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Awesome job so far everyone! Please give us your feedback on how our article efforts are going. We still need more finished articles for our May contest theme: Remake the Classics

CRYP7IK

Member Since 14 May 2006
Offline Last Active Today, 12:40 AM
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Posts I've Made

In Topic: Women vs Tropes in Video Games

10 March 2013 - 04:53 PM

Wow.

I seriously can't believe that on a forum that's supposedly populated by intelligent developers I'm seeing such pathetic defensive posts.

Her points are entirely valid. For any triple A game you can name where we have a strong female lead, I can name TEN where they are damsels or male titilation as leads.

 

How do you know this is populated by intelligent developers? Just because someone is registered to a site, be it reddit, teamliquid or whatever doesn't make them intelligent. This is an annoying...idea that is self perpetuated by the people inside so many communities.

 

That is not a point, but it is a valid observation.


In Topic: Women vs Tropes in Video Games

08 March 2013 - 07:45 PM

I don't know why people are caring so much about how much money she made or anything beside the content of the video.
She touches a topic that is out there: women want a different role on the media.

 

Women are free to have a different role in the media. Nothing is stopping anyone from doing what they are saying.

 

If they so badly want a female protagonist or antagonist no-one is stopping them. What she wants is others to cater around to her tastes, which is fine that's what everyone wants, but to wrap it up in 'feminist' issues is dubious at best. Not to mention there are games with female protagonists already and if she did her research she would have found them.

 

She basically pointed out that women are used as a motivator for stories, yes everyone knows this. Why is this bad and/or sexist? THAT is what she failed to deliver IMO.


In Topic: Article Inspiration

08 March 2013 - 06:47 PM

I think this is a great idea, however I think the delivery of these articles does need to be discussed as well as ease of writing an article, how easy to find and accessible the articles are. What is the stance on Localisation? Are we going to bother with it?

 

First of all, should it be standard practice to include videos with the article (I think it should be, some people require visual and audio aids to learn)? Does GameDev have the bandwidth or do we host those videos with youtube and link to them? Are we even allowed to include videos in an article or is this supposed to be book-like only? Some serious thought should be put into this as we are using the web, why limit ourselves to being a book, why not a super-book! Obviously we would still have to make sure we have lo-fi versions(No automatically loaded video and make this easily accessible) to bring in those with limited bandwidth.

 

We should also think about the writing process of the articles, if you want more people writing articles you should make it easier to write them, so I have thought up of a few ideas to help in that regard, here is one. Make articles more of a collaboration rather than one author does one topic. You would probably have to limit collaborators to a few people, or have something like a 'pull request' on articles. This would alleviate the problem of  an Author feeling overwhelmed with writing (Well, if someone actually contributes).

 

Some topics I think should be covered include waterfall all the way to all the agile project management techniques and what free sites \ programs are available to use to handle projets (Trello, smartsheet etc).

 

Sidenote: Until I saw the board this was posted in and the title I saw development libraries and thought a GameDev.net engine! Then got super excited until 1 second later when I actually started reading things. sad.pngtongue.png

 

 

 

 

 

 


In Topic: Evaluation of Ephenation, a voxel based MMORPG

24 February 2013 - 07:55 AM

Oh wow, that is an amazing and ambitious project! You seem like you have the ability and experience to finish this as well which is pretty rare...

 

I am surprised no-one has commented on this yet. Well I found one bug! Whenever I quit and log back in again I leave a copy of myself (But I have an actual human mesh instead of a frog mesh.). Other than that I killed a few of those enemies and got some XP, the health potion works nice tongue.png Too bad I never saw anyone else. It's late where I am at the moment but I am definitely going to look further into this project after some sleep!

 

Just a heads up, it took me a while to figure out what was actually happening, you should put up a direct link to your main website and github page, as I think that is what is holding most people back.


In Topic: Peer review of some sort.

24 February 2013 - 07:04 AM

I had a quick squiz and these are parts that imo need fixing:

 

  1. Your game class has static values for some reason when they could in fact be given in the constructor (Screen width, height, bpp and max fps).
    1. You could then also load those values from an ini file or something to stop having any kind of magic numbers
  2. You aren't dealing with the fact that your game might run at an fps lower or higher than 60. Have a look at delta time in regards to games or physics simulations or if you want something more advanced google Fix your timestep.
  3. You are manually calling move and draw on your entities, what if you wanted multiple balls in the game? Have a generic update and draw method which entities can implement and just loop through them calling those two methods.
  4. All entities have a score, I don't know why. Should be in your game class or in a paddle class.
  5. You are using a string to decide between a ball and paddle in your base entity class. I don't think that's the best way, you could have something like Entity->MoveableEntity->ChaseObjectEntity. (I start making things complicated here...)
    1. You could also then have a Controllable->PlayerController and AIController. That way you could have an ai controller attached to a paddle class so two AI's could vs eachother or have EasyAI and HardAI controllers.
    2. Plus a Collidable class where collidables are inside the collision class and all get looped through and checked for collisions, the ball would reverse it's velocity on collision. Collidables would need an OnCollision function.
  6. You need to make sure you keep to the same naming convention (KeyState and Collid vs mPlayer etc)

 

Well...I got a little carried away and this seems a little overkill for this game but it would make it more generic and give you the ability to add more things easier! Something I did like was the simplicity of your code it all does what it needs which is fine, remember that!

 

 


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