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hughdesmond2006

Member Since 19 Nov 2012
Offline Last Active Jan 21 2013 11:53 AM

Topics I've Started

Serious Procrastination Problems!

09 January 2013 - 09:33 AM

Anyone else find if they put the same amount of time they spend PLAYING video games into MAKING them, you would be flying it! 

 

I have less then a month left to complete my 2D game for college and although i thought by this stage i would have settled down and gotten into a coding routine. I thought id  be at that sweet spot in a project where your really deep in your work, enjoying it and nothing else really matters, but instead i'm just constantly putting the next workload off. 

 

I never really had this problem so bad in previous years with general software development, it could be that i have just gotten more lazy but my theory is that by playing and enjoying the latest games (my favs: hotline Miami, far cry 3, hitman absolution, chivalry: medieval warfare) I am being constantly exposed to cutting edge, top-notch game development and design, so when i return to my primal, sorry excuse for a game (which is to be expected for a 1st attempt) my drive and enthusiasm suffers immensely! Instead of using these games for inspiration, I am just being constantly reminded of how many ideas I wont be able to implement because of my level of skill.

 

anyone else have similar problems?


Game Dev Academic Documentation Example

05 January 2013 - 10:34 AM

https://docs.google.com/open?id=0B15GggekvGgoNnlET0RwUktaMnc

 

Here is my 20,000 word research phase report for my final year project in college.

 

Before starting on this i trawled through the internet for something similar which would help me, a template to work off of, but couldn't find anything that wasn't really specific/technical, had an objective view and was professionally/academically written. Seems to be much harder to find this sort of stuff in relation to games as apposed to traditional software.

 

So i hope this may help someone who is also being forced to write this crap when they should be getting down and dirty with code ;)

 

PS: Google Docs screws up the formatting so click file -> download and open in word to view properly.


easiest way to create retro 16-bit style music?

20 November 2012 - 01:14 PM

I have ableton but i do believe there is commonly used software to create authentic retro style music like impulse tracker.

My goal is to make music that sounds like these, not as far back as 8-bit chip tune, but just that nice middle area like the sonic era:

metal slug theme:

a project similar to mine:

I am under alot of pressure for time so dont want to spend a lot of time learning how to use software to make something like this, is there any more user friendly alternate to something like impulse tracker?

Is it relatively easy to make a simple 16-bit sounding (?!) track in impulse tracker?

perhaps there is a nice downloadable synth for ableton i could use?

also note i must make the theme for commercial use so i need mostly royalty free samples/instruments!

Thanks in advance,
Hugh.

XNA C# Platformer - physics engine or tile based?

19 November 2012 - 08:08 AM

Hi,

I would like to get some opinions on whether i should develop my game using a physics engine (farseer physics seems to be the best option) or follow the traditional tile-based method.

Quick background:
- its a college project, my first game, but have 4 years academic programming experience
- Just want a basic platformer with a few levels, nothing fancy
- want a shooting mechanic, run and gun, just like contra or metal slug for example
- possibly some simple puzzles

I have made a basic prototype with farseer, the level is hardcoded with collisions and not really tiled, more like big full-screen sized tiles, with collision bodies drawn manually along the ground and walls etc. My main problem is i want a simple retro feel to the jumping and physics but because its a physics simulation engine its going to be realistic, whereas typical in air controllable physics for platformers arent realistic. I have to make a box with wheel body fixture under it to have this effect and its glitchy and doesnt feel right.

I chose to use a physics engine because i tried the tile method initially and found it very hard to understand, the engine took care of alot things to save me time, mainly being able to do slopes easily was nice and the freedom to draw collision bounds wherever i liked, rather then restricted to a grid, which gave me more freedom for art design also.

In conclusion i don't know which method to pick, i want to use a method which will be the most straight forward way to implement and wont give me a headache later on, preferably a method which has an abundance of tutorials and resources so i dont get "stuck" doing something which has been done a million times before!

Let me know i haven't provided enough information for you to help me!

Thanks in advance,
Hugh.

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