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Arthur Souza

Member Since 20 Jul 2010
Offline Last Active Apr 13 2013 11:55 PM
*****

#5011739 A Paranoid Programmer

Posted by Arthur Souza on 17 December 2012 - 09:28 AM

Less mental breakdowns, more work.
Start small, complete a game. Make it a little bigger and repeat.


#5000513 You Should Steal From Other Game Designers

Posted by Arthur Souza on 13 November 2012 - 04:19 AM

I think that explains why "original" games nowadays are as rare as dodo birds. Because "stealing" (creative or not) of game design is considered something normal. The correct approach is simple: draw insipration from life, not from other games. Too bad this is too difficult for many to pull out.


It seems like you commented on the article title without reading it. That's not the point.


#4996615 How powerful is Java?

Posted by Arthur Souza on 02 November 2012 - 12:04 PM

"what kind of games it's capable of running."

Anything. Really, anything.

Most language differences are regarding things that only affect the process of development. The final result will be possible with the use of most of the tools.


#4990267 How to program with multiple languages on one project?

Posted by Arthur Souza on 14 October 2012 - 11:33 PM

Just let me add something. If you guys really want to program one in java and the other in C#, I see as an option, one of you could program content creation tools, such as map editors and stuff, while the other codes the actual game. If you store your data in xml or a sqlite database, it could work. But youll most likely have to share libraries anyway, so this is not a very good idea.

If you guys are beginning, stick to one tool.


#4989934 Can any game be truly better than another?

Posted by Arthur Souza on 13 October 2012 - 06:54 PM

Is anything in life better than another? The same can apply. But we still feel that some things are better than the others, we still can list in our heads what are our favorite games, songs, films, etc, because we find ways to rate them. All subjective, true, but they're all there.


#4988553 Basic Questions on animating tile based games & frameworks/engines

Posted by Arthur Souza on 09 October 2012 - 06:51 PM

I use an array of integers that stores the id of a texture, which is a 32x32 image. Also store the width and height of the map. Then I transform that array into a 2d array which is basically the map, a cartesian map of tiles, each one being a texture drawn on screen.

Google "tile engine nick gravelyn" and youll find a series of XNA tutorials on this.


#4988371 Basic Questions on animating tile based games & frameworks/engines

Posted by Arthur Souza on 09 October 2012 - 08:44 AM

I wouldn't know exactly what framework to use with Java, but you sure are better looking for one, such as XNA on c#, PyGame on Python, etc.

Specially since you are on the beginning, and thinking about prototyping, try to lookup some java game frameworks.


#4988331 recommendations for multiplayer roguelike battle system

Posted by Arthur Souza on 09 October 2012 - 07:20 AM

Don't ever use the "as fast as they can mash the key", cause a turbo keyboard macro can be made in just a few mins, and you don't want that! Put a soft limit, try to use some other ways of adding player skill, like fast reaction times instead of repetition, since to simulate fast reaction times players would have to write actual bots instead of simple keyboard macros.

Also, I believe that if the battle mode is different than the game movement outside of battle, it would be better to instance battles.


#4987755 Where Do You Actually Start?

Posted by Arthur Souza on 07 October 2012 - 01:46 PM

100% agree with Spiro. If you dont know where to start, just think about a simple aspect that you can easily describe and get started on it.


#4986895 Mobile or PC

Posted by Arthur Souza on 04 October 2012 - 02:53 PM

Of course, details of the actual code that is developed are different, but the process of developing a game involves much more than the code that deals with input devices or drawing graphics.

"i can assure you the overall process is the same across the board."


#4986860 AI Creation

Posted by Arthur Souza on 04 October 2012 - 01:55 PM

The point is simply that real Artificial Intelligence is not successful, in general, in providing a satisfying behavior for agents in games, thus what is created is usually just a simulation of intelligence. Game AI does not aim to create a real imitation of intelligence that can actually learn and take over the world, but to provide a fun and slightly challenging experience for the player.

Game AI is focused on the player experience, not on academic relevance.


#4986491 Communicating with Programmers

Posted by Arthur Souza on 03 October 2012 - 12:55 PM

Sometimes, to me, it's better that people that are not involved on programming do not really understand how things work on the background, because that makes it easier for them to just try to express as clearly as possible what they are looking to achieve, instead of over complicating things or trying to explain HOW would they like to achieve it, which happens sometimes when people have a little technical knowledge.

So, I believe that improving you communication skills, as a human being, is the most important thing to look after to improve teamwork, much more than to be able to draw a couple of diagrams. This is the way I see it.


#4986174 Drawing a 2D Circle rage

Posted by Arthur Souza on 02 October 2012 - 01:55 PM

You could post the solution for the problem instead of erasing the question, this way people will search and find a solution instead of an empty post.


#4985222 Coding

Posted by Arthur Souza on 29 September 2012 - 07:55 PM

There are several options for different purposes. If you want to make a simple game, classic turn battle rpg, like old school final fantasy, you'll always have the trusty Rpg Maker. Other small engines like Game Maker, etc. Unity is a great engine, and a great deal of work is put in it. But if you are just starting, its better to start with text based games, and move on slowly, to avoid bitting more than you can chew, since finishing a game is a very important part of creating games.


#4984105 Idea to prevent people from torrenting your singleplayer game

Posted by Arthur Souza on 26 September 2012 - 02:49 PM

I think that the most important thing to think about is: at what point you're hurting the user experience to avoid piracy. Those who download the game for free and don't buy, are most likely not going to buy. Some people will download for free and buy just to support you. Unless you are a big studio, it seems, IMHO, that working really hard to prevent this will end up being bad to you and your players.

But this is just the way I feel about it. People were not really happy that they had to be online all the time to play Diablo. And even then, they would just emulate the servers.




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