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jwezorek

Member Since 10 Nov 2009
Offline Last Active Yesterday, 04:41 PM

Topics I've Started

Will _No Man's Sky_ be boring?

09 July 2015 - 11:59 AM

I'm really looking forward to No Man's Sky and will probably buy a PS4 just to play it. 

 

I am a fan of procedural generation. I am old enough to have played Elite on an Apple II and been blown away by it at the time. (For younger readers, No Man's Sky is basically an elaborate modern reboot of Elite)

 

However, I know as a developer and game player in his 40's that there is a reason everyone doesn't use procedural generation for everything and I know that we all were more used to putting up with repetitive gameplay in the 8-bit era. Procedural generation is great for demos but is hard to get right for games. Demos need to look cool. Games need to be fun. It is hard to procedurally generate fun.

 

Another personal data point for me is how dull I found Sid Meier's Pirates! on my iPad even given that I remember loving Pirates on the Apple IIgs in another life and given the fact that the iPad version is pretty much a straight port of the original. Pirates was not exactly procedurally generated -- the map was fixed on the realworld carribean -- but it was an open world game and which countries were at war with which when and where treasure was located etc was randomly generated. I remember I used to like sailing around and doing pirating and trying to maximize yields of each voyage and plan out where I wanted to go, etc. Recently I played the remake a little but had a feeling of "Is this all that it was?" So maybe my tastes have changed, but hasn't everyone's?


screen capture application for Windows

13 May 2015 - 03:30 PM

I want to record some gameplay video of the prototype of the game I am working on in action. 

 

Can anyone recommend an application that

  1. Can capture video of a running Windows application, even if the application uses DirectX
  2. is free
  3. does not install malware
  4. can export video in a format supported by YouTube (i.e. not .swf)

Thanks


The "action" systems that 2D game frameworks all now have...

25 November 2014 - 11:21 AM

When implementing 2D games to somewhat heavy-weight 2D frameworks like Sprite Kit or Cocos2D, do you use the action system for everything or do you prefer a traditional game loop?

 

I'm currently working in Swift + Sprite Kit which is new for me. I find myself searching for documentation or sample code that implements a standard

scene->update(dt); 
scene->render()

style game loop, but then I think maybe I am just being old-fashioned and instead I should try to embrace the actions system. My problem is that the game I am working on doesn't seem like it wants to be implemented in terms of actions, but it could just be me.

 

As a little background, basically these frameworks are kind of new in the grand scheme of things, meaning before the mobile era the only "framework" most people would consider for a 2D game would be something like SDL. SDL isnt so much a framework as a hardware abstraction layer so this question wasn't really an issue. I'm just wondering what other people do besides me -- particularly people who didn't grow up writing 2D games without any kind of framework.


do source tags not work any more?

02 October 2014 - 02:29 PM

Trying to mark up some code in a journal with source tags but the lang attribute seems broken and the code keeps losing indentation when I publish...

How stable is Swift + Sprite Kit as a framework for building a 2D iOS game?

02 October 2014 - 10:41 AM

I wrote  my last iOS game  in C++ on top of Cocos2d-x but am unhappy with version 3 of Cocos2d-x and the direction that that framework is going. I'm thinking about switching to Swift for my next game, basically for the fun of learning a new language

I'd rather not have to fight with my development environment, though...
 

 


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