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Member Since 13 Aug 2006
Offline Last Active Today, 12:41 AM

#5303051 Pokemon Go. Similar Ideas?

Posted by Buster2000 on Today, 12:41 AM

The GPS part of the Pokemon Go isn't unique or original.  People have been trying to make these kind of Map / GPS games since we had GPS available on mobile phone.
I can remember playing one called Triangles on my Sony Erricson back in 2005.  The thing is that other than Ingress none of them have really taken off.  

If you did a Google search for GPS games before Pokemon Go was released you would have found dozens of results (Its a bit tricky now since searching for anything to do with GPS and games will just return Pokemon Go stuff now).


In answer to your question No I don't think a large number of people would be interested in a similar game without Pokemon branding.


Ingress was OK but, at the time it was popular it was because it was owned by Google and they were pushing it onto anyone with an Android handset or a Google+ account.

Pokemon Go has done well but only because of Pokemon.  They could of released a Flappy Pikachu game and it would still have done well.

#5302434 Help Deciding On New Language

Posted by Buster2000 on 25 July 2016 - 02:10 AM

You could try Monkey which is very similar to BASIC:





Or also Haxe which is also a very easy language to get to grips with:

#5298533 Is using one the switch statement better then using multiple if statements?

Posted by Buster2000 on 29 June 2016 - 09:49 AM

If you are using switch() statements for micro-optimizations, there are other tricks to be aware of also; putting your more-frequently used branches closer to the top of the switch() supposedly helps, though I've never tried it. 

I thought this was just an optimisation for Java.  I can remember doing it back in the 90s when porting C++ code over to Java because the C++ compiler would optimise it away but the javac compiler wouldn't.

#5294631 Code vs. drag and drop in Game Maker

Posted by Buster2000 on 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.

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.

#5292424 Best Programming Language for Simple Multiplayer Sport Simulation Game

Posted by Buster2000 on 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).

#5292261 maybe it could, possibly, this pass, do THIS sort of thing, for now

Posted by Buster2000 on 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.

#5291831 how can neural network can be used in videogames

Posted by Buster2000 on 16 May 2016 - 07:17 AM

Article here about how Codemasters used a Neural Net for Colin McRae rally 2:




#5291117 A Brain Dump of What I Worked on for Uncharted 4

Posted by Buster2000 on 11 May 2016 - 06:45 AM

Awesome thanks for sharing.  Would be nice to see this posted as an article.

#5288098 How did you learn making games?

Posted by Buster2000 on 22 April 2016 - 01:52 AM


I mean nowadays if you want to code you can use the Web but, you are only going to find coding stuff if you are searching for it whilst back in the early 80s it was kind of thrust in your face.

A lot of that vibe seems to be present in the Rasp.pi scene, magazines there publish Python code to hack.
Robotics also seems to catch on nowadays.



Yeah the Raspberry Pi scene is pretty awesome also the new micro:BIT that the BBC has started rolling out in schools.

#5287738 How did you learn making games?

Posted by Buster2000 on 20 April 2016 - 02:45 AM

What was the language you used for for first?

ZX Spectrum BASIC,  then Amiga Asm, Then C++ and Pascal


How much time did it take to learn the language? (When were you able to do on your own, a game)

Not long. Surprisingly back then in the UK programming was more readily available.  There were at least two TV programs teaching BASIC coding, several magazines, every computer games magazine had type in code listings.  Even a lot of the story books in the school library had type in adventure games in the back (The Ghost of Thomas Kempe is one that I remember).  Some mainstream broadsheet newspapers also had code listings.
​The school book clubs regularly features the Usborne programming books too.

I mean nowadays if you want to code you can use the Web but, you are only going to find coding stuff if you are searching for it whilst back in the early 80s it was kind of thrust in your face.


Are you still making games?

Yes in my spare time.


Have you uploaded the game to somewhere

I have published games on the App Store and also worked on several Console games.  Any of the stuff I did in the 80s and early 90s is gone due to all medicks and stuff getting stolen in a couple of burglaries at my parents house.

#5286650 Change inapp currency language?

Posted by Buster2000 on 13 April 2016 - 07:36 AM

If you are on iOS you can create sandbox test users in iTunes connect.

When creating a test user you can specify their iTunes store country.  

Log out of the app store on your test device.

If you run your app when you retrieve your list of purchases they will still be in your default (Swedish) currency
Make a purchase it will prompt you to log into the store so log in using your test account.

Quit the app and start again
Now when you retrieve your items they should have the local currency of your test account


Its been a couple of years since I last made an app with IAP so things may have changed since then.  Also it is a bit of a long winded process especially for testing permenant purchases as you will need to use a new account after every purchase.

It is a lot less painful to do it the way Olof described above.

#5286431 programming language for android.....

Posted by Buster2000 on 12 April 2016 - 01:57 AM


I can't decide if i will study native language like Obj-C and C++ because I'm worried that maybe this language will no longer exist in the next decade.

Actually your thinking is backwards.
C++ has possibly been around longer than you have been alive (as for me it is only 1 year younger) and will be here long after you are dead.
If you are planning on programming in 10 years, you should be focusing on C++, as it is the only language guaranteed to be here a decade from now.



L. Spiro



Just because C++ has been around for a long time doesn't guarantee that it will be around forever.   Just about every survey I can find shows that C++ usage has been declining for years.
I don't want to start another language holy war as I am a C++ coder myself and well aware of its merits and well aware that the language will most likely be around in 10 years time but, it is already getting harder to find C++ development jobs outside of a few niche fields.

#5286257 programming language for android.....

Posted by Buster2000 on 11 April 2016 - 02:41 AM

Currently i am using only java with eclipse IDE, My GL takes a whopping 5 minutes to render (no exaggerations), AND that's a BIG con

Is this in the emulator or on a real device?


Your choices should be between Java and C++ (with the NDK), but these were mostly outlined above.


These are the main languages that are supported natively.  Java is the easiest to get into (being the default language for Androids Dalvik virtual machine) but, it is not as portable as C++.  Unfortunately the C++ debugging on Android is rubbish.


You can also replace Java with any other language that is capable of running on the Dalvik virtual machine.  Its a fairly exotic way to go but there are guides around that tell you how to get going.  The main replacement languages I've seen used in real world apps are Clojure, Scala and Ruby.  Could be a good choice if you are an expert in any of these languages but, difficult to find support if anything goes wrong.



There are several Engines or Frameworks available that allow you to use other languages such as Haxe, Monkey-X, HTML5 / Javascript, GML, C#,  Python, Lua to target both Android and multiple other platforms.  Good points is a lot of these engines have huge a large comunity, support forums and books / documentation available.  The downsides could be performance if you want to do something really specific and also failure to support a new feature on release.



There are also several solutions available that allow you to convert (cross - compile) Objective-C iPhone applications to Android.  These have varying degrees of success but, one of the more popular ones "Apportable" works pretty close with the cocos2d guys so that porting an iOS app that is written using the cocos2d framework is fairly painless.  Good if you already write iOS games using the cocos2D framework but, probably better just to use cocos2d-x (C++) in the first place.



I think before asking which language is the best for you there are a few other questions that you need to ask first:

Do you only intend to target Android or do you want to target multiple platforms?


Do you want to write everything from scratch or use an existing framework or engine?


What programming language(s) do you already know?


If you want to use an Engine or Framework then do you want to be able to do everything in the editor or code everything at a lower level?





The truth is that you can use almost any computer programming language to write Android apps. My take on it is the following:

I want to write my own high performance game engine from scratch:

Use C++.

I want to use a fully featured engine with an editor to write my games:
Use Unity (C#) or Unreal (C++).


I don't want write my own engine and I don't want to use all the features in Unreal or Unity.  I like to code:

Use libGdx(Java) or Monogame(C#)

#5285745 Typing skills

Posted by Buster2000 on 08 April 2016 - 02:04 AM

You don't need to be able to type to program.  You can make do with hovering a single digit over the keyboard until you find the character you want and then mashing it.


Also even those can touch type do not usually find themselves in a flow where they can touch type a constant stream of stuff onto the screen.   The main reason is day to day programming tasks generally involve finding the correct file scrolling to a specific line in that file and then changing maybe one or two characters.  Even when working on brand new classes most programmers I work with have IDEs where they can just type a couple of characters and it will generate the class structure for them.


Sure you may find yourself having to write reports or respond to emails or write documentation and in these cases touch typing would help but, you can still get by even if you just finger mash the keyboard.   I even have business managers who's sole job is typing documentation day in day out who cannot touch type but, they still get the job done.

#5284443 C++ RPG books and tutorials

Posted by Buster2000 on 31 March 2016 - 02:32 AM


It seems to be recurring advice from the three of you not to pay for tutorials, and I can understand why at the rate things become outdated.

It may arise that there are no good quality free tutorials on some new subject, but someone has written a book about it. If you're in a hurry to get new knowledge, it might be smarter to buy a book on the subject in that case. But that's a pretty rare situation.



This is true.  Something like SDL is fairly old hat in terms of technology so theres tons of info.  On the other hand if you need info on something like Blockchain 3.0 then there isn't really much information out there so your best bet is paying for a book.