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DpakoH

Member Since 28 Dec 2006
Offline Last Active Today, 12:33 AM
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#5095421 Programming Tetris is it okay to hardcode elements in a 2D array

Posted by DpakoH on 20 September 2013 - 05:08 AM

I did this exactly by using "static" tables, you can see the code here.




#5029675 Multiplayer web game - where to start?

Posted by DpakoH on 07 February 2013 - 03:11 AM

maybe you can take a look at node.js, web sockets. for links just google'em :)




#5023577 Version control for begginers

Posted by DpakoH on 20 January 2013 - 12:56 PM

git is the best, svn is the easiest to use, at least according my experience.




#5017528 Who uses linux?

Posted by DpakoH on 04 January 2013 - 04:31 PM

here and there. I am a fan of linux as well as i do not have to open many word documents :) 




#5017007 Good habits for game development

Posted by DpakoH on 03 January 2013 - 01:46 AM

i want to add that during development keep in mind that at some point you will need some debug information displayed in the game. a really simple example: mouse coordinates (screen vs world), number of textures, number of vertices, state of an agent and so on, and so on. so when you think about the structure of the code, think about that too.




#5015020 What makes an RTS great?

Posted by DpakoH on 28 December 2012 - 02:25 AM

@DpakoH
I dont really like different races for different players.
Instead, there could be player made customizations, and the differences between them should vary every game. Eg. at one game player A might have a resource good for defense, while player B has a resource good for attack.
This would increase variety and force players to learn all styles of gameplay. You might not even know what youre fighting against, there might be a quick attack or might not.
So the "race" would be defined by:
-Player customizations (appearance, POSSIBLY some minor gameplay affecting factors)
-Player environment and situation when the game starts

with those customizations of the units and different starting conditions you can't achieve any balance. and if a RTS game is not balanced it will be fun to play it 10 times and never look at it again. balance is achieved in two ways - the boring way is to make same units for different races (with little modifications) and the better way is to have totally different units and style of gameplay for each race. btw i am talking about RTS which will be played in a multiplayer. for a single player RTS only requirement is interesting campaign, no balance needed at all.

of course i am no master game designer at all, i am just stating my experience from 10+ years of gaming. i could be wrong :)




#5014720 What makes an RTS great?

Posted by DpakoH on 27 December 2012 - 10:14 AM

totally different races(units) with balance between them and fast paced action :)




#5010282 Dealing with 2D coords as ints

Posted by DpakoH on 13 December 2012 - 11:30 AM

well i posted this before, but i think you need something like this for directx.


#4996279 Resolution ( full screen vs windowed )

Posted by DpakoH on 01 November 2012 - 01:16 PM

check this out, it is for xna, but the idea is important, maybe you can use it.


#4986007 wolfenstein 3D (How To)

Posted by DpakoH on 02 October 2012 - 03:31 AM

you can check my post with some references and a sample for raycasting written in C# using XNA.


#4809372 Database designs

Posted by DpakoH on 11 May 2011 - 05:58 AM

well i can help, but i won't be willing to build you the whole db. if you have any specific question about db design, feel free to PM me.


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