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Member Since 19 Jun 2012
Offline Last Active Oct 02 2014 05:49 PM

#5173402 Got offer to create music for my game, how to respond?

Posted by on 13 August 2014 - 12:11 PM

Did you actually need the music?

My point being, sometimes you get an offer that makes you mind bend twist and turn, but the true answer is: it wasn't part of my plan and the only reason I'm considering now is because I've got an offer.

I tend to turn down most if not all such offers and get back to them if I have a project (any) that actually requires their services...


Yup, I need music, otherwise I wouldn't accept the offer. Thanks for the warning for the future if similar thing happens :)

#5173309 Got offer to create music for my game, how to respond?

Posted by on 13 August 2014 - 04:55 AM



Thanks everyone for your inputs. You've all been a great help, and I have to say, negotiations ended greatly with both sides satisfied. Draft of the contract is completed, and it looks like this:

  • Composer owns rights to the music, while I'll hold the rights to use it in game and any promotional materials indefinitely.
  • If required, I can buy the complete ownership from him. In this case, he retains the usage of his work for self promotion.
  • He gains 25% of my profits until the money owed is paid in full.

Only thing that now remains is plain english contract. He feels it isn't necessary, but maybe it would be better for both his and my protection?

#5171919 Got offer to create music for my game, how to respond?

Posted by on 06 August 2014 - 11:55 AM

Thanks bschmidt for your input as well.


I got mostly positive response to my proposal :) *sighs in relief*


I also got the rates from him... his usual rate is £100 (approx $180) per minute, but is willing to drop it down to £80 (approx $135) per minute for me specifically. He also expressed his concerns, such as him wanting to be able to use the music to promote himself, so it's time to negotiate a little more; after considering a little more, I think I'll rather have him keep ownership but add buyout clause, as I don't even have any idea how much success will I have with game.


Bonus point to his music is that he designs it to be sequenced randomly, which makes it interesting. I'll also have to consider how much I need, but that's for another thread.


Once again thanks everyone for your inputs, this has been enlightening, and dealing like this is brand new experience.

#5171257 How do I advance my C# Programming Skills

Posted by on 03 August 2014 - 07:52 AM

In addition to what Sean and orizvi said, best way to learn the language is to learn it while using it. Numerous times I found myself learning language's syntax and quirks by just doing various tasks, either homework or my own projects. For the Network Programming course on college I had to quickly learn C for homework, lab assignments and exams.


So, set yourself some projects, going from simplest one as number guessing game and tic-tac-toe to more complex ones.

#5171190 Got offer to create music for my game, how to respond?

Posted by on 02 August 2014 - 04:52 PM

Wow, thank you for your answers. It was a good idea to ask here :)


If the final product ends looking well, I do plan for full release in order to earn some pocket money, hopefully enough that next time I can actually pay people for things I need (primarily art and music).


SotL, I appreciate the time you put in for such post. It was full of details I honestly overlooked and pointed some issues I need to watch about. After that, I'm not sure if I should enter into any such deals as that one... as it's my first game and hobby project and I'm not even sure if it will end well. One one hand he'll handle a huge amount of work, as I'd have to learn those skills by myself otherwise... on other hand, all those legal issues might be problematic for such small game.

#5171117 Got offer to create music for my game, how to respond?

Posted by on 02 August 2014 - 09:54 AM



Few days ago I got a private message on IndieDB from person who was interested in making music for my game.

He/she stated in private message that he/she is interested in my game and looks for some working experience, thus is offering to produce some assets for me for free, while also sending me link to his/her showreel.


In my response, I included a question about licence on his music. What I could understood from his/her second answer is:

  • He/she keeps a copyright on all created music and sound
  • I do not pay upfront, but he/she gains royalties from sold copies of game (amount not stated)


Those terms seem fine for me, as I get solid background music without paying immediately as I don't have any money, while he/she gets rewarded for his/her work. However, as it's my first time dealing with such things, I wanted to hear thoughts from more experienced people.


Also, if we get to the deal, what is usually the correct procedure?


Thanks for your time.

#5150662 Oh god! please end my suffering!

Posted by on 30 April 2014 - 06:31 PM

In addition to what Servant of the Lord stated, it seems to me that on the player's turn you don't wait for the player's action.


I don't know about SDL and know very little C++, but with my knowledge I'd fix it this way:

void Game::play(SDL_Surface *screen)
    int continuer=1, turn=0, end=0;
    SDL_FillRect(screen, NULL, SDL_MapRGB(screen->format, 255, 255, 255));
    SDL_BlitSurface(board, NULL, screen, &position);
    while (continuer)
	continuer = EMPTY;
                // Wait for the player's action
	        if (event.type == SDL_QUIT)
                    // Exit from game
                    continuer = EMPTY;

		continuer= check_victory(screen);
		if (continuer== EMPTY)  break;

                // Draw stuff

		continuer =check_victory(screen);
		if (continuer== EMPTY)  break;

                // Draw stuff
        while (continuer == EMPTY);	

#5148120 [Game Mechanics][Theoretical] Income/Resource Allocation in a unique, made-fo...

Posted by on 19 April 2014 - 07:18 AM

Nice idea, but in current form you there are multiple major problems with it. Also, I think there are some problems with your view, so I'll address each issue.


1) There needs to be a scoring mechanism - kills are cool but meaningless, gold is awesome but is meaningless. All of the stats that are broadcast in LCS games aren’t accurate predictors of who is going to win. There are touchdowns in football, there are goals in Football and hockey, there are points in Basketball. In my opinion, there needs to be some sort of point-based scoring.


2) There needs to be breaks - 2 main reasons. 1 - fans need a time to be able to get up and get a beer without missing some of the action. 2 - there needs to be a good time to run commercials. 30 minute games are a good compromise, but I think that a 45min - hour long match with semi-regular stoppages is more fan-retentive. See television viewership of football vs soccer (in the US).


Scoring mechanism is mostly in a time limited game (see Unreal Tournament for example, also counts for most RL sports), whether classical MOBAs are "score" limited games (blow the enemy Nexus/Legendary building/whatever). As such, individual score does not mattler, it only matters who destroys enemy important building first, hence the lack of accurate predictors of who's going to win - even 1 mistake in the late game can turn the "certain win" into "total defeat".


Also, for the same reason, you can't simply split up game into 2 parts. You don't know how long the match will run, which can be anywhere from 10 minutes to hour and a half. Tennis is similar to this, but as the game is split in sets, you can put breaks in between sets, while in MOBAs it's only one game and interrupting it midgame would also interrupt the flow of both teams.


StarCraft 2 handles this differently - average SC2 matches are usually two or three times shorter than average MOBA matches, so to make it more fair and interesting most tournament matches are played in Best of 3 format, where finals are Best of 5.


There needs to be a centralized focus - one of the biggest problems with LoL in my opinion. Obviously the camera wants to be where the fighting is but there are 3 lanes and 5 players on a team. The overall focus of the game is the Nexus, but the camera can’t just look at that all game. In most other sports, there’s a ball… and even though there might be other things going on (blocking schemes, route running etc) the focus is on the ball.


In the early game, that's simply impossible, as MOBAs lack such object of focus, with the exception of global objectives such as Dragon (LoL) and Roshan (DotA) for example. You have basically 4 battlefields camera needs to watch - 3 lanes + jungle. Only way you can monitor all this is to use 4 spectators instead of 1.

In the mid and late game, however, as the teams group, it becomes much easier to track with camera.


Now, onto your game...


Game - Center Flag - There is a ‘Flag’ (some object, will likely be lore-based) in the middle of the map. The goal of the game is to get the Flag from the middle of the map to the starting box of the opponents base. Doing so scores a point.
Map - Typical MOBA map, starting area, (possible) jungle camps, Flag in center, jungle boss.


Those two are contradictory. There is absolutely no use to go to the side lanes if the flag (main objective) is in the middle - both teams will (naturally) try to secure it and converge in the middle. If you're going to put such object in the game, you have to base the maps around it - again, see Unreal Tournament games.


Characters fight for positioning and attempt to get the flag to the opponents teams base. If your character dies he’s dead for the remainder of the Game - no respawns.


And this is the game killer. Players will be forced to play passively as loss of only one team member will decide the game right there - team with more members now simply has to group together and they gain the number advantage.


So, what you have to do if you want to keep MOBA map layout is:

1) Alleviate focus on the middle lane (where flag is)

2) Remove punishment via design.


What I'd do (need to think more precisely about it, so it's just food for though):

  • Replace basic towers with "power circles", which generate money in addition to the base money generation (for example, 8 gold per 10 seconds + 1 gold for each held power circle per 10 seconds), 12 power circles total (4 per lane, spanning from "goal" to the center of the map).
  • Only furthermost power circles can be captured for more gold generation; also spawn creeps which assault enemy furthermost power circle. Creeps give small amount of gold on kill (lower than LoL and DotA2) and experience.
  • Killed players respawn.

#5146492 Combine a 2D array with a 3D array?

Posted by on 12 April 2014 - 05:08 AM

I don't know if my code is 100% correct, this I'm writing completely from head smile.png


Function for populating 2nd and 3rd dimension should go like this:

void PopulateJKDimensions(ref float[,,] 3dArray, int i, float[,] 2dArray)
    for (int j = 0; j < 2dArray.GetLength(0); j++)
        for (int k = 0; k < 2dArray.GetLength(1); k++)
            3dArray[i, j, k] = 2dArray[j, k];

What's important to say here is that appropriate dimensions have to be of same sizes, otherwise you need to add additional code to take care of it.

ref is to ensure that changes made inside function to 3dArray remain visible outside the function. I'm still not 100% sure if it would be the same without ref keyword.


And then for main code:

// ...

float[,,] 3dArray = new float[amount, width, height];
float[,] 2dArray;

for (int i = 0; i < amount; i++)
    2dArray = MethodReturning2dFloatArray( );
    PopulateJKDimensions(ref 3dArray, i, 2dArray);

// ...

EDIT: Or even easier:

// ...

float[,,] 3dArray = new float[amount, width, height];
float[,] 2dArray;

for (int i = 0; i < amount; i++)
    2dArray = MethodReturning2dFloatArray( );

    for (int j = 0; j < width; j++)
        for (int k = 0; k < height; k++)
            3dArray[i, j, k] = 2dArray[j, k];

// ...

#5139000 Is there any other?

Posted by on 14 March 2014 - 10:12 AM

And why does "AAA games have million dollar budgets and many developers" come up everytime as an excuse for a dev to not make an ambitious game?


Because that's not excuse, that's the reason. There's only certain quality that smal developing teams can make with low funding, hence they usually abandon most graphical "shinies" and rather focus on mechanics and content. You can't possibly expect that the 10-man team makes a next Call of Duty or Titanfall.


None creates a jaw dropping effect or suspense. Just normal similar games.


What would you expect? Most of the people here are either one-man teams (me included) or developers in small teams. In both cases, it's extremely hard to make anything "jaw dropping" when you solo have to do absolutely everything, so people rather stick to the "normal similar games" as they're easier to actually get done. I, for example, am making 2D game with ball which automatically goes up-down and you control its horizontal movements, and goal is to get to the exit of the level. With my level of knowledge, I can't hope make anything larger at the moment.


"games like that have million dollar budgets and many developers so scale it down or something"


That's perfectly valid advice. If you're doing any project by yourself, set its size to something you can actually manage and finish. If you want to make ambitious games, join some of the big houses and teams they have for those kind of games.

#5137983 How does your Pseudocode look?

Posted by on 10 March 2014 - 06:19 PM

Pseudocode? What's that? XD


I have two approaches:

1) When explaining to others, I usually write short amounts of code, cutting out any unnecessarry stuff with "// snip" line (or replacing them with arbitrary methods), similar to what Servant does.

2) When doing it for myself, I write it mostly from head; when dealing with a complex problem, I usually take pencil and paper and sketch what it has to do, simulate algorithm behavior or some other things without writing any (pseudo)code,  depending on the simulation. For example, if I need to simulate cannon fire, I'd sketch the path of cannon fire and write formulas for sling etc., then try to implement that in the code.

#5136926 Switch or Not?

Posted by on 06 March 2014 - 01:06 PM





It's no longer fun to make tic-tac-toe anymore. I'ld like to search for something i can do as a project but something that's not too easy or too hard because if it's easy i won't be motivated to start it and if it's too hard, i won't be willing to do it if it involves things i don't know about because i like to finish my projects but don't like jumping back and forth through a tutorial or learning process.

Okay, well that's good. You are making progress and want to expand your horizons, excellent.
So do you want suggestions for a project? Or are you asking if you would be better to switch to a different language to move forward?
Suggestions would be great.
I knew about that.



If you knew about that, why don't you just take one of the suggested games from that list (Pong, for example) and just make it? You won't learn anything by just sitting there and dreaming about grandiose things you're going to do, because without any skill to do it those things remain just that - a distant dream.


People here have suggested you few C++ libraries that WILL help you at making the game as you won't have to begin by reinventing the wheel and can focus on problem solving with "lego blocks" that are offered to you. Once you learn basic concepts and get researching and problem solving skill by building those simple games, you can move on onto larger things.

#5136154 Main Menu in different class

Posted by on 03 March 2014 - 01:25 PM

Hello Mike


To use main menu as a different class, there are multiple approaches. Easier one is to make your own base game screen class, something like this:

public abstract class GameScreen
    public GameScreen() { }

    public virtual void LoadContent() { }

    public virtual void UnloadContent() { }

    public virtual void HandleInput() { }

    public virtual void Update() { }

    public virtual void Draw() { }

Then you just keep a list of those gamescreens and manage them manually inside your Game class, invoking required methods on required places.



Other way is to use XNA's components which will do that instead of you. Each game state (like main menu) is a separate class which inherits Microsoft.Xna.Framework.DrawableGameComponent class which has a form similar to the Game class. Then you just register and unregister components where needed, for example:

public class Game1: Microsoft.Xna.Framework.Game
    // code

    protected override void Initialize()
        MainMenu main = new MainMenu(this);

    // code

Once you register the component, game itself will run Initialize(), LoadContent() and other methods of the specific component when required. When you need to "turn off" specific component, you just remove it from Components list using Components.Remove(IGameComponent component) method.


Hope that helps.

#5105743 Power Up Table Tennis Contest

Posted by on 30 October 2013 - 02:08 PM

Bleh. I have to give up, I won't be able to finish it in time - had too much going on in last 2 weeks. Regardless of that, I'll complete it now that I'm at 50+% completition.

#5099641 PUTT Updates and Finals Thread

Posted by on 08 October 2013 - 11:35 AM

Damn, making art when one isn't artist sure is hard... I'm in process of creating HUD for past few days and it's slow...

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