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Member Since 23 May 2012
Offline Last Active Jul 25 2014 02:21 PM

Topics I've Started

free programmer available to help out on your projects

25 January 2014 - 07:12 PM

I'm a hobbyist game developer who's just looking to learn some more by working with other people. I am not great but I know what I'm doing, I'm good enough to be useful and to not mess things up.


Most my experience is in java working with libgdx and other libraries, I'm also somewhat experienced with javascript/c++ and understand many other languages at a superficial level. I'm willing to learn and work in other languages and I can pick them up very quickly. I have never officially released anything(excluding excluding a couple small apps released by freelance clients of mine) but I've written plenty of small demos and a couple small complete games. I've also worked with android and made a few small apps/games for clients on elance.com and they were all satisfied with my work. To be honest I have no idea where I lie in terms of skill because I just don't know any other programmers and have nobody to compare myself too. I've spent countless hours programming alone though and I feel like my progress is starting to slow down because I'm far past the part where I should've gotten some experience working with other programmers and learning from them.


I'm offering to work on your game/project/whatever for you, completing whichever tasks you tell me to, in exchange for the experience I will gain. At the very least I'll be able to save you some time. 



If anyone else has another idea, perhaps you want to team up and work on a new project together or something, let me know. I'm open to anything as long as it fulfills my main goal of gaining experience working with other programmers in some way.


I'll be able to dedicate probably around 7-15 hours a week. If anyone wanted to pay me a small fee I could afford to work much more

html5 mobile web games, engines

08 January 2014 - 10:46 AM

I've been making android games for a little while now and recently became interested in making html5 games for desktop and mobile web browsers. android games aren't very reliable for income and I've been seeing a lot of basic html5 games selling for a lot of money on sites like marketjs.com. I want to make html5 games that work on mobile browsers and that are actually polished and fun, so that I can fulfill my desire to make mobile games and not be poor at the same time.



I don't know much about javascript/html5 yet, but I plan on learning. Still I want to use an engine or library to make my games because it just saves so much time and I can focus on the parts specific to my games. I am having trouble determining which engines will work on mobile and desktop web browsers(I don't mean gaems that can be compiled to mobile apps, but ones that will run in a mobile web browser like those on marketjs).


It seems like impact.js works on ios browsers from what their site says, I'm not sure about android though. and the other engines don't say much at all aboiut their mobile web support. For regular android games I use libGDX a lot which can compile to html5, but it uses webgl which If I'm correct won't run on mobile web browsers. So I'm just looking for something that is safe to use if my target platforms are mobile and desktop browsers. If anyone can name some engines that they know for sure work for that I can go through them and decide which one best fits my needs. If you want to comment on the engines as well I'd appreciate your input.



I hope someone is able to help me or point me in the right direction, thanks for reading.

Making an app for another website, legal questions

03 January 2014 - 12:55 PM

So I want to make an app for a website I use(it's just some website that people post funny pictures and memes on and users can upvote/downvote). It's a pretty popular website and all the users are asking for an app but there isn't one yet.


I want to make an app because I use the site adn I think it'd be nice, but I'm also a poor student who can't spare the time that would otherwise be spent doing freelance jobs for money, so I want to make some income off of it somehow. There are a couple different options I was considering and which one I choose depends on the legalities.


I could just contact the owners of the website and ask if they'd pay me a very discounted price to have me make the app for them, then I could basically just program it and have them give me a flat amount of money in a one time payment(I want to do something cheap but still get enough to justify the time spent, it should take me a bout a month of working on it somewhat regularly so I was thinking of asking around $500? Anyone have any idea how much this stuff usually costs?)


Another thing I could do is just make the app and publish it myself, using ads to generate income. This one I'm not sure of the legal side though, what I would be doing(unless any more experienced coders have a better way of doing this) is pulling the html from the website and parsing it, looking for the image tags and image titles and all the other relevant info that will be displayed in the app and just displaying it in a normal applayout using scrollviews and imageviews and whatnot. I'm not sure if this is OK because I'd effectively be pulling all the content from the website and displaying it without the ads, so the owners of the website would lose ad revenue from all the people viewing the site on my app. Is this illegal? what if I actually display their ads in my app? Is there any way I could legally make the app myself and publish it?


A third option, kinda related to the last one tho, is to make a kickstarter for the app and have the users of the website back it. Then I could release the app add-free(or include the original ads so the website owners don't lose money) and pay myself with kickstarter funds. This would probably be as illegal as the last one but might be easier and more profitable even.



Basically, my question boils down to whether or not its legal to make an app for a website without their permission, effectively taking all the content and none of their ads.


and either way, which of the above methods do you think would be safer/more profitable/recommended.


Thanks for any help, I'm really oblivious about this kind of stuff. 

Also if anyone wants to suggest me an easier way to make the app then just parsing the html on my own and grabbing the relevant info

books/resources for c++ graphics programming(and maybe math too)

15 December 2013 - 05:07 PM

I was about to post this in the graphics programming forum but I feel the beginner forum is a better fit, sorry if I judged incorrectly.


I am about halfway through c++ primer and I'm starting to get an itch to work on something more interesting after all those hundreds of pages of learning stuff that I already know how to do[in other languages]. I really want to get into graphics programming with c++, I mean my end goal is always to be a great game programmer/designer/developer and I always try to work on things that will get me closer to that goal, but for some reason graphics programming never really interested me until now so it's a bit behind my other skills.


I'm already a proficient programmer but I've always used different graphics libraries or simple/restricted api's(like swing) for graphics. I do have a fuzzy and basic theoretical understanding of how accelerated graphics rendering works but I could definitely benefit from an entry level 3d/graphics programming book. I don't really have much of a preference as far as opengl/directx/whatever, I just want to get close to the metal and learn as much practical/useful stuff as I can. I am planning on being a professional game programmer at some point in the future(idk how that is going to work out with the whole not being able to afford to live, let alone go to college, thing, but I have to have some kinda productive goal to work towards in my free time so I don't go crazy) and I think graphics programming/c++ will be valuable things to learn to help get me closer to that goal. So if there is any kind of industry standard or a particular api that is most frequently used by professionals I'd prefer to learn that, but I assume that the knowledge and experience I gain will by useful regardless of the specific technology that I use. I definitely want to learn to write my own shaders as I was just checking out some tech demos people posted on youtube and it really sparked my interest.


So what resources or books do you think would be most helpful for me? What technology should I learn(I'm leaning towards openGL but not very heavily)? Oh and also I will probably need to pick up some math, my highschool didn't go past geometry(alternative school) but I have completely learned up to and including pre calc, and a good amount of regular calculus too but not enough to be comparable to taking a calc 1 class. I like math a lot and I can learn it quickly when I need to, so don't recommend things based on what I already know in math because my plan is to learn math alongside graphics as needed, if there is a book that does both that'd be optimal. I do prefer books over other resources because it helps me stay focused and learn a lot about a single topic instead of jumping around the internet doing random tutorials.


Okay finally done, thanks for reading. I'm just looking for suggestions for learning resources(preferably books) as well as any other advice you want to offer based on the information in my post

Best way to implement (simple) events/triggers in my platformer game

17 November 2013 - 01:41 PM

Sorry, I'm not good at being brief. You can probably get a good enough idea of what I need by only reading half of this but if you read the whole thing you'll really understand my specific situation and be able to give me very relevant advice. I really appreciate any help I receive as I want to get started coding this soon and I want to employ the help of this community to make better design decisions than I would if I were doing this completely alone.


I'm working on the editor for an android/ios/pc game I'm making(with libgdx),


(side question: when making a game that has a level editor I usually start by making the editor first and then copy the project and building the actual game off of the editor codebase after the editor is already working, is this a good approach? I like having the game playable/testable from inside the editor so most the gameplay code is already there).


It's just a 2d heavily physics-based platformer with an interesting main concept/gameplay but technically it's nothing to complicated. The least trivial part of the code is the part this thread is about, the whole event/trigger system. I'll give some examples to explain what I mean by event/trigger system in my game:


The player is running along the obstacle course of a map that exists in my game and steps on a floor platform that looks slightly different from all the other ones around it, this triggers a laser to spawn behind the player, it stands vertically on the platform and starts moving towards the player at a steady speed. After 10 seconds, or when the laser reaches a predefined point, it despawns.


Another example would be the player is running along the same level and everything is going fine but he comes into contact with an invisible 'trigger object'(which is just a rectangular object with no graphic that I placed on the level solely to trigger an event when the player unknowingly 'collides' with it) that is placed directly below a platform with a huge boulder on it. When the player hits the transparent rectangle it starts a 1.5 second timer and when that timer runs out the platform above crumbles causing the boulder to fall down potentially crushing the player.




I am just looking for the best way to implement this kind of system. I want it to be flexible because I like to be able to try out many different ideas once my game is completed enough to prototype a bunch of different ideas, but I do know for the most part what kinds of things I want these events to do: enable/disable an object, set a movepath(a set of points, in order, with a set speed, which any game object(platform/obstacle/whatever) will follow in order when it's set to that movepath, apply a force to an object(I'm using box2d for physics so that'll be easy), and anything else I think of(any general ideas anyone?). An event should have one or multiple of these 'actions' and the ability to happen instantly when triggered, after a preset time interval, or after an animation ends(e.g for the crumbling platform it'd wait a second, play the animation, then at the end of animation despawn the platform).



My current plan:

I will have an 'event editor' window(probably just a JFrame with swing components) that I can open from my main editor window. the event editor will list all the events for that level. Each event will consist of a list of 'actions.'

First you create a new event, then click add action. select the action type(enable, disable, apply force, set movepath, etc) and depending on the action type it'll display different options/properties. E.g for set movepath it might give you the options target object, movepath#

(movepaths will be part of the object they belong to, objects can have multiple movepaths and only 1 active at a time), repeating/looping. Each action will also have properties for general things like delay time. you can add as many actions as you want to an event.


The whole event will also have some options such as the trigger. You can select the trigger from a list of 'triggers' you created in the editor. To create a trigger you can select an object in the editor(e.g the invisible rectangle or the strange platform) and in the objects properties window(also a JFrame that you can open from the main editor window) click create collision trigger and then type in a name for it so it's easy to find later when assigning it to an event(hmm, maybe for collision trigger I'll also have an option to select the object it needs to collide with to trigger a collision, so events can be triggered by objects touching other objects instead of just the player touching an object). So far collisions are the only triggers I've thought of, but I just had the idea of having an 'event trigger' action so I can chain events together, I don't know if that would be useful though or if I might as well just add more actions to the first event instead of having it trigger a second event with more actions. If anyone has any fun ideas for things that might trigger an event in a typical platformer let me know.




If i go with this idea(right now that's what I'm planning on doing, although i fear it won't be flexible enough) I'll implement it by having 'Action,' 'Event,' and 'Trigger' objects:



Game objects that trigger events have 'Trigger' objects. When player touches one of these gameobjects the object will call activate() on all it's trigger objects. A trigger object has a list of events and its activate() method just calls start() on all these events.


The start() method of an event will add itself to the 'activeEvents' arraylist which is located in the same class as my main gameloop. the gameloop calls the update() method on all events in the activeEvents arrayList. Event.update() first takes deltaTime as a parameter and adds that time to the 'runningTime' variable of the event class. Then the update method loops through the 'unactivatedActions' arraylist in the event class and if runningTime is greater than the delay time for that action it'll call that actions activate() method and move it from unactivatedActions to the activatedActions array. once the unactivatedActions arraylist is empty it calls the finish() method on the event, this method removes the Event from the activeEvents array in the gameloop class, switches the activatedActions and unactivatedActions arrays back, and does whatever else I'll need to do when an event finishes.



The level file will save all this information('l'll probably save levels as JSON, but if anyone wants to make an argument for XML or something else please do so). a level file will consist of a list of GameObjects listed by ID and their properties, trigger id's+properties, event id's+properties, and Action Id's+properties. the json for a gameobject will store the location of the physics body file in my assets folder(I use some physics body editor which stores a box2d body and it's corresponding .png graphic), location, rotation speed, density/restitution/friction values, a list of movepaths(each movepath being a list of points, each point being a location, movespeed, and pauseTime), and a list of triggers id's. triggers will be stored by there id and consist of a list of the id's of the events it triggers. events will be stored by id and consist of a list of action id's. actions will be stored by id and store the delay time followed by the action type and a list of properties that pertain to that action type(e.g movepath# for movePath Actions).


Loading a level will work like this,

load all objects first and store the trigger id's in the objects. Then load all the triggers, events, and actions into arrays where the array index corresponds to the id's. then loop through each object and for each object loop through all the trigger id's, for each trigger id copy the trigger object from the trigger array we just created to the objects trigger array, and as soon as a trigger is added loop through all it's event id's, grab those events from the event array i just loaded from the file and add those to the event array in the trigger class, for each event added loop through the events action id's and copy all the correct actions from the action array I just created to the action array inside the event.


Hmmmmm.. or I could just load all the objects and store the trigger id's in the objects. and load all the triggers/events/actions into separate arrays that are held in my game class and just use the id's to do everything. So the object only has a list of trigger id's that point to indices in the main Trigger array, and the Trigger objects in the Trigger array just have int id's pointing to Events from the main event array and so on, and just code my logic to work off the id's and Trigger/Event/Action arrays instead of having the triggers belong to objects, events belong to triggers, and actions belong to events. Can someone help me figure out the pros and cons of each of these methods I really don't understand. Or point out flaws in my ideas/suggest better ideas for me. ANYTHING that will help me design my game/code better


Thanks Gamedev