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Member Since 09 May 2010
Offline Last Active Jul 04 2016 04:32 AM

Posts I've Made

In Topic: How do I finish my first game with few hours to code but a lot of free time?

04 July 2016 - 02:58 AM

I would rather try to find a solution to get more hours behind a PC. If your parents do not allow it then explain what you are doing instead of playing games and involve them in your project. This can give good motivation and feedback for you as well. But I don't know the exact reason why you can only spent a view hours each day. If you don't own your own PC then build one yourself, if you are lucky you can get a pretty good one for just $25. Plenty of people that can help you with it on hardware forums.


Making notes and looking up sources is a good idea for your spare time but you cannot try it out and for a lot of things you need to go back and forth between documentation and coding.


Anyway, 3 hours multiplied by 30 days is still 90 hours. Creating a full (yet simple) game in 90 hours is totally doable if you have some experience. So finishing up half a game should be possible, depending on the game of course. For a competition this long most people can only commit about 3 h/day = 21 h/week since they probably have a full time job.

In Topic: Keep checking credentials on Rest API?

04 July 2016 - 02:40 AM



I really like the idea of a token so I think I will be generating my own tokens with userID + random string to make it unique and store this on the client and database. But this leaves me with a security question. I guess I have to use https and I have no experience with this. Can I just develop without SSL and when I deploy the app install SSL on the server? Obviously I need to change all my http web requests to https but I can just change my domain string to achieve this. Or should I setup a SSL connection with XAMPP to continue developing locally? I tried setting it up locally with my own certificate but I'm experiencing problems and I rather just continue developing :).

In Topic: Implamenting a code

01 May 2016 - 02:41 PM

Learn to code first then worry about design patterns...


Thats why I put Java 101 prior to design patterns. Programming any game requires you to at least recognize design patterns since LibGDX and other frameworks will use them. Yes you could tell a man to just .addlistener(new Listener() { ... }) but I rather tell a man how to fish instead of catching one for them.

In Topic: Implamenting a code

01 May 2016 - 01:26 AM

I would like to suggest the LibGDX framework. It is a well documented game framework for Java and something like pong can be easily written with it in a view pages of code. Just download the LibGDX setup tool and Android Studio. Create a project with the setup tool and import it into Android Studio and start coding your game.


However, guessing from your posts I don't think you really know how to program in Java, otherwise you would probably not ask this question. Yes you might know some syntax but that is really not enough to start out. Try to learn the basics of java first, there are plenty of online sources, I am self-thought myself.


  1. Basics of java, knowing how to iterate a loop does not make you a coder.
  2. Know when and how to apply proven design patterns for your games.

There are plenty of tutorials for LibGDX where you will be creating a complete game but not really needed if you know how to read documentation. Pong is really simple and it is a great pick to start out. Pong, at it's core, requires only 3 classes.


  1. A Paddle class, here you put the input controls and perhaps a image to represent the paddle.
  2. A ball class, the ball needs to know about it's environment so store references for the obstacles (paddles) and the level area here. Whenever the ball makes contact with these you invert either X or Y.
  3. A screen class where you can show scores/lives and initialize objects from the previous 2 classes.

Good luck, whenever you are stuck with your code just post it here on the forums and I am sure you can find some help.

In Topic: Just need some start advice...

01 May 2016 - 12:59 AM

Simply put, if you want a artist to work for you, you have to pay him 99.9% of the time. It's very rare that a artists accepts a deal like sharing profits. You have to keep in mind that it is your project and they are probably not as interested as you in it. Obviously they have to put in a lot of time and work for you and unfortunately most "beginner" projects don't even finish. And since there time is money too it's pretty normal they ask money and that you should simply pay for what you are asking for.


Amazing artists ask for a lot of money and my guess is that you don't want to spent a lot of money. There are a couple of options for you.


  1. Use free or cheap art. There is a lot of cheap art out there online but keep in mind it can be bought and reused by anyone. Also keep your eye out for bundles, I managed to buy a ton of 2D/3D/Sound in the last couple of years for not even $100. You can at least use them as placeholders.
  2. Finish your game with placeholders. If the game sucks then good art won't make it better. If it's a great game already then invest a good amount of money into a artist and setup a good looking crowdfunding campaign where you can try to fund the art you need.
  3. Learn to draw yourself. Yes this will take you another year or perhaps just 6 months: http://imgur.com/gallery/Ij65E/new