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Showing results for tags 'simulator'.
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Hello everyone, in late 2013 I started experimenting with what is possible using JavaScript/WebGL (coming from a computer engineering - C++/Java university background). Over time it grew into a game engine and then this game, as I worked on it in my free time next to full time jobs and more recently, contracting work. So it is entirely custom code (the only library used is RequireJS to load the JS files themselves), and I made all the assets as well (models, textures, music, sound effects (using some free CC licensed sound samples as a base) - you can find details in the "About" page in the game. As a result, the engine features and asset quality are rather modest. It is still heavily work in progress as the title suggests, but it has become quite playable recently, so I decided to share it here. About the game My goal is to create a fully fledged 3D space sim with procedurally generated missions that can be played on any computer with a modern browser. I am going for more of a softcore sim feel rather than an arcade one (there are many arcade options these days, but I prefer the more serious, elaborate controls of sims, without the time/hardware investment needed for something like Elite: Dangerous - which also doesn't run on my linux machine) Check out the facebook page, where I post updates and you can also find a recent gameplay teaser video. Game features (so far): full 3D, 6 degrees of freedom gameplay Newtonian physics (with flight assist) basic combat mechanics (primary weapons, shields, flight modes, targeting) 11 simple, authored missions (+3 training missions) against AI in-game database with info about the ships detailed, persistent graphics and control settings graphics settings automatically lowered if default settings are not supported by the hardware (high FPS is not ensured, only that it runs) joystick support an editor to mod the game (even more WIP/unstable than the game) Planned (missing :)) features: procedural missions, with ship upgrades in-between advanced combat mechanics (missiles, jamming, boosting, communication with wingmen) more content (ships, weapons, more detailed environments....) multiplayer Also a lot of polish, HUD changes, performance optimizations etc are planned. You can get a general idea by checking out the issues page of the game's github. Please note! The download size for the game can be significant (tens of MBs - depends on graphics settings and the mission being loaded), so I do not recommend trying it with a plan where you pay based on the amount of data! Play it here Let me know what you think! Technical info You can check out the code at https://github.com/nkrisztian89/interstellar-armada. Feel free to fork it - since it is 100% client side code, you can just throw it into the public HTML folder of your server (e.g. Apache) and it should work locally right away. Then you can use the built-in editor in the tools folder (localhost/the_folder_you_put_the_game/tools) to see how the game data files are organized, play with them (to apply the changes just hit export and then overwrite the original with the exported file in the data folder). Note that you cannot create or export missions or edit config/settings from the editor (as of now) Since this is a long project and I regularly revisit and update parts of the codebase that I might have not touched for a year or so, I try to keep it organized and nicely commented even if just for myself. However, this is not the number one priority, so there are parts of the codebase (which at this point grew above 60,000 lines) which are in terrible, terrible shape. I believe the best example of this currently is the code for the HUD.
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Hello. I'm indie game developer and currently working on Offroad Mania — game for everyone, who like off road and challenge. Offroad Mania on Steam https://store.steampowered.com/app/1222040/Offroad_Mania/ Write me in Discord and I give free game keys https://discord.gg/S7qpVaB Free web demo https://html5.gamedistribution.com/268e3f7dc6e6481298fafa5f3cf9e911/ Features: — 120 levels with rocks, trees, bridges, springboards etc. — 5 amazing 4×4 off road cars for fun — Car physics based game — Car and driver customizing — Fun driving gameplay — Colorful and clean game graphics — Gamepad support — Fullscreen mode p.s. In the future, I plan to do free updates (new cars, new tracks, etc.). Therefore it is very important your feedback and suggestions. Thanks for comments! Contacts: Email: [email protected] Discord: https://discord.gg/S7qpVaB Twitter: @activegames
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Heya guys, Today I've decided to put Arcade Builder live on Newgrounds, hopefully I'll get some feedback and then can but this project to bed after any tweaks and then onto the next project. Arcade Builder is a business simulator which lets you build and manage your own games arcade. You can find the link here: http://www.newgrounds.com/portal/view/696901?updated=1500890537 If you have a Newgrounds account it'd be great to receive some votes/reviews. It is written in HTML5 and uses PixiJS to render. It took roughly 5 months in total with a lot of chill time in between (lurking here and playing games). I still plan on doing more with this game, but under a different title/theme next time, I'm thinking of adding crafting. For those who may be interested, here is my favourite video during development: I have created a playlist of all the footage I took during development: Thanks guys, have fun, Jam.
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Hello! I'm new to game development and I wanted to make a time-based game, I don't know if that's the right term, but it works something like how farm simulator games work, where the player plants a seed, then wait long periods of time for the seed to grow. That means, the player is able to close the game, and after a period of time (enough time to grow the seed), opens the game, and they'll see the seed grew into a plant. I don't know what framework is best for these type of games, but for now, I'm planning to make it as a text based game, build it like a website (HTML, CSS, PHP, & JS), then host it on my web host, so my table-top-gamer friends would be able to play it anywhere. Basically, my plan is to make something like a multiplayer Risk game, where 2 teams fight each other, and each team consists of 3 players. They are able to gather resources so they could build their army, and then move their army around a grid based map (like chess: "move pawn to D7"), until they are able to destroy or conquer their enemy's castle. The game revolves around the time system since all actions require time (training of units, building of defenses, moving a number of units to a location, etc). Any advice is appreciated P.S. I'm a web developer, this may sound stupid, but I'm planning to make the game on WordPress, I just need to figure out on how to make the time system lol
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I was just wondering which Canvas/JS framework would best fit for building furniture simulator. I could technically build it with jQuery but I need something that will ease my work. Here is a screenshot I made: This is built with Flash but I need to build in JS. WHat do you think, would Phaser be best fit here? There is snap to objects, some spritesheet logic to simulate fake 3D and drag and drop elements to place. But yes it is for Canvas processing. The dashboard top would be html input fields I guess, even better if I could make them inside the canvas.
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I am pleased to announce the v0.7.1 release of the Omega Simulation Framework. The release has been cut and tagged on github and deployed to the omegaverse.info Omegaverse node. Omega is an Open Source (AGPL) universe / space sim that serves requests over JSON-RPC. Users may use clients running on any platform to connect to the sim via any transport to create and control cosmic entities, ships and stations, recurring missions & events, and more. Omega comes w/ a full featured WebGL frontend based on Middleman and three.js. This renders components in real time and allows users to access and manipulate entities right from the web browser. Many thanks go out to all those involved with the project so far, both on the technical and community side for their awesome and hard work! New contributors are also more than welcome, and if anyone had any thoughts / ideas or questions, we'd love to hear them! This release brings many new features including new graphics and animations for Omega entities and operations, optimizations and fixes to the frontend and backend, various new mechanisms through which to interact with the simulation, and more. You can view the complete changelog here Be sure to follow the repo and join our chat channel and mailing list to keep up with updates. Until next time, happy hacking!
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GAME #1 - PlaneMaker - Kids game. The first part of the game lets a user create their pilot from 6 predetermined avatars. This is where we get their basic info like a player name, email or other info. They select between the Male or Female pilots, and can then customize their pilot avatar (3 male, 3 female characters) After the user has created their avatar (Pilot) we then begin the PlaneMaker game. PlaneMaker requires players to race against the clock to build their ultimate plane. In 30 seconds, they have to select the parts of their plane, and build it before the timer runs out. Parts will come off a conveyor belt and the user can swipe or click to take the parts they want. This game shows the style and conyer belt feel required. http://www.nickelodeon.com.au/games/ac-conveyor-belt-madness/5a6v3e Game #2 - FlightSimulator - Adults game FlightSimulator is a time trial game where a user has to fly their plane around a circuit, and move through as many checkpoint markers within the 60 second period If they miss a marker, they lose 5 seconds on their overall time. Once they have completed the course (in 60 seconds) they have the option to share their score on facebook, which posts how many markers they managed to move through within the 60 seconds. Ideally the plane will be a forward facing game like this https://www.youtube.com/watch?v=pmnsjRg-OE4#t=52 O as a second option it will be left to right style http://www.youtube.com/watch?v=i_rGz6qzK0c#t=21 Please note that this is for reference purposes only and would not be what our final version would look like, but it gives you an idea of the concept of racing through checkpoint markers. I will pay $1000 per game