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Buster2000

Member Since 13 Aug 2006
Offline Last Active Today, 06:28 AM

Posts I've Made

In Topic: What phone should I get?

Today, 06:27 AM

 

BlackBerry:
I just feel like the keypads are its best so I can write codes while I'm away and just copy it into my pc but ofc I can do that with other phones too but lets just say if I have a touchscreen phone I would probably not write codes in it like I would do on blackberry since you know touch pads are lame.
 

If you want a smartphone, don't get a blackberry. They're basically circling the drain. As far as writing code on it, well, yeah, you could, but you probably won't (or if you do, you'll drive yourself nuts).

 

If you just want a smartphone for calls, mail, text, occasional browsing, etc, either get an iphone or a Nexus (try both if you can, and just pick whichever one makes the most sense to you).

 

If you're interested in developing apps and making money, get an iPhone. People spend more on iOS.

 

 

 

Is it still true that people spend more money on iOS?

I am an iOS developer myself but, over the past couple of years I've been doing mostly large scale banking and finance apps that are given away for free so not too up to date on the actual market place.  Certainly when I wrote my own apps and games in the past iOS was the platform that made money and with iAds even apps that I haven't maintained were making money until Apple shut the service down earlier this year.


In Topic: Who comes up with the next project in a studio?

Today, 01:54 AM

It depends on the studio.  Some studios will allow anybody in the company to pitch a game idea.  I have worked at one company where we ended up working on a game that was pitched by a 15 year old school work experience kid who was only there to make the tea and coffee.

Most of the time the ideas have usually come from the designers and producers as these guys have the most experience at putting a successful pitch together.  You can have the best idea in the world but unless you can effectively communicate it to everybody then it isn't going to get picked up.


In Topic: Code vs. drag and drop in Game Maker

02 June 2016 - 07:03 AM

In game maker you can do everything that you can do in gml in drag and drop.  However as Gian-Reto pointed out just because you can do such a thing doesn't mean you should do it.  Once you start developing anything more complex than "breakout" or "space invaders"  your drag and drop will become unwieldy and ultimately harder to keep track of.

 

 

That being said...there are two books that I would highly recommend for learning to make games in game maker.
The game makers apprentice.

and
The game makers companion.

 

These will take the student from starting with the the simplest games using using only drag and drop and gradually getting more and more complex and actually identify the point at which you need to ditch the drag and drop and start with the gml and then teach it from the perspective of somebody who knows dnd.


In Topic: Best Programming Language for Simple Multiplayer Sport Simulation Game

19 May 2016 - 01:50 AM

For a mainly online and text based game I'd go for some kind of web technology rather than a native application.

 

Personally I'd use HTML5 and code in Javascript which would be the path of least resistance.   There are tons of other languages and technologies around but this is the default language for getting shit done on the web.  Also you'd probably be able to speed up your development by leveraging other libraries that are available for Javascript  (like displaying charts or spreadsheet style data).


In Topic: maybe it could, possibly, this pass, do THIS sort of thing, for now

18 May 2016 - 06:16 AM

Do you have a producer or project manager, as well as the designer?

Yes somebody should be pruning your tasks to make sure that they are ready for development.

 

How are you assigned the tasks?
Are you in some kind of Agile team.

If so how can your ScrumMaster even accept a story into a Sprint without a properly defined goal / criteria.  How are QA even supposed to test this if nobody knows what it should do?

 

 

Can you not just reject the task and assign it back to the designer until they've decided what they want you to do?

 

 

 

In short to answer your question.  No this isn't normal and you are entirely justified in complaining about this.


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