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Sacaldur

Member Since 25 Mar 2013
Online Last Active Today, 06:09 AM

Posts I've Made

In Topic: Unity3D and open source project

Yesterday, 09:13 AM

I'm sorry if my post was a bit misleading. I didn't want to accuse you of demanding openness of the engine. But if you would need to upload (Git/SVN/...) something related to the engine, i. e. the engines source code or standard scripts/assets, in order for your project to be executable, you would implie these files to be open source licensed (and thus demand the engine to be open source).
You still need to follow the conditions of the assets license(s), which could disallow you from uploading them.
If this is not a problem, you would still need to list exactly what licenses apply to what files.

Making your project openly available is not a problem, as long as you don't publish something you're not allowed to publish.

In Topic: Unity3D and open source project

Yesterday, 07:40 AM

You can make your stuff as open sourced as you desire, but you can't enforce this for anything you are using (Unreal Engine/Unity/Assets/...).
I guess the problem about the Unreal Engine is the code already related to an "empty" project you would "reuse" in your game. You can't publish it with an open source license if it's not you stuff.
Regarding Unity, all you have in your Unity project folder is whatever you added yourself to the project and automatically generated files (meta files, project and solution files, temporary files, ...). As long as you only use something compatible with your desired license, you should be able to do something open source.

(Keep in mind: It's more like an assumption what the reason related to the UE could be. I could be mistaken about this one as well.)

In Topic: About Developer job in Germany

26 February 2015 - 07:49 AM

I see many job announcements describe the salary of the full year. This is not a common practice here in my country because there are several peculiarities such as the 13th salary, vacation related stuff. Anyway, what I was wondering is given a yearly value (for instance 50K) by German laws/work regulations how much should I divide it to know my monthly gross value. By 12 perhaps? Maybe by 13 like here in Brazil?
 
Thanks in advance, the info shared here really helped me so far.

But in germany, it's usual to calculate with the salary of a full year. Vacation doesn't matter in this regard, because it's paid (employers have to grant you a specific amount of paid vacation a year - for all I know, it's something like 24 days a year).
For all I know, an employer doesn't have to pay you a 13th salary, and if the company you're applying to does so, it'll be a part of the 50K €. Thus it depends wether to use 12 or 13, but since you'll get the salary of a year within a year, and since a year always has 12 months, you should divide it by 12 instead of 13.

In Topic: Making small ideas work

19 February 2015 - 04:19 AM

Don't confuse small ideas with small execution. Small ideas rarely works. Also don't confuse number of features with a deep & complex gameplay.
 
Check my "WizTowerSim": http://www.silverlemur.com/minigames/
Is this game simple or complex? How long would it take you to implement something like that?
 
You can make a complex & interesting game in a few days/weeks. If you use dirty tricks of course smile.png

 
It's funny because the little game I have right now looks a bit like this or I should say has the same basics. It's some stuff where you build your base and every random amount of times you get a random attack and you have to survive it. At least that's the final goal but it's not finished yet (almost tho when it comes to programming).
 
I think the main idea is not bad but random events part of it sucks, I wanted to make it multiplayer but I am not good enough at coding networks. So this is the kind of thing that pisses me off a bit.

Do not escalate smile.png  No multiplayer, you are not looking how to add yourself more work but how to remove some work smile.png
If you have a working concept, go for it. Do not add unneeded things.

"No multiplayer" isn't a good general advice. It should be more like "no networking"!
"Multiplayer" doesn't automatically imply networking, since local multiplayers are possible, too. Also, many multiplayer games are much easier to create, since you don't have to implement an AI, you most likely won't need that much content, but the game could still be fun to play.
You can overwhelm yourself with a multiplayer game to big for your current skills, but you can do the same with singleplayer games. But in the end, it depends on the game.

In Topic: Making small ideas work

17 February 2015 - 03:29 AM

If you didn't play some smaller games, you should just play some of them. You should have played games like simple platformers, tower defenses, pong, snake, breakout, puzzle games, and other mini games.
Another problem about your ideas is: they are just ideas, but you can only find out for sure if your game idea is fun, when you're able to play it, e. g. by having a playable prototype. Also it's possible to make almost any idea fun, just by iterating over it and searching for aspects to improve on.

Keep in mind: a game isn't necessarily "fun" because it implements a "good idea", but most games are fun to play because it feels good to play them. In this regard you should take a look at e. g. the Talk "Juice It or Lose It" (by Martin Jonassan and Petri Purho) or the talk about game feel (by Jan Willem Nijman). By listening to the talks you should recognize: you can make almost any game a fun to play game.

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