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stupid_programmer

Member Since 07 Mar 2008
Offline Last Active Private

#5243120 Is Google Play Game Services or Apple Game Center worth it?

Posted by stupid_programmer on 28 July 2015 - 01:18 AM

 

On a related note, if your game requires any permission stronger than mere "Internet Access", you're never even getting installed. You don't need full access to my SD card storage, you don't need location services, you don't need phone state and caller ID, you don't need Manage Accounts. The crap people want to get away with for even the simplest software these days is ridiculous.

 

Granted some apps do ask for more permissions then they really need.  But unfortunately, unless you are making My First Android Game you will need quite a few of those for any kind of meaningful and engaging game.

 

Google Play is one of those things that can help you and hurt you at the same time.  People will complain if you don't have something but they will complain even more if your implementation is broken or is heavy handed.




#5242628 DigiPen: The Game School I Went To

Posted by stupid_programmer on 25 July 2015 - 11:33 AM

It would also be interesting to see how people fare outside the gaming industry.  A lot of people end up moving out of the industry for something else.




#5241822 Splitting revenue between two parties on google play?

Posted by stupid_programmer on 21 July 2015 - 06:11 PM

Payments go to whoever sets up the Google Play account as part of the process is setting up bank account information.  You can give other people access to the revenue information so everybody can see how much is being made.  But Google isn't going to send the money to two different parties.  This is the kind of thing you should have already talked about because it needs to be clearly defined in the contract.




#5240260 Has anyone got a feeling of this when you were starting as game developer?

Posted by stupid_programmer on 14 July 2015 - 09:36 AM

A lot of people starting out have the same feeling as you.  You want to know how everything works and you want everything to be "yours".  Game engines are great as they do a lot for you so that you can get to the most important part of making games.  Actually making games.  But when you are first starting out it is kind of good to get your hands dirty making your own game engine as it gives you insight on how and why UE4 does things it does.  But as you get more experience and your projects get more complicated you realize you might not have the time to do everything yourself and game engines feel a lot less like cheating.

 

As frob already said, most "real game developers" use a third party game engine so don't feel like you are cheating.  Not many do in-house engines anymore.




#5239919 Game engine or programming luanguage?

Posted by stupid_programmer on 12 July 2015 - 11:12 AM

 

That said, I do think that building your procedural generation as a DLL which can be plugged into Unity sounds like a great approach.

 

 

I think this is something that people either don't know about or just plain ignore when trying to dismiss engines like Unity/UE4.  If something isn't supported or you just don't like how it's done in their scripting language there is nothing stopping you from creating a native level plugin to do it.




#5236645 DigiPen: Computer Science and Game Design vs. Computer Science

Posted by stupid_programmer on 24 June 2015 - 06:51 PM

If you want to be a manager I think that getting a regular CS would be of more benefit.  A good manager can talk to anybody and relate to them at some level.  Doing the general education part of a CS degree exposes you to a lot more random topics then DigiPen.  Which gives you a wider perspective of life in general and forces you to deal with non engineering personalities.  Both super helpful when dealing with people outside of programmers which you will do a lot in management.




#5236571 Roadmap for a 3d Top-Down RPG game

Posted by stupid_programmer on 24 June 2015 - 09:26 AM


to your answer, i ve already managed to check the range and then change the state to attacking, i couldnt figure it out when to decrease health based on animation and also attack could be cancelled. this way it wont be a double click fest. what im trying to achieve is similar to LoL. its all based on skillshots and dodging them.

 

Your weapons could have colliders on them that you enable when they swing the weapon and disable if they cancel the attack so there is no collision.  But I do think that is a bit overkill and will add quite a bit of physics overhead and design/setup on your part.  What I've done in the past is when the animation is half done I do my distance check and then damage any enemies inside the attack arc.  Gives the illusion of swinging a weapon and still the option of canceling if the player is fast enough.  Since I think your game is point and click to attack you can take it one step further.  Clicking will move your guy towards the enemy and when you are within the attack radius of the weapon then start the attack animation and all the rest.




#5236352 Internship in final year of undergrad: Autodesk vs Ubisoft?

Posted by stupid_programmer on 23 June 2015 - 09:25 AM

An intern isn't going to get anywhere near core graphics code.  You will be working on bugs/requests that junior programmers can't be bothered with.  Apply for both and take whichever one accepts you.  Since you want to make games I'd learn towards Ubisoft as that would be a nice check box on your resume.  But no game company is going to reject your resume because you interned at Autodesk.




#5235404 .NET Developer -> Video Game Developer?

Posted by stupid_programmer on 18 June 2015 - 01:03 AM

$50k is almost unlivable in San Francisco.  You are either going to have a bunch of roommates if you want to live in the city (personally, I was done with that after college) or have a good hour commute one way because you have to live so far outside the city.  Glassdoor can give you a rough estimate of salaries in the area for the kinds of companies you want to work for.  The Bay pretty much has the entire gamut of game studios so you should be able to find something that suits you.

 

Making games isn't some magical fantasy job just for a select few.  It's a programming job not much unlike your current job.  Granted the subject matter can be much more interesting but at the end of the day it is still figuring out solutions to problems and coding that solution.  And liking to play games isn't the same as liking to make games.  Working on games all day can quickly kill your desire to play games.  There was a time I probably spent 20-30 hours a week playing games now it's maybe five because I feel like I need to do other things with my free time. 

 

I'm not trying to dissuade you from making games if that is really want you want to do.  But you should actually make a complete game from start to finish and then see if this is something you really want to do.  Modding games is quite a bit different then making them.




#5233190 How do game studios get work?

Posted by stupid_programmer on 06 June 2015 - 12:36 PM

Thank you Tom!

I guess another way to ask the question is, how unrealistic is it for me to think about opening a studio as a producer/director and outsource my development and graphics work? Maybe a contract to hire studio rather than our own titles... or balance it. Although I have coding skills, they're mostly of the full stack web development, bug tracking type and not specific to extreme object oriented programming and game engine experience. I could do some coding but I'd certainly need a lead tackling the heavy work and I could help offload with the tedious stuff. What I don't have is a lot of hours to put into development, as I'd like to keep my day job as I start this possible endeavor. Any resources or articles would greatly be appreciated.

 

How much money do you have laying around?  Depending on what game you are trying to make it could be anywhere from $200k to $20m.  If you are going to contract a studio that has any chance of completing the game then you are going to pay industry wages to get it done.  They will want a large portion of that upfront and then payouts as milestones are completed.  They aren't going to work for a percentage of the profits.

 

As for the original question, I work for a self funded indie studio doing social and mobile games.  Since we have no outside investors telling us what to do we make whatever games we want to make.




#5231487 2D Platformer: Choosing a physics engine

Posted by stupid_programmer on 28 May 2015 - 09:43 AM

Randy, thank you for the detailed responses!  I read the whole thing and will re-read.  Seems like using a kinematic body would solve a lot of problems.  However, it would not allow physics bodies to push the player (like in the Trine 2 link I posted above), correct?  That's probably ok for most people though.

 

That is an instance where rolling your own physics might make things easier.  Part of the physics is doing raycasts to make sure your objects don't penetrate the level by moving them until they don't touch.  Doing the same checks against a moving enemy will push them away from said enemy. 

 

There is nothing wrong with using Box2D to handle collisions but if you want a 'realistic' platformer that behaves like most people are familiar with then then you should do the movement yourself.  Real physics make the characters a bit floaty and off because the movement is familiar.




#5229460 Applying for multiple roles in the same studio

Posted by stupid_programmer on 17 May 2015 - 10:32 AM

Most companies aren't going to hire engine or graphics programmers without experience in the field.  Core mechanics are too important to give to somebody who doesn't have any demonstrable professional experience.  Go for the gameplay job since that is something you have experience with.  After you have had the job for a couple of months and have proved you can do your job and have gotten to know the various leads see if they have any small tasks you can do.  Once you have proved you can do that see about getting a sideways promotion out of gameplay.




#5229410 How does Clash of Clans (mobile) keep track of timing?

Posted by stupid_programmer on 17 May 2015 - 12:36 AM

When you minimize or quit the game a message is sent to the server saying that you just logged off.  Next time you start the game the server figures out how much time has passed since you logged off and does whatever it needs to do.  This is pretty typical of any 'MMO' type mobile game.




#5229331 Career path advice?

Posted by stupid_programmer on 16 May 2015 - 11:54 AM

Since you are in the Commonwealth, how easy is it for you to move to the UK?  There are game studios all over England.  As was previously mentioned, you should be working on making games now (hopefully you were making games in school too) to build up your portfolio.  Find some open source games that need some help in whatever field you are interested in.  It looks like there is a IGDA chapter in New Zealand.  Join that so you can make some contracts there.  Companies are going to tend to hire people current employees know and can vouch for instead of random people off the street.




#5228581 Question about screwing up your phone with unoptimized code...

Posted by stupid_programmer on 12 May 2015 - 09:25 AM

Sure you just don't have a lemon for a phone or a bad custom ROM?  At work we using a HTC Desire, Inspire, and One and have never had any issues with them.  Back when we started mobile the Desire got quite a few hard crashes where the battery had to be pulled to reset it.  As frob mentioned, you app is sandboxed on Android so it shouldn't have access to anything it shouldn't unless you are trying to do some kind of rooting stuff yourself.






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