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DarklyDreaming

Member Since 31 Jan 2011
Offline Last Active Dec 14 2014 07:23 AM

#4899146 My first ever render

Posted by DarklyDreaming on 02 January 2012 - 07:27 PM

The keys look a bit flat, probably because they are just a texture and not actually part of the mesh? Your materials and textures could use a bit of tweaking, but I'm guessing your focus is more on the actual model so I'll reserve judgement on that and see what else you come up with. :)


#4897182 I spent high school in front of my computer

Posted by DarklyDreaming on 24 December 2011 - 05:38 PM

Here's a crazy idea: lead a great life in your youth and in your adult life! D:


#4893572 trying to get a job in another country

Posted by DarklyDreaming on 13 December 2011 - 12:04 PM

Well, first off, do you have the relevant experience to perform professional work in a game development studio? Second, where is your CV and why haven't you put it up here so we can look at it?
As for your other questions:

1) I live in israel and there aren't any major game development companies here. I was thinking of trying my luck someday in the us or Canada (or possibly Europe).


2) how do you start interviewing for a position in a different country?


3) is it common to have interviews over skype or something like that?


4) do you actually have to stay for like a month in the country and try to get as much interviews as you can?


5) do you think game companies will hire someone from abroad?


6) why would they start messing with visa and stuff when they can hire someone local.


1) OK. Are you ready to move?
2) You apply just like a national would, by finding a job opening and sending out your CV. Through contacts. Etc. -- Tom's got this pretty well covered.
3) Depends. It happens, but if they want to interview you, they will probably want to do it in person. Reasoning for this is that an interview is to get to know you and your skillset firsthand -- a phone interview can happen, sure, but personal interview face-to-face are much more common before pushing ahead and actually signing an agreement. This is another part of the screening process that happens after you've fished around with your CV or picked up a contact.
4) Moving is something you'll have to do either way once you've gotten the position, so sure -- it's easier for them if you move first. But that can be hard in terms of getting a VISA etc. without a job lined up, so it depends on your background and what your options are.
5) Yes.
6) Because that person demonstrates exceptional skill that they are willing to import; why else?


#4892173 Which Country Should I Move To?

Posted by DarklyDreaming on 09 December 2011 - 07:20 AM

And for anyone who thought I was being over-dramatic, like clock-work, it's happening. The EU is finished.

http://www.cnbc.com/id/45609228

British Prime Minister David Cameron announces that Britain will never join the Euro, and will not sign a new European Union treaty. This is the beginning of the end.

Don't make this political.


#4891599 Is it safe to NULL an array?

Posted by DarklyDreaming on 07 December 2011 - 03:28 PM


An array with [0][0] holds as much meaning as 200/0 -- what does it mean? You're trying to say to the compiler: "Okay, look, I've got this idea and I need a 0 number of rows and 0 number of columns and then I want to do...something -- can you do that for me?"; it's nonsensical to say the least.

I assume your intention wasn't to say that though, in which case -- listen to what's been suggested and give std::vector a try. Learning the standard library is just as important as learning how to deal with primitives; I certainly hope you're not using char* arrays instead of std::string... but given your previous answer, I assume you are.

Seriously, check out the standard template library right freaking now.


I would appreciate if you could explain a little bit more about STL and not just say "read this" because as hard as I try, I'm having a really difficult time understanding the contents of the hyperlink you gave me. I'm not asking you to explain everything to me, but atleast give me a starting point because the information in the link doesn't seem to have one.

OK. So what exactly is your question? What STL is? How to do a specific thing? They have an introduction page on the site I linked to that explains the premise and purpose fairly well. If you have a specific question, ask. As for the thread question, I've already (along with others) answered it -- that what you asked for was probably not what you wanted (and if it was, it didn't make any sense) and furthermore that if you wanted a resizable list of arbitrary size then you should use std::vector (if that explanation is a bit light, try this).

As for my comment about strings vs. raw char arrays -- read this and this. Anything else? Feel free to fire away, really -- I'm here to help.

But, as for what STL is: it's a generic collection of useful containers, algorithms, functors and iterators. This isn't high-tech stuff exactly -- it's something that a few minutes of googling would've told you -- so I assume there is something a bit more in-depth to your question than what I perceive, I just can't figure it out...?


#4891579 The "Help I need christmas gift ideas," Thread

Posted by DarklyDreaming on 07 December 2011 - 02:13 PM


I don't have a suggestion for your mother's gift but rather a direction: avoid giving something related to 'kitchen' to a woman, even if she says it's ok. Why not give her shoes, clothes or something she can wear when she goes out and do things not related to household upkeep?

Buying your own mother heels and a little black dress? That's some might dodgy territory, mate.

Yep. Reserve that for the girlfriend. :)


#4891502 Making 100$ from Android Games

Posted by DarklyDreaming on 07 December 2011 - 10:30 AM


Even the crappiest game I've ever made hasn't sold beneath 500$


So I gather that you went with the paid only approach?
If so, how did you get your initial user base?
Did you advertise your game somewhere?

This was back in the day (five years ago by now), so it doesn't bear much semblance to today's market. Anyways, I've long since moved on to greener fields and better paid opportunities but for your interest:
1) Yes. $5/copy.
2) Mostly friends and friends-of-friends. There were a lot of gamers at my school and many others were just interested in buying something 'local'.
3) On the school board, GD.org, local coffeplaces... nothing compared to today's social marketing power, mind you. :)


#4891487 Making 100$ from Android Games

Posted by DarklyDreaming on 07 December 2011 - 09:58 AM

$100 dollar games can be cracked out in an afternoon. If you want to make something for fun and publish it, go for it. If you want to make money, make a business plan. If you want to make a hundred bucks -- mow lawns. OK. I get it, you want "recognition" -- but then what does it matter how well it sells? Just publish it and see how it goes.

Even the crappiest game I've ever made hasn't sold beneath 500$, though that games was crappy by inexperience and slapstick design rather than any rush or maliciousness on my part to "get the money". What I'm saying is:
a) "I don't care about the money -- I want recognition though." -- good, create whatever you think is cool and publish. See what happens. Repeat until you get what you want.
b) "I do care about the money -- what do I do?" -- examine the market, find holes, create what needs to be filled. See what happens. Repeat until successful.

Good luck! :)


#4891475 What kind of game should I make?

Posted by DarklyDreaming on 07 December 2011 - 09:24 AM

With these kind of questions I always wonder: why do you even want to make something? If there isn't an initial spark, surely you'd have given up by now? Or is that you have no idea that "fits the bill" and you are fishing for some fresh ones here? You need to at the very least specify genre a bit more and your requirements; otherwise, we could go on and on listing every damn game in the iOS/XBLIG/Steam marketplace and still be left with dozens (or hundreds) more.

Specificity. It's a rule.


#4891474 Any PhD's in the house?

Posted by DarklyDreaming on 07 December 2011 - 09:21 AM

PhD and a career in game development are not exactly loving partners -- either you get one or the other; not both. If we're talking business dev or other (related) fields to CS or SE, then sure -- if you want, go for it. :)


#4891226 licensed vs original music

Posted by DarklyDreaming on 06 December 2011 - 03:39 PM

Well, you sort of answered your question yourself -- licensed music is naturally at a loss vs. original scoring. It doesn't hurt to shop around and see what you can find and at the same time seeing what composers would be willing to score for you -- you might find talent out there with spare time in need of some change willing to do a good job for cheap; just beware bottom feeders, they aren't exactly all that great!

I guess what I'm trying to say "it never hurts to try" and that you can pursue both options without losing much else but a bit of your time (which is a precious commodity, but I'm sure you've got some to spare). If you have to pick licensed, go with the best tunes you can find and try to match it to the gameplay as best you can -- nothing worse than a cheesy "elevator-style" music playing in a fast-paced arcade shooter!

Best of luck! :)


#4891187 Need a new name...

Posted by DarklyDreaming on 06 December 2011 - 01:42 PM

Sorry for the late reply, wanted to make sure I could answer you proper this time :)

I think different people attach different mental pictures to the words we are describing. Putting "Productions" at the end of a indie developer would be much more dishonest then studios (in my mind) unless you financially fund other studios' games and not just your own. You may not have the same mental pictures associated with the word 'productions' that I do (and mine is probably less accurate), since you find it acceptable for a indie, whereas I have different mental pictures for 'studios'.

Naturally, I think much the same! I never meant to imply that we all should think "STUDIOS=BIG!" but, personally, I feel it does. "Studio" I think, is a different matter. Whether that's silly or not is up to you, but when I hear "studio" I hear "indie" but when I hear "studios" I think "AAA+". Probably a bit discorteous of me to say "dishonest" - I really ought to have said "misleading" as that's more aligned with my opinion; which, again, is really only one man's opinion.

It seems to me, when you think 'studios' you think big Hollywood movie studios (Paramount Studios or Universal Studios for example) - despite that not being the most accurate meaning of the word 'studios', that seems to be what comes to your mind, which maybe speaks "AAA, The Big Guys, Suits, Professionalism, Large Budget" (which is what I think about the word 'Productions')

I do. Mostly.

When I think studios, I think a stereotypical starving artist's (in france) room or even nook in his house... complete with unfinished canvases, paint splattered on the walls and floors, and sparse furnishings, which to me speaks "Barely (or Successfully) Surviving, Working from Home, In It For The Art, Creative Risk-taking, Not Afraid to Mess Up, Rather Have Creative Freedom Then Financial Stability But Would Like Both"

I think much the same, when you omit the extra 's'.

When you think productions, I'm not sure what comes to mind, but you said it's acceptable for an indie.
When I think productions, I think Steven Spielberg bank-rolling major movies (Film producer) - despite that not being the most accurate meaning of the word 'productions', nevertheless that's what comes to my mind.

When I think productions, I think of it as a more generalized form of saying "I work on a lot product(s). I produce stuff -- I am my own business."
Now, whether that's correct or not, is quite beside the point we're each making, isn't it?

Some words may have very well established meanings but others don't, and even knowing the literal definition, people may think entirely differently about those words. And that's perfectly fine! But it shouldn't be demoted as 'dishonest' just because some people think about it differently, especially when it's not the actual definition of the word.

No, I agree. It was a bit of a jumpy reaction. I guess I should explain: I get bored with the number of people who start a business, sign a few legal agreements, and suddenly think they own HUGE COMPANY AAA+ STUDIOS ENTERTAINMENT and appoint themselves CEO (without acknowledging that you can't be a CEO without a board of directors or that you have to put up a certain monetary amount to even form a corporation). It shouldn't leak out to the point where I disregard anyone's naming preference, but it did. I apologize for that, it was rude calling it dishonest - though I retain my position that I feel it's misleading; but then again, you feel the same way with 'productions' so I guess we can leave that at "we agree to disagree" right? :)

I fully understand that you don't want to name your studio, "Triple-A Gold-Medal Games" or "Skyscraper Enterprises" or "BiggestPublisherOnTheBlock Developer". But 'studio' is a very acceptable name for a indie developer.

Yes, that's more the intent I was trying to push. Studios is acceptable, though I think "studio" is a better fit (at least my mental picture switches to a starving artist rather than a fully equipped and housed "game studio"). Studio though doesn't seem to have the "ring" to it -- like Big Fish Studio vs. Big Fish Studios. Funny that! I guess if we're going to talk about honesty (which was silly of me, thinking back to it) the most "honest" naming scheme would be "Blablabla Games" since that's about as direct as you can go (or, if wanting to be more general, "entertainment" might be a good fit).

I enjoy the debate, thought admittedly it matters little to me what a studio is called -- whatever the naming is, I rarely look at the name for much establishment. It's a plus if it's smart, and a non-problem if it isn't -- though in the latter case I might forget about the studio easier.


#4890426 Creating a complete game design is overwhelming

Posted by DarklyDreaming on 04 December 2011 - 10:52 AM

You're confused. What you're talking about isn't game design per say. Programmers do not have it easier, no. Nor do artists. Or sound designers. Or anyone else. If you want to design, you do not spend your time learning programming alone -- you learn art, scripting, level design, math, literature, history, et al. Clear?


#4890387 Game Engines or Learning a language, and other beginner questions!

Posted by DarklyDreaming on 04 December 2011 - 07:44 AM

1) I assume you mean: "what is the difference between using a game engine and making your own from scratch?" to which the answer is "probably not a whole lot". One can consume disproportionate amounts of time though. Unless you have persuasive arguments otherwise, you should choose something already available.
2) C++ is hard to use appropriately, has a longer learning curve when it comes to going from beginner to advanced to master and it has a lot of legacy compatibility that can severely hamper a beginner's experience with the language. C# is a derivative of Delphi married with some of the concepts of Java -- a modern language that, by many standards, is beautiful. Python is a interpreted language with a very fast feedback loop -- you program and can quite quickly garner results.

All have their (dis)advantages and their own problems, but C++ is by far the hardest (in good company with C). For a professional, it does have benefits. Using C++, however, does not make you "professional" and using it badly will result in amateurish work.
3) They have their uses in RAD and other forms of prototyping. Unity, however, bears little semblance to a program such as GM as the former carries fewer limitations towards the latter. UDK, CE3 and Unity all stand shoulder-to-shoulder as industry giants; either way, choosing one of them is a proven method, yes.

Hope that answers some of your questions :)


#4890138 I spent high school in front of my computer

Posted by DarklyDreaming on 03 December 2011 - 08:34 AM

I think most of you are missing the point swiftcoder was trying to make. Of course he didn't say "stop learning to program and just be a normal person." It's all about living a well balanced life. You don't have to chase a redhead, you don't have to learn to fix motorcycles, you don't have to learn a new sport. People, that was a small sample of options from a potentially infinite list of things someone can do to help them have a well balanced life.

You are the master of your fate, and so I hope you choose what you love, but for the love of all things holy I hope you learn to love more than just programming. It doesn't have to be something swiftcoder mentioned (obviously). Do what you love, and while you're at it, find new things to love too. When swiftcoder said "usual high school things" I think he meant there are tons of options in high school (and all throughout life, for that matter) to be explored (and many of us probably had some similar options, therefore the "usual high school things"), and you should at least try exploring some of them. Take a metal/wood shop class, join a club (you can start a robotics club and do a FIRST competition, for example), make a bon fire with some friends, learn to play an instrument, learn to draw/paint (I wish I would've fostered my creative side more, 'cause it would help me with making some games), etc. Of course I'm not saying you need to do those exact things, but what I'm saying is that you've got options to explore!

There are some things you get to do in high school that you don't get to do when you're older (or, there are things you can do when you're in high school and when you're older, but high school may be the best time to try it as I doubt you have a mortgage, family, full time job, etc to worry about). At least try some of them out! You don't have to love everything, and you don't have to be (and I hope you're not) a cookie-cutter jock!

I think we all spent part of our youth programming. Some more than others, maybe. But I honestly hope, for your mental well being, that that wasn't literally the only thing you did. It may have been one thing you loved most and did most, but I doubt, and hope, that wasn't the only thing you did. Social interaction is a very critical part of a youth's development (read any book on the matter). That doesn't mean you have to be the popular kid (duh)! But you should be getting some kind of social interaction while you're in high school! You don't have to hang out with the normal kids doing normal things, and you don't have to hang out with people every night. But don't throw away the chance to have some social interactions during a critical part of your mental, social, and physical development.

Being a well rounded person* will give you a head start in life and a much better hiring potential in the workforce. That doesn't mean stop programming, stop being a geek, stop following your passion. It means that you need to realize the world is a friggin' big place with tons to be explored, and that you've taken the opportunity to explore some of it!

*Gosh, people keep going on about being normal and how you don't have to be normal. You don't have to be normal! Being a well rounded person who lives a well balanced life is different from being your average Joe.

^This.

I was waiting for someone to take the reasonable approach and actually try to "get" what Swiftcoder was saying. Look guys and gals, this isn't anything controversial -- all he said was (translated between the lines): "Learn something new, experience life - you are only young once; take advantage! Programming will still be around when you get back."

Is there really worth such a huge fuss over something so trivial as a comment encouraging a youngster to enjoy a bit more of what life's got to offer?




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