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Member Since 06 Jan 2011
Offline Last Active Sep 06 2016 05:42 PM

#5209991 Freelance Game Programmer

Posted by on 11 February 2015 - 05:19 AM

I did freelancing from mid/2013 until the end of 2014 because I wanted to spend more time with my newborn son. I had already extense experience in mobile applications (Objective-C, C++ and Java for Android) and backend (PHP/MySQL) so I felt it was easy to land some quality freelance jobs. I took jobs from oDesk and from my former employer. It can be done but you probably need to get more than the basics in whatever tech you pick. Contractors often look for experienced professionals to solve complex parts of a project or even the whole project. Also the networking thing that was mentioned before is very important. Be very cautious when picking the projects - make sure you can actually complete it - that said here goes a few advices from my experience.


- Always talk to your contractor and give feedback - everyday - if possible more than once a day even if it´s just to say that you are still working on it (whatever he/her is expecting to be ready next). You should also give preference to face-to-face talks (skype, hangouts) than simple e-mails whenever possible.

- On the monetary side, in my opinion there are 2 kinds of contractors. The ones that will hire the most unexpensive freelancer and the others that will look for the best/most experienced freelancer and his hourly or contract price isn´t much of a problem (but even then they will try to cut costs). Study and react to the contractor style, do not treat with them the same way.

- Do a good job and you will get more jobs from the same contractors - but they will always expect to pay again whatever you charged in the first job so you also need attention in this point.

- Expect extra work not included in the contract terms. Take a look and study this new requests before declining upfront. See if they are just simple changes and reasonable things that won´t make much difference and will satisfy the contractor even more.

#5135862 How to get good fast?

Posted by on 02 March 2014 - 10:37 AM

Besides what has been said already, working on a team, interacting with more experienced and also less experienced programmers also helps learning stuff in my opinion.

#5114905 Estimating the Revenue generated by RevMob for a mobile game

Posted by on 06 December 2013 - 12:29 PM

I use RevMob on my apps. Like Tom already stated you might not get 10% clickthroughs and you certainly will not get $1 per download. 

When your app stays too long without generating any download, when it does, then you might get $1 or even more. But if you have regular downloads you will most likely get a couple dimes.

Also, you will get some revenue (very low) from a high amount of banner "printings" even if they don't generate any clicks or downloads. 

#5089023 Display database rows in html by id

Posted by on 25 August 2013 - 05:54 PM

Say that your table has 3 columns and you want to list all entries separated by a ',' and break a line after each entry:

$query = "SELECT * FROM sport";
$result = mysql_query($query);
$foundResults = mysql_fetch_array($result);
    echo 'Error in query [' . mysql_error() . ']<br>';
else if ($foundResults == NULL)
    echo 'No results.<br>';
       echo $foundResults[0] . ', ' . $foundResults[1] . ', ' . $foundResults[2] . '<br>';
    while(($foundResults = mysql_fetch_array($result, MYSQL_NUM)) != NULL);

Hope that helps.

#5078482 Unity vs XNA

Posted by on 17 July 2013 - 11:08 AM

If you are considering productivity, in example releasing your in multiple platforms, there is no comparison between Unity and XNA. Unity is the way to go.

#5067059 The Algorithm Design of Candy Crush

Posted by on 03 June 2013 - 05:16 AM

I am working on a match 3 game, but it also matches irregular pieces connected to the original match. For that I am using the flood fill already mentioned on the thread.

#5056329 Need advice for iOS game programming

Posted by on 24 April 2013 - 04:35 AM

You will also need iOS devices of all kinds that you are going to support. The simulator is very useful but it can't be used safely to do all the testing (because of real scenario performance tests in example), that's why you need real iOS devices.

#5046117 Unity3D: 2D Animation

Posted by on 23 March 2013 - 08:34 PM

There is a crossfade feature for 3D models but I dont think there is something similar for 2D animation out-of-the-box. Perhaps you could animate parts of your texture separated?

#5045975 A "Warlock-like" game

Posted by on 23 March 2013 - 09:55 AM

Yes, it seems possible for 3-5 persons, even less.
As a technical outline suggestion, if you got frustrated may be you should pick an engine, like Unity3D, and try to start something with it. 

#5017990 SFML and Code::Blocks

Posted by on 05 January 2013 - 07:58 PM

It stops working, but what kind of error do you get? Try putting some breakpoints and follow the execution step by step, also it would help us helping you by providing the piece of code you're trying to run. Perhaps it's not related to Code::Blocks at all.

#5012091 Does making a game like fruit ninja/angry brids require a large team

Posted by on 18 December 2012 - 09:54 AM

A small part of the people from the studio I work started a fruit ninja clone/research and they did it in a couple months. We did a similar test with trying to reproduce the mechanics from angry birds and it was done in about a week. It's possible to achieve this with a small team but results may be different from the original game itself (Fruit Ninja or Angry Birds).

#4996718 Textures for a tile-based game

Posted by on 02 November 2012 - 06:37 PM

Should I pass the ContentManager down to the Tile in order for it to load the texture? Should I have another class (TileManager I suppose) load all the textures and then pass it to the Tiles?

I always pass my "ResourceManager" down to level that need to access some resource or exchange it at some point. I think it´s a good way to do it.

#4994699 Want to make a Command and conquer clone and I am a total beginner.

Posted by on 28 October 2012 - 07:41 AM

That´s kind of a huge task for a begginer as you described yourself. Sometimes starting projects that you will later discover cannot be completed will bring your motivation down. But hey, do whatever you find interesting with your time. You could start with getting assets loaded, render your sprites on screen and discard them when not needed anymore. You should be busy with that for some time.

Also, consider using some libraries such as SFML or SDL to simplify your tasks.

#4970391 What are the downsides to using Unity?

Posted by on 16 August 2012 - 06:52 PM

My biggest downsides are crappy 3D asset importing, and the whole way that project files are handled. Unity wants me to work out of a folder they manage, and it becomes a pain in the ass to manage files that are constantly changing, because I can't risk saving the only copy in the Unity folder in case it gets accidentally nuked.

Oh, I know precisely what you mean... Not mentioning that sometimes when you upgrade your Unity version it breaks your project.

Most of the time I work on Unity is because the company I work for currently uses it. Other than that it´s because of the cross-platform features that once you know how they work, they can really save some serious time.

#4969933 What are the downsides to using Unity?

Posted by on 15 August 2012 - 02:28 PM

* It is a harder to make 2D games with compared to other options such as GameMaker.

I agree. Not that it´s harder to learn, but 2D games made with Unity tend to have a worst performance. Unless you do a fake 2D game (with 3D flat geometry). This takes to the point I think is the main downside not only about Unity but with most engines out there: if you want to avoid problems you have to do everything the way the engine want´s you to do, which is a considerable downside in my opinion when you have to solve problems thinking out of the box. I guess you will have to do a pros/cons list and take your priorities in consideration. Of course there are huge advantages such as portability: with a relative low cost you can put your game on android/iOS with Unity.