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mk.jr.fan

Member Since 16 Jun 2012
Offline Last Active Mar 24 2015 04:11 PM

Topics I've Started

To scale or not to scale?

11 March 2015 - 03:06 PM

Hi, I'm currently trying to create a fishing game and was having trouble determining a scale in which to make the fish and player. For example, would it look out of place if a goldfish were bigger than the boat trying to catch it? Or should I make the goldfish smaller than the boat?

 

The problem I'm having with scale is that the bigger the fish are, the bigger the world, which could lead to optimization problems. I also don't want to make the fish too small as that would make it harder to see. (As an aside question: If I'm working to make a game for PC is there a size I should stay above so it's not too small for the player to notice?)

 

Does it make a game look better if it's too scale (or close) or does it not matter?


What are the possible ways of making a level editor?

16 January 2015 - 09:53 PM

Hi I am currently making a fishing game in Java and I wanted to know how I could make a level editor for my game. The game world is divided up into a grid that is used to detect collision. The collision grid basically sorts where the location of each object to make a collision detection more efficient for smaller moving objects.But for solid objects that players can walk on and bump into (like land and sea walls), I plan to make it different where one block of land fills one unit on the grid. The only problem is that I'm not sure how I can place these blocks in a more visual way.

 

I understand that I could possibly use a text editor and fill the map with 1s and 0s, but I would like the possibility of making a map/level editor. Would it be possible to make an image and let the program interpret that from a file or should I make a level editor in game? Is there any other way to make a level editor?

 

Any suggestions or help would be appreciated! 


Sfml or Libgdx (C++ or Java)?

01 November 2014 - 10:07 AM

Hi I am in some need of some advice. I am preparing to work on my first full fledged game, but I am uncertain of where to start. Now what I mean first full fledged game I mean by something that I can actually show to the public whether it be paid or for free. I have experience in making smaller games but they were more for school projects. I have a pretty good understanding of java as I had taken classes during my high school year (I'm currently a senior in high school) also I have used Libgdx before. I am new to C++ as I just started going through tutorials for sfml.

 

The reason I am asking which one I should use is because I want to make this a big game, but I'm unaware of the pros and cons of each library. For example I'm not even sure how to make an executable or different ports for sfml.

 

Should I just go with what I am familiar with or try to learn C++ since I'll probably have to do it some way or another?

 

Thanks for any advice!


How do you make and manage an indie development team?

18 July 2014 - 04:26 PM

Hi, I am currently a junior in high school and I wanted to make a game design club for senior year. I have about 3 or 4 years of experience making small games such as a small platformer on GameMaker, a top down shooter in java, and I am currently working on a snake like game in Unity. The club is meant to create a team of either programmers and artist to make games throughout the year. The only problem is that I do not know how to manage a team. As stated before, my game experiences have mostly been myself doing the programming and art with an occasional friend to help out.

 

What I need to know:

  1. How can I distribute the work?
  2. How do I know who to choose join?
  3. How can I make sure people are on task?
  4. How can I make sure people are communicating? 
  5. How do you manage resources between different people?

Also any ideas on what to use? I was thinking of using Unity, but because I don't feel like the most experienced with it I'm not sure how comfortable I would feel running a team under it.

 

Situation:

  1. Will be working on Macs and PCs
  2. Needs to be some what beginner friendly 

Any help or tips on this would be great! Thanks!

 

Here's an update on what I plan to do with the club:

 

After reading all of the posts the major problem that I'm going to face is motivating the people to work under me. So what I've decided to do is outline my plan and what the first meeting is going to be like to hopefully give a better idea of what I am trying to achieve.

 

My main goal is to create a team of kids from my high school to make games. If things go smoothly, this team would eventually be transferred outside of school or at least make new friends along the way that share my passion of making games.

 

What I plan to do is make at least one game before the school year ends. This game can be as big or small as it wants as it is ultimately going to be designed as a group. Now depending on the size of the club it can just be one group making one game or multiple groups making multiple games. In between meetings I would like to have periods of time where we could play games and try to analyze certain aspects of the game and also invite other people to test out our game. I would also really enjoy having at least two meeting days were we would have a game jam to kinda take a break from the main game.

 

In the first meeting I will introduce myself and my co-president and give my background in game designs. Next I would discuss the main goal of our club and try to get an idea of the experience level in the room with either coding, game development, or art. I will also tell them what I outlined above as the whole year. For the people that decide to stay I'll try to get name, contact info, and dates available.

 

From that point on what I plan to do next is decided on who stays and what experience they have. For example, if people are not familiar with coding then the club will center around teaching them. If people are experienced then on the next meeting we will discuss and brainstorm ideas for our game.

 

For motivation I was hoping that because we are basically creating a game that we all want as a group, they will want to work on it.

 

So that's basically my whole plan for this club. Does this seem like it will work or am I setting myself up for the impossible/highly unlikely?


Looking for a game engine that are for beginners and runs on macs.

20 March 2014 - 09:15 PM

Hi! I've been programming for games since I was in seventh grade, working with engines that range from GameMaker to Unity to, what I am currently working in now ,java using library/frameworks. I really want to get a game development club going in my school to sort of train some kids (9-12th grade) in my school to form a small team. Right now I am currently searching for an engine that will work on macs and can be used by beginners. I've looked at some stuff such as Stencyl but it wont publish to desktop (Mac or PC) without having to pay a fee.

 

So what I'm basically looking for is a game engine that can be used by beginners (I guess drag and drop stuff), can publish to desktop, and if need be a price under $50. Any ideas?

 

Some other features that would be helpful would be the ability to code as well as drag in drop (Like gameMaker if you ever used it) and a supportive community.

 

If there is any thing out there like that please post it! Thank you.


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