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Member Since 10 Sep 2010
Offline Last Active Dec 22 2013 08:33 PM

#5106150 PUTT Updates and Finals Thread

Posted by on 31 October 2013 - 09:48 PM

My link, as posted above: http://www.filedropper.com/putt


Known bugs:

--The ball-speed tends to grow exponentially (to the maximum) after about 10 -15 bounces...

--Given the basic method I used to time power-up instancing, if the ball is reset after a score at the same time a power up is instancing, the collision detection momentarily glitches and power-ups are rapidly deployed for the remaining second.

--Computer AI is as basic as it gets.  Not so much of a bug as just primitive coding.  He will never attempt to bounce it away from you or at any angle, he always aims to hit with the middle of the paddle. 



Another note:  If the ball hits the vertical boundaries on the playing field 10 times without hitting a paddle, the ball resets itself in order to prevent an infinite loop, lol.




MOST IMPORTANTLY:  Thank you to GameDev.net for devising the competition, all of the contestants for sharing the experience with me and the community for giving us the opportunity to have a worthy learning experience.  Tomorrow, I'll go over all the submissions and offer my suggestions/comments/constructive criticisms.  And, if anyone in this competition feels like coming together for a realistic project to continue learning, please feel free to contact me!

#5106039 PUTT Updates and Finals Thread

Posted by on 31 October 2013 - 01:59 PM

Dammit, now I gotta convert it to Central Standard Time...

#5106033 Power Up Table Tennis Contest

Posted by on 31 October 2013 - 01:44 PM

Bleh. I have to give up, I won't be able to finish it in time - had too much going on in last 2 weeks. Regardless of that, I'll complete it now that I'm at 50+% completition.


I'm rushing today to implement my power ups...


I blame deer season...  Damn my desire to kill things!!

#5104245 PUTT Technical Q&A

Posted by on 24 October 2013 - 08:48 PM

I would feel better compiling it to an *.exe file if I were you all--I see it less likely to have an error (especially a third-party error due to Ruby settings or file directories or whatever else could go wrong... 


But if it doesn't have to be compiled to qualify, that's up to you all.

#5104237 PUTT Updates and Finals Thread

Posted by on 24 October 2013 - 08:31 PM

Damn... that's a good spin on it.  I like that.  Well thought out.

#5103359 PUTT Updates and Finals Thread

Posted by on 22 October 2013 - 06:31 AM

Don't overthink it. KISS method, bro.

Speeding/slowing the ball or paddles involves time.

;) that should get you started on one or two.

#5103275 PUTT Updates and Finals Thread

Posted by on 21 October 2013 - 07:20 PM



What you work so hard for!

#5102664 Final Fantasy VI game - chronological order of building & being challenge...

Posted by on 19 October 2013 - 11:53 AM

I would consider the first a clone.  Second, more of a prototype.  Still, both are good accomplishments. 


Either way though, I would suggest for your first full RPG, first making a basic story line, nothing extraordinary (save that for your eventual masterpiece). Maybe on an island with two or three towns and a couple caves/dungeons.  Maybe a dragon or some sort of end-game boss in one of the caves.  Like 2 main quests, 4 or 5 side-quests.  10 basic items, 5 weapons, 5 armors, 3 accessories.  10-15 enemies. Completely linear storyline.  This would be a couple hours of game-play, feasible for one person and still a hell of an accomplishment.


In this game, rip two or three of your personal favorite features from FFVI, put it in this game.




When you've finished this, use and build upon this for a separate, more in-depth RPG.

#5102625 Final Fantasy VI game - chronological order of building & being challenge...

Posted by on 19 October 2013 - 08:22 AM

I don't think people are opposing this primarily over the difficulty--no one's really questioning your skill or ability. Not saying it wouldn't be hard, but it's the sheer amount of data involved would probably overwhelm one person.


Not only would you have dozens of items, but each would have dozens of statistics to keep track of.  A lot of them would need their own individual artwork.

Dozens of spells, also with dozens of effects/stats to keep track of.  Unique animations for each individual spell.

Several dozen enemies, all with their own sprites, stats for these too.  Their own animations and attack patterns.  You could probably get away with having regular enemies use one of their skills randomly, but boss enemies would need at least some basic AI.

Dozens of crucial NPCs, shops, so forth.  (An RPG isn't much of an RPG without a lot of NPC interaction IMO)


And even with all those worked out, the most crucial part of an RPG for most people is 100% the story.  What usually set Final Fantasy (and all of Square Soft/Enix's RPGs) in such high regard were well thought out, involved, detailed and intriguing story lines.  You need to have your game's background story, current storyline/plot, think up a slightly believable (or at least intriguing) reason for your character(s) to be involved in whatever story is taking place.  You need enough unique plot twists, etc. to make several hours of gameplay not seem completely repetitive. Most of the time, each character has a semi-involved background of their own that's involved, but totally distinct from the main story.



Anyway, FFVI isn't an exception to those rules.  Do you have the ability to do each one of those things? Probably.  EVERY one of those to a much smaller scale? Possibly.  But taking charge of all those things on that scope would be too much for 99% of the most seasoned developers.  Not because they're incapable or not smart enough to do it; just because one person can only do so much without being overwhelmed.


That's going to be your biggest problem.

#5102608 Final Fantasy VI game - chronological order of building & being challenge...

Posted by on 19 October 2013 - 06:30 AM

Keep in mind though, you are kind of discouraging the creation of a game rather than encouraging it. After seeing this thread, I am now less likely to make the game as I was discouraged by all the theoretical work to do to the point where I'm not seeing the magic anymore. I can't even say in pride I'm making a game "like" Final Fantasy VI, because people will say I'm flashing a Final Fantasy VI card.

I'm not sure what I'm looking for at this point. Someone on this forum inspired me to make threads on the subject, and I hoped to gain positive information. This person never put their head on the chopping block by saying I could make the game for sure and it would be easy, but they didn't discourage me from doing it. And that's the kind of attitude I like to see and what keeps me coming back to the forum.

I understand much of what you're saying, ShadowFlar, I just don't agree with it. You seemed to suggest a certain SNES style game required a team of people.


You might disagree with how he came across, but the moral of his story is accurate. 

1) FFVI is an enormous undertaking for one person.  Too big for the majority of people here.

2) Certain SNES games WOULD still take more than one programmer.  Unfortunately, that includes RPGs (there are just too many details).

3) The whole spill about "technical" clones and so forth, accurate but overly wordy, borderline unnecessary.


The forum has a way of harshly and abruptly shutting down ideas they view as a bad idea. lol

#5100680 PUTT Updates and Finals Thread

Posted by on 11 October 2013 - 08:12 PM

Attached File  Screencast.wmv   1.35MB   139 downloads


Messed up and recorded it without sound, and don't feel like going back and fixing it right now, lol.  Anyway, just showing the start menu is functional (will make the Instructions screen more in depth and appealing later).  Will probably upload a video of the game screen this week.

#5098822 PUTT Updates and Finals Thread

Posted by on 04 October 2013 - 04:03 PM

Start screen, just to show the retro/8-bit style I'm going to be using.

Attached Thumbnails

  • Screenshot.png

#5094347 Power Up Table Tennis Contest

Posted by on 15 September 2013 - 06:47 PM

Sign me up.  And yes, are engines allowed, or graphics libraries only?

#5093708 Stick with C++ or venture into C#?

Posted by on 12 September 2013 - 08:55 PM


Now, my question is for the purposes of starting off on developing games, would I be better served by sticking with C++, something I know more about and is considered the "omnipotent" language by most, or switch to C#, something more modern, less touchy, etc.?


A language is a language is a language. Pop quiz, once you learn a C# or C++ which graphics library are you going to use? What platforms are you writing for? No programming langauge in the world writes code itself. Regardless of which langauge you use, it's not going to make up for sloppy code. In your case, I wouldn't be tinkering with either. You're probably better off using a game engine such as unity.



1)If I stick with C++ for the time being, I'll choose a simple graphics library to learn in order to leap into graphical programming, culminating with DX.

2)As I said before, Windows is my current platform, with an eventual goal being mobile platforms.

3)I believe they call the people who write code, "programmers," right?

4)Sloppy code has never been an issue.  As I also mentioned above (I'm assuming you didn't read much before you commented?) I've used C++ numerous times (console and basic win32 apps) and have taken C# courses.

5)If I wanted "Unity" as a suggestion, I would have asked about game engines, rather than about C# vs. C++.


Now, if you're done with your sarcasm, I'll stop mine...


My question was directed at someone, anyone, with sense to give their opinion on whether learning a second language would be a smarter, more productive start to game development, or stick with what I know and am experienced in.  You, my friend, don't meet the prerequisites for commenting.  Thank you for your time.