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Member Since 15 Dec 2010
Offline Last Active Sep 24 2013 06:36 PM

Posts I've Made

In Topic: Amusing glitch gallery

18 September 2013 - 10:30 AM

My last glitch i had in game i recently made was with the scrolling credits.


I put the text position in integers and the math used to update it was in float. So when the delta was calculated it was less then 1. It just sat in the same place until the frame rate dropped enough. (never)


Changing the position to float made it silky smooth.

In Topic: Your first game idea - What happened to it?

20 June 2012 - 05:21 PM

My first game i ever made was for a Book Report of ... cant remember the name anymore ...
  • What was the idea.
    • My first game i ever made was for a Book Report of ... cant remember the name anymore ... Anyways! It was made in QBasic and used a lot blit for bitmaps. It was a maze game that had 4 screens. You were tasked to go look for an item. Took me a few weeks to make as I was just learning programming. This was what? Year 2000?
  • How far did you get with it.
    • I completed it and got an A+ Posted Image
  • How did that game idea evolve as it transitioned into reality or fell short of being completed.
    • Interesting thing I did in college was I took the same game code and translated it into MS-Assembly. It was the same damn game! Even Screen 13 was the same lol.
  • What lessons did you learn on the way.
    • Nothing comes for free. You have to program everything.
  • What would the game be, if you revisited the original idea now and built the game with your current ability/knowledge.
    • If i was to remake that game. I would remake it as a user buildable dungeon. Then they can connect with other people to share their creations. hmm...not a bad idea. Hold on a sec while I sqribble that down. (Checks Google, oh looks like everybody else had that idea too)
My next game was when i was when i started college. I grabbed my notes from my highschool physics class and made a sun and two planets in VisualBasic. Plugged in a timer, and gravity code. One planet would shoot at another planet. Then it was WAR! Gotta watch out for that sun, it got in the way. Darn gravity. I am actually taking that concept and redoing it for tablets. Turns out it is a great way to play the game. Check out the engine Posted Image

oh. I thought of this before Angry Birds. It was 2003 at the time. I only now have the super knowhow to make it work and have a lot of fun stuff for it.

In Topic: New MORPG Project Thread. An 8-Bit MORPG Development Path. not an MMORPG yet :p

27 October 2011 - 11:01 AM

What kind of playercount are you aiming at per server ?

The one thread per client model will scale extremely poorly. You'll very easily end up running far more threads than the hardware can deal with forcing constant contextswitches (expensive) and you will have multiple threads operating on the same set of data (likely to require extensive locking), (Even for a MORPG with a low number of players per instance you want to run multiple instances on each physical server to keep costs down).

If the playercount per instance is in the 2-64 range (Which would be normal for a MORPG) i'd recommend using a single thread per game instance (That way you should be able to run one or two game instances per hardware thread without any problems and each thread will operate on its own dataset eliminating the need for locks entierly)

I hope to be able to handle 100 players. After reading your post, I did as much research I can find about "One Thread per Client", and yes, I too also believe it will not fit the scale I have in mind. I also found some info about the Java NIO API. Looks like I will be racking my brain in figuring out how to do Network code again. :P

It seems way more complicated to do it all in a single thread. Multiple threads just made it so easy. (Wait for input, process, send to client)

Well, back to the drawing board. :wink:

I totally dig this! :D

I would love to play a MMORPG with 8-bit-style graphics!

Thank you! I always wanted to make something like this. This will be my first attempt at making an MMO. So I will have a lot of learning to do.

I'm not sure about the humor aspect, though. I'm never one for that type of thing. I'd rather the insider-jokes be more like they were in Dragon Warrior where Howard was looking for Nester and in Final Fantasy where there was a tombstone of Erdrick (from Dragon Warrior) or Link (from Legend of Zelda) depending on the version. I certainly wouldn't like there to be very much at all of that aspect. Like, maybe a blind witch livin in a cave named Matoya looking for her magic eye to see, and who will give the player an herb to awaken a prince or something if they find it.

I completely understand that. Little easter eggs are better then taking quests completely from older games.

You know, it may be cool just to use the actual formulas for damage an everything as they were (meant to be) in Final Fantasy, just maybe re-balanced and tweaked. FF1 was horribly unbalanced in favor of melee characters. The system was pretty complex. Here are two links detaining the system down to a science:



Anyways, just wanted to drop by and say the project looks really cool! :)

Now this is exactly what I am looking for! I can use these formula as bases to create my own. They will come in handy :)

Thanks for the feedback guys. I will post updates when I am done with my next milestone.

In Topic: Beginning Android Programming

11 July 2011 - 11:16 PM

If you're not allergic to java, libgdx engine is quite neat, and comes with a few example games with source code that you can study.
Note that it abstracts away most of Android specifics, so you will get started faster, but will not gain experience in general Android programming.

I too second libgdx. been using that for months and got some nice results. Games with hundreds of draw calls run great on devices with gpus. Also libgdx can make desktop versions as well.

You will lose all ability to use the android specifc ui programming though. That can be fixed with message calls to the main app activity.

I have only just recently began using the actual android ui without libgdx to make a point of sale app. It is pretty easy to get into.

There are tutorials out there to help you learn android, but they assume you know java. So start with learning java. Begins with the basics of adding 2+2 and printing it in a console. (Don't say you don't need to know how to do that, we have all first needed to know how to add things together)

The basics will also teach you how to make other classes and defining objects for them.

Get familar with data types (int, float, String), operators (+, -, <, ==), and declaring new objects. Make a simple program to calculate the amount to give a tip to your waiter to get your problem solving brain working.

And don't stop there. Programming is a time investment, the more you put into it, the more experience you will become.

In Topic: Alpha Video of Project SM3, A Java Android RPG

06 July 2011 - 11:50 AM

I know that elemental magic has been overdone. But the other spells i have in mind are a little more unique.

Tell me what you think is wrong with the mountains?

thank you for the feedback