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FooBarSteve

Member Since 07 Jan 2012
Offline Last Active Sep 01 2014 06:19 PM

Topics I've Started

Suggestions / Improvements upon my text adventure engine (C++)

17 October 2013 - 05:58 PM

OLD THREAD - Delete.


Protecting Your Game

02 July 2013 - 11:07 AM

I'm going to split this into two different questions. They are related, but slightly different.

 

Firstly, how do you go about stopping people from cracking/leaking your game code? Assuming you're developing for a game you plan to publish (that being not open-source), how do you stop people from getting the source? I use Code::Blocks for my C++, and I don't know if the default .exe generated file is completely secure. My "Hacker" friend says he'll even try to crack the program; and I think he will.

 

Secondly, what's the best copyright method for an indie developer who's game isn't open source and people won't be able to resell it or republish it, but they can develop modifications for it? I don't want to block the community from being able to do what they want to do with my game; but at the same time, I'll be needing to pay bills.


Honorable game designer?

01 July 2013 - 11:35 PM

Just a silly quick question, but can somebody compile a list or send me to a link giving information on how to be an honorable indie game designer, that people won't look down upon? I've already thought of a couple things.

 

No DRM.

Don't make deals with large companies.

Don't charge full retail price for your games.


Moddable but not open source?

20 May 2013 - 11:59 PM

Hey! I'm working on my first few games, and I'm trying to learn everything about design I can. One thing though, that I haven't gotten a clear answer on, is how games can be heavily moddable yet not open source? The only realistic answer I've gotten is "In order for your game to support mods, you have to code an entire modding API." Is this the truth? I really want to support the modding community with my games, yet I don't want to make it open source, thus free.

 

Any answers appreciated, thanks smile.png


OpenGL or DirectX

09 March 2013 - 04:50 AM

I am creating a hyper-realistic space exploration game which is going to need extreme graphics. Would OpenGL or DirectX be the best option?

 

I've heard so many great things about both, but from everything I've seen and heard; it seems like DirectX is more high end and up to date with the current drivers. Is this true? One of the people assisting me with the game is insisting I use OpenGL, saying that slowly it's going to replace DirectX.  And that it's "The graphics library of the future". I just don't know if I can believe him.

 

Please note: I have absolutely no coding experience with either of the graphics. I am willing to learn either though. I just need to have a solid answer on which is the good choice.

 

Additional Info:

 

The game is being made in C++

 

I am getting a GTX 690, so I will be able to code efficiently in DirectX if I do choose that.


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