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1411124 Posts in 69302 Topics- by 58375 Members - Latest Member: Essential34Games

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1  Community / Jams & Events / Full Indie Summit 2017 in Vancouver on: June 22, 2017, 12:24:17 PM
Hey TIGSource! If you've visited Vancouver, Canada, you're probably familiar with Full Indie -- our big and friendly indie development community. Each year we put on a conference called the Full Indie Summit. It's a day full of presentations and conversations about making games...independently!

This year we're hosting the conference on October 21st at the Vancouver Playhouse theatre. We're expecting over 500 creators to attend this year. Hopefully you'll be one of them Smiley

If that sounds interesting to you, you can grab a ticket right here:
 
https://www.eventbrite.ca/e/full-indie-summit-2017-tickets-34884975902

And if you're interested in giving a talk, you can check out our Call for Speakers here:

http://www.fullindiesummit.com/call-for-speakers/

We'll help any out of town speakers with travel costs, so send us a pitch no matter where you are!

That's all for now Smiley Cheers! Beer!

-Bryant
2  Developer / Technical / Implementing rhythm game time windows? on: August 06, 2016, 05:36:05 PM
Hello Grin

I'm trying to implement high-precision timing windows for a rhythm game (in Unity/C#, if you're curious), and I'd love to hear how you would all approach the problem.

Here's where I'm at right now:

I have 6 tiers of scores that each depend on how close you are to hitting the (right) button at the right time:

  • Perfect: Within 1/60th of a second of the target time
  • Great: 2/60th of a second
  • Good: 4/60th of a second
  • Okay: 6/60th of a second
  • Bad: 8/60th of a second
  • Miss: Anything worse than the above

In code, rather than expressing these values in seconds, I express everything in samples. The song is played at a certain sample rate (number of samples per second). I know how many samples have been played at any given point during the game, as well as the number of samples played for each of the target times that the player has to tap a button.

The current song I'm testing is being played at a sample rate of 44100, which means the player only has 735 samples of leeway in order to hit the Perfect time window (Sample Rate * ( 1 / 60 )).

The problem I'm up against is that the number of samples played per frame isn't actually constant. As an example, assume the game is running at 60FPS, the target beat is on frame N, and the player hits the button on frame N + 1. The player hit the button within 1 frame, so they should receive a Perfect score. But the number of samples played by the audio engine within that time is often greater than the number of samples that should be played within 1/60th of a second (735 samples).

It's not a big deal in the Perfect scenario; if the time window is 735 samples but the actual sample delta per frame is, say, 1000, I'll still treat that as a Perfect hit:

Code:
int perfectWindowInSamples = (int)( Math.Max( ( 1 / 60d ) * sampleRate, sampleDeltaFromLastFrame );

But what if the player hits the button on frame N + 2, or N + 4? How do I factor in multiple frames where the number of samples per frame could be more or less than Sample Rate * ( 1 / FrameRate )?

I have a feeling I ought to store a history of sample deltas per frame (up to as many frames as I care about to assign a proper score) and then factor those numbers in when calculating the actual timing windows for each score tier. But I was hoping I could get another opinion from the forum just to make sure I'm not crazy  Shrug

Thanks in advance!  Kiss
3  Community / DevLogs / Re: Lakeview Cabin Collection (horror comedy) Trailer + Greenlight! on: May 29, 2014, 08:46:53 AM
The game is now on Greenlight!
http://steamcommunity.com/sharedfiles/filedetails/?id=264238352
Here's also a trailer:




So I'm finally able to reveal that the game is episodic! Smiley Feels good the get it out of my system. If anyone has questions about it, go ahead! Smiley

Amaaaazing  Hand Shake Left Shocked Hand Shake Right Addicted
4  Community / DevLogs / Re: Lakeview Cabin sequel (horror comedy) NSFW on: May 15, 2014, 01:25:13 PM
I would recommend not thinking about how to retain the charm. If you overthink it, you'll probably lose it! Just be yourself! Smiley

For me, the original was great because of all of the "ambient" interactions the player could perform. It turned the game into a storytelling tool; I could stitch together a bunch of interactions and imagine a story for the character. The 70s slasher movie vibe also primed my brain to interpret the interactions in a cool way.

(That's kind of abstract, but I tried Smiley )

Also, maybe it doesn't make sense to chase the feeling of the original? I think a lot of the "feeling" of the original came from its small scope. By expanding upon it, you're turning it into something new. Maybe the feeling is changing with it?

Again, super abstract and fluffy... But whatever Smiley I will buy and play whatever it is this game ends up being Smiley
5  Community / DevLogs / Re: Lakeview Cabin sequel (horror comedy) NSFW on: May 15, 2014, 12:49:08 PM
Just quickly chiming in to say that I, too, am *super* excited to play this game Smiley I loved how much charm and personality you crammed into the original prototype.

Keep it up!  Beer!
6  Jobs / Offering Paid Work / [Paid] Looking for Traditional 2D Animator on: July 25, 2013, 10:27:56 AM
Hey everyone Smiley

I'm looking for a 2D animator to take some character concept art and create a few game-ready animations (basic idle, walk, and run cycles). We want to avoid that paper doll/tween-based animation style. Instead, we want something traditional with a pretty low frame count (5-10 per animation).

We're also working at a very high resolution; our target resolution has a height of 1800px.

This is a paid gig, and we can discuss the budget privately Smiley

Shoot me a PM or reply here if you're interested Smiley Please include a link to your portfolio.

Cheers!  Coffee

-Bryant
7  Jobs / Portfolios / Re: 2D Artist for Hire: Concept/Texture/Background on: August 02, 2012, 01:34:44 PM
So beautiful!  Kiss
8  Community / DevLogs / Re: HUEBRIX (Grid Puzzler!) on: July 18, 2012, 10:00:11 AM
Puzzlejuice much? Undecided
9  Community / Jams & Events / Re: Seattle People? on: July 04, 2012, 01:06:36 PM
There's this: http://www.seattleindies.org/. And if you ever feel like taking a trip up to Vancouver, we have a great monthly indie meet up: http://www.meetup.com/Vancouver-Indie-Game-Developers/.
10  Developer / Technical / Re: Android/iOS multiplatform engines? on: June 18, 2012, 11:27:47 AM
I use Corona and it is excellent Smiley You can also check out Moai (a bit too low level for me), Gideros (haven't tried it), or Monkey. Game Maker Studio also exports to iOS and Android, but you need separate licenses for each platform.
11  Community / DevLogs / Re: forma.8, iOS action adventure game on: June 08, 2012, 08:19:01 AM
So beautiful Smiley How are you finding Ragespline and Ragetools?
12  Player / General / Re: What are you reading? on: May 30, 2012, 10:08:58 AM
I just started reading Ayn Rand's Atlas Shrugged. It makes me want to play Legend of Zelda: Spirit Tracks Smiley
13  Developer / Technical / Re: Pixel Art Faux Pas? on: May 27, 2012, 02:46:10 PM
Simple enough! Thank you for the quick replies Smiley
14  Developer / Technical / Pixel Art Faux Pas? on: May 25, 2012, 10:38:30 PM
I've never worked with pixel art before, but I'm considering it for my next project. I'm a bit intimidated by the idea, though, because there seems to be a number of proper techniques for integrating and handling the art that I'm not aware of.

A few questions come to mind right off the bat:

1. Is there a right or wrong way to scale the pixel art up? Does my fullscreen resolution have to be a multiple of the pixel art resolution? What if it's not?

2. Do you only use integers to position sprites? No floats? With Unity specifically I've noticed that the art gets slightly distorted if I change the camera's aspect ratio (some pixels become thinner than others). Is that a related problem?

Please excuse my ignorance Smiley
15  Jobs / Offering Paid Work / Re: Tilesets @ $0.05(Five Cents) per Tile on: May 25, 2012, 04:45:50 PM
I just sent you an email Smiley
16  Community / Townhall / Re: Super Office Stress on: May 14, 2012, 09:46:28 AM
This makes me so happy Smiley
17  Community / Jams & Events / Re: Vancouver BC indies for future jam space? on: May 10, 2012, 09:41:08 PM
Never any physical meetups?? Have you not been to Full Indie? There's always a waiting list for the monthly indie meetup. And I believe they're planning a game jam this summer.

Hop on Meetup.com and do a quick search for Vancouver game dev meetups. There are 3 or 4 that I attend monthly, and plenty more depending on your interests.
18  Community / DevLogs / Re: Graveyard Snuggle: A Physical Party Game on: April 26, 2012, 01:18:54 PM
It's out! Smiley

Grab it now on iTunes, Amazon, or Google Play!

Thanks to those of you who participated in the TestFlight beta and offered feedback! Much appreciated! Smiley
19  Community / DevLogs / Re: Graveyard Snuggle: A Physical Party Game on: April 25, 2012, 08:15:34 AM
It's done! Smiley

The game comes out tomorrow, April 26th on iTunes, Google Play, and Amazon's Appstore for Android Smiley I'll post store links tomorrow when it's online Smiley

You can check out this little gameplay video to see some snuggling in action:

20  Community / DevLogs / Re: Graveyard Snuggle: A Physical Party Game on: April 09, 2012, 08:28:59 AM
Update: I honestly thought this project would only take me a couple weekends to finish. I totally underestimated how much effort it takes to actually release something to the world Smiley

With that said, the game is ready for release on iOS. I'll be submitting to Amazon's Android app store this week. I'm still on the fence about releasing it on the Google Play marketplace. Is it more trouble than it's worth? Concerned

I'm also an hour or two away from finishing up the gameplay trailer Smiley I'll post it online closer to the game's release date (right now I'm targeting Thursday, April 26th).

That's all for now! Smiley
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