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Member Since 17 Dec 2009
Offline Last Active Yesterday, 03:28 PM

Posts I've Made

In Topic: Hiring people to create a game for you

27 July 2014 - 01:54 AM

Read this: http://www.lostgarden.com/2005/08/why-you-should-share-your-game-designs.html


Unless you have a working prototype proving your game design/idea is actually fun, engaging and/or addictive, then it's just a text document (if you have one) describing a dream, an abstract thought which is indistinguishable from every other abstract though that every other person in the world has. And nobody (who isn't your close friend and has a passion for that same idea) is going to help you make it unless they get paid a variable amount of money, depending on what you're asking them to do and how much time you're asking them to do it in.


Don't worry about ideas and designs. Nobody is going to steal them. And even if they do and actually make a game from it, it's not going to be the same thing you envisioned. Unless that other person is your clone, but i'm fairly certain we don't have the technology for full grown clones yet. :)

In Topic: Share the most challenging problem you solved recently! What made you fee...

18 June 2014 - 04:39 AM

My recent achievement is getting asset hot swapping to work. Stuff like scripts, textures, data definitions, anything within a specific folder, are monitored and any modifications to these files are detected, and the file in question is reloaded. Since most of my code works with handles to these assets, the handles stay the same while the asset itself is reloaded, and everything works.

This has allowed me to do is create an ingame output console with a command prompt mode which executes any valid Lua code. This has been done completely in scripts (from logic to rendering), which means i developed the entire feature from the ground up in the matter of 2-3 hours without terminating the game at all :D

In Topic: WASD or Mouse movement - Top Down Stealth

11 June 2014 - 06:59 AM

An old game called Nox by Westwood had a control scheme where the character would only move when the right mouse button was held down, and would move towards the mouse cursor without pathing, meaning if you held your cursor on the other side of a wall, the character would be trying to move through the wall instead of around it. The relative distance between the character and the cursor also impacted movement speed. Releasing the button stopped the character. The left button was used for melee attacks.


This way you give total control of movement to the user and don't need to worry about pathfinding for the player character. This control scheme is my personal favourite for the camera style you're using, but it also depends on more than just that (like combat) so it might not be suitable for your game, best to prototype it and see if it works.


However, I agree with RnaodmBiT, have an option for both and let the user decide which one they prefer.

In Topic: Best Competency of game design to learn first?

05 June 2014 - 12:43 AM

I agree with Satharis, there's no way you can learn all of those things in a finite amount of time. I've been doing/learning game programming for over 5 years now, and still have a lot more to learn. To learn the rest of the stuff would take an extra 20 years.


Focus on one thing and learn it well. Use existing stuff from the web for the rest, or do it yourself half-assed and as simple as possible just to see how it works, then get/hire somebody to help.


If you just want to design your game and see it finished, use an existing engine like Unity or GameMaker.

In Topic: Is this commenting macro safe to use?

23 May 2014 - 08:44 AM

Yes, i do realize token pasting is occuring, the question was more in line with "why are comments allowed to exist after the macro processing", since afaik they are removed before it.

Bacterius' answer is what i was after, thanks!