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Casey Hardman

Member Since 08 Feb 2011
Offline Last Active Today, 02:37 AM

Posts I've Made

In Topic: The Week of Awesome III - The third annual unofficial gamedev.net competition...

Yesterday, 03:24 PM

Great to have you! (team name being your name is perfectly fine)
Posting to twitter is absolutely great, and we will be using the hashtag #gdnjam. however to be sure you receive the participation points for posting the screenshot, when you do make a screenshot post, please be sure to drop by the competition thread(NOT THIS THREAD, a new thread created at the start of the competition), and be sure to drop us at the very least the link to your twitter post.


Alright, thanks!


If you aren't sure what the theme will be yet and you're interested in some ideas, I compiled a list of Ludum Dare themes into a simple HTML page you can open in your browser.  All 5 rounds for each Ludum Dare from LD 22 to 31 are in it, organized in tables showing the scores people gave them during the voting.  There's some simple JS that makes each table fold at the press of a button, and there's a button that gets a random theme from a random table and shows it to you.

I put it together a while ago to help spur on ideas for games.


If you want it for some extra inspiration, I could PM it to you.

In Topic: The Week of Awesome III - The third annual unofficial gamedev.net competition...

02 August 2015 - 10:56 PM

I think I could use a break to work on something small, so I'll give this a go.


If I'm working alone, I can just have the team name be my name, right?


Team: Casey Hardman
Members: Casey Hardman
Tools: Unity, Paint.net, GIMP
Language: C#
Quick question: would posting screenshots and such to Twitter qualify for the 'participation points', or would making more in-depth posts (not 140-character posts) in a dev journal or blog be necessary?

In Topic: Does anybody NOT flip sprites in game?

06 July 2015 - 03:54 PM

I'm not very experienced with art, but doesn't it depend on the lighting?

If you're making a 2D platformer and light is coming partially from the side, e.g. the top left, then you can't flip something because it'll flip the highlights to the wrong side, right?

In Topic: Best engine for developing a 2D roguelike

03 May 2015 - 06:09 PM

Use Monogame.

You won't have to put up with the insane amount of tools in usual 3D engines like Unity, and it might be faster (Not sure, just thinking it might be, considering it doesn't have to use all the stuff Unity does).


This is an option, but actually making the game would probably be easier in Unity despite 'all of the stuff', especially if you want to make any handcrafted areas such as villages, because you'll probably end up needing some sort of editor for that.


You can extend Unity's editors, set up your maps/regions/whatever, and then have everything save into the scene, instead of having to figure out how to save it all yourself.  Game Maker would likely be even easier than this, since they have simpler, quicker support for tilemaps and let you place them properly into the environment right from the editor.

In Topic: Best engine for developing a 2D roguelike

03 May 2015 - 05:06 PM

As Lactose said, Unity has pretty extensive 2D support now.  You don't have to "make 2D work in 3D" like you once did.


With Unity you can use C# or JavaScript, and with Game Maker you can use GML (Game Maker Language).


I haven't used Game Maker in a long time and what little experience I got with it was when I was particularly new, but I'm tempted to say Unity has more scripting power than Game Maker.

Someone can correct me if I'm wrong, but I don't think GML lets you define classes/interfaces, possibly not even functions.  It's not as 'legit' as C# or JavaScript.  I think overall, Unity will give you a more traditional and standard programming experience, which will be more applicable if you ever need to program in another engine or something.



However, if you're completely new, Unity will likely prove more difficult for you; it's a more powerful tool all-in-all, but Game Maker is designed to be easy and 2D-friendly.  Going for a 2D roguelike RPG before finishing any simple games and with minimal experience in game development is going to be tough on you, and Game Maker might take away some of that pain.  Either way, you'll learn a lot.