding Despite the fact that modding has been around for 20+ years now, the next few years are going to get really interesting. Content is such a powerful and user-friendly way of retaining players and building goodwill. With competition for attention fiercer than ever, games that are serious about engaging players long-term, opening up to support UGC feels like the perfect way to do it. Your players will thank you with their loyalty, and that will in-time open up new business models and ways to succeed that haven't been considered yet. Talk to us about modding in your game If you like what Supercell are doing and want to explore new ways to succeed with UGC in your game on mobile or elsewhere, we'd love to chat to you. We are big believers in the future of UGC, and have built a cross-platform mod API @ mod.io that includes all the features Supercell have, and are ready to power your users creativity in bold new ways. https://ift.tt/eA8V8J

    نوفمبر 20, 2019 0

    It wasn't long ago that user-generated content was a feature only the biggest PC games supported. Back then, mods were generally total c...

    Composer interested in collaborating on a serious project! Hi! My name is Cristián, I am an Argentine Freelance composer and gamer of a lifetime. I have experience in a wide variety of styles, but above all things I am excited about the idea of giving character and life to the virtual world that constitutes a videogame through music. My intention is to collaborate in a serious and professional project, contributing artistically (composing) and technically (implementation of music and interactivity). I would be willing to be part of a team that intends to raise funds after presenting a good demo. Regarding the type of game: any type! rpg, platforms, rts, shmups, survival, strategy, puzzle, narrative, fighting game, etc. Thank you for paying attention to this post, greetings Website: https://ift.tt/2O4uq4o Email: cristian.dagustini@hotmail.com.ar I composed for some games and I have knowledge in interactive music. Demo reel: https://ift.tt/eA8V8J

    نوفمبر 20, 2019 0

    Hi! My name is Cristián, I am an Argentine Freelance composer and gamer of a lifetime. I have experience in a wide variety of styles, but ab...

    My web is online, can i have your feedback? Cristián here. I am an Argentine composer who has just published his website. Beyond the good news, I would greatly appreciate the opinion of those who take the job of browsing and listening to my portfolio or demo reel. My main objective is to obtain a contract in the videogame industry, of which I am very passionate and although I have composed for some video games, my intention is to take another step towards professionalism. Thank you very much in advance. Site: https://ift.tt/2O4uq4o https://ift.tt/eA8V8J

    نوفمبر 20, 2019 0

    Cristián here. I am an Argentine composer who has just published his website. Beyond the good news, I would greatly appreciate the opinion o...

    Valve announces Half-Life: Alyx, its first flagship VR game Yesterday, Valve Corporation, the popular American video game developer, announced the Half-Life: Alyx, the first new game in the popular Half-Life series in over a decade. The company tweeted that it will unveil the first look on Thursday, 21st November 2019, at 10 am Pacific Time. We’re excited to unveil Half-Life: Alyx, our flagship VR […] The post Valve announces Half-Life: Alyx, its first flagship VR game appeared first on Packt Hub. View the full article https://ift.tt/eA8V8J

    نوفمبر 19, 2019 0

    Yesterday, Valve Corporation, the popular American video game developer, announced the Half-Life: Alyx, the first new game in the popular Ha...

    Devlog #8- Enemies Below and Above Devlog #8- Enemies Below and Above September 16th, 2019 Connect with us on Social Media: Facebook: https://ift.tt/2pUHEHr Twitter: https://twitter.com/TumultuousGame Join our Discord Server: Join the Yami Discord Want to Join the Project? Fill out our google forms Online Application For more about the Studio : About Us Tumultuous Productions Check out our website for Yami! https://ift.tt/2LuVd8K For more about Yami: Our Game: Yami Weekly Updates Week 8: Animations Updates Showcased for this week are two enemies within Kinfallen Forest readers of our DevLogs might already be familiar with: the Shrubble and Tresswing. Expanding upon the enemies’ concept art and designs, our animators have created movements and attack patterns for these creatures, bringing them to life within Yami. Below are some examples of what the player will see when interacting or attacking these enemies in the game. *Note that animations and concepts may not be final. (Tresswing spinning and swooping animations/Tresswing idle). (Shrubble attacking, hiding, running). Weekly Member Spotlight: For our eighth DevLog, we interviewed one of our newer and incredibly skillful artists and animators, Luca Stoica. We are excited to have him on the team and have his talents added to the project. Q: What inspired you to create a video game? A: “I actually started working on small video game projects like game jams and such before yami happened and I was looking for something more serious , more professional that I could sink my teeth into and that I could add to my portfolio..” Q: How do you transfer your drawing from an image to an animation? A: “If I can I act out the movements myself and I try to think about all the different perspectives that I could tackle. The hardest part is making the action readable as most of the characters I animate are small pixelated creatures that are basically aliens to people who see it for the first time. I always try to make sure that I remove that alienation through movements.” Q: What is your favorite video game and why? A: “I think my favorite video game is "Spyro dawn of the dragons" I know it's hated by the community but that game has just stuck with me in all these years and is one of the reasons I love dragons and drawing so much. There is also the fact that I started and finished that game with my father when I was relatively young.” Q: Tell us a bit about yourself! A: “I have wandered this planet ever since I was 4 years old, I never really settled in one place always moving to a new country, a new city. And I think I'm going to wander the world a bit more before I find my place as the options for an animator in Romania are limited. Maybe I'l even come to the future Yami studio if this game holds up.” Q: What do you enjoy about working with/for Tumultuous Productions? A: “The people. Everyone is friendly and understanding but strict when they need to , they don't hold back on feedback but they can also take constructive critique. The team lead is my favorite really Jin just has a personality that glues the members together and motivates them, including me.” Remember to: Connect with us on Social Media: Facebook: https://ift.tt/2pUHEHr Twitter: https://twitter.com/TumultuousGame Join our Discord Server: Join the Yami Discord Want to Join the Project? Fill out our google forms Online Application For more about the Studio : About Us Tumultuous Productions Check out our website for Yami! https://ift.tt/2LuVd8K For more about Yami: Our Game: Yami https://ift.tt/eA8V8J

    نوفمبر 19, 2019 0

    Devlog #8- Enemies Below and Above September 16th, 2019 Connect with us on Social Media: Facebook: https://ift.tt/2pUHEHr Twitter: https://t...

    What name is better for game? Online turn based strategy. Blazing strategy Blazing tactico Tactic of Tactico Strategy of honor Tactic of honor Strategy of Smoud Smoud tactico online Well played tactico Creature of Strategy Strategy void Void of strategy void commander Nova strategy Natural choice Natural move Supreme commander Realm of strategy Fairytale of commander Story of commander commander`s story Creatures commander Force of commander Grand commander Great commander great commander story https://ift.tt/eA8V8J

    نوفمبر 19, 2019 0

    Online turn based strategy. Blazing strategy Blazing tactico Tactic of Tactico Strategy of honor Tactic of honor Strategy of Smoud Smoud tac...

    How was VGUI made? Valve made their own GUI library called VGUI. I am wondering how were they able to make their GUI library and what methods they used to make it. Did they use Win32 API or something else. Is there an open source code for VGUI? Please answer these questions and help me out as much as you can. https://ift.tt/eA8V8J

    نوفمبر 19, 2019 0

    Valve made their own GUI library called VGUI. I am wondering how were they able to make their GUI library and what methods they used to make...

    Animator and Character artist needed for fun Hey there, I've been playing around with unity lately and am working on a character controller with action rpg combat. I'm currently using mixamo animations which don't work all that great for me. After I got the controller done I'd like to use it for a game (which i have not yet decided on what it should be like) so if you are a Animator/Character artist and would like to help me out with this hobby project then feel free to reach out to me! Discord: Lumina#5613 E-Mail: erik04.nivala22@gmail.com https://ift.tt/eA8V8J

    نوفمبر 18, 2019 0

    Hey there, I've been playing around with unity lately and am working on a character controller with action rpg combat. I'm currently...

    Rotating Sprite Around A Point Without Messing Its Drawing Point I am trying to draw and rotate an arrow sprite based on a point,around a static circle body without messing its drawing starting point. Arrow should be directed to the same direction with user touch point,static body center vector. Let me explain it with an example. This is how i calculate arrow drawing point: fun powerIndicatorDownPointCalculator(playerPosition: Vector2,touchPosition: Vector2,distanceBetweenTouchPointAndPlayer:Float):Vector2{ // player position is static body center,touch position is touch point. val playerPositionHolder = playerPosition.cpy() val abVector = playerPosition.sub(touchPosition); val normalizedAbVector = Vector2(abVector.x/distanceBetweenFingerAndPlayer,abVector.y/distanceBetweenFingerAndPlayer) Gdx.app.log("normalized ab vector",normalizedAbVector.toString()) var pointToAddX = 90*normalizedAbVector.x var pointToAddY = 90*normalizedAbVector.y var newPointX = playerPositionHolder.x + pointToAddX var newPointY = playerPositionHolder.y + pointToAddY Gdx.app.log("NEW POINT", Vector2(newPointX,newPointY).toString()) return Vector2(newPointX,newPointY) } Here is a simple video showing it: This is how i calculate C point to use later on rotation(?) fun calculateAimingPoint(playerPosition: Vector2,touchPosition: Vector2):Vector2{ //playerPosition is staticbody center val abVector = playerPosition.sub(touchPosition); val secondPos = blackBody.position.cpy() val cPointPosition = secondPos.add(abVector) return cPointPosition } This is what i wrote for rotation but for sure it is wrong since not working as i wanted: var angle = atan2(aimingPoint.y - blackBody.position.y, aimingPoint.x - blackBody.position.x ) *180/ PI ; //aiming point is C point, blackBody is static body if (angle > 90) { angle = 450 - angle; } else { angle = 90 - angle; } // powerIndicator.setOrigin(????) // setOrigin is for rotation but i dont now what to write here. angle = angle*-1 powerIndicator.rotation = angle.toFloat() What i actually wanna achieve is this: https://ift.tt/eA8V8J

    نوفمبر 18, 2019 0

    I am trying to draw and rotate an arrow sprite based on a point,around a static circle body without messing its drawing starting point. Arro...

    My project Got a demo area setup to test blueprint functions in. Drag and drop inventory is up and running, item stats are functioning, working on building out the stat system (modifier coefficients) and currency system and then start the ability system. After that I have to build the templates for abilities and then the fun part of actually making the abilities. Not asking for help, but realistically the amount of work it will take to put together something people actually want to play.. you need like minded individuals to speed up the process. Someone could be building a proper zone while the blueprint work is being ironed out and another doing sound. Nevermind the networking's plate of work. And then there's the lore / world design aspect. Sure a single person could make the entire game start to finish, however by the time you finish you might already be ousted by competition or the markets tastes just straight up change. I have (several) projects in mind personally. A few of them are MMOs. Others are more open world story focused SP (and co-op). All the assets in here are created by me. The rocks and turtle are photoscanned. When I get a proper turntable setup I'll be able to create 360 degree assets with zero artifacts. https://ift.tt/eA8V8J

    نوفمبر 18, 2019 0

    Got a demo area setup to test blueprint functions in. Drag and drop inventory is up and running, item stats are functioning, working on buil...

    Simulating Archery Hello, so I thought I would find information on this really easy. Surprisingly, I could not find anything of value. Perhaps I'm searching for the wrong thing, I'm not great a math and it has been a while. I wanted to create a line (arrow), set attributes (angle, mass, velocity, etc) and have it shoot off in the air. Much like the old school game Gorillas if anyone has played that. I tried looking up Archery formulas, Bow and Arrow formulas. Arrow mathematics. But mostly found stuff about the paradox path. The best I found was KE = 1/2MV. Which seemed like part of something I would need. Can someone perhaps break this down into separate components, or if possible link me to a good article or simple source code (even just console and plugging values)? I'm using SFML btw, How could I grab the correct angle as it is in flight so that it comes down "realistically". PS: I'm sure you have seen flash games where you set the power and angle and let the arrow fly with various targets of different points. Maybe worms is a better example. Thanks https://ift.tt/eA8V8J

    نوفمبر 17, 2019 0

    Hello, so I thought I would find information on this really easy. Surprisingly, I could not find anything of value. Perhaps I'm searchin...

    Matali Physics 5.0, The Fifth Major Version of Matali Physics Engine Released We are proud to announce the release of Matali Physics 5.0, the fifth major version of Matali Physics engine. The latest release moves Matali Physics engine to the group of solutions supporting the three main next-generation graphics APIs: DirectX 12, Vulkan and Metal on deskop and mobile platforms. What's new in version 5.0? Matali Render 5.0. The latest rendering module brings unified lighting, shading and fogging system ready to extend to ray tracing or combined with ray tracing as well as ready for production use, native, comprehensive support for Matal API. We would also like to point out that in the provided solution we use the Metal API directly without C++ wrappers or third-party libraries. Since Matali Render 5.0 support for Metal API fully replaces support for OpenGL ES 3.0 and OpenGL 3.3 on iOS and macOS respectively; Support for Android 10, iOS 13.x, iPadOS 13.x and macOS Catalina (version 10.15.x) as well as support for the latest IDEs; Other improvements and fixes which complete list is available on the History webpage. What is Matali Physics? Matali Physics is an advanced, multi-platform, high-performance 3d physics engine intended for games, virtual reality and physics-based simulations. Matali Physics with add-ons forms physics environment which provides complex physical simulation and physics-based modeling of objects both real and imagined. The engine is available across multiple platforms: Android *BSD iOS iPadOS Linux macOS SteamOS UWP (Desktop, Xbox One) Windows Main benefits of using Matali Physics: Stable, high-performance solution supplied together with the rich set of add-ons for all major mobile and desktop platforms (both 32 and 64 bit) Advanced samples ready to use in your own games New features on request Dedicated technical support Regular updates and fixes If you have questions related to the latest update or use of Matali Physics engine as a stable physics solution in your projects, please don't hesitate to contact us. https://ift.tt/eA8V8J

    نوفمبر 17, 2019 0

    We are proud to announce the release of Matali Physics 5.0, the fifth major version of Matali Physics engine. The latest release moves Matal...

    Drawing a sine wave. OpenTK, OpenGL 3.0, C# This example shows a simple way to draw a sin wave using modern OpenGL and C#. Source Code on GitHub (private repo): https://ift.tt/332Zqah Source Code in Archive: Sin_ConsoleAppOpenTkOpenGL30CSharp.zip I can sell you this archive for $0.01 Send me a PM message. Or write me on Email: 8observer8@gmail.com My PayPal: https://ift.tt/2XmcgfP These are screenshots for different steps: Pi / 2, Pi / 4, Pi / 8, Pi / 16 Pi / 2: Pi / 4: Pi / 8: Pi / 16: https://ift.tt/eA8V8J

    نوفمبر 17, 2019 0

    This example shows a simple way to draw a sin wave using modern OpenGL and C#. Source Code on GitHub (private repo): https://ift.tt/332Zqah ...

    OpenGL Fragment Shader Reading Color Data I am having difficulties trying to understand how a fragment shader (GLSL) works in OpenGL. To be more specific, how does OpenGL reads the color/texture data? In the vertex Shader (GLSL) there is a pre-defined variable that sets the vertex data called gl_Position. So basically I am asking, what is the variable/method that sends color/texture data to the OpenGL program in the fragment shader or do i just type out vec4 fragColor; does that work? (above code) https://ift.tt/eA8V8J

    نوفمبر 17, 2019 0

    I am having difficulties trying to understand how a fragment shader (GLSL) works in OpenGL. To be more specific, how does OpenGL reads the c...

    Looking for some help and solid advice on Player Controllers in C++ Unreal Hello everyone, I really appreciate all the help i can get. I am starting to become quite well developed as a C++ programmer within the unreal engine, i am still learning though. I am looking to find some example code, and some information on how player controllers should be written in C++ within the Unreal engine with the current version of 4.23.1 too. I understand that player controllers can control inputs for a character or pawn, but i don't understand how to set this up. My real question is what Code is needed for the most bare basic C++ Player controller that functions for a character? Please help. Thankyou for reading. https://ift.tt/eA8V8J

    نوفمبر 17, 2019 0

    Hello everyone, I really appreciate all the help i can get. I am starting to become quite well developed as a C++ programmer within the unre...

    Gorgon Update #10 This is a small update that addresses some bugs regarding state changes that come up in certain edge cases. These can lead to improper states being set, or older states taking precedence over new states. As usual, the new update can be retrieved from the GitHub releases page. The latest version at this time is 3.0.88.320. Detailed information about what’s been fixed is available on the commit log for the release. View the full article https://ift.tt/eA8V8J

    نوفمبر 17, 2019 0

    This is a small update that addresses some bugs regarding state changes that come up in certain edge cases. These can lead to improper state...

    How to get a brand in your game? Anzu is the world's first in-game brand advertising solution. With Anzu you can easily turn any in-game object into a completely native ad placement, that makes the scene more realistic, results with positive user reviews, and generates high revenues. Our investors are BITKRAFT (the world's largest eSports ventures, founded by the founder of ESL), WPP (the world's largest advertising company), and Axel Springer (the largest digital publishing house in Europe) - All are extremely strategic partners, that empower Anzu and further enhance our proven ability to get household name brands to advertise in our publishers' games: https://ift.tt/2MFMIJ7 https://ift.tt/2GQxSLQ Nike's former Head of Brand Media, Mike Cookson, has joined us as Chief Strategy Officer. More Nike budgets are coming our way, in addition to our existing activities with Nike, PepsiCo, Adidas, Shell, Porsche, Mercedes, Philip Morris, Mondelez, Unilever, P&G, Danone, Rakuten, ELEAGUE, and others. To access our documentation and integration code, sign up on our platform: https://ift.tt/33URxUL https://ift.tt/eA8V8J

    نوفمبر 17, 2019 0

    Anzu is the world's first in-game brand advertising solution. With Anzu you can easily turn any in-game object into a completely native ...

    🎮 Alien SFX, Attacks, Consumables and More! - Unity Indie Game Devlog #11 🎮 ▼ Watch the Devlog on YouTube ▼ ▲ Watch the Devlog on YouTube ▲ Hey everyone! I recently started the development of N.E.S.T, an action-packed, looter-shooter mobile game, and have been logging the progress through videos on YouTube every week! You can view the full playlist here. I would greatly appreciate if you could support the development of this game by subscribing to me on YouTube here, or by following me on itch.io here. Thanks for your time, and hope to see you all there! https://ift.tt/eA8V8J

    نوفمبر 17, 2019 0

    ▼ Watch the Devlog on YouTube ▼ ▲ Watch the Devlog on YouTube ▲ Hey everyone! I recently started the development of N.E.S.T, an action-packe...

    How to get a brand in your game? Anzu is the world's first in-game brand advertising solution. With Anzu you can easily turn any in-game object into a completely native ad placement, that makes the scene more realistic, results with positive user reviews, and generates high revenues. Our investors are BITKRAFT (the world's largest eSports ventures, founded by the founder of ESL), WPP (the world's largest advertising company), and Axel Springer (the largest digital publishing house in Europe) - All are extremely strategic partners, that empower Anzu and further enhance our proven ability to get household name brands to advertise in our publishers' games: https://ift.tt/2MFMIJ7 https://ift.tt/2GQxSLQ Nike's former Head of Brand Media, Mike Cookson, has joined us as Chief Strategy Officer. More Nike budgets are coming our way, in addition to our existing activities with Nike, PepsiCo, Adidas, Shell, Porsche, Mercedes, Philip Morris, Mondelez, Unilever, P&G, Danone, Rakuten, ELEAGUE, and others. To access our documentation and integration code, sign up on our platform: https://ift.tt/33URxUL https://ift.tt/eA8V8J

    نوفمبر 17, 2019 0

    Anzu is the world's first in-game brand advertising solution. With Anzu you can easily turn any in-game object into a completely native ...

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