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menyo

Member Since 09 May 2010
Offline Last Active Oct 23 2014 07:26 AM

#4901690 Why are challenges fun?

Posted by menyo on 11 January 2012 - 11:19 AM

If all i wanted is a challenge then I would be studying comlicated math on the einstein level until i get some sort of epiphany or maybe I'd even enjoy learning programming.
I don't enjoy programming even though it's challenging, I only like the reward of making something you're interested in with programming... as in a cool game, not just any game.


In every single way the game is the challenge and the reward is the ending. Whatever happens in between, like getting a new weapon for completing a level is obsolete after you are done with the game. Off course the game needs to be fun to engage in the challenge but that was not the question since for some people racing games are fun, for others online FPS and there are even people that are finding fun at studying math up to the einstein level.


#4901453 Starting to get good at spriting?

Posted by menyo on 10 January 2012 - 05:41 PM

It's pretty small but i really like the look of this platform. It consists of 6 tiles since i want the player to walk in the middle (vertically) of the grass. I did this the pixel art way, using 4 green tints 3 rock tints and 3 purple'ish tints to fill up the darker areas between the rocks. I pretty much need 1 or 2 extra mid sections for some variation, then i will work on some walls. The background and character will be a pain though :S.

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#4901440 Why are challenges fun?

Posted by menyo on 10 January 2012 - 05:13 PM

Satisfaction for completing a challenge.


#4901438 How to create a free to play game?

Posted by menyo on 10 January 2012 - 05:10 PM

Thats some nice insight jbadams but i think most of the replies miss the intention of the OP. I do not believe he is looking to make a demo of the game but a free to play game with microtransactions. It's like a full game where you can do anything you can but for instance have the option to pay to level up faster. A lot of games especially mmorpg's have this now and you can pay for things like a pet or an outfit so people see you bought something for real money and support the developers. Same goes for Teamfortress with the different hats or Leagues of legend with character skins. It's a very handy method to make your game popular and for those who stick to the game longer buying items feels/gets almost necessary.


#4901398 Creating A New Object Ingame

Posted by menyo on 10 January 2012 - 02:29 PM

-edit- Yeah, like Boogyman said this is for C#. Sorry i skipped over your code and thought you where asking help for C#.

You could just code the station like you always do. Just make a class for it and give it attributes. It should probably have a owner attribute and a location attribute too.

When a player buys it you instantiate the class and maybe put it in a list.

class Station
	{

		public int health { get; private set; }
		public int ownerID { get; private set; }
		public Vector2 location { get; private set; }


		public Station(int stationType, int ownerID, Vector2 location)
		{

			if (stationType == 1)
			{
				this.health = 500;
			}
			else if (stationType == 2)
			{
				this.health = 750;
			}

			this.ownerID = ownerID;

			this.location = location;
		}

	}

When your player buys a station do something like this.
Station newstation = new Station(stationType, playerID, location);
//offcourse these variables need to get filled.



#4900490 Help me to raise money for the project.

Posted by menyo on 07 January 2012 - 06:37 PM

www.kickstarter.com is a great place to get funds for your project.


#4900031 How to design a great combat system + mechanics? (PvP)

Posted by menyo on 05 January 2012 - 11:53 AM

Games with different classes never balance completely at all, afaik thats part of the system. Take a game like starcraft, there are still balance issues a year after release. Or Leagues of legends/Dota that have countless of heroes all with there own unique strategies, stats and abilities. But hey those games still play very well due to the fact they keep balancing the game. There will always come a player that exploits somekind of trait belonging to a certain character/race that is just something you keep having to deal with.

A little outbalanced is not a great deal if the game is deep enough and skill gets more involved. Some people will be able to deal with certain overpowered abilities more then others it's up to the developer to see what has to be changed and what not.


#4899729 I'm new and need advice

Posted by menyo on 04 January 2012 - 04:14 PM

So after you build a calculator i bet you have the knowledge of building somekind of math game, otherwise you should do basic tutorials untill you can. That should be your next goal. Then you might want to do somekind of simple text based battle game in the console. Now you pretty much have the basics of C# and can start learning about direcX or take a shortcut and install XNA.

You don't want to use C++ right off the bat, it's a hard and unforgiving language. It will most likely make you hate programming and never do it again.

-edit-
Get MS visual studio express for C# (free).


#4899702 Upgrading, One Button or Many?

Posted by menyo on 04 January 2012 - 03:16 PM

I believe less is for the masses. You see way to many games these days where everything is done for you. Take diablo 3, they seriously cut on character customization, or less relative, civilization 4 has way more to offer then it's sequel. Now marketing probably would tell us, make the game easier to understand (read: no buttons for automatic upgrading). But i'm a firm believer in extreme customization, i like to fiddle around with all the options and paths i can take to reach a certain goal.

In your case, if you pick 1 people will be done with it very quickly. If you pick 2, people have different ways to complete levels which adds to replayability. You just need to balance more if you take option 2 but it will end up being a better game since it won't get all to complicated for a casual gamer.

I'm no marketing guy or anything so here is my assumption. Giving the player viewer option will get more players interested in the short run. They will eventually leave and forget the game ever existed. When giving them multiple options, so a steeper learning curve, some people leave while just started playing your game. But if the mechanics are deep and interesting you will create a loyal fan base.

Take a game like dwarf fortress, it exists for many years in a very playable stage and it's fan base is small but very strong. But a game like rayman would have been forgotten completely if there where no sequels since i really can't find a reason to install it again.


#4899381 The relationship between game programming and math

Posted by menyo on 03 January 2012 - 02:52 PM

You can always get help and for pretty much all cases there is plenty of information around. Thing is you need to know what to ask for, or for the latter, know what to search for. Math == logic and programming is mostly logic as well.

Thing is you can learn anything you want as long as you set your mind to it.


#4899304 Game idea and looking for direction

Posted by menyo on 03 January 2012 - 11:08 AM

Nice real, i bet you can get into some smaller game dev projects. Which i think you should and leave your game design for what it is, at least for now.

Like already mentioned, your game is huge. And like you started 3D modeling with extruding a primitive you would have to start programming by sending the text "Hello World" to the screen.

If you really want to give it a go there a a couple of options, but it will most likely take more time to get you on the same level of programming as your level of 3D is now.

1. Learn C++, this will be the most difficult path and unless you really want to get into programming AAA titles for big companies you should not take this.
2. Learn C#, Java, python, etc. These are more "forgiving" languages and should be less hard to learn. As for "1", once you know your way around in a language, you can start using libraries to make your life easier. XNA in conjunction with C# is a great tool, especially for beginners and when done right can do some pretty heavy work.
3. Learn a SDK like UDK, ogre, unity, etc. These are engines where you can build up pretty much any game you want. They all use scripting and often offer a visual way of designing gameplay and graphics. However without proper knowledge of the programming languages above a project your size is pretty much still impossible.


#4883560 3D game dev. What do I need?

Posted by menyo on 13 November 2011 - 05:09 PM

I don't have much experience with 3D in XNA but i have poked a little in that area without much effort. Got some models and movement up and running in little time. I went back to 2D when i wanted to get into lighting and didn't want to step into learning shader language. Thats because i like 2D a lot and wanted to focus my time more on programming and learning XNA/C#. Stepping from 2D into 3D within xna is a nice and easy step i think.

Obviously there are some pretty awesome engines like unity or UDK that outclass your 3D stuff you make with XNA. But going from 2D to 3D within a application your already comfortable with is a great way to learn things and you can always poke a little in UDK or some other awesome programs. Early on it's just about learning the basics and find your way through all the tools out there, much like a graphic artist that starts off with pen and paper and ends with a PC and tablet, paint and canvas, chalk and stone, etc. Important part is to stick with a tool and start learning those basics, get some work done and then expand your horizon.


#4880909 3D game dev. What do I need?

Posted by menyo on 05 November 2011 - 06:11 PM

Where to start is up to you, i started (and still stuck in :D) C# XNA, some started in Python (you know they created Eve online with that), some in c++ (those companies you named use this most, but it's a hard and harsh language), some in java(some swear by it some stay far away from it), some use SDL or UDK other dig into DirectX and OpenGL. Well you get it, the list is endless.

I like the pad i choose up to now, i have seen some amazing results. So download the programs i gave the links for and do that tutorial. You will have a moving sprite in a hour or maybe 2.

Learning a single language will let you step into other with ease. You will understand basic programming principles like loops, polymorphism, etc. The syntax and the way error handling and debugging is different, thats why i think starting out in a language like c# is the best thing to do. I asked this question too, did some C++, some Java and then decided to pick C# with the XNA api.


#4880871 Random roguelike map

Posted by menyo on 05 November 2011 - 04:01 PM

This was a bitch to do on my own but i came up with a very nice algorithm for generating a natural cavern.

What it basically does is pick a direction, generate a 1 by X rectangle strip. Move it 1 tile in the direction each time, scale it up or down and carve out. Whats exceptionally nice (sorry i'm proud of how i did this, so let me brag :D) is how the direction can help with all the math on the rectangle.

Say the direction X is 1, so Y is 0.

i can just do.

rectangle.width += change in width * X
rectangle.height += change in width * Y

Now the rectangle just scales in the opposite way of how it's moving each itteration. When direction is -1 you just make the number absolute.

Another example is realligning the rectangle each itteration.
rectangle.X -= (amount to move) * absolute Y (since when the strip is moving up/down you want the rectangle to reposition itself on the X axis.)
rectangle.Y -= (amount to move) * absolute X

And while i can still optimize the picking of the direction, the below images are generated by only 150 lines of code. Well not the rendering obviously, but the algorithm.

Enough talk, here are some shots.

With some imagination.... 2 fighting warriors. :D
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Casper the angry ghost
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Crocodile
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And a tree, i could almost post this at a pixel art forum :D.
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What i don't like about it are the size of the rooms in some area's, but thats probably solved easily with adjusting the direction picking since it goes over the same rectangle strip a couple of times. So adding some detection of where it has been to it should fix that.


#4878662 Random roguelike map

Posted by menyo on 30 October 2011 - 01:50 PM

Here is my first random algorithm at work. I'm pleases with it but there are a little to many dead ends but that can be fine for some maps imo. I do like to tinker on this a bit further, like carving out some rooms to change the shape a bit and adding some support pillars for the larger rooms. Adding items and monsters to this will be a breeze.


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