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Messages - dreamerman

#1
Dark Worlds Movie and Gaming Music Build your own Bundle on Fanatical
Music packs of various genres for movie/game projects.
Tiers:
2 items -> €3.30
8 items -> €8.80
17 items -> €13.25
End date: 03.04.2024

Music packs: Breaking the code, Forgotten realms, Freakshow, H(A)UNTED- Outlast, Pandemic, Lunacy, Cyber vampire killer, Midnight worship, Paranormal evening, Beyond the horizon, The Archives chronicles 1, Shadows guild part 2, Spectre, Starfield, Slaughter at the lake, Shadows guild part 3, The Archives chronicles vol 2.

#2
THE BEST OF SYNTY GAME DEV ASSETS #2 REMIX on Humble Bundle
Low polygon 3d models: environments, characters. Mostly suited for more advanced 3d game making tools, but something ma be usefully in simpler projects.
Tiers:
4 items -> €1
9 items -> €22
23 items -> €23
End date: 25.03.2024

Assets packs: Ancient Empire, Sci-Fi Space Pack, Farm Pack, Office Pack, City Zombies Pack, Town Pack, Fantasy Characters Pack, City Characters Pack, Fantasy Characters Pack, Icons Pack, Nightclubs, City Characters Pack, Fantasy Rivals Pack, Fantasy Pack, Prototype Pack, City Pack, Spy Kit, Explorer Kit, Snow Kit.

#3
From time to time there are nice deals on game related software, assest's or programming books on different websites, I thought that would be easier to inform about them in a single topic with little description so anyone interested would easily check basic info about particular bundle/deal.
Personally I check bundles on Humble Bundle, Fanatical and itch.io, if you will find something not mentioned here don't hesitate to post it.


To start, there is Melodic Mayhem: A Comprehensive Audio And Music Bundle on Humble Bundle
It contains royalty-free music tracks and sound effects for games, full price isn't high for what if offers, whole pack is something around 20GB of assets.
Tiers:
8 items -> €1
23 items -> €13.85
45 items -> €18.47
End date: 14.03.2024

Music packs: Magical, Western, Orchestral Ambient, Electronic Ambient, Chiptune Music, Casual, Synth Fantasy, Nordic, Orchestral Rock, Industrial, Synthpop, Rhythmic, Fantasy, Unreal, Unity, Godot, Ambient, Classical, Electronic, Hip Hop, Horror, Japanese.
Sound FX packs: Impacts, Fire, Horror & Suspense, Hollywood Action, Medieval Sound, Environmental Ambiences, Cyberpunk, Foley: Footsteps, Foley: Appliances, Foley: Movement & Locomotion, Vehicles: Cars, Steampunk, Jingles & Stingers, Computers & Machines, Simple Magic, Microscale: Bugs, Casual & Mobile, Water, UI & Menus, Science Fiction.
and plugins for popular game engines.


#4
@Kitty Hello
Good to hear that, as it gives hope for possible other targets like TV's, as they should support WebAssembly, at least I hope so.

@D2O
What error is visible in browser's JS developer console (or however it;s called in other browsers beside Opera), other thing is that from what I remember GLB used some internal http server for testing html5 projects, are you using separate client like Xampp?
#5
It would be nice to have some list of functions not working in HTML target and possible workarounds, in one post or something. Fully working HTML5 game can be for example packed into UWP or whatever it's now called and played on Xbox consoles. That's off topic but C++ inline and additional libs like SDL are not supported most likely, as SDL has some HTML5 port from what I remember.
#6
Merry Christmas and all the best in New Year :)
#7
Generally VSync in full screen should work, one thing that's some kind awkward is that GLB starts glBegin right after flipping buffers.. Problem may be dependent from GPU/OS/drivers combination, as mentioned try forcing VSync in gpu drivers control panel. On older Vega iGPU I don't see issues (full screen, 60Hz display, fps set to 60-120 always limited by vsync to 60 without screen tearing).
You can also check stability of rendering frames with some software like MSI Afterburner or new Intel PresentMon.
#8
Tutorials / Re: Chat.GPT
2023-Sep-09
All that AI stuff evolved so much in couple last years.. We are on the verge of revolution in many aspects of creative work, such AI tools will replace many 'creative' professions and on other hand will create new ones.. Imagine if someone is writing a legit book and need some art for cover or as illustrations for new chapters, now he can use MindJurney by him self and get something interesting, on other hand artist can use such tools to fastly generate many different visions/sketches of some client idea and later use it as base for further work and so on.. AI can now write basic books (like motivation, biography, books for kids), but will not write large series or universe that makes cross reference (like Cosmere - by Brandon Sanderson), but could be used for new ideas or to make parts of narration. Maybe it would be usefully in writing some parts of more advanced code not only simpler examples (but fact that it already can write a working game in such niche language as GLB is stunning).

On my hand I'm interested in game asset creation, more particular sprites with animation or something that would be usefull in a game, yet still such AI models need a lot of training in that direction (and of course it will be hard to deliver competitive art for them). Those are couple examples generated with Leonardo AI with different creation models:
#9
Presentation is very good, clean and nice, one thing that I could advise is to tune colors a bit more, so they could be easier to distinguish- some color combinations like light/dark orange and red can cause problems on lower brightness / worse screens.
On gameplay side you can add something like counter to each color to show how much more tiles need to have that color and some marking that 3x3 square, column and row are filled properly - numbers are easier to read in that regard, so faster to fill up, that are some 'quality of life' features that were present in one mobile sudoku game that I played passionately for couple of weeks to beat personal records.
#10
1) 'build' function uses Win32 as target platform, not sure if always.
2) in previous GLB versions it was compiled to distribute/Win64, not sure why now it's Win32, nevertheless
latest compiled version is always copied to 'project_name.app' path, so yuo can use that.
3) 64bit windows is treated as separate platform, so you need to specify proper starting resolution in Project->Options
#11
It is worth to note that this is the 'ver 7', so newest, I didn't saw it on forum previously, to this date I had ver 6, thanks for uploading it ;-)
#12
3D-snippets / Re: SGEngine
2023-Jul-14
One day I'll definitely need to use this in some project.. yet I'm still in 2d era games heh :D
btw. where there any updates to Irrlich in last years or it isn't in 'active development' for some time?
#13
Sorry, I didn't notice your posts.
That AV thing is mostly caused by heuristic module in BitDefender or it scanned your app and saw references to steam_api.dll so it blocked that. I would advise to add GLB compiler and possible project *exe to the white list.
And answering to your question, yes this is the best way to add Steam achievement to GLB games at this moment. Leaderboards/rankings also work, yet they require a little more work to implement.
To start, enable achievements for your game in the Steamworksnd admin page (not store page), add some achievements (names, descriptions, graphic) to steam list, and publish update (still only steamworks page, not store page). Now you are ready to add code in your game, just like in first post, init 'stats_manager_object' object, add achievements info, and use them with updateUserStat or unlockAchievement. If you will have any questions or problem don't hesitate to ask, preferably by PM as lately I visit forum not to often :/
#14
I wish You all Merry Christmas spent with your family without worrying about everyday problems and Happy New Year, may the coming year be simply better than previous, and have a great New Year's Eve party.

Best Wishes ;)
#15
Most likely you will need to wait until KittyHello or Spacefractal will fix this along with that volume issue that you mentioned in other topic. As temporary workaround you could use something like LMB hold delay, so if user holds LMB for like 200ms it has different behavior than normal click that sets 0/1.