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Dan Mayor

Member Since 14 Jan 2011
Offline Last Active Dec 08 2014 03:07 PM

Posts I've Made

In Topic: How do you get a Deal with Sony!?!?

07 May 2013 - 11:40 PM

There is no such thing as a Dev Kit for one user afaik.  The PS3 Kits I'm sure are getting much easier to get but I would bet that the brand new PS4 Dev kits will be harder to obtain than refined uranium.  Ok, maybe not that drastic but I'm sure they will be back to the strict requirements.  Simply put if they give you a dev kit they are giving you access to reverse engineer the entire system and exploit their networks (which Sony has had problems with in the past)  Being that their dev kit will contain source code and documentation on everything that makes the console what it is they are not willing to hand that over to just anyone.

 

More so your best bet is to build the game in it's entirety using technologies and engines that can support the main target console system.  Once your game is released and well protected legally you might be able to get somewhere contacting development studios that already have a dev kit and license.  Through an extremely hefty contract (meaning you won't see very much of the money earned) you can come to a deal where they will release your game and cut you back a small portion of the profits.  Beyond this as a first timer or someone with less than say 5 completed titles on the market I doubt you'll have a snowballs chance in hell (Sorry, but it's the truth).  I would recommend keeping an eye out for the new XBox and see if they continue to offer the Indie market place as the requirements are such that a basement indie can actually obtain a license and submit a game.  Also this counts for console game release experience that can later be used when trying to get arcade and full dev kit licenses for various consoles.  If this still isn't an option perhaps look into Ouya which from my understanding will have the lowest and most obtainable of the requirements as far as us indies are concerned.


In Topic: What is the value of '\n' in Windows?

07 May 2013 - 12:14 PM

Lode, you many times will receive 10 followed by 13 as if it where two separate keystrokes. Personally I normally counter act this in cros platform apps by simply ignoring the character 10 or \r. Haven't found many if any reasons to use character 10 outside of windows.

In Topic: Good maths for jump in 2D beatmup in Game Maker?

07 May 2013 - 12:09 PM

Kburkhart, wouldn't be the first time I misunderstood and redefined the same answer. All the same glad that we as a community where able to help the op

In Topic: Good maths for jump in 2D beatmup in Game Maker?

04 May 2013 - 12:20 PM

The thing about jumping in this type of game is that technically the graphic is going in the Y direction, but the collision checking should not, because in the game you aren't changing your position, rather jumping in the same position.  I don't think GameMaker's gravity is going to help in this instance.  Instead remember that you need to keep variables your x/y position on the ground, and then when jumping, you don't change the x/y position, except if the person moves while jumping.  The object itself has to increase and decrease the y position so that the sprite changes, but the 'ground' position shouldn't change.

 

As far as the jumping itself, you can calculate it in different ways.  I'd check some platformer tutorials, as the jumping works the same there, at least if you remember what I mention in the above paragraph.

 

Not sure to what extent I agree or disagree here.  What you are mentioning applies to games that have emulated depth (or 2.5d), where the Y value changes as the character moves deeper or shallower into the screen.  If this is the case you have a point where the character must land at the correct Y position but to say that it will always be the same as the Y position that the character had jumped from might be incorrect.  For example what if the player is holding up and right while jumping?  The character should land a bit higher in Y (deeper into the screen) and to the right of where it had jumped from.  Otherwise you get that uncomfortable linear jumping that we saw back in the 16 bit days.

 

Solution, use dual vectors.  One for the characters level position and an offset that applies to movement based animations (such as jumping or a lunging attack).  You would then apply your velocity of movement based on the offset, render and calculate collision versus the true position being the offset from the position but always bring the character back to the new position which depending on what your doing might be part position and offset or might return to the original position.  So for example, jumping would have the characters level movements effect x&y or the position while controlling the characters jump through the Y's offset.  The characters Y offset would be effected by the jumping velocity and gravity while the position would be effected by directional input.  The idea would be to add then subtract to the offset's Y bringing it back to the position Y as calculated by the input.  For something like a lunging or thrusting attack we might use the offset to propel the character forward then backward in the X axis bringing it back to the start X position.


In Topic: What should I do next

04 May 2013 - 12:09 PM

I would personally suggest that you add some AI into your pacman game.  I believe that AI is of large importance to many games, doing some pacman AI will teach you basic logic and path finding techniques that you can expand upon later.  Also if you are choosing to go the C++ route of game development you will also want to start working on making level editors and rendering libraries that can read the level files you are creating.  I'm sure that many people will argue this next statement but when you are coding at the lower levels such as C++ with Direct X, OpenGL, or a rendering framework you normally won't get level editor like tools to use and will be required to build your own.  Most of the engines and development kits that come with worthy level / scene editors are much larger in scope and normally restrict / remove your ability to code in C++.  (Take a look at Unity or UDK for examples).

 

Beyond those examples if you are looking to learn some more advanced techniques I would suggest learning additional input such as controllers and joysticks and work on building a multiplayer game.  Or even building a simple online multiplayer game (Not MMO).  A simply RPG might also be a good idea to push your knowledge a bit farther and to learn how to implement massive amounts of features and state / statistic based outcomes.  I guess the point I'm trying to make is anything you do that you haven't done before will expose you to new knowledge.  Applying that which you have done before in a different way will always solidify your knowledge.  Personally when I am learning a new language, library or engine I rewrite my first few demo projects 2 or 3 times each to ensure that I'm learning it correctly.  If you feel that you are not yet ready to start applying that which you know towards your own custom project my biggest suggestion is to do it all again and add in some little custom differences.


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