Page:15 - News Archived: 3437

Title Date
Preview Reliable UDP implementation lockstep LAN and parity bit - Link Wed, 07 Oct 2015 05:42:59

IntroductionWhether youre interested in making an FPS or RTS youve probably heard that you should use UDP. Its probably because of its speed. Using TCP with the TCP_NODELAY option which means it doesnt wait for enough data to be buffered before sending may not be enough as TCP also does congestion control and you may want to do voice chat which is better done using a lossy protocol like UDP. TCP doesnt allow you to adjust the sliding window which means you might not reach the full speed of the communication channel if it has a high delay search for bandwidth-delay factor for more information. If one packet doesnt arrive in TCP and is lost TCP stops all traffic flow until it arrives resulting in pauses. The packet header in TCP is also 20 bytes as opposed to 6 bytes in UDP plus a few for reliability. Combining TCP and UDP is not an option as one induces packet loss in the other. So you should use UDP but how do you guarantee packets are delivered and in the order they were sent in Also if youre making an RTS how do you make sure that clients are running exactly the same simulation A small change can cause a butterfly effect and be the difference between one player winning and losing. For this you need reliable UDP RUDP and lockstep. In addition you probably want to use the latest client-server methodology which allows the game to not be held back by the slowest player as is done in the older peer-to-peer model. Along the way well cover parity bit checking to ensure packet correctness and integrity. Well also cover LAN networking and setting up a matchmaking server

Autodesk Maya 2016 New Features Overview - Link Thu, 24 Sep 2015 20:39:20

Autodesk Maya 2016 is now out and available. Although Im not too happy about the main interface changes other changes like the overhauled Hypergraph interface are welcomed and long overdue

3ds Max 2016 New Features Overview - Link Tue, 22 Sep 2015 20:11:21

Once again the latest release of 3ds Max includes a bevy of new features. Some of these features are major and present full-blown interfaces like the new Max Creation Graph and others are minor but still impressive that will make us wonder how we ever lived without them like the Physical Camera the Camera Sequencer and support for Templates. Collectively all the new changes make for the best version of 3ds Max yet

You Arent a Rock Star Youre a Garage Band - Link Tue, 15 Sep 2015 20:00:13

Full Disclosure I have never released a game before. Im currently working on my first. All opinions here come from my experience working in a band not working as a developer

Math for Game Developers Advanced Vectors - Link Tue, 15 Sep 2015 16:37:00

Math for Game Developers is exactly what it sounds like - a weekly instructional YouTube series wherein I show you how to use math to make your games. Every Thursday well learn how to implement one game design starting from the underlying mathematical concept and ending with its C implementation. The videos will teach you everything you need to know all you need is a basic understanding of algebra and trigonometry. If you want to follow along with the code sections it will help to know a bit of programming already but its not necessary. You can download the source code that Im using from GitHub from the description of each video. If you have questions about the topics covered or requests for future topics I would love to hear them Leave a comment or ask me on my Twitter VinoBS Note The video below contains the playlist for all the videos in this series which can be accessed via the playlist icon at the top of the embedded video frame. The first video in the series is loaded automatically Advanced Vectors

A Rudimentary 3D Game Engine Built with C OpenGL and GLSL - Link Tue, 08 Sep 2015 23:51:56

What weve got here is failure to communicate. Some men you just cant reach. - The Captain Cool Hand Luke

Particle Systems using Constrained Dynamics - Link Thu, 27 Aug 2015 18:39:13

Simulating physics can be fairly complex. Spatial motion vehicles projectiles etc. friction collision explosions and other types of physical interactions are complicated enough to describe mathematically but making them accurate when computed adds another layer on top of that. Making it run in real time adds even more complexity. There is lots of active research into quicker and more accurate methods. This article is meant to showcase a really interesting way to simulate particles with constraints in a numerically stable way. As well Ill try to break down the underlying principles so its more understandable by those who forgot their physics.Note the method presented in this article is described in the paper Interactive Dynamics and was written by Witkin Gleicher and Welch. It was published in ACM in 1990. A posted PDF of the paper can be found here httpwww.cs.cmu.eduawpdfinteractive.pdfA link to another article by Witkin on this subject can be found here httpswww.cs.cmu.edubaraffpbmconstraints.pdfPhysical TheoryNewtons LawsEveryones familiar with Newtons second law F ma. It forms the basis of Newtonian mechanics. It looks very simple by itself but usually its very hard to deal with Newtons laws because of the number of equations involved. The number of ways a body can move in space is called the degrees of freedom. For full 3D motion we have 6 degrees of freedom for each body and thus need 6 equations per body to solve for the motion. For the ease in explaining this method we will consider translations only but this can be extended for rotations as well.We need to devise an easy way to build and compute this system of equations. For a point mass moving in 3D we can set up the general equations as a matrix equation left beginmatrix m_1 0 0 0 m_1 0 0 0 m_1 endmatrix right left beginmatrix a_1x a_1y a_1z endmatrix right left beginmatrix F_1x F_1y F_1z endmatrix right This can obviously be extended to include accelerations and net forces for many particles as well. The abbreviated equation is M ddotq F where M is the mass matrix ddotq is acceleration the second time derivative of position and F is the sum of all the forces on the body.Motivating ExampleOne of the problems with computing with Newton-Euler methods is that we have to compute all the forces in the system to understand how the system will evolve or in other words how the bodies will move with respect to each other. Lets take a simple example of a pendulum

Marketing my latest mobile game - post mortem of the first month - Link Fri, 21 Aug 2015 03:20:18

So about a month ago I published my second game. Never thought I would go this far but I guess this really makes me an indie developer no doubt about it. My first game was released last year just a trial to understand the development and publishing process from start to finish. I outsourced everything. Obviously it did not give tangible results but I learned a lot which was the point

How to Design the Data Structure for a Turn Based Game - Link Wed, 19 Aug 2015 13:32:35

One of the recurring questions I get is how to exactly make a turn-based game that has a coherent data structure.Because youre already great coding features for your games all you may need is a little guidance on how to organize your design to make the things you want actually work.When you see the following example youll see how easy it is. Stuff needed to build a turn-based gameTo keep things simple lets say you want to build a classic tic-tac-toe game. What features should be expected from a game like thisMultiple simultaneous games. Players should be able to have multiple games with different opponents taking place at the same time.Different game status. Every game should have a status that indicates what to expect. Waiting created running finished or cancelled.Play with listed friends. You could have the option to challenge your friends to a game or add new friends to the list.Play with random users. You may want to play with people you dont know.Play same skill users. You might want to play against random players that have a similar skill as you do.Luckily making a game with all these features is quite easyAll you need to know is how to lay out the features to make them work like you want.Here are a few questions you should be able to answer. 1 How are you going to store dataIn this case I assume a NoSQL database. There game data is stored in collections which is like a table in an SQL database.There are some differences though. In a collection you store objects with a similar concept but they dont need to have the same number of columns. In fact in a collection objects have attributes instead of columns.How many collections does the tic-tac-toe game needWhat information should we store in every objectHow does every process work inside the gameTo know these first we have to determine the data structure of a game match. Designing the game structureOur games will be objects stored inside a collection we can name GAMES.Every game object has these featuresIt is shared by two or more playersAllows players to make moves only on their turnsIt has a winning conditionIt has a winnerAll players in it can update the game objectWell store all these features in GAMES collection which must be readable and writeable by any player so they can work properly. 2 How will the game structure look likeObviously it will depend on the kind of game youd like to make but in the tic-tac-toe example were doing youll needUsers. Players involved in each game.Status. Whether it is a waiting created running finished or cancelled game.Current turn. In tic-tac-toe there will be a maximum of six turns between both players.Current user. Which player has the active turn and can make a move.Movements. List every move which must be ordered by turn and has to contain the information aboutUser who made the movePosition occupied on the board xy when the move is madeThis is how the structure of a turn based game looks like.Most games will have a more elaborate board than were dealing with in this example so youll need a complex matrix of coordinates and so on. But for this example the board can be represented by a simple array of positions.Lets see our board of coordinates so we can represent movements in the game.021222011121001020The format of the objects used here is JSON so every game will have this structure

A Spin-off CryEngine 3 SDK Checked with PVS-Studio - Link Tue, 18 Aug 2015 12:02:09

We have finished a large comparison of the static code analyzers Cppcheck PVS-Studio and Visual Studio 2013s built-in analyzer. In the course of this investigation we checked over 10 open-source projects. Some of them do deserve to be discussed specially. In todays article Ill tell you about the results of the check of the CryEngine 3 SDK project.CryEngine 3 SDK Wikipedia CryEngine 3 SDK is a toolset for developing computer games on the CryEngine 3 game engine. CryEngine 3 SDK is developed and maintained by German company Crytek the developer of the original engine CyrEngine 3. CryEngine 3 SDK is a proprietary freeware development toolset anyone can use for non-commercial game development. For commercial game development exploiting CryEngine 3 developers have to pay royalties to Crytek.PVS-StudioLets see if PVS-Studio has found any interesting bugs in this library.True PVS-Studio catches a bit more bugs if you turn on the 3rd severity level diagnostics. For examplestatic void GetNameForFile

From User Input to Animations Using State Machines - Link Sat, 15 Aug 2015 15:47:20

Performing smooth animation transitions in response to user input is a complicated problem. The user can press any button at any time. You have to check that the character can do the requested move and depending on currently displayed state switch to the new animation at exactly the right moment. You also have to track how things have changed to be ready for the next move of the user.In all a rather complicated sequence of checks actions and assignments that need to be handled. The sequence quickly runs out of hand with a growing number of moves game states and animations. Lots of combinations have to be checked. While writing it once is hard enough if you have to update or modify it later finding all the right spots to change without missing one is the second big problem.By using state machines it becomes possible to express precisely what may happen in an orderly way. One state machine only describes the animations and their transitions. A second state machine describes user interaction with the game character and updates the game character state. By keepinh animation state and game character state separate things get much easier to understand and to reason about. Later changes also get simpler as it avoids duplication.While having such state machines on paper is already quite helpful in understanding there is also a straight forward implementation path which means you can plug your state machines into the game and run them.Audience or what you should know before readingThis article briefly touches on what state machines are and how they work before jumping into the topic at hand. If you dont know about state machines it is probably a good idea to read about them first. The state machines here are somewhat different but it helps if the state machine concept is not entirely new. The References section below lists some starting points but there are many more resources available at the all-knowing Internet.The article concentrates on using state machines for describing allowed behavior and how the state machines synchronize. While it has an example to demonstrate the ideas the article does not discuss the environment around the state machines at length. That is how to make user input and game state available to the state machine condition or how to start and run animations. The implementation of the synchronizing state machines is also not shown in full detail.State machinesA state machine is a way to describe behavior activities that are being done for a while and how you can switch between different activities. Each activity is called a state. Since this is so awfully abstract lets try to describe your behavior right now. You are currently reading this text. Reading is a state. Its an activity that you do for a while. Now suppose you get a phone call. You stop reading and concentrate on the conversation. Talking on the phone is another activity that you do for a while a second state. Other states of you are Walking Running Sleeping and a lot more

The Challenge of Having Both Responsiveness and Naturalness in Game - Link Thu, 13 Aug 2015 22:37:04

Video games as software need to meet functional requirements and its obvious that the most important functional requirement of a video game is to provide entertainment. Users want to have interesting moments while playing video games and there exists many factors which can bring this entertainment to the players.One of the important factors is the animations within the game. Animation is important because it can affect the game from different aspects. Beauty controls narration and driving the logic of the game are among them.This post is trying to consider the animations in terms of responsiveness while trying to discuss some techniques to retain their naturalness as well.In this article Im going to share some tips we used in the animations of the action-platforming side-scroller game named Shadow Blade Reload. SBR is powered by Unity3D. The PC version has been released 10th 2015 August via Steam and the console versions are on the way. So before going further lets have a look at some parts of the gameplay hereYou may want to check the Steam page too.So here we can discuss the problem. First consider a simple example in real world. You want to punch into a punching bag. You rotate your hip torso and shoulder in order and consume energy to rotate and move your different limbs. You are feeling the momentum in your body limbs and muscles and then you are hearing the punch sound just after landing it into the bag. So you are sensing the momentum with your tactile sensation hearing different voices and sounds related to your action and seeing the desired motion of your body. Everything is synchronized You are feeling the whole process with your different senses. Everything is ordinary here and this is what our mind knows as something natural.Now consider another example in a virtual world like a video game. This time you have a controller you are pressing a button and you want to see a desired motion. This motion can be any animation like a jump or a punch. But this punch is different from the mentioned example in real world because the player is just moving his thumb on the controller and the virtual character should move his whole body in response to it. Each time player presses a button the character should do an appropriate move. If you receive a desired motion with good visual and sounds after pressing each button we can say that you are going to be merged within the game because its something almost similar to the example of punching in real world. The synchronous response of the animations controls and audios help the player feel himself more within the game. He uses his tactile sensation while interacting with the controller uses his eyesight to see the desired motion and his hearing sensation to hear the audio. Having all these synchronously at the right moment can bring both responsiveness and naturalness which is what we like to see in our games.Now the problem is that when you want to have responsiveness you have to kill some naturalness in animations. In a game like Shadow Blade Reload the responsiveness is very important because any extra move can lead the player to fall of the edges or be killed by enemies. However we need good-looking animations as well. So in the next section some tips are going to be listed which have been used to bring both responsiveness and naturalness into our playable character named Kuro.Cases Which Can Help Bring Both Naturalness and Responsiveness into AnimationsSome of the techniques used in Shadow Blade Reload animations are listed here. They have been used to retain naturalness while having responsiveness1- Using Additive Animations Additive animations can be used to show some asynchronous motions on top of the current animations. We used them in different situations to show the momentum over body while not interrupting the player to show different animations. An example is the land animation. After the player fall ends and he reaches the ground he can continue running or attacking or throwing shurikens without any interruptions or land animations. So we are directly blending the fall with other animations like running. But blending directly between fall and run doesnt provide an acceptable motion. So here were just adding an additive land animation on top of the run or other animations to show the momentum over upper body. The additive animations just have visual purposes and the player can continue running or doing other actions without any interruption. The video here shows the additive animation used for the purpose of landing momentum on players bodyIn Unity the additive animations are calculated with respect to the current animations first frame. So the additive animation pose in each frame is equal to the difference of the current frame and the first frame pose. The reference pose of the character is used here to bring more generic additive animation which can be added well on a range of different locomotion animations. This additive animation is not being applied on top of the standing idle animation. Standing idle uses a different animation for land.We also used some other additive animations there. For example a windmill additive animation on spine and hands. Its being played when the character stops and starts running consecutively. It can show momentum to hands and spine.As a side note the additive animations have to be created carefully. If you are an indie developer with no full-time animator you can do these kind of modifications like additive animations via some other procedural animation techniques like Inverse Kinematics. For instance an IK chain on spine can be defined and be used for modification. This is true for hands and feet as well. However the IK chain have to be defined carefully as well as the procedural animation of the end effector.2- Specific Turn Animations You see turn animations in many games. For instance pressing the movement button in the opposite direction while running makes the character slide and turn back. While this animation is very good for many games and brings good felling to the motions it is not suitable for an action-platforming game like SBR because you are always moving back and forth on the platforms with low areas and such an extra movement can make you fall unintentionally and it also kills responsiveness. So for turning we just rotate the character 180 degrees in one frame. But again rotating the character 180 degrees in just one frame is not providing a good-looking motion. So here we used two different turn animations. They are showing the character turning and are starting in a direction opposite to characters forward vector and end in a direction equal to characters forward vector. When we turn the character in just one frame we play this animation and the animation can show the turn completely. It has the same speed of run animation so nothing is just going to be changed in terms of responsiveness and you will just see a turn animation which is showing momentum of a

Why NASA Switched from Unity to Blend4Web - Link Tue, 11 Aug 2015 07:43:30

Introduction Recently NASA published their press release which mentions the unique possibility to drive around on Mars. I couldnt help myself and right away clicked on the link that lead to an amusing interactive experience where I was able to drive the rover around watch video streaming from its cameras in real-time and even find out the specs of the vehicle. However what shocked me the most was that this has all been done using the Blend4Web engine - and not Unity. Why was I so surprised Even two yeas ago or more there were publications about NASA creating a similar demo using Unity. However it didnt get passed the beta stage and it looks like the space agency had moved on from Unity. It is interesting that the programmers of such a large organization chose to discontinue the time-invested project and begin from scratch. It took a little time but I was able to find the above-mentioned Mars rover app made in Unity. Honestly it looks like an unfinished game. The scene loads slowly especially the terrain functionality is primitive you can only drive the overall picture is of horrible quality. We all know wonderful games can be made with Unity and its portfolio is full of hundreds of quality projects. So whats the deal Whats the Deal The reason is that Unity is seriously lagging behind when it comes to their WebGL exporter. The first alarm rang when Google Chrome developers declared NPAPI deprecated. This browsers global market share is too significant for any web developer to just ignore. You can find a lot of advice on using a magic option chromeflagsenable-npapi online. However in September 2015 this loophole will disappear. Creating games and web visualizations is an enterprise and nobody likes losing customers. Earlier downloading the Unity plug-in was not as big of deal as it was with Flash but now the situation has become completely different. The web plug-in can not be used anymore while Unitys WebGL exporter is still in its infancy. Developers of all kinds caused uproar requiring the Unity team to proactively respond. Finally Unity 5 has been released with WebGL support but only as a preview. Half a year has passed and the situation is not any better. They even came up with an ingenious method to check the users browser and then recommend using Unity in another browser. Unfortunately and for obvious reasons it is not always reasonable. And still whats happening with Unity WebGL Why is there still no stable version available What are the prospects These questions are of much interest to many developers. Im not a techie so its difficult for me to understand Unitys issues in this area but what Ive found online is making me sad. WebGL Roadmap The official Unity forum has a thread called WebGL Roadmap. A team representative explains the future of WebGL in Unity. I have looked through this text thoroughly and it convinced me that the bright future Unity keeps promising is still in the far removed distance. WebGL should work in all browsers on all platforms including mobile ones by default. Its not there. If you happen to successfully compile your game for WebGL strike out mobile devices from the list. The reasons are clear Unitys WebGL has catastrophically large memory consumption and bad performance. Yes a top-of-the-line device can still manage to run the game at decent speed but a cheaper one will run it as slow as a turtle. And forget about hoping your project will work on desktops with ease. Browsers are the programs which eat all of a computers free memory and the half-finished Unity WebGL build often causes crashes and closes browser tabs especially in Chrome. There are some problems with audio. I personally tried to export a simple game for WebGL and got croaking noise as the main character moved. The sound literally jammed and I could not fix it. The reason is poor performance but other engines still work somehow... Forget about in-game video. MovieTexture class is simply not supported for WebGL. As an alternative the devs are suggesting to use HTML5 capabilities directly. Network problems. System.IO.Sockets and UnityEngine.Network classes do not work for WebGL and will never work due to security issues. I havent enumerated all issues but this doesnt answer the question when will it start working Alas Unity devs comments are unclear obscure and dont include a specific timeline. Although I did find something We are not committing to specific release dates for any of these features and we may decide not to go ahead with some of these at all. Theyre Waiting They are waiting for WebGL 2.0 which will be based on OpenGL ES 3.0. The future version Unity 5.2 is planned to have an export option for the new API. However Im not sure that browsers will work with it now WebGL 2.0 is available only as an experimental option. They are waiting for WebAssembly which is very promising but has just started being discussed. Nobody can even guess the date when it will be implemented. Im sorry but if the problem can only be fixed as they say by upcoming third-party technologies then maybe the problem lies in Unity WebGL itself Unity is a convenient popular and cross-platform engine an awesome tool for making games and I love it a lot. Still this is a tool which can no longer be used for the web. The most annoying fact is that the future holds too much uncertainty. You may say you are a pessimist. No Im just a realist just like the NASA guys. This is the answer to the title of this article Why NASA Switched from Unity to Blend4Web. Its simple Unitys WebGL is not ready... and will it ever be We are not committing to specific release dates... So what about Blend4Web I can only congratulate the developers with such a conclusive win in the field of WebGL NASAs app has been showcased at the opening of the WebGL section on SIGGRAPH 2015 which means competitors have no intention of waiting. Background This post is a translation of the original article in Russian by Andrei Prakhov aka Prand who is the author of three books about Blender and a Unity developer with several indie games released.

Five and a Half Steps to Efficient Meetings - Link Wed, 05 Aug 2015 09:28:19

Meetings are boring

The Art of Enemy Design in Zelda A Link to the Past - Link Mon, 03 Aug 2015 16:59:23

Let me preface this article by mentioning what this article is not This is not an exhaustive guide to every monster in Zelda A Link to the Past nor is it a comprehensive method on how each enemy class was designed. Rather this article is really about how to design enemies by their functions using the example of Zelda A Link to the Past.Most articles that discuss this topic often pick examples from various different games to give a better outlook on how this applies to different environments but they lack a hollistic understanding of how gameplay mechanics and functions actually intertwine.The purpose of this article is to dissect Zelda A Link to the Pasts monsters to better understand how this specific gameplay can host mechanically different obstacles and what their impact is on flow and player decision-making.Note that we will not cover Bosses here as theyre an entirely different form of obstacleGame Mechanics Resources in a Link to the PastThe first part of this analysis requires that we take a deeper look at the inner workings of the game so we can better understand how each monster was designed. This arbitrary breakdown of the games pieces is not absolute but it should suffice to explain monster design by their function.LifeLinks primary resource is his life. This is a measure of attrition that represents Links ability to survive the challenges laid in front of him. The primary issue with dying running out of life is actually a severe loss of time though the state of the game is effectively saved the player must restart progress from a distant location and needs to make his way back to where he was in order to proceed any further. Death is frustrating and the player seeks to avoid it by any means possible potions faeries and obviously not taking damage. There is however no form of loss associated with death.Causes of damage death- Bumping into enemies- Bumping into traps- Enemies missile attacks including Bombs- Falling into pitsMagicMagic is Links ability to use some of its most powerful tools magical items. It insures that Link pays careful attention to when and where such tools are used. Because most of these items cost a lot of magic and that magic is harder to come by than hearts this is a critical resource in the game.Running out of magic is inconsequential in and of itself.Bombs ArrowsBombs are an expendable tool that Link can stock up on and they can be used as soon as Link has at least 1 of them no other tool is required. They are effective at uncovering secret areas. Their max is limited.Arrows behave similarly with the exception that they require a bow to be fired regular or silver.Bombs and Bows are very similar to magic except theyre much more specific.RupeesRupees are the currency of the game they can be found in various colors which are worth different amounts of currency. Rupees are only truly useful for two thingsZoras Flippers a passive tool that grants the player the ability to swimPotions which can replenish life and or magic - mandatory for Turtle Rock in a regular playthroughEvery other use is optional increasing maximum amount of bombsarrows carried for example.TimeTime is not an obvious resource in this game but given that progress is not lost on death time is the only thing that the game takes from the player. To a degree dying in Zelda A Link to the Past can be summarized as having to walk all the way back to where you died but being able to avoid most of the danger on the way. Essentially dying is a loss of Time.Similarly should the player ever need to build-up their rupee count possibly to buy bombs arrows potions etc. or regain life magic etc. they can simply accomplish all of these by spending some Time in the less dangerous areas of the game.Thus it can be said that most resources can be acquired by spending time in the game and that death results in a loss of time that couldve been spent acquiring resources instead. Equivalently the loss of resources is also a waste of Time with the exception that the effect is delayed. This toll only trully becomes apparent when the player lacks a specific resource to complete a dungeon and must therefore go out of the dungeon to seek the missing resources. On most other occasions that loss is hardly felt as the player will come across resources naturally on their next trip through the worldmap.Enemies in Zelda A Link to the PastThe role of the enemy in A Link to the Past is to make the game longer by having the player spend Time. This is confirmed by the many rooms where the player is forced to kill all of the monsters to get the key or force the door open. The clear intent is to create an obstacle that the player must first analyse and then devise a plan to overcome.Each enemys role is to insure the player will lose some time at key locations.The obvious approach to doing this is creating monsters that have progressively more life and deal more damage. Doing so however hardly challenges the players ability to observe and react which in practice take a lot more time than simply becoming better at honing ones reflexes.If all enemies in the game were Sword Soldiers of varying strength not only would the game become boring quickly but it would also be much easier and faster to complete as whatever the player has learned to beat the sword soldier would apply to all other soldiers.So how exactly should monsters be created to enforce player observation and pattern recognitionEnemy Types and FunctionsSword SoldierLet us begin this breakdown by looking into The Sword SoldierOne might be led to assume from the above that the Sword Soldier is actually the most basic form of enemy in the game but it isnt as Vanilla as it seems. The Sword soldier has its own movement pattern and boasts one of the most interesting hidden features in the game Stealth.Until a Sword soldier has been attacked or has seen the player it wont actively pursue the player which makes it particularly interesting to avoid. A lot of the level design actually supports this to great effect but arguably very few people ever went through the game without engaging combat with them apart from the SpeedRunners community simply because there is no incentive to doing this aside from time which is a limited concern to most.In addition the Sword Soldier is likely to drop rupees or hearts which have some Time value. In essence you might just gain as much time from killing a sword soldier and getting its drop than you might gain by avoiding the fight altogether.Sword Soldiers Function Get acquainted with combat mechanics and stealth.Bow SoldierBy design the Bow Soldier is a coward which will not seek direct confrontation from upclose but it is a terrific flanker. As a result it makes positionning and movement all the more important to master and its strength is relative to the other monsters in the room and how hard it is to navigate said room. There is a specific room in Agahnims Castle where the player must push a block while a few Bow Soldiers

You need a plan and a design - Link Wed, 29 Jul 2015 01:40:46

IntroductionHave you been working on your game for what feels like eternity but have nothing to show for it Are you stuck on how to implement your game idea If these sound like you then this is your article. In this article I will talk about planning game design and technical designs. I am going to cover the importance of planning and designs and give you some tools and tips to help you successfully plan and design your next game project.Why do I need a planThe definition of a plan is a detailed proposal for doing or achieving something.. A proposal is a plan or suggestion especially a formal or written one put forward for consideration or discussion by others.. A plan helps you be successful by putting your goals on paper. It is HOW you will go from having a great idea to a great game. A plan can be broken down into goals objectives and tasks. Goals are broad and general objectives are specific and measurable which when complete achieve a goal and tasks are very specific things that you need to do to meet an objective. Your day to day work can be broken down into tasks. The tasks when finished complete objectives and the objectives when finished meet goals.For example if your goal was to lose 20 pounds then your objectives might be to work out every other day for three months and to consume 1800 calories a day. Your tasks would be your specific workout sessions the day to day and preparing healthier meals that meet the objective of consuming 1800 calories a day. Your game plan should be just as detailed. Your goals are not really directly measurable other than knowing when you are finished. Your objectives need to be detailed so you can evaluate whether the tasks that you are completing are really working towards accomplishing the goals.Adjusting your planPlans are always subject to change. Your game plan will change as you encounter the reality of development. There will be things that you have not accounted for and you will have new ideas as you develop your game. Creating a plan does not mean setting your entire project in stone but rather it is a general roadmap for success. You might take some crazy detours but as long as you keep track of your goal you will eventually arrive at your destinationSchedules - Putting dates to your planIn my mind a schedule is simply putting dates on your plan. If you say that by October 15th you need to have X amount of things done in order to finish the game by December 31st then that is a schedule. Your schedule can change independently of your plan. Some things will take longer than anticipated that is the nature of game development but putting real dates to things can help put the plan into perspective even though we often dont want to really commit to any deadlines.An easy way to keep track of a schedule is to use a calendar application like Google Calendar or iCalendarIf you really need to track a lot of resources then you could use something like Microsoft Project or Projectlibre to keep track of all of the details.In the software development world there is a concept called Agile programming and that is a big topic. You can use sites like Assembla to manage software projects using Agile concepts and that goes great with the whole planning concept. I have personally used Assembla and it really makes this process much easier by being able to set milestones create tasks ect.Putting things into perspectiveOne thing a plan will do is force you to confront the reality of your idea. If your game design calls for 100 unit types but you can only make one unit type a week then by making a plan you will find that takes best case 100 weeks worth of time. If you realize early that your plan calls you making units for slightly over two years then you are likely to revise your plan to something more realistic.Realistic estimationEstimating how long something will take is hard. The best technique I have found for this is to break the task up into very small tasks where each task can be executed in hours rather than days. Then estimate each small task and multiply by 1.5. If you realistically think a task will take you 5 hours then multiply it by 1.5 and you will end up with 7.5 hours for the task. Add up all of the small tasks with the extra time built in. The more you can break down a task the more accurate your estimates will be. If you are unfamiliar with a task then you might even multiply by an even larger number 2 or more to your hour estimate to really make sure that there is time for the unexpected.As you work keep a log of your time. You can use this time log to help improve your estimates gauge your performance and refine your schedule. Something like My Hours can help you keep track of your time. Assembla also has time tracking functionality.Stop wasting timeTime is your most valuable and finite resource. There are 1440 minutes in a day. If you want to be productive you need to stop using so many of them watching cat videos . Game development takes a very heavy investment of time. Even relatively simple games can still take months of development time to complete. If you find yourself not making progress as fast as you would like evaluate your time log and try to see if you can find ways to use time more effectively.Ok but how do I know WHAT to planYou know what to plan by looking at your game design document. Your game design document or GDD contains all of the information about your game. It has every story character level mechanic boss fight potion and whatever else that you need to make your game. Your game design is detailed enough when you can have someone off the street read your game design and they can play your game start to finish on a sheet of paper. Even if you are just one person putting all of your thoughts down in a GDD means that you cant forget them and if you dont write your ideas down you WILL forget them.For a proper GDD you will need sketches of your characters and levels backstory character biographies and all sorts of other supporting information. You really need to put in a lot more details then will make your final game because your job with a GDD is to get everyone working on the game including yourself on the same page. If anyone has a question about your game they should be able to answer it by reading your game design document. If they cant answer the question then your GDD is not detailed enough. If your game design document is not detailed enough then it is not completeSome people will tell you that you do not need a game design document. Some people might be able to get away with not properly designing a game. It is likely that you wont be one of those people and if you neglect your design then it is very likely that your project will fail. Think of creating a design and a plan like a way to improve the odds. It is not guranteed but it improves your chances of having a successful game. Odds are if you can stick with an idea long enough to create a detailed game design and a plan then you have an

Memory Markers - Link Tue, 28 Jul 2015 13:54:40

Memory is something that is often overlooked in combat games more often than not when a character becomes aware of you in a combatative action game they remain aware until dead. Sometimes they may run a countdown when they lose sight of the player and lapse back into their patrol state if that ends before they find them. Neither of these techniques looks particularly intelligent. The AI either looks unreasonably aware of you or unrealistically gullible in that they go about their business after theyve lost track of you for a few seconds. A memory marker is a simple trick The UE4 implementation of which can be seen here that allows you to update and play with the enemys perception. It is a physical representation of where the enemy thinks the player is. In its simplest form it has two simple rules The AI use this marker for searches and targeting instead of the characterThe marker only updates to the players position when the player is in view of the AIthis gives you a number of behaviours for free. For example the AI will look as if you have eluded them when you duck behind cover and they come to look for you there. Just from this minor change you now have a cat-and-mouse behaviour that can lead to some very interesting results. I was pleased to see that Naughty Dog also use this technique. In this Last of Us editor screen-grab you can see their enemy marker white has been disconnected from the hiding character It is also very extensible - in more complicated implementations covered in future video tutorials a list of these markers is maintained and acted upon. This lets us do things like have the AI notice a pickup when running after the player and return to get it if they ever lose their target. So how do we start to go about coding these markers In my experience the most important thing when coding this system in various forms is that your memory markers in code and their references in script must be nullable. This provides us with a very quick and easy way of wiping these markers when they are no longer needed or querying the null state to see if the agent has no memory of something - and therefore if we need to create it. The first pass implementation of these markers simply has two rules You update the marker for a character to that characters location when its been seen by an enemy.You make the AIs logic - search routines and so on - act on this marker instead of the character Its worth mentioning that each AI will need one of these markers for every character on an opposing team and every object they must keep track of. Because of this it is useful to populate some kind of array with these markers. Think too about how you can sort this list by priority. When the AI loses track of a target they can grab the next marker in the list which may be an objective or a pickup they passed. When the list is empty they fall back to their patrol state.

Narrative-Gameplay Dissonance - Link Sat, 25 Jul 2015 09:40:48

The Problem

Google Analytics-Driven Game Development by Example - Link Thu, 23 Jul 2015 11:36:08

Hi there. A few months ago my friend and I performed something like a gamedev experiment. It was just create a trashy game update it as frequently as possible and make it better based on users and Google Analytics feedback. We didnt want to spend 6 months on developing another game that will get stuck among thousands ofother games on Google Play. Moreover we didnt have as much as 6 months. It was more like a quick execution of a half-witted idea. We wanted our game to evolve based on the user feedback and our conclusions.The Beginning - version 1.0So what was the idea for the game Every time I had a browse in Google Play I wondered how a game about tapping an egg can become so popular. Over 5 million downloads of a simple tapping app. What is going on here - I asked myself.The game average rating was 3.0 and people were still downloading it. Apparently the rating does not matter... You can clearly see that for Google Play the number of downloads is more important than the rating. This game is the first search result for the egg keyword.So the idea was Lets make a simple egg tapping game as fast as possible. Ingredients free music 50 of free graphics 50 graphics made by my friend 5 hours of programming 2 hours of making screens and putting the game on Google Play and here we go Pet Baby Egg.Every time you tap the egg you get closer to obtaining another pet. The next levels obviously become more and more difficult.The only challenge for the player was to collect all pets nothing more. Boooooring.Now lets take a look at some stats.Damn somebody has actually downloaded it D611 sessions in 2 weeks. No marketing. Just keywords and the game. Only 46.2 of returning visitors means that after a month or two nobody will play this game anymore.The average session lasted only 303. First conclusions Lets try to interest the player. Lets give more content to get a longer session duration. So when a player gets a new pet why not let him take care of itFirst pet care - version 1.1We added basic tamagotchi features a kitchen to feed the pet a fun room to play ball with it and a bedroom for sleeping. Moreover a player could earn money by playing with his pet and by tapping the egg. There was also a shop to spend the earned money on food. It took us maybe a week to implement some new graphics and some new code in our spare time. This is what we gotAnd after 7 days of version 1.1 being available in the Google Play Store we had the following statsThe number of new installations increased by around 20Returning visitiors ratio grew to almost 52And... the average session duration almost doubled That made senseSo it was time to draw more conclusions There were a bunch of game events. We knew exactly what users did in the game.We analyzed the top events from the game and we came up with these results the most popular event is touching the ball thanks to the physics engine that made it fun for the player. The users got 1 coin for 1 tap on the ball or the egg. But we were surprised by how few users bought balls in the shop. Our conclusion was that they didnt know how to earn money. They play ball with their pets but they dont know that it earns them money.Earning money more visible - version 1.15BeforeAfterBeforeAfterThe effect In the 1.15 version there was over twice as much 6.77 to 14.99 events related to buying ballsOk lets add more stuff.Advanced care - version 1.2It took more than a week to implement it but we added special indicators to show the levels of hunger happiness and energy. Our goal was to engage the users more to take care of their pet or to return to the game more often. Playing ball with the pet also became more interactive as it could now play with us The Effect Over 57 of returning players. 5.5 more than in the previous 1.1 versionThe average session duration grew to 722 and that is a 142 boost in comparison with the version 1.0 303 and a 24 growth in relation to the version 1.1 556More content and a mini game to earn coins - version 1.3OK. We had a simple pet care simulator but we wanted to add more items to be available for purchase. They became expensive there was inflation in our small game because we didnt pay enough attention to economy in the game. For example we made wallpaper available to be put in one of the rooms for 5000 coins. We thought we had to introduce a new way to earn more money so we implemented a mini game that made it possible.The mini game made it possible to earn up to 500-1000 coins in a 1-2 minute gameplay. What was the effect The retention growth up to 70.5 It is 13 more than in version 1.2 It was definitely worth implementing.More stuff and features - version 1.5In this version we fixed some bugs and added more items and features to the game. It was the last update we made to this game.The effectThe average session duration increased to 820 which is a 273 growth compared with the starting point from version 1.0SummaryBy adding more content to the game we got more retention from 46.2 to 70.5.By adding more content to the game we got longer average session duration from 303 to 820.We do not only gather the Google Analytics events but we also analyze themWe dont encourage you to make a poor game and update it because in the long run it is not cost-effective. But we strongly encourage you to use Google Analytics and analyze the data you getArticle Update Log27 July 2015 Initial release30 July 2015 Removed bad word17 August 2015 Added authors Twitter profile link

2D Lighting System in Monogame - Link Thu, 23 Jul 2015 07:06:13

This tutorial will walk you through a simple lightingshadow system.Go into your current Monogame project and make a new file calledlighteffect.fxThis file will control the way our light will be drawn to the screen. This is an HLSL style program at this point. Other tutorials on HLSL will be available in the main website which will allow you to do some wicked cool things like distorting space and the map spinning dizzyness neon glowing perception warping and a bunch of other f amazing thingsHere is the full lighteffect file

Game development services - Link Fri, 09 Oct 2015 17:40:31

ContractorOur games accumulate more than 100 million downloads and counting.SERVICES Coding iOS Android and Windows Game Design 3D and 2D Game Art and Animation Porting Existing Games Monetization Viral Strategy and AnalyticsPlunge can develop and design a game from scratch handle development while your team focuses on design or we can expand your development capacity collaborating with your existing coders and team members.PERFORMANCEOur games are built to perform at world-class levelsFeatured by AppleFeatured by GoogleFeatured by MicrosoftFeatured by AmazonOur games have received Editors Choice Best New Games Games of the Year 1 in Games in App Store 1 Overall App Store recognitions.FEATURED CLIENTSElectronic ArtsSocial PointSpace InchGame HouseGamevilCONTACTFor more information please email infoplungeinteractive.com0.00

Elastic Music - MusicAudio DesignSFX for your game - Link Thu, 08 Oct 2015 19:56:12

ContractorHello my name is Nick Torretta and I am a professional composer and audio designer.My work has been featured on internationally televised commercials Oscar Mayer Butterball Aarons TV shows The New Family Feud America Now web advertisements SC Johnson Boeing Full Tilt Poker McKesson and much more.Check out my portfolio at my website www.elasticmusicproductions.comI am currently wrapping up my third indie title as I progress further into the world of video game composition and am ready and excited to take on some more workMy rates are definitely indie-friendly and no project is too small. I provide sound effects as well and am proficient in Wwise for integration.Hit me up lets see what amazing game we can create together.0.00

PROFIT SHARE Programmers Wanted for 3D Platformer. - Link Thu, 08 Oct 2015 18:54:39

Unpaid Position What Is ChronoTailsChronoTails is a 3D Platformer that also falls under the category of Collect-athon. We draw inspiration from games from the late 90s and early 00s such as Mario 64 Banjo Kazooie Crash Bandicoot and more.The game itself features a anthropomorphic wolf by the name of Jake whom must travel to various periods of time Jurassic Ice Age Medieval ect.. to right the wrongs done by the games villain. Using a collectible called Scrap Jake can build new gadgets that give him abilities to progress.Featuring 10 levels based around various time periods Jake will face a large number of enemies Bosses and fun characters to interact with.At the moment ChronoTails is still in early conceptual stage though we are nearing the point where we can start showing off material. We are planning to get the game onto Steam and if possible onto consoles.Whats requiredWe need programmers that are familiar with OOP Object-Oriented Programming concepts and preferably the Unity game engine. If you are familair with languages such as C and Java but not familair with Unity 3D then dont hesitate to apply we will bring you up to speed. As a programmer your responsibility will be to implement various gameplay systems. All programmer will have to either be familiar with or willing to learn a version control system this project uses GitHub. We arent looking for an expert programmer but we are looking for someone who wants to learn and will be dedicated.What do you get out of itEveryone that works on ChronoTails gets an equal share of the revenue it acquires as well as their name in the credit reel at the end of the game. If they wish they may also stay on the team after release for potential DLC or additional projects.The TeamWe currently have 8 team members on the team. We strive for a relaxed approach in which everyones opinions are counted towards the project in order to make it the best it can possibly be.We currently have- 2x Programmers- 2x Writers- 2x 3D Artists Main Character modeller Environment modeller- 1x 2D ArtistProgressCurrently we have a test scene in which to build our systems Fully controllable camera and character.HUD with collectibles Health.Health Damage systems.Basic Enemy A.I.Collectibles.Aim mode in which the camera zooms in and shows a crosshair. To aim the weapon the character will eventually obtain.How to apply.Email your application to The team works in Skype Github and Dropbox so it would also be a plus if you had those ready.Thank you for readingFree

Last Man Interactive looking for members - Link Thu, 08 Oct 2015 00:17:40

Unpaid PositionHello allWe are Last Man Interactive an innovative team of young talented developers from around the world. We are working together to create fantastic games and have a good time doing so.We are currently in the middle of producing two games Last Man Arena and John Cupboard Temporary Title.Last Man Arena LMA is an upcoming first-person Multiplayer Online Battle Arena. In this gruesome fight to the death players will be placed in detailed arenas and forced to do whatever it takes to survive and be the last man standing. With complete freedom as to your path to victory you can truly create your own strategy. The choice is yours See an example of a few weapons designed for the game below.John Cupboard Temporary Name is a unique indie puzzle-platformer. It is story based about a child growing up with not-so-great hinted at being abusive parents. He is bullied at school a lot and in order to escape his hard life often wanders off in his imagination. His favorite thing to imagine as kids often have a go-to is that he is a 1940s style noir detective. The player in the game can switch between his imagination and real life in order to solve puzzles escape the horrors of his life including icky vegitables and muster through the intueging meaningful storyline. No screenshots yet game is still in early development.Lets get right to the point were looking for some team members as we still have a few slots to fill. Here are the currently occupied positions alphabetical by nameAlexander Wonnacott - MarketingPR Manager WriterLeo Houts - Assistant Designer PR Manager WriterJochem Van Diepen - 3D ArtistJoram Millenaar - AnimatorKevin Zigann - Assistant AnimatorModelerJulian M. I. - Composer Lead DesignerPeter De Klerk - Animator Graphic DesignerTobias Nyholm Maneschijn - Lead ProgrammerTyler Burd - Founder ProducerTea - 2D and Concept ArtistAs you can see we have an established team but some holes that definitely need to be filled. Keep in mind this is an unpaid hobbyist project any compensation received will be a small amount of rev-share and will be based on amount of work put into the project. So on that note here are the jobs that need to be placed and are open for applicantsAssistant Programmer Multiple Positions Available3D ModelerModel-Artist Multiple Positions AvailableHere are some jobs that we either already have filled but could use more of or arent filled but also arent vital as of right now and 3D Animator2D Assistant ArtistAssistant Game DeveloperManagerIf youd like to apply either send me a pm or email me at Im super excited to work with all of you and Im sure everyone on here is super talented I hope youre as excited as I am to see these projects come to fruition. -Julian M.I.Free

Project BasedContract HLSL Programming Position - Link Wed, 07 Oct 2015 23:42:14

Paid PositionREX Game Studios is looking for an individual who is qualified within HLSL shader programming. This is a project based contract position with the potential to grow.Job Description- Problem solve and engineer new HLSL shader code on current projects in developmentQualifications- Must have experience and knowledge of HLSL shader programming for at least DirectX 9 and greater.- Must be 18 years or older.- Must be able to communicate clearly in English with complete sentences.- Must be respectful have integrity and display a good work ethic.Compensation- Project-based contracted paid position. Please submit your resume please include references experience and examples of work to Please put REX Game Studios Applicant within the Subject Line. Only qualified applicants will be contacted. Paid

Looking to assemble a team for game development - Link Wed, 07 Oct 2015 14:50:38

Unpaid PositionI have been unsuccessfully attempting to design and build games for the past year now using open source or free software such as Blender GIMP and Unity with little success. It occurred to me not sure my it took so long that my main problem of starting something then scrapping it after getting annoyed is that it is very difficult to create something from start to finish as a one man army. I then thought to myself that I would reach out to other hobbyists to attempt to put together a small team to help each other to get something done. I am not going to lie and say I know exactly what I am doing as I dont I have watched numerous tutorials on modelling texturing and programming and have become slightly overwhelmed to achieve good results at all of the tasks above. One trait I do have is the ability to visualise a level or world and implement that into a game. I guess you could say that is of a level designer to which I am sure anyone could do I have several ideas that I am hoping with the help of you lucky chaps will be able to go from imagination to a released production. I know I have not put a lot of detail into this post as I am sure there are thousands of these out there and will be more than happy to give any detail to people who are interested in being part of a hobbyist team except from my bank account number and sort code which I hope to turn into a small game development company with a company registration number and everything P. Please feel free to contact me should you be interested in this little get together. Thanks for reading if you got this far Jeff BrashFree

Need Artist for Future Minimalist Games - Link Wed, 07 Oct 2015 01:18:02

Paid PositionHey everyone I recently released my first game on iOS. The team consists of me 1 developer and an artist. However my artist has become too busy with school and can no longer continue the project. I am looking for an artist a PARTNER to replace him for the current game I am working on and games in the future. I cannot afford to pay hourly because I am a sole indie developer but I am willing to give equity for any profits made from the game. You must have at least these and some way to prove it Experience with vector art software example Adobe Illustrator Experience doing animations example Adobe Flash Major plus Experience making art for actual video games and understand how they work BIG NOTE I have a unique roadmap or business strategy to creating games continuing to create them and making a profit. I want to make it clear that while I do have an office job and work on this on the side this is NOT a side job. Its a very serious one. So I am looking for a serious business partner whowould like to partner with me for the long haul and try to make a profit.Paid

Royalty Dark Rising Studios - Looking for Talented Individuals - Link Tue, 06 Oct 2015 00:26:49

Paid Position Dark Rising Studios - Looking for Talented Individuals Team NameDarkRisingStudiosTeam StructureProject Manager Ben ThompsonLead Programmer Aaron ThompsonLead 3D Artist Joseph BrincatLead Sound Artist TBDLead Level Designer Ben ThompsonInformationOur team members report to their Team Leaders which will assign them WeeklyFortnightly tasks. The department leads have weekly conferences to discuss progress What tasks need priority and what the next step is. We plan to have a working story line trailer by July 2016 and will be showcasing this at the 2016 EB Expo in Sydney Australia. Once this trailer is released we will also we working on gaining access to other Gaming expos to promote our new title. If you wish to be apart of this great process please apply by emailing your application to the below contact.Upon successful entry You will also be provided a Company Email yournamedarkrisingstudios.Talent RequiredWe require some Talented individuals who dont mind working in a team environment. The following positions are currently open 3D Artist Concept Artist ProgrammerContactE-mail admindarkrisingstudios.comPaid

Looking for 2D animator for dragon strategy game - Link Mon, 05 Oct 2015 18:21:03

Unpaid PositionThis is Jason were currently looking for a sprite artist and animator for our game for which we have a update blog here httpdragonsurvival.tumblr.comThe game is a 2D survival strategy game centered around dragons trying to survive in a hostile world and rebuild their dying race. Your are the leader of a dragon clan trying to keep you and your group alive while humans and other creatures type to finish your once great race off.We are currently working on a prototype for the game which we will use for crowdfunding or greenlight. Payment for after crowdfunding can be negotiated and will be planned beforehand. If you are interested what well need for a presentable product isa single dragon asset with animationsisometric terrain tilesgrass rock dirt waterfood assetknight assetanimationsPossibly 2-3 illustrations for crowdfunding and possible UI elements.As well as input into artistic side of the game as we go forward in the game.Dragons will be between 64x128 and 128x256 pixels while the other assets will be 64x128 pixels all assets will be isometric.The Engine being used is unity3D but no foreknowledge of the engine is necessary.Were going with a somewhat dark but painterly style.We are currently looking for artists who can show examples of sprite and illustration work. Experience in other games and knowledge of game design is a big plus.If youre interested feel free to email us at hope to talk to you soonFree

Matthew Dear - Audio engineerSFX Dialog ArtistComposer - Link Mon, 05 Oct 2015 08:33:36

Paid PositionHiMy name is Matthew Dear and I am a games music composersound designer. Ive combined my two great passions of audio and gaming to create in-your-face highly varied audio assetsHere are a few points about me - Ive been playing games and composing music for well over ten years both covering a wide variety of styles and formats. - I run a pro-quality home studio capable of both realistic high quality recordings and far-out conceptual effects and ambiences. - I have recently completed an online course using Wwise audio implementation software graduating with an A. You can see a demo of my Wwise work here - You can view my Soundtrack SFX and voice acting portfolios via my website httpmatthewdear.tumblr.comSome examples of my previous workSakura Fantasy - Steam visual novel - SFX Ambiencehttpssoundcloud.commatthewdear-1sakura-fantasy-sfx-ambience-soundreelhttpstore.steampowered.comapp375200Omegalith - Work in progess - demo on Gamejolthttpsgamejolt.comgamesplatformeromegalith74201Puzzle House Mystery Rising - iOS game - Bet Gam - iOS game Music SFXThe Boy With Bombs-iOS Game - SFXCurrent Work Includes - Sakura Dungeon SFX Omegalith iOS SFX Music True Saga Browser MMO MusicI also score to moving picturetrailers examples of my work get in touch if you like what you hear my rates vary depending on complexitystyle and can be flexible to meet your budget.I am willing to work for rev-share if the project is right.Matthew Dearmattdear1234gmail.com07437015647Skype matthew.dear2Paid

Game Designer looking to put a team together - Link Mon, 05 Oct 2015 00:27:03

Unpaid PositionThe game This is going to be a side-scroller rpg that focuses on MobBoss designs and Weapon mechanics. Im sure you people have played Terraria or Starbound and some of the main reasons why people are attracted to those games are because of the their variations of crafts and mechanics. In my game I wish to have little to no crafting but more looting. Being able to obtain a piece of rare equip is one of every rpg players moment of joy and to maximize that joy for the gamers I want to make sure bosses and drops are on a good ratio while having them as the games main focus. Weapons in this game will have its own unique abilities whether that is with a skill on the 1234keys or a combination of keys to activate a skill. Instead of armory there will be skill orbs that act the same as unique abilities which you can equip onto the character with a maximum limit of course. This game will not have randomized worlds and it will be in the form of open world. This allows players to communicate among each other once they meet a tough quest that they cannot or does not have the knowledge to beat. Overall the details of the game is still under development.Free


Unpaid PositionHello fellow gamers and artistsInterlight Studio is a small independent game development team formed by talented individuals worldwide. We are seeking talented creative individuals for the development of our current project. Were passionate serious open minded gaining industry experience and always looking to network with new people.The ProjectAction adventure RPGOriginal high fantasy worldArt style similar to that of Dragon Age The Witcher and Guild WarsThe PerksAwesome talented people to work withShare and gain knowledge with your teammatesValuable industry experience working with a teamValuable industry experience in your field of expertiseRevenue sharing What we want from youPassionate about design and games and affinity for the fantasy genreUnderstanding of form and anatomyFamiliar with Photoshop preferred other graphic program is OKBasic understanding of design process or willing to learnAbility to communicate and follow directionsComfortable working with multinational team via the internetGenerally creative and curiousNo previous experience requiredResponsibilitiesWork with the art director and art lead to explore and design characters props or environments.Refine and finalize a variety of game asset designs.Work with the 3D artists to create high quality model sheets for production.Please refer with your portfolios to infointerlightstudio.comFree

small pay Looking for 3D Artists - Link Sun, 04 Oct 2015 04:59:06

Unpaid PositionLooking for 3D artists to help with the project. Looking for artists to create low-res Models Textures for creature characters. All models will be based off concept art. Artistic freedom is allowed. Please include a portfolio.Job Includes--Modeling low-res creatures-UV Map Texturing-Max 2k polycount per model texturePlease inquire about payment. Creatures are very low-res so should be easy and fast to make. Looking at getting models done in bulk. Looking for speed over detail.optional Interested in artists who can also rig animate.Additional info about project here httpsteamcommunity.comsharedfilesfiledetailsid320154534and here httpwww.indiedb.comgamesbassetunePlease email here eldwin11929yahoo.comFree

developer for 3d action game wanted - Link Sat, 03 Oct 2015 18:16:57

Unpaid PositionGlPortal is a free and open 3d first person action game written in c.Check for more information.Free

Putting together team for indie game - Link Sat, 03 Oct 2015 06:00:35

Unpaid PositionLooking to team up for an action rpg inquire at flora.fortuna.sterlinggmail.comFree

Humbly asking for advice - Link Fri, 09 Oct 2015 17:32:28

So Im a guy with a business profile that is looking for human capital to start a gaming studio. My question is where would be the best place to look for and approach people with my idea Kind regards.

SFML with C Tutorial Series - Link Fri, 09 Oct 2015 17:31:30

Several years ago I created a SFML tutorial series that to this day is still proving quite popular. A fair bit has changed both in the land of SFML C and my ability to make tutorials. Therefore Ive launched a new SFML focused tutorial series. Given that SFML is extremely popular among beginners and on this particular forum I decided to share it here. Unlike the previous tutorial this one is both text and video based. Both text and video versions cover basically the same information so simply pick the format that you are most comfortable with. This series is aimed at relative beginners it assumes a certain knowledge of C but goes into enough detail that a C Java or C developer or of course a C beginner with a bit of language knowledge should easily be able to follow along. Right now the series consists of A Closer Look at SFML SFML Introduction and Overview Text Version Video Version Series IntroductionOverview Quick 5 min overview of what series will cover Video Version Configuring SFML with Visual Studio 2013 Text Version Video Version Windows Game Loops and Timers Text Version Video Version In time I will add a table of contents and update accordingly. This series is a priority for me so expect frequent new posts over the next couple weeks. A new tutorial on keyboard input should be up very shortly. As always feedback is certainly appreciated. If you are following along and I lost your somewhere certainly let me know

Beginner Blog - Link Fri, 09 Oct 2015 17:10:44

Have you always aspired to make games Are you a beginner game developer So am I My name is JayTheDaniels my parents were fun folks and I am a first year undergraduate in a program made for developing games. Originally the idea of using a blog was to help me study and track my own progress but then it dawned on me why not use the blog to help other people who want to make games Join me and well progress together through the world of game development as well as c programming artwork and animation and business. Graduates from my program have ended up all over the place from starting up their own companies to working for places like Ubisoft and Bioware. While Im still a looooong way away from being there theres a lot to learn over 4 years which means a lot to pass on please be sure to check out my blog I have cookies

Blinn-Phong artifact in shader - Link Fri, 09 Oct 2015 16:49:33

Im implementing Blinn-Phong lighting in a pixel shader and is getting an artifact that I dont like. Im tossing out a screenshot here to ask if this is normal for Blinn-Phong or if I have gotten something wrong with my calculations. The light source is coming from behind the sphere and is directed towards the viewer. It is supposed to be a directional light. On the screenshot to the left the specular light is barely visible on the rim which is perfectly fine. The problem occurs when moving a bit further behind the sphere. The specular light then becomes a cone and is detached from the rim in an unnatural way. Moving further behind the sphere makes it fade away but it keeps moving inwards the sphere before it disappears. Lets toss in the code here as well if you want to inspect it beware experimental code that is not production-worthy. struct VertDataIn float4 Position POSITION float3 Normal NORMAL float4 Color COLOR float2 Texture TEXCOORD0 struct VertDataOut float4 Position POSITION float4 Color COLOR float2 Texture TEXCOORD0 float3 Normal TEXCOORD1 float3 WorldPosition TEXCOORD2 VertDataOut VS_MainVertDataIn In VertDataOut Out Out.Texture In.Texture.xy In.Position.w 1 Out.Position mulIn.Position g_worldViewProjectionTransform Out.Color In.Color g_diffuseColor Out.Normal mulIn.Normal g_worldTransform Out.WorldPosition mulIn.Position g_worldTransform return Out ColorPair CalculateDirectionalLightBlinnPhongfloat3 N float3 V int i ColorPair Out float3 L -normalizeg_directionalLights91i.dir float NdotL dotN L Out.ColorDiffuse g_directionalLights91i.ambient Out.ColorSpecular 0 if NdotL gt 0.0f Out.ColorDiffuse NdotL g_directionalLights91i.diffuse float3 H normalizeL V Out.ColorSpecular powsaturatedotH N g_materialPower g_directionalLights91i.specular return Out float4 PS_MainVertDataOut Input COLOR float4 col Input.Color if g_hasDiffuseTexture col tex2DSampler Input.Texture Directional lights float4 diffuseColor float40 0 0 0 float4 specularColor float40 0 0 0 forint i 0 i lt g_numDirectionalLights i ColorPair colorOut CalculateDirectionalLightBlinnPhongnormalizeInput.Normal normalizeg_cameraPosition - Input.WorldPosition i diffuseColor colorOut.ColorDiffuse specularColor colorOut.ColorSpecular col.rgb diffuseColor.rgb specularColor.rgb return col

Android C new delete problems -62 invalid HEAP etc - Link Fri, 09 Oct 2015 15:51:20

I encountered this problem many times but now i dont know what to do basically i create a set of object with new operator like Items new TFileItem91 Count TFileItem is a strcuture struct TFileItem bool isDir AnsiString name TGLTexture thumbnail float x float y float w float h TFileItem isDir false name TFileItem return if isDir thumbnail.TGLTexture THEN THE MIGHTY HEAP CORRUPTION COMES. whenever i try to delete 91 Items i get this 10-09 174724.550 Alibc26708 ABORTING INVALID HEAP ADDRESS IN dlfree addr0x53328f28 10-09 174724.550 Alibc26708 Fatal signal 11 SIGSEGV at 0xdeadbaad code1 thread 26723 Thread-20999 the worst thing is i actually have those Items created withItems new TFileItem Count and i just need to recreate the buff with deleting old ones in memory heres the code at the beggining theres that if Items NULL then it deletes the array thats wheres the error coming from void Update ican false ProcessUpdate false if Items NULL ALOGDELETE VBUFF AND ITEM ARRAY delete 91 Items ALOGITEMS DELETED delete 91 VBUFF ALOGDONE now null items Items NULL ALOGDELETE BUFFERS glDeleteBuffers1 item_vbuff ALOGOK MAKE NEWE ARRAYS AND ENLIST Count s-gtCount d-gtCount LastCount Count Items new TFileItem91 Count VBUFF new TFileItemVertex91 Count 4 ALOGLIST dirs found IntToStrd-gtCount all items IntToStrCount int cnt -1 for int i0 i lt d-gtCount i First enlist directories cnt cnt 1 Items91cnt.thumbnail dir_thumbnail d-gtStrings91i Items91cnt.isDir true ALOGLISTING FILES items IntToStrs-gtCount for int i0 i lt s-gtCount i secondly enlist files cnt cnt 1 Items91cnt.thumbnail.LoadTGADirectorys-gtStrings91i s-gtStrings91i float sw floatSCREEN_WIDTH float sh floatSCREEN_HEIGHT float item_width widthsw floatrow_items space_width item_width0.2 floatrow_items1.0 real_item_width widthsw - space_widthfloatrow_items1.0 floatrow_items for int i0 i lt Count i int row int floati floatrow_items max_row_counted row int item_num i row_items number of spaces between items is always number_of_items per row 1 PlaceItemxsw space_width space_widthreal_item_widthfloatitem_num 0.0 real_item_width real_item_width VBUFF Items i sw sh yheightsh - space_width - floatrowspace_width3.0 real_item_width rows_in_window intheightfloatSCREEN_HEIGHT space_width3.0 real_item_width ALOGspace_width FloatToStrspace_width ALOGreal_item_width FloatToStrreal_item_width ALOGheight FloatToStrheight ALOGAVAIL ROWS IN WINDOW IntToStrrows_in_window glGenBuffers1 item_vbuff glBindBufferGL_ARRAY_BUFFER item_vbuff glBufferDataGL_ARRAY_BUFFER sizeofTFileItemVertex 4 Count VBUFF GL_STATIC_DRAW glBindBufferGL_ARRAY_BUFFER 0 ALOGVBUFF 0 POINT_TO_TEXTVBUFF910.v ALOGVBUFF 1 POINT_TO_TEXTVBUFF911.v ALOGVBUFF 2 POINT_TO_TEXTVBUFF912.v ALOGVBUFF 3 POINT_TO_TEXTVBUFF913.v ican true Log reports only DELETE VBUFF AND ITEM ARRAY TGLTexture is a class it stores unsigned char pdata which is created by new too and unsigned int texture lt--for opengl but since new for that stores this in other part of memory and i do not delete it since i block rendering queue with bool ican that shouldnt matter for opengl. so i dont know whats going on

Why are my mouse coords using gluUnProject so small - Link Fri, 09 Oct 2015 14:28:16

I want to draw my current mouse cursor on the screen using opengl - so i convert the mouse window coordinates to world coordinates usinggluUnProject. But the resulting world coordinates are very small and does fit into the world space coordinates at all. What am i doing wrong include ltstring.hgt include ltstdio.hgt include ltiostreamgt include ltGLfreeglut.hgt using stdcout float mouseX mouseY void Draw glClearGL_COLOR_BUFFER_BIT GL_DEPTH_BUFFER_BIT glMatrixModeGL_MODELVIEW glLoadIdentity glTranslatef0.0f 0.0f -25.0f glPointSize40.0f glColor3f1.0f 1.0f 1.0f glBeginGL_POINTS glVertex2fmouseX mouseY glEnd glPointSize1.0f glutSwapBuffers void Keyboardunsigned char key int x int y switch key case 27 exit0 break void Mouseint button int state int x int y void MouseMoveint x int y double modelview9116 projection9116 int viewport914 get the projection matrix glGetDoublev GL_PROJECTION_MATRIX projection get the modelview matrix glGetDoublev GL_MODELVIEW_MATRIX modelview get the viewport glGetIntegerv GL_VIEWPORT viewport float z double posX posY posZ glReadPixels x viewport913 - y - 1 1 1 GL_DEPTH_COMPONENT GL_FLOAT z gluUnProject x viewport913 - y - 1 z modelview projection viewport posX posY posZ cout ltlt x ltlt ltlt y ltlt ltlt z ltlt to ltlt posX ltlt ltlt posY ltlt ltlt posZ ltlt n mouseX posX mouseY posY void Reshapeint width int height if height 0 height 1 glViewport0 0 width height glMatrixModeGL_PROJECTION glLoadIdentity gluPerspective45.0 floatwidthfloatheight 0.1 100.0 glMatrixMode GL_MODELVIEW int mainint argc char argv glutInitargc argv glutInitDisplayModeGLUT_RGBA GLUT_DOUBLE glutInitWindowSize800 800 glutCreateWindowGLUT Mouse glutReshapeFuncReshape glutDisplayFuncDraw glutKeyboardFuncKeyboard glutMouseFuncMouse glutMotionFuncMouseMove glutPassiveMotionFuncMouseMove glutIdleFuncSimulationLoop glClearColor 0.0f 0.0f 0.0f 1.0f glEnableGL_DEPTH_TEST glDepthFuncGL_LEQUAL glutMainLoop return 0

Best IDEs for HTML5 Game Development - Link Fri, 09 Oct 2015 13:38:50

Hello Im a Flash Game Developer who is trying to transition to HTML5 Game Development at the advice of a former college instructor. My question is this. Im disabled and I use IDEs for programming since they make things easier to see and whatnot. What IDEs would you recommend Ive used Visual Studio Programmers Notepad Notepad ConTEXT Any help would be greatly appreciated. Thank you

Is the use of path finding algorithms a good idea for dribbling in - Link Fri, 09 Oct 2015 13:29:19

Well I have been working on a soccer game for the past few months still learning unity 3d. its my first game. I have recently come across some minimum path finding algorithms in my studies Prims algorithm Djikstra algorithm a fFyod etc. I have been thinking of adopting one of these algorithm into my game to help in the players navigating around the soccer pitch to reach the opponents goal. This algorithm will be used during player dribbling and the map will be periodically updated or i was thinking the dribbler will create a map and decide which path to go to minimize resource usage. I know the best way of learning is trial and error but I would love some heads up on this one. So what do you think I should do

Tell me the 10 ways to API wisdom - Link Fri, 09 Oct 2015 08:58:14

Im a bit left behind on the graphical API front and think of things like its OpenGl 1.2 . So time to update myself by learning a more modern API. So if you more modern and next-gen people can help me out by telling me the things i need to try out to learn the new modern way. Not a full game but rather smaller tests like render a cube render to a texture make a geometry shader and such smaller seperate things. The top steps to learn a new API really. Then i can make it into a top 10 list of things todo and work it off and feel good about myself .

Pre-existing voxel toolslibraries for Java - Link Fri, 09 Oct 2015 07:59:43

I want to do some development which requires manipulating and rendering voxel data. My interest is more in the project its self rather then things like working out rendering optimization techniques which I know have been done a billion times by other people. However all the existing libraries I can find seem to be for other languages. I have found PolyVox which seems great but Id really much rather use Java for this.Are there any fleshed out libraries If there are noneIm assuming Im stuck using LWJGL and building something from scratch. Can anyone recommend some thorough tutorials on the subject Specifically voxels. Ive found tutorials which cover the latest version of LWJGL but use Shaders for rendering. Ive heard VBOs are better for rendering voxels. Is this true I know the last bit of this questions is in a different scope but I didnt want to make an entirely seperate thread. Sorry Thanks so much for all the help

Shaders not compiling with x64 build target - Link Fri, 09 Oct 2015 01:27:35

Hi guys I have a basic DX11 framework that I have created. It works perfectly in an x86 build VS2015 but the x64 build throws an error at the shader compile stage. The shader I am testing with is bare bones. So I am wondering if there is something different that you need to do in a shader file to make it work in an x64 build float4 VS_Main float4 pos POSITION SV_POSITION return pos float4 PS_Main float4 pos SV_POSITION SV_TARGET return float4 1.0f 1.0f 1.0f 1.0f Thanks in advance

Safe problem in scene Manager about root array linear array - Link Thu, 08 Oct 2015 22:48:52

Hi I have a root actor array which is used to update recursively and loadsave the linear array is used to find actor and for the rendering. To manage these two arrays the scene manager has two functions void AddActorInRoot IActor Actor void RemoveActorFromRoot IActor Actor These two functions only add in the root array or remove from the root array. Its called by SetParent of the actor if nullptr its added in root array otherwise removed from root array. The problem is since these two function are public its not safe user of the API can call these functions everywhere. Any idea to avoid this safe problem Thanks

Linux file directory listing - Link Thu, 08 Oct 2015 21:11:37

I ma trying to get all directiories and files in a folder void ListFilesAnsiString dir AnsiString is typedef stdstring Directory dir s-gtClear d-gtClear DIR pDIR struct dirent entry struct stat info if pDIR opendirdir.c_str while entry readdirpDIR lt-- original while entry readdirpDIR NULL if strcmpentry-gtd_name . 0 strcmpentry-gtd_name .. 0 statentry-gtd_name info if S_ISDIRinfo.st_mode list directories d-gtAddentry-gtd_name if Posmask LowerCaseentry-gtd_name gt 0 list tga files only s-gtAddentry-gtd_name closedirpDIR Now the problem isif S_ISDIRinfo.st_mode claims every file i check is directory X

Luabind - abort when trying to call object method which contains lua - Link Thu, 08 Oct 2015 20:35:52

Ive used the example fromhttpwww.rasterbar.comproductsluabinddocs.htmlderiving-in-lua to define a class in c that I can derive from in lua class base public baseconst char s stdcout ltlt s ltlt n virtual void fint a stdcout ltlt f ltlt a ltlt n struct base_wrapper base luabindwrap_base base_wrapperconst char s bases virtual void fint a callltvoidgtf a static void default_fbase ptr int a return ptr-gtbasefa ... moduleL 91 class_ltbase base_wrappergtbase .defconstructorltconst chargt .deff basef base_wrapperdefault_f Ive then created a derived class in lua class base_derived base function base_derived__initstr base.__initselfstr end function base_derivedf this_function_doesnt_exist end Any call to f is supposed to throw a lua error which works fine if I do it in lua local x base_derivedTest xf -- Throws attempt to call a nil value... error Id like to do the equivalent of that but in c auto g luabindglobalsl auto r g91base_derived if40r41 luabindobject o rTest auto gm luabindobject_castltbase_wrappergto ifgm nullptr try luabindcall_memberltvoidgtof5 catchluabinderror e stdcoutltlt91LUA Error ltlte.whatltltstdendl o.pushl However the luabindcall_member-call causes an abort in luabinddetailcall_member.hpp line 258 Code snippet of luabinddetailcall_member.hpp proxy_member_void_caller if m_called return m_called true dont count the function and self-reference since those will be popped by pcall int top lua_gettopL - 2 pcall will pop the function and self reference and all the parameters push_args_from_tuplelt1gtapplyL m_args if pcallL boosttupleslengthltTuplegtvalue 1 0 assertlua_gettopL top 1 ifndef LUABIND_NO_EXCEPTIONS throw luabinderrorL LINE 258 else error_callback_fun e get_error_callback if e eL assert0 the lua function threw an error and exceptions are disabled. If you want to handle this error use luabindset_error_callback stdterminate endif pops the return values from the function stack_pop popL lua_gettopL - top The exception in that line isnt actually thrown but it is what causes the abort. However the abort only happens if the lua-functions causes a lua error. If I comment the this_function_doesnt_exist-call both the lua- and c-versions run just fine. Why is the throw luabinderrorL causing an abort and what can I do to safely call the function from c even with potential lua errors

Attribute locations for shaders matter - Link Thu, 08 Oct 2015 16:34:27

I have quick question when it comes to OpenGL ES 2.0 and shader attributes What is the best way to deal with the location that OpenGL assigns a shader attribute What I mean is when I useglVertexAttribPointerto map my vertex buffer vertex shader the location matters in the sense that if one device returns 1 and 2 for my vertexPosition and color attributes. And then another device decides to returns 20 for the vertexPosition and 10 for the color attribute. Wont that mess up my mapping Causing the shader to mess up what should be displayed to the screen. In this case my vertex buffer is packed like VC VC VC VC

Tangent space - Lengyel vs ShaderX5 - difference - Link Thu, 08 Oct 2015 16:07:51

I have been studiing tangent space calculations and came across two solutions E. Lengyel - httpwww.terathon.comcodetangent.html ShaderX5 solution - solution is also desribed here httpwww.thetenthplanet.dearchives1180 What is the difference between tangent computed one or another way Lengyel solution seems easier but I am no quite sure of its orthogonality to the normal vector of the tangent plane.

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