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Member Since 12 Feb 2009
Offline Last Active Dec 06 2013 09:00 AM

#5007206 mixed feelings at Uni

Posted by on 04 December 2012 - 04:20 PM

I think you'll find that unless you are going indie, you will probably want a degree anyway. It's a fairly competitive industry as far as breaking in goes. The easiest way is to be the most qualified person with a college degree, but you could also be the most qualified person with a large library of completed quality games, or just go into business for yourself.

Don't think because people 15 years ago didn't need degrees that it will be easy for you without one.

#4977647 Valve introduce greenlight fee - is $100 too much?

Posted by on 07 September 2012 - 08:32 AM

It's not clear to me that charging money implies quality results - indeed, it's an insult to the idea of free software. Though at least the money goes to charity.

I think the actual value charged is not important. Having a charge at all is a barrier that causes anybody who is not serious about it to back away. Having no barrier at all makes it really easy to troll with games that you have no intention of actually producing.

I was watching Randy Pausch's last lecture recently, and as he puts it, "The brick walls are there to keep the other people out," meaning that barriers are there to keep out people who don't care enough, not to keep everyone out.

#4977593 Valve introduce greenlight fee - is $100 too much?

Posted by on 07 September 2012 - 06:24 AM

That's sort of true. Prior to Greenlight, publication on Steam was dependent on having your project reviewed and approved, which meant there was often a lengthy wait to get a response after submission (if you got a response at all), at which point your game might have been approved for sale, you might have been asked to make some changes before receiving approval, or your game might have simply been rejected. Greenlight allows anyone to publish as long as they're willing to pay the $100 fee and they get enough votes.

The result was that most people didn't get onto Steam previously. Even with the $100 fee, Greenlight should present a much lower barrier to entry.

I thought Greenlight still had to have reviews/approvals, but they were expedited based on how popular your game is on Greenlight. I view it as a way for the community to shine the spotlight on games they want so Valve notices them ASAP.

I think a big problem is that right now people are viewing it as a discoverability platform for customers to find your game, which it is not.

#4957743 Am I "using" people?

Posted by on 10 July 2012 - 01:32 PM

Pretend I release a public beta of my game and it includes a level editor. Pretend I get level submissions from people and I use them in the game I release for sale. If this possibility is specified in the agreement for the beta (which I'd guess many people don't read), is it in any way wrong?

I'd say it depends on how much you obfuscate your rights to their content. I believe it's legal, but ethical might be different. Personally if I were made fully aware (separate from but in addition to the EULA) of the rights before creating anything I would probably be fine with you using it, but I probably also would be less inclined to actually make anything.

#4940728 Some basic question about ranges

Posted by on 16 May 2012 - 12:50 PM

The books and links are referencing algebra and calculus formulas. Which are quite central to games in general. I do not enjoy just the theorems particularly either, but calling them 'pointless' is a little harsh.

I think his point is that you have to know the math to understand all the articles, but if you know the math then you don't need the articles. That's what I got from his meaning of "pointless".

Anyway, if you start at the beginning of the khan academy calculus playlist he should explain what everything means as he goes through. It's one of the best resources on math around tbh.

#4929978 Minors' Game Dev. Association

Posted by on 10 April 2012 - 01:17 PM

One only becomes an authority figure through experience - valuable experience that can be passed on. Peers tend to have a lot less to offer...

Also sometimes what peers offer is detrimental to your development. Some bad habits aren't noticeably problems until you are in a professional environment; a 15 year old would never (edit: wow I trailed off here and totally forgot to finish this thought) think of some things that become huge problems when you integrate different systems/libraries or start working with 10+ people.

... and I don't think I'm that scary Posted Image

#4929917 need suggestions for game editors/engines

Posted by on 10 April 2012 - 09:17 AM

im not sure if this is the right sub-forum for this, but i have a question. i need a suggestion for a good visual object based game editor. that seems simple enough, but i also want it to have a built-in scripting function to basically tell what each object does.

Check out Kodu as well http://research.microsoft.com/en-us/projects/kodu/

#4926181 Efficient data structure for a maze

Posted by on 28 March 2012 - 08:19 PM

You could set it up as a graph. Each node would have a N/S/E/W neighbor pointer, and anytime a pointer is null there would be a wall there. You could extend it to have any number of neighbors and then you could generate mazes with very odd geometries, but that might not really be useful atm.

You could check out the Boost Graph Library in C++ if that sounds interesting to you.

I've read about graphs, and it does sound like a good solution.

One thing I don't understand is how to prevent cells from overlapping. I want to make a simple 2D maze.

Perhaps there's some way to combine the grid method and the graph method?

If you have all the nodes in your graph only having 4 possible neighbors it should align to the grid naturally as long as you're controlling the initialization. Maybe to enforce it a little more you make a grid of nodes and set all their neighbors but store a boolean or bitfield or some such that says which neighbors it shares a connection with.
Nodes	  Maze
|1|2|3|	  |_ | |
|4|5|6|	  | ___|
|7|8|9|	  |____|

So let's say you have this as your grid, 1 would store 2 and 4 as it's east and south neighbors, and bools for both; 2 would be true, since it's an open path, and 4 would be false since it's got a wall in the way.

5 would store 2, 5, 8, and 4 as it's NESW neighbors respectively. N=true, E=true, S=false, W=true.

@slavik: Premature performance optimization is bad, but this is a design decision that will affect the capabilities of his whole game; I don't think it's too soon for this kind of design.

#4926104 Breaking In - Help, Strategies and Critiques

Posted by on 28 March 2012 - 02:07 PM

Reading your posts it sounds like you'd lend yourself well to some sort of production role. Look for associate producer positions. Having management and marketing experience would look great for an ass. prod. application. I do hope you're prepared to take a pay cut though, because ass. prod. is often an entry level position even with your experience.

#4926101 (UK) College, A-Level's, Btecs, and it seems i've made a fatal mistak...

Posted by on 28 March 2012 - 02:02 PM

I agree with you. I'm making a demo currently now on UDK. The demo will be released then on my blog. Over the summer I'm planning to put together a small project with a few of the talented guys in my class. It just worried me whenever I read the countless suggestions about 'Don't pick this type of degree!' etc.

Thank you for the response.

Generally the advice not to take a game degree is related to the fact that the overwhelming majority of them are trash compared to related degrees outside the field. That's the largest problem.

Game/Level design is also a very tricky position to break into. It's not really an entry level position. I'd work on establishing the skills you need to create a game on your own or at least be helpful enough to gather a team of people with those skills around you to make a game. The latter being difficult because, to be quite honest, a lot of artists/programmers don't really want to work with a designer with no experience who's generally just telling them what to change while they're up all night working. Just make sure you bring tangible skills to the team.

#4926095 Efficient data structure for a maze

Posted by on 28 March 2012 - 01:51 PM

You could set it up as a graph. Each node would have a N/S/E/W neighbor pointer, and anytime a pointer is null there would be a wall there. You could extend it to have any number of neighbors and then you could generate mazes with very odd geometries, but that might not really be useful atm.

You could check out the Boost Graph Library in C++ if that sounds interesting to you.

#4923922 Java or C++?

Posted by on 21 March 2012 - 07:24 AM

One thing on C# vs Java that hasn't been mentioned is that C# has amazing developer tools. Every time I decide to use C# the first thing I think is, "MY GOD THIS IDE IS BEAUTIFUL!" as a single tear of happiness rolls down my cheek. Even moreso everything that is beautiful is also totally functional whereas in VC++/VS it's almost a tossup on whether something will work the way you expect it to.

That would be my biggest reason for choosing C# tbh. You can install VC# Express and you're pretty much good to go instantly. Almost every other language/IDE has more setup than click setup.exe->start programming. Also the xna site has tons of great tutorials for a beginner that wants to jump straight into games. There are some good java tutorials, but they are generally lost among the flood of crappy java tutorials.

#4904688 One source file used in multiple projects?

Posted by on 20 January 2012 - 03:43 PM


I've written a few classes in java which are useful in multiple projects. Unfortunately, without copy/pasting them I haven't been able to figure out how to use the classes in multiple projects.

In C++ I would just include the .h file and make sure the compiler knew where to look for it.

However, using Netbeans for my Java, I receive a "Package Folder Already Used in Project" message. How can I have just one source file but use it in multiple projects?


stick it in a jar.

#4898233 Applying for EA Sweden internship

Posted by on 30 December 2011 - 02:14 PM

is the edit button gone for posts now? Posted Image edit: it looks like it just doesn't show up right after you post <_< Now I know this.

I was going to add that this would probably do better if it were moved to "Breaking In"

#4898231 Applying for EA Sweden internship

Posted by on 30 December 2011 - 02:14 PM

Computer Science Student

Take out this line and in your education section do something like the following.


University Of Cyprus, Nicosia, Cyprus
Major: Computer Science (or whatever the program is actually refered to by the institution as) GPA: 8.96 out of 10 Expected Graduation: June, 2014

Your career objective is fairly vanilla. I'd either make it more interesting or take it out completely if you can't do that.

Developed two games by myself

This definitely needs more elaboration. This should be the first bullet point, and it should be more specific as this is probably one of your most important bullet points.

Currently developing a 2D game using SDL for graphics, irrklang for audio and Box2D for physics. The game is nearly finished. Here you can see a sample video of the pre-release version.

I'd change this to: Developing a 2D game using SDL, irrklang and Box2D nearing completion. A sample video is available Here.

One thing just in general, Try to use less sentences for pure information. You don't need to say "My GPA is blah blah blah" when you can just do, "GPA: X out of Y." The information needs to be quickly accessible. Your resume needs to push as much information in as small a time period/space as possible.

Also use bold/italics to make things stand out. I noticed you did it some already, but a lot of people miss that. "GPA: X out of Y" is harder to parse than "GPA: X out of Y." Mostly it's just about making the required information as easy to find as possible and the important information stand out as much as possible.