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Night Lone

Member Since 27 May 2011
Offline Last Active Aug 25 2016 10:02 PM

#5161592 Question for Experts, especially for Beginners: Motivation, how NOT to lose it?

Posted by on 19 June 2014 - 05:11 PM

Okay, a big question to everyone who has produced a successful game (I'll let you decide what "successful" means).

How do you NOT lose Motivation?


Simple question, but I know the answer is probably complicated. I have learned many programming languages, many programmers go to me for help. But I actually have a problem staying motivated on a project!! So, for all you experts out there, how do you manage to keep your motivation, at least long enough to finished a half decent game?!


I'm sure I'm not the only programmer, beginner or not, who has a tough time staying motivated and on track making a game!


Looking forward to your answers, and I really hope this will help other programmers, beginners and not, to learn a good way to stay motivated!

#5096518 Am I Doing this Backwards?

Posted by on 24 September 2013 - 06:14 PM

Yeah, art is a problem for most of us developers with no sense of it and ADHD as well. I don't have much advice to give other than to try to use some debug crappy asset till you develop the features you want.

Thankfully, I've overcame that little problem. Art isn't a problem as it once was...sure HUD will be a pain in the rear, but I know enough to make the basic HUD and I can spend hours later trying to perfect it;

1 - (3) Pick a language and SDK and stick with it.

Basically it's Irrlicht or Panda3D, depending on what I'm aiming for; This newest project (lets hope it works out!) will be done in Panda3D; primary reason: it's the only engine I got to step 6 with >.< the only reason why that game was canceled was because I did a very stupid thing and told Panda to do collision detection using a ray-polygon with every polygon that wasn't the character...and that was a few years ago now...

#5096484 Am I Doing this Backwards?

Posted by on 24 September 2013 - 03:15 PM

Okay, first off, I've been trying to make games for the past 5 years, if not longer, and it's plain to see, I'm doing something wrong! (that and not enough motivation)


Heres the rough steps I take when making a game, with reasons why I'm doing it; If someone has any suggestions, PLEASE do so.
1) Get a general Idea; Write a little bit about it (If I write too much about it, I abandon the game cause of the complexities)

2) Do some art which hopefully will make it thru to beta stage (Since I've Never had a good artist willing to help, I'm stuck making my own, so I make some "official" art so I know that I can make the rest easily enough)
3) Spend a few days looking at engines to pick the one I want (usually it's Irrlicht or Panda3D)
4) Start Programming

<--Then I stop due to lack of interest or I never make it this far because of art, theres a few times I get past this-->
5) Make some more assets and add them into the game

6) Program some more features

Repeat 5-6 until I get what I'm aiming for; I never get to 6 because the "more assets" are usually art that I find a hard time doing and no one else wants to do so it doesn't end up so well -.-'


Any hints of what I may be doing wrong? other than loosing interest or giving up too fast >.<

#4823049 Knowledge requisition details

Posted by on 13 June 2011 - 11:00 PM

well you will need billboarding for the 2D sprites!
Hmm, this reminds me of Harvest Moon 64 layout, it's all 3D, but uses 2D sprites and what not, that was a really fun game actually :)

#4823039 Knowledge requisition details

Posted by on 13 June 2011 - 10:17 PM

Well, the general idea is, first calculate the ambient light (in 2D); then after calculating that, calculate where the fire is relative to the character, then do some more calculations on how much light the fire should effect the character. two of those calculations has to take a bumpmap in the equation xD

now, don't ask for the code, cause that you wont get :P (even though, if i start a isometric game anytime soon, i would prob make that code xD)

#4823026 Knowledge requisition details

Posted by on 13 June 2011 - 09:19 PM

I've started my work a 2d game that has an isometric movement type of gameplay and an arcade battle system ..
I've learned some basics of game programming and learning openGL - LWJGL 2.7.1

What are the requirements for making a game like the above mentioned ..
I can draw cubes in true Isometric view using glOrtho(); and would like to know HOW TO PROCEED FROM HERE ... !

Currently I m concentrating on navigating a player in an isometric world ...

Questions on my mind ..
1. How to draw the map for an isometric game ... i.e use pre-rendered images or textures applied on tiles
2. Is it a good idea to use 3d back end - eg the cube as a building and a quad with a texture of a building over it and let the collision detection work on the 3d space rather than the quads ?
3. Is billboarding required ?
4. Can lighting technique be used in a 2d game ?

I have provided an attachment of an isometric orthographic projections .. please help me from here ... I m very dedicated and will like to learn from you'll

I've done a simple engine with Isometric graphics before, but I didn't use OpenGL, nor did i use any 3D of any kind. I used a simple 2D engine and built upon that.
For my engine, I tiled the map tiles, (so, no pre-rendering).
Personally I wouldn't use 3D backend, but it's possible, if you want to use lighting it might be easier!
Billboarding will be needed if you're using a 3D backend, if you're not using 3D, then no billboarding will be needed at all.
yes, lighting techniques can be used in a 2D or 3D game, for the 2D game to use lighting there must be a bump map or light map, to correctly apply the light on the 2D surface.

#4816555 Hello Peoples!

Posted by on 27 May 2011 - 02:13 PM

Hello! I'm a newbie here, been in about...ohh...5 years in programming; and just wanted to make some contacts, make some games, etc etc;
For a quick summery: I'm currently in development in a project, by myself, which is kinda large, but it'll keep me busy on rainy days (like today). The project itself is simple and easy; just lots of contents.
Anywho! Whats new in the neighborhood?! :)