this is where having a few additional people helps, because the two nvidia computers so far support the idea but with only 2 in the sample pool it could also possibly be something else.
I was wondering if any of you guys could do me a quick assist.. It's rapidly come to my attention tonight, after opening the game up to a couple more people, that there seems to be an issue with nvidia cards and the shaders used in the game.
I've compiled a range of test projects (nothing sexy or fun, it's just an image) each one running a different shader. so far, tests indicate nvidia can only open the one marked "contrast" and the others will just crash instantly.
To anyone who is using an nvidia card, would you please take a minute to download this rar and run the tests and tell me what happens?
www.ghostsonggame.com/jscreens/danshadertests.rar
this is where having a few additional people helps, because the two nvidia computers so far support the idea but with only 2 in the sample pool it could also possibly be something else.
I was wondering if any of you guys could do me a quick assist.. It's rapidly come to my attention tonight, after opening the game up to a couple more people, that there seems to be an issue with nvidia cards and the shaders used in the game.
I've compiled a range of test projects (nothing sexy or fun, it's just an image) each one running a different shader. so far, tests indicate nvidia can only open the one marked "contrast" and the others will just crash instantly.
To anyone who is using an nvidia card, would you please take a minute to download this rar and run the tests and tell me what happens?
www.ghostsonggame.com/jscreens/danshadertests.rar
this is where having a few additional people helps, because the two nvidia computers so far support the idea but with only 2 in the sample pool it could also possibly be something else.
Looking great. One thing about your animations that keeps amazing me is how I can almost feel the impact of the kicks & punches the poor brawlers are getting...
On a side note.
To those of you that have been working for a long time in the same projects...
I dare you to show the evolution of your work. Specially if you have been making the graphics all along...
(gonna quote that marvelous stuff to hopefully reduce it's size)
It's really amazing how much I've learned about making games over the past few days. I went from knowing nothing to pretty much being able to make my own 2D platformer.
However I do have a bit of a problem. I followed this tutorial on how to create checkpoints.
After I followed the tutorial step by step and played the game, I started noticing that when ever I hit an enemy I just simply respawned to the exact place I just was instantaneously. So I read the comments and did what commenter Odolwa Aztec said. When I implemented his code everything went perfect once I hit the checkpoint. If I got killed, even in the next room I was respawned at the checkpoint. However prior to coming into contact with the checkpoint, the same thing happened as before, I kept respawning immediately where I was after coming into contact with an enemy.
This link has my .gmz file so that someone who has Gamemaker can open it and see what I did wrong. I would greatly appreciate if someone took a little bit of their time to help me out.
if (global.checkpointR !=0)
{
room_goto (global.checkpointR);
if (object_exists(obj_player))
{
obj_player.x = global.checkpointx;
obj_player.y = global.checkpointy;
}
}
else
{
game_restart();
}
thanks guys -- this is definitely a challenging problem due to the seemingly random nature of who can run them and who can't, so to anyone who ran the tests please reply or PM me with your system specs so I can get more information -- anyone new who runs the tests please give your specs too.
thanks.
We've run into this aswell, some of our players get a white screen and crash. We can't replicate it, even on a wide rage of pcs that we have in our possession.
this is why I want to do console development. XD I just want one box to design for and that's the box, that's it, no variants.
and strangely the specs of peoples machines doesn't seem to be providing a lot of insight, because you see a lot of people with the same thing and one can run it and one can't. there's no real pattern here that I can tell so far.
Very true! We have one guy with an i7, 32gb ram and a gtx770 that can't run the game. And then my core solo laptop with integrated video runs the game at 60fps. Both running win7. GRRR!!!
I reckon drivers are a fairly big deal. I mean, it's working totally fine for me, but then I'm on Windows 7 with latest graphics drivers... either way, I assume there are a lot less issues developing for PC than mobilethanks. chromatic and reducer weren't configured to have a noticeable effect in that demo.
honestly I'm currently a bit confused, it's just a big crapshoot who it works for or doesn't work for.
Thanks !looks great, love the layering.
thanks guys -- this is definitely a challenging problem due to the seemingly random nature of who can run them and who can't, so to anyone who ran the tests please reply or PM me with your system specs so I can get more information -- anyone new who runs the tests please give your specs too.
thanks.
Can't stop watching this... Looks amazing as usual!
Good job. :+I wrote an article about the procedural animation system I've developed for my VR projects, including Ocean Rift for the Gear VR.
http://www.roadtovr.com/the-need-for-procedural-animation-in-virtual-reality-ocean-rift-developer/ ...
so what are you going to do?
this is why I want to do console development. XD I just want one box to design for and that's the box, that's it, no variants.
and strangely the specs of peoples machines doesn't seem to be providing a lot of insight, because you see a lot of people with the same thing and one can run it and one can't. there's no real pattern here that I can tell so far.
Very true! We have one guy with an i7, 32gb ram and a gtx770 that can't run the game. And then my core solo laptop with integrated video runs the game at 60fps. Both running win7. GRRR!!!
Hi everyone,
I don't know if this is the right thread to post this but a friend of mine has just released his very first android game and he is looking for some feedback ;D. The game is called "Frank in a HOLE" and it's a simple platformer developed on Unity. One of the main features of the game is the control layout which is a bit diferrent from what is usually used in most mobile games.
Here some animated gifs.
Here is a video with the control layout he has implemented in the game
https://www.youtube.com/watch?v=-7JR79nyJTk
The game already available at the Android Store (free of course ;D)
QRCODE
You can change the language of the game from the settings button.
Any advice/feedback is very much welcomed.
Hi IndieGAF, I was going to post this as a new topic, but as a solo developer, this seems like the right place to ask.
Some backstory: I studied game development at university, going down the programming route and was awarded a 2:1. However, the problem was that I left upper education with an extremely weak portfolio that would make breaking into the mainstream gaming industry rather difficult.
As a result of that, some difficult personal issues and a year+ stretch of unemployment, any programming skill I learned during uni has mostly evaporated in a puff of apathy and frustration. I'd still like to get back into things, so I have some questions about getting started again.
My programming experience is limited to C++ & C#/XNA, with PC, GBA & PS3 as development platforms.
Engine Choice
I'm interested in developing a 2D management sim. I have a copy of GameMaker and I'm slowly learning Unity. Should I stick with what I've got or investigate another engine?
Placeholder Art
I'm not an artist by any means. I'm absolutely terrible at both 2D and 3D art, does anyone have any advise about using placeholder art?
Where to Start
One of the biggest problems I've had with projects in the past is where to actually begin? Framework? State engine? Game logic? I know I've done this stuff in the past but I feel like I've forgotten it all.
Any help is appreciated.
I was wondering if any of you guys could do me a quick assist.. It's rapidly come to my attention tonight, after opening the game up to a couple more people, that there seems to be an issue with nvidia cards and the shaders used in the game.
I've compiled a range of test projects (nothing sexy or fun, it's just an image) each one running a different shader. so far, tests indicate nvidia can only open the one marked "contrast" and the others will just crash instantly.
To anyone who is using an nvidia card, would you please take a minute to download this rar and run the tests and tell me what happens?
www.ghostsonggame.com/jscreens/danshadertests.rar
this is where having a few additional people helps, because the two nvidia computers so far support the idea but with only 2 in the sample pool it could also possibly be something else.
Want to hear something really fun? Tales of game development, I guess.
Soon after we released our first game, we had a few random people told us that the game was chugging for them, like unplayably slow. Their specs were insane. i7, 16GB Ram, 700 series GTX, etc. etc. and it was chugging like nobody's business. This was back when we were only doing XNA development, so we chalked it up to some bad XNA libraries or something we had distributed. Told him to uninstall and re-install the XNA redists and all that jazz. Try to get them from the website. Fresh install, etc., etc. No luck.
A while later, a few more people came forward with similar issues. All had seemingly great specs and we could see absolutely no reason why this was happening. We weren't on Steam yet, so the reports just kind of trickled in as we gained more users. We estimated it was happening to about 1 in 50 to 1 in 100 people.
Finally, the day before we launched on steam I figured it out by a stroke of luck. All the people running into this issue were from Europe, and using a European configuration of Windows. This caused decimals in our scripting language to parse as whole numbers. I.e. 2.5 parsed as 25 because in many places in Europe, the comma is used instead of a period to denote decimals. This carries over to some configurations of Windows. So our script parser (which used .NET libraries, basically part of windows) was throwing out this "junk" decimal point because in EU that doesn't mean anything in numbers. This caused our scripting language to run ungodly slow because we used a multitude of Wait(x) statements, frequently with decimal time. But, Wait(2.5) was being considered Wait(25) (25 seconds!) and so forth. Anyway, we fixed it with an easy workaround, but god did that plague us for the longest time. Such a simple problem, too.
Anyway, moral of the story, sometimes specs have little to do with the issue and it's really a system config thing that your somehow not accounting for. Granted, for more out-of-the-box engines like Unity this shouldn't happen as much, but it still does. And it's a pain in the ass.
Regardless, good luck and such. I'd be happy to test it out on my other rig at home. I've only ever played on my laptop, which ran super smooth.
I think you'll find that programming is kind of like riding a bike. The principles stay with you, even if you might forget some of the low level semantics, but all that stuff is easy to catch up on thanks to Google anyway. Don't be discouraged if you're finding it hard to get back into, you still have that foundation, you just need a bit of time to get back up to speed.
I think Unity is a great choice, and it's good that you have C# experience. Although I do hear Unreal 4 is supposed to have decent support for 2D games.
Placeholder art is fine as long as you keep it internal. I honestly use whatever I find amusing at the time (lots of Simpsons pictures). Use placeholder while you're prototyping, and when you have something cool to show, try and find an artist who's interested in helping out.
As for where to start... I'd suggest just making something. But keep it TINY in scope so that you can actually finish it. Just hack it together and get your mojo back, don't even worry about best practices. I find just being able to make something is very encouraging.
Then after that, you can look into tutorials and focus more on learning best practices. Digital Tutors is supposed to have a lot of good stuff.
Hope that helps!
Okay, so I've been working on adding some simple mini-games/activities to an iPhone App of mine and right now, they're all silent; you do stuff and the game reacts, but there are no audible effects to their actions. Since I'm not really a "sound guy", I was wondering if anyone who is that's lurking or posting in the thread would be willing to help me add some sound to the games.
The three games are a Memory matching game (find the cards that are the same), a tiled picture puzzle (swap pieces 'til it's correct), and a basic trivia game.
If you want more info or are interested in helping, shoot me a PM!
In the interest of full disclosure: The App hasn't sold a ton -- just over 570 units in three years -- so I don't know if this is much of an income opportunity, but I'd be more than willing to give credit where due in the App's "About" area if that's enough.
I wrote an article about the procedural animation system I've developed for my VR projects, including Ocean Rift for the Gear VR.
http://www.roadtovr.com/the-need-for-procedural-animation-in-virtual-reality-ocean-rift-developer/
All worked fine here on my old 32-bit XP machine running a GeForce GTX 285 with the 5/19/2014 drivers. Also worked fine on my 64-bit Windows 7 laptop with a GeForce 750m and latest driers (and I made sure to manually tell each one to run on the NVidia card, because by default the laptop wanted to just use the crappy onboard Intel for them, but the Intel ran them fine too when I tried it).
I feel for you man, I really do. As the programmer, dealing with technical issues that only happened on machines I didn't have access to was the single most stressful thing about being an indie dev thus far.
I was so stressed out when we were about to release Volgarr with what could come up, and then of course stuff like this DID come up, that my wife wasn't sure I was going to survive our release window and suggested I may need therapy. I'd say its the worst part about being an indie dev. Fortunately, at least a lot of you aren't running a custom self-written c++ engine like I was, but instead using something like Unity, so a lot of the stuff I had to deal with shouldn't be a problem with a stock game engine used by lots of other games...
I've got an animator wondering how to do bipedal digitigrade leg animations.
Care to point me in the right direction?
I was wondering if any of you guys could do me a quick assist.. It's rapidly come to my attention tonight, after opening the game up to a couple more people, that there seems to be an issue with nvidia cards and the shaders used in the game.
I've compiled a range of test projects (nothing sexy or fun, it's just an image) each one running a different shader. so far, tests indicate nvidia can only open the one marked "contrast" and the others will just crash instantly.
To anyone who is using an nvidia card, would you please take a minute to download this rar and run the tests and tell me what happens?
www.ghostsonggame.com/jscreens/danshadertests.rar
this is where having a few additional people helps, because the two nvidia computers so far support the idea but with only 2 in the sample pool it could also possibly be something else.
I had no idea that Game Maker was such a competent tool. I always assumed it could only be used for basic games and go only so far. However it turns out that Hotline Miami 1 +2, Valdis Story, RIsk of Rain, Samurai Gunn, and even the super hyped Hyper Light Drifter are all made/being made in Game Maker.
Love it!be careful
(glass wont really be this easy to break)
I had no idea that Game Maker was such a competent tool. I always assumed it could only be used for basic games and go only so far. However it turns out that Hotline Miami 1 +2, Valdis Story, RIsk of Rain, Samurai Gunn, and even the super hyped Hyper Light Drifter are all made/being made in Game Maker.
EDIT - And even RPG Maker has some very respectable game such as To the Moon, Cherry House: Comedy Club, and Always Sometimes Monsters.
I was wondering if any of you guys could do me a quick assist.. It's rapidly come to my attention tonight, after opening the game up to a couple more people, that there seems to be an issue with nvidia cards and the shaders used in the game.
I've compiled a range of test projects (nothing sexy or fun, it's just an image) each one running a different shader. so far, tests indicate nvidia can only open the one marked "contrast" and the others will just crash instantly.
To anyone who is using an nvidia card, would you please take a minute to download this rar and run the tests and tell me what happens?
www.ghostsonggame.com/jscreens/danshadertests.rar
this is where having a few additional people helps, because the two nvidia computers so far support the idea but with only 2 in the sample pool it could also possibly be something else.
glDrawArrays(GL_TRIANGLES, 0, 6)
glBindBuffer(GL_ARRAY_BUFFER, 7);
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000); //position
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008); //texcoord
Starting to mess about with all the shadowing stuff in Pro!
Starting to mess about with all the shadowing stuff in Pro!
Your test executables also crashed for me with a 560ti...
Good gravy, what an awesome response. I'm not involved in the project, but kudos to you for taking so much time to look into it and reply.
May I ask what tools you used for this sort of debugging? Or did you look at the shader source directly?
Your test executables also crashed for me with a 560ti, on Windows 8.1 64-bit, driver 340.52. It gave me an access violation error (0xc0000005 accessing 0x00000000) from nvoglv32.dll.
I realize that. I just didn't know that those software could go so far. All I remember from RPG Maker when I used it when I was 14 was that it was difficult to make anything that wasn't a RPG or a Visual Novel. I couldn't have imagine making a game like To the Moon with the software.RPG Maker also powers Ib, that insanely popular art gallery horror game.
These games are good not so much because of the tools but because of the care the creators put into making their games. While tools make making games easier, they don't exactly make them easy as thinking up an idea and BOOM! There it is!