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Member Since 09 May 2010
Offline Last Active Sep 17 2014 10:19 AM

#5157292 RPG Maker - Free weekend on Steam

Posted by menyo on 01 June 2014 - 04:10 AM

About the Humble Bundle pack, I was just digging trough all the assets, each asset creator has a readme.txt in it's folder which says:

"You may **NOT** use the resources in this pack for creating games made with engines/programs other than RPG Maker series.".


This is really crap, i just thrown away $25. They could have informed us a bit better on this, assets are assets imho, however we use it is up to our self if we pay for it.

#5149819 Random map with prebuild pieces

Posted by menyo on 27 April 2014 - 04:37 AM



I am looking for ways to generate a random tile map out of prebuild pieces, much like diablo 2 and Dungeons of Dredmore do. I have prebuild sets of 8x8 for corridors and small rooms, and for larger rooms i need 16x16, 24x24 and perhaps 32x32 sets. Some rooms will hold quest pieces like bosses or artifacts, most probably i will do this with color values on images. The picture below shows just entrances in pink and passable area in black.


I have been looking into mazes and translate these mazes to these prefab pieces. So if i generate a 16x16 maze it will give me a 128x128 map. Each maze tile will translate to a corresponding prefabricated piece.


Some characteristics:

 - I do not want to many dead ends since this might frustrate the player.

 - The mazes i looked for are "dense", every tile is used. This is ok for some maps but some need to be less dense.

 - I need some maps to have the entrances/exits at the edge and some within the map but some distance appart.

 - I need to insert special rooms that hold treasure, quest items, bosses, etc.


Basically what i am looking for now is a partially braid maze algorithm that let's me pick the entrance and exit area's, insert some larger rooms and generates some larger rooms occasionally. I could also just pop in my entrance, exit, special room and multiple larger rooms then run a braid maze algorithm and restrict it on those area's but taking there entrances into account to connect properly.


How would you take on a problem like this? I would love to read some ideas so i can look at this from another angle since i am stuck on this for days.


I used to have a website bookmarked that explained exactly what i am looking for, unfortunately i lost that bookmark. It used much smaller "connection" rooms but i think i can easily translate this into bigger ones i have. So if anyone has this i bookmark i would already be very happy.

Attached Thumbnails

  • prefab.png

#5145002 How to make a Game Engine For Super Beginners?

Posted by menyo on 07 April 2014 - 06:34 AM

Can someone explain to me what all the fuss about 'engine' is, and why there is so much magic and mysticism around it?  In my world, an engine is what you naturally create while you are making a game, not necessarily a ready made 'system' made by some other company/person.


Not an uncommon game loop (details may of course vary):

    while (!quit)
        //Manage inputs from the user (joystick, keyboard, mouse, etc...)
        //Do some calculations
        //Draw your scene/graphics based on the previous steps

To me, this is an engine.  It arises naturally from the process of creating a game.  Yes, it looks simplistic, but might not necessarily be.  Please explain if I am wrong?


While OpenGL or Direct3D might be hard to learn initially, it is an important process in learning to make games, and if you can make one textured quad output to the screen, it is not hard to expand to that so you can make your own class to plot a lot of tiles to the screen either.  If you want to postpone on that, you can of course use one ready made APIs to render 2D graphics, or if you are more adventurous, try to make some simple 3D graphics.  How about running around in a maze?  That would be a nice challenge if you are going for 3D.  My point is that you have to start somewhere, and it is just to dive into it.  Make something really bad, and refactor and make better as you go.  Start with something that is so easy that you think you can manage to do it.  (I wouldn't really recommend 3D, if you are an absolute beginner, though.)


Sorry if I am way off with my thoughts.


EDIT: I also disagree that you need to be an expert to make an engine.  When you are learning, you are allowed to fail.  Actually, failure is what you will learn from.  Your first 'engine' need not be perfect in any way - just work.  Knowledge is what you gain by doing.


That is just a while loop with some comments in it. An engine is what you create to make everything work together. You could make an engine and not have a game but having an engine will simplify making a game. Hence we advice you to rather choose a existing engine (like Unity or UDK) or library (Like XNA or SFML). With all these tools out there you do not need to know the inner workings of OpenGL or DirectX, you do not need to know how to ask a graphics card to draw a quad. There will be ready made classes for you. To draw a quad in Unity you just drag one into the scene with the mouse and voila. With XNA you just have to setup the indices/vertices and throw it in your draw class. So why botter creating the inner workings, unless of course you are really interested in that part and do not want to make games.


Most bakers do not know how to grind wheat into flower but they can make amazing things with flour.

#5144227 Path as an Artist in Game Development.

Posted by menyo on 03 April 2014 - 08:09 PM

I dabbled with 3D art for many years but because of my bad drawing skills i could not develop a proper feel for forms quickly. Where you could draw dozens of quick sketches on a single page you pretty much was working on a single head for many hours if not days in 3D. Drawing is pretty much mandatory for any form of art since you will learn a lot quicker about forms, anatomy, shading, etc. But nowadays we have Zbrush which is a amazing tool and i have seen amazing full detailed speed sculpts done within an hour. Still i think drawing would help, but practice makes perfect. At one time in my life i put a lot of effort in drawing and my skills really improved. So i would really suggest to pickup a pen and paper and just practice. That goes for pretty much anything in life.



We would love to see some of your models/sculpts

#5144220 How to make a Game Engine For Super Beginners?

Posted by menyo on 03 April 2014 - 07:25 PM


Unless you really want to spent a lifetime creating a efficient engine You should just pick one of the dozens of amazing engines out there. Creating an engine requires you to already be a expert game developer. And if you where an excellent game developer you would not have posted this question here. So take my advice and just pick an engine to create your 2d rpg.

If you want to become an expert some day, you must go this way and reinvent something every time.



To create an engine you need a lot of knowledge of game development. To create a proper and efficient engine you need to be expert on the subject. These are the first steps to take imo. For learning purpose reinventing is good, for developing anything it is a absolute no go, you should already have that knowledge. If you want to sent the OP straight into C++ engine design you clearly missing the point of the beginners topic.

#5144217 Is the era of C# for game programming gone?

Posted by menyo on 03 April 2014 - 07:11 PM

C# is a perfect language for creating games and XNA is still a amazing and very useful tool to develop games.  There are still plenty of other popular game development tools that use C# like Monogame (A open source port of XNA), SlimDX and SDL.Net or engines like Unity or torgue that accept C# scripting.


However, Java is something to look out for, it can be easily ported to many platforms. The syntax is very much like C# so the step to java is just a small one and you can do it anytime you wish.


Unlike many others I would not recommend C++, you need to do twice the work for half the result and it is a very unclear and unforgiving language. I dabbled in C++ after some good experience with C++ but left it for what it was pretty fast. SFML is a nice platform though. 


The most important thing is; You just need the right tool for the job. If you want to make a FPS or top down shooter pick a existing engine like UDK or Unity. If you need a bit more freedom further down the mechanics go with C# or java and add some handy libraries yourself. If you want to make the next best AAA title and need all the power you can get then go C++. Profesional AAA title companies use C++ usually, at least to lay the backbone of there engine. However, since the mobile game market is booming Java has become a lot more popular but you can also build android games with C# for example with: http://xamarin.com/android it ports easily between IOS, android and windows devices. Long story short: pick the right tool you comfortable with.

#5144160 c# loop

Posted by menyo on 03 April 2014 - 11:51 AM

A loop is basic C#. Your question is like when you want to be a baker and ask the baking community there opinion on flour, yes a loop is just one of many ingredients for a program. The first link given is a excellent starting point for your question. Programming is all about working and searching yourself for answers and not just leeching of the community so a simple question like yours is not well received. Do a basic 101 tutorial on C#, then come back when you have questions, anybody can complete this. I guarantee this community will provide all your questions with detail and attention afterwards.

#5144141 How to make a Game Engine For Super Beginners?

Posted by menyo on 03 April 2014 - 10:47 AM

Unless you really want to spent a lifetime creating a efficient engine You should just pick one of the dozens of amazing engines out there. Creating an engine requires you to already be a expert game developer. And if you where an excellent game developer you would not have posted this question here. So take my advice and just pick an engine to create your 2d rpg.

#5108977 Choosing right engine

Posted by menyo on 13 November 2013 - 09:21 AM

XNA is more flexible, it also offers a xbox networking library. If you want to build it for PC you need to come up with your own or use a existing network library for C#. XNA is harder, you would need to create you map editor and shaders from scratch where Unity comes with a editor and has handy visual tools for building shaders. Unity would definatly get the job done faster.


Another option would be UDK, it is a very nice engine and has everything in it to create a basic FPS game. It comes with an editor and shader tool like unity too.

#5097776 How to spawn non overlapping randomly distributed objects

Posted by menyo on 30 September 2013 - 02:54 AM

You could add fixed places to spawn your objects randomly on. If you want it to be completely random you just have to do a collision check or just check if there already is a object within the bounds. You could also add the locations you already have a object spawned added to a black list.

#5096616 Need Advice

Posted by menyo on 25 September 2013 - 06:05 AM

You should get this SDK bundle, it has everything you need in the right place. Just unpack it and you can start coding.




It consists of Eclipse iDE, the program you actually code in.

Android SDK, a package which contains help full code related to android to use in your projects.

ADT plugin for eclipse, this plugin "attaches" the SDK with eclipse for easy use.


You will also need the Java development kid from the official page.

#5096600 Am I Doing this Backwards?

Posted by menyo on 25 September 2013 - 04:21 AM

Since tha art is the bottleneck for continuing a project or abandoning it i would suggest using temporary art. I always say, if a game is not fun playing with boring place holder art then it will not be fun with amazing art either. Just make a some place holder cubes or download some more fitting art, you can even use commercial art temporarily as long as you do not distribute your work or do marketing with it.


When your project is getting shape you can decide to put in some good art, maybe the game has real good potential and you decide to pay for some good art.

#5077779 When to load the Final Boss in a Game

Posted by menyo on 14 July 2013 - 11:08 PM

You could load it with the map, when you get near it or trigger it on an event.

#4990550 Making my first game

Posted by menyo on 15 October 2012 - 04:39 PM

Thanks for the replies. My idea was to start this game, and run it parallel to doing other tutorials, so, when i get stuck at a point, find a tutorial on the subject, complete it and then adapt it to my game.

The actual game itself is set in a space ship overrun by baddies. You command a group of people, and you have to survive. I think i will make it in 2D and use an isometric view. At this stage, i want to make a room, and have some goodies and baddies shooting each other. I have lots of features i want to add, but they are for a far distant future. Im using XNA and c#.

You will find yourself abandoning the project because you eventually realize it is a inefficient mess. What i did after my pong game is making a arkanoid clone and added some extra gameplay to it. After that i had a couple of fail projects like you then started a tower defense and prototyping all kinds of elements games have.

You always have the freedom to take any project on and learn from your experiences, we all have our fair share of fail projects Posted Image. If you really want to go for it i suggest to try to get a basic tilemap going on, maybe randomizing it, then make it isometric (like the original xcom games where). Then create a unit to walk the map, get a pathfinding system going on. And by this time you have ran into a ton of problems and are a couple of months down the road, without anything that looks like a game, but with experience.

#4990497 Student with good Programming skills looking to get started on 2d platformer.

Posted by menyo on 15 October 2012 - 02:08 PM

Use eclipse to write your java.

I use 3D studio max to make 3D models, i bought 2009 3 years ago for just a fraction of what they ask. Blender however is free.

The gimp is free photo editor like photoshop. I use photoshop though, it is really worth the money!

I bought fruityloops like 10 years ago, it is a good program to make music and sound effects.

As for every program, it are just tools. It takes years to learn how to work with them properly. If you dont have drawing skills, photoshop wont help you a bit. If you can not make melodies on a piano then fruity loops wont help since it is just a ultra advanced piano+drum computer.