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Buster2000

Member Since 13 Aug 2006
Online Last Active Today, 02:06 AM

#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:

 

 

http://www.ai-junkie.com/misc/hannan/hannan.html




#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.

http://www.usborne.com/catalogue/feature-page/computer-and-coding-books.aspx
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.




#5284440 Alternative to GameSalad?

Posted by Buster2000 on 31 March 2016 - 02:15 AM

Construct 2:

https://www.scirra.com/construct2

 

and Gememaker:

 

https://www.yoyogames.com/gamemaker

 

are the two that immediately spring to mind. 




#5284197 Best engine for me?

Posted by Buster2000 on 30 March 2016 - 02:16 AM

I think probably the best route for you would be either:

Use C++ with a library such as SDL.

Use Java with libGDX

 

These are going to be a little more familiar with how you remember coding but, not so level that you need to write your own sprite blitting routines.  

 

 

Of the other engines you mentioned:

Godot is a good engine but, will probably put you off in the same way that Unity did.  

Cocos2d-x is lower level but it prefers you to schedule actions rather than working with the game loop directly.  You can work with the game loop directly but, usually its not the way you use Cocos2D.

Overlap2D is not an engine but a level / UI editor that can be used with other engines like Cocos2D
Ethanonengine I have no experience with this engine so couldn't really say.  In fact I'd not heard of it until your post.
 




#5284108 Is death to intense for kid players (<13 years old)

Posted by Buster2000 on 29 March 2016 - 02:54 PM

As long as your game doesn't show any bunny on bunny violence:

http://www.theguardian.com/film/2016/mar/29/parents-furious-after-channel-5-screens-watership-down-on-easter-sunday




#5283089 How do I deal with market glut?

Posted by Buster2000 on 24 March 2016 - 03:06 AM


There's a third, which I wouldn't advocate, but which happens to work more often than one might think:
- Clone a game (a lot of Asia-based developers make money off that)

 

The clone games don't really get your game noticed.  They just add to the general churn of rubbish games. Sure you can make a living as an individual just cloning games but it is still small potatoes compared to having a good quality title.  Since the original question was regarding the OP getting his own title noticed rather than "just making some money" then this wouldn't really help him.

 


There's even a fourth, loosely related to the third:
- Do something morally objectionable. This can go either way, as it will garner a lot of interest from the press, but could cost you your reputation. It 'does' break the wall of indifference, but I wouldn't advocate it as a business plan. Still, in the spirit of being exhaustive, I thought it needed to be mentioned.

 

Not really .  You still need to get your morally objectionable game seen by the press.  You are basically just doing viral marketing and cutting it pretty close to the bone so this is still going down the hard marketing route.  Also wouldn't really help the OP unless his game was already morally objectionable.  I mean he's not going to create an awesome game and then go and make all the characters have their cocks hanging out just to get noticed.






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