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Member Since 28 Feb 2012
Offline Last Active Aug 27 2015 04:46 AM

Topics I've Started

Legal dangers for small indies

25 August 2015 - 12:19 AM

So I've been kind of out of game development for a while:) but Im thinking of starting it again. The thing is Im broke and I dont have the money to incorporate. I will as soon as I can but I just cant for a while. So thats more reason to be afraid of the legal troubles. My question is: is there a realistic chance for a small indie to get sued over something? (sued or get a C&D asking for XX000 sum for legal damages.) Does that chance increase a lot if you ask money for the game? (think of a game that makes about a 100$)
I think there are many of us here in a similar situation so please try to give a detailed answer.
In my case: I work alone, Im thinking of making small atmospheric games (single player / PC) with minimal number of characters, names. Im from the EU. I do intend to spend some money on a lawyer to help me out with the EULA and basic stuff. Thanks!

How to write game-data into file?

01 September 2014 - 11:32 AM

When saving game data, how should one write floats for example into the file? Someone quicksaves the game then later loads it back. Should I assume that the save-load will be on the same device or on devices with the same float format/size, same endianness, ...and write it in binary? Or divide it into two integers - mantissa and exponent - and save those in binary? Or convert it to text and parse back to float when loading?

Assignment operator and virtual inheritance

28 August 2014 - 07:33 AM

With virtual inheritance you can prevent a base class from being created more than once. So far I couldnt find a proper way to prevent the assignment/move-assignment operator from being called multiple times on the base. As for C++11 or 14, is there some new feature that makes this possible? If not, whats the best way to handle this? (apart from not putting any data into the base:)) Thanks!

Your thoughts on devLogs

15 August 2014 - 01:15 AM

Whats your opinion on devlogs? What do you think how many actual players / other developers read them? It seems to me that today when a (potential) player visits a game`s site they just want to grab the Steam and (maybe)Twitter links and leave.

I see devs that like to go on about the caching / geometry optimization problems they encounter and everything, and others dont say a word.



I bet you know this game. Here they post about everything:) Here`s the opposite:


Now Polytron has something that could be called a devlog for FEZ, but most of that is just screenshots. Yeah, many of the succesful devs and small studios seem to go by the "the less you say the better" thing. Does letting people see the real dev process hurt your game`s success so much? or is it just irrelevant so they dont bother? What are your thoughts?


Accepting advice for game features on the internet

11 May 2014 - 12:55 AM

There are places like Steam Greenlight where you present your game / development process, and people give you their opinion, best wishes, etc. And sometimes they give you their ideas for game features, whether you ask for it or not. Sometimes they send it to you in a PM / tweet: "Hey, you shoud really add this bla-bla."

Whats the deal with this? What if you do accept their idea (or you already wanted to implement it anyway)?