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Commodore256

Member Since 13 Feb 2012
Offline Last Active Jul 20 2012 08:51 PM

Topics I've Started

What would the most expensive game be like?

18 July 2012 - 10:09 AM

This question came to me looking at smartphone games and I noticed how most of them is $1-$6, none of them are $60. (ports of former $60 games that now cost $5 like GTA3 don't count because they already made returns on the original investment, so everything is profit) I've notice how the cheap games are the most fun you can have for $1, but the production values is nowhere near that of say Skyrim or Mass Effect.

This got me thinking... What if there was a game with production values so high, in order to make a profit, they would have to sell a million copies at $1,000? (Or whatever ridiculously high number you want)

We have had games with higher production values than the standard, but still sold for the standard price of Video Games, like Shinmue, LA Noire, Earthbound had a freakin' Strategy Guide and so does World of Warcrack, but they're subscription based, so the Guide is just Icing on the Cake. But, we have had a $200 Game once before, Steel Battalion, but it was only expensive because of the controller. In the 90's, we had these Battletech Pods (google it) that were Arcade Machines with full immersion, but the closest thing to we have of that now is a room with 6 Nvidia 3D Vision Projectors and a Warplizer.

I think the most expensive game should have new technology. (or maybe old technology that's not used in consumer land)

For Starters, no Polygons! It would have Voxels! (Basically, 3D Pixels! imagine this, but enough Voxels to make a Character Model mold like Clay) Second, no Voice-Overs, realistic Human Voice Synthesis that sound a lot better than Hatsune Miku. (Actually, Miku is a real Human Voice, just autotuned with software) Third, Actual AI, I don't want to just interact with the Characters, I want the Characters to interact with Me. Fourth, I would like there to be interiors to every building with items that you would find in a house and have all of them look different.

Of course, there would be good hardware needed and I would want it to be good, but what do you guys think? What would you like to see in Video Games, but they're not feasible to implement in a $60 game that sells a million copies and with a $300 Console? (or even a $800 PC, we would need custom RISC Processors with custom extensions and Co-Processors)

How do I do the Canadian Cross? (Compile a windows exe from linux)

16 March 2012 - 11:43 PM

I've tried different methods, but I have no clue what I'm doing.

The reason why I don't just use windows is because I'm easily distracted by Steam and my 4870 on my Desktop and I dev from a crappy Laptop.because all I can do there is use gcc and a text editor. (That's why I did more rom hacking on windows xp with 256MB of ram than my quad core, lol)

Anyway, I would like to know how do the Canadian Cross with external Libraries, I can't seem to figure it out. Yes, I've "googled it" and found nothing useful.

Thoughts on Thin Clients for Mac/iOS Development on PC?

18 February 2012 - 03:46 PM

I've been looking around for iWorld (Mac/iOS) development from a minimalistic approach and I found http://www.macincloud.com/

Basically, you rent a mac in the cloud starting at $20 a month for 3 hours a day and going up to $50 a month for unlimited and there educational discounts, But what's the point?

If you do a little math, it would add up to a cost of a used mac mini in a year and there are people that say "FSCK the EULA" and hackintosh.

I can only see this useful for college students that need a mac and didn't buy one with their tuition, but the mac lab is on a time-slot and you need a few extra hours. From that point of view, it's worth $16 for an extra 3 hours a day for a month, but other than that, it's kinda a waste :/

What do you guys think?

I can't use SDL_mixer with my favourite IDE

13 February 2012 - 11:48 AM

Hey, I'm new here and I have issues with SDL_mixer in Windows.

My problem is I HATE IDES! I My favourite IDE is GCC/G++ and a Text Editor.

The UI of IDEs just gets in my way and It's easier for me to use flags than to have a menu system that's it's easy to break things.

That's a problem with SDL_mixer, they only have static libs for Visual C++, not MinGW

They do have a source code where it's too much BS to look for buildtime dependencies in Windows.

In Linux that's easy,

# apt-get build-dep libsdl-mixer-1.2

In Windows, I have to find out what the dependencies are, find them, find out what are the dependencies for my dependencies, find them, etc. (apt automates that stuff)

So, I would like to know a solution to this that doesn't involve building dependencies or using visual studio.

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