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Xanather

Member Since 24 Apr 2012
Offline Last Active Jul 27 2016 12:12 AM

Posts I've Made

In Topic: Sidestep - Feedback Wanted

11 June 2016 - 12:07 AM

>> Been working on this android game the last 2 months. Just released it today.  It has a basic idea in regards to game-play, and I am looking for feedback.

 

what kind of feedback are you looking for?

 

what are your plans for the title?

 

generally speaking, one usually solicits feedback before release, and does not release unless there is a good chance of brisk sales - based on market research and feedback.

 

typically you get an idea, do market research, if its a viable idea, you code up a prototype and get feedback, if it still viable, then you make your tools and game and release.

 

all this assumes you're making games for profit, not just for fun or as a leaning experience.

 

FYI: android and OGL from scratch plus a game and a level editor in two months spare time is nothing to be shamed of. its actually a pretty good record.

 

Thanks for the reply,

 

I came to the realization that the Play Store is very competitive before I released this game, it was a learning experience all around and next time I will be more critical of what I develop.

 

In regards to feedback, I just wanted peoples general thoughts on the game & some changes I can make before I started working on my next one. Some idea's I got from my reddit post were "offset the player to be above the touch position" and "improve contrasting colors". Maybe I should've named the title of this thread differently however.

 

BTW I took maxeuwe's post somewhat lightly, he seems to use a separate account based on his post history.


In Topic: Sidestep - Feedback Wanted

10 June 2016 - 05:31 AM

 

Been working on this android game the last 2 months. Just released it today.

 

It has a basic idea in regards to game-play, and I am looking for feedback.

 

It took you two months, and the best you could is make a mouse cursor collecting pluses, with some simple physics added? Sorry, but this is a work of of two days, not two months. There are a few hundred thousands other games at Google Play about adventures of color squares/dots/circles/whatever other geometry figures drawn in MS Paint, and all of them look exactly like your game. Do you really expect somebody to notice and play your game in this ocean of other cheap MS Paint games?

 

Sorry if my comments sound harsh, but they are honest. You won't go anywhere with projects like these. Maybe for your next project you should make something that won't look like a game for Commodore 64, but at least will be comparable to SNES games quality, maybe. Not sure why I even bother typing this. I know people will keep dumping thousands of these MS Paint games on the Internet and then wonder why nobody plays them. Whatever.

 

 

Thanks for the reply.

 

For starters, I had never developed for Android before, and I used OpenGL directly as a learning experience (I haven't used an engine, excluding JBox2D).

 

Secondary, your right, it did take me too long for such a simple game (thought I wasn't working on it straight for 2 months, just when I started). Much of the time I spent in the level editor tool since many levels are 2000+ tiles long in height.


In Topic: Stop 3D objects moving when windows is resized [XNA/WinForms/C#]

25 February 2015 - 05:21 AM

I remember when I used to work on XNA that I also gave up with trying to have dynamic resizing. I've sinced moved onto SharpDX which has allowed me to customize resizing the way I want. I recommend learning the raw API's once you feel comfortable enough with XNA, they're not as scary to use as it seems.


In Topic: Constant buffer or not?

23 February 2015 - 02:52 AM

Thanks Hodgman, considering the limited amounts of Matrix multiplation for 2D spriting I think that may be the best solution.


In Topic: "bind slots vs. registers" concern

01 February 2015 - 06:05 AM

I have always found that compiling the shader with FXC.exe is a useful learning tool.  This command line tool requires you to tell it the file and the function you are compiling, along with the shader type and target model.  You can create an html output file, which gives you lots of information about the shader, its input resources, and the shader's input and output signatures.

 

That will tell you about the shader, but you can also programmatically access the same data through the reflection interfaces.  There is examples in my engine (linked in my signature below) about how to use the reflection interface, so feel free to take a look and borrow code as needed.

 

I just wanted to say thanks for mentioning this! I didn't know such a feature existed within the fxc tool. I had so many questions about the output of shaders and I just answered them all myself (was going to write a long question on gamedev.net).

 

Goes to show it's sometimes quicker testing things out yourself than asking.

 

Edit: For others who don't know what I am talking about, it's the /Fc command in fxc.exe.


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