Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 19 Nov 2013
Offline Last Active Oct 22 2016 01:15 PM

#5316102 Preventing unintentional pvp (AOE , missiles etc.)

Posted by on 21 October 2016 - 11:43 AM

I agree with the above sentiment.  I think AoE without friendly fire loses a lot of tactics.  You can just spam those fireballs at point blank range within your entire party.  With AoE and FF, you suddenly have to aim your Cone of Cold in such a way to not hit your allies, and communication with your allies as to when to fire a fireball becomes important, etc.


You also get options to balance spells/effects.  You might have an AoE that doesn't effect friendlies, and another one that does.  You can make the second one be more powerful, do more damage, have less warmup time, etc.

#5315217 Stronger versions of enemies?

Posted by on 14 October 2016 - 10:16 AM


I believe Centurion is Roman.


They're both Roman.






Read up on medieval times, you'll find lots of titles appropriate for the time period.


Yeah, just off the top of my head: Knight, Duke, Baron, Earl, Prince, King, etc.

#5314162 help me think of cultures for my world

Posted by on 06 October 2016 - 01:54 PM

Sure, I didn't mean to imply that whatever race you choose for your viking race would then only be a viking race, you could have some elf vikings, and in another continent you could have elves that are modeled after african tribes, or some elves running a version of the Dutch East India Trading Company.  The main point was to not shackle yourself to the more straightforward tropes of using the traditional definition of the fantasy race determining what it should be like for all it's societies in your game.  (Ie orcs being tribesmen/barbarians, elves being nature lovers, dwarves being technological) -- break some molds and mix things up.

#5314140 help me think of cultures for my world

Posted by on 06 October 2016 - 10:24 AM

I think I would probably base the different cultures upon similar real cultures for a given location.  Cold frozen north?  Go with Vikings or Eskimos, but be really careful when choosing a race, maybe try doing the unexpected, and go with Gnome Vikings or Elf vikings instead of dwarf or human or orc.  I think it would be interesting to see the 'civilized' race of colonial expansionists actually being some of the races that are normally portrayed as 'primitive'.  Have your British Empire equivalent actually be made up of Orcs and Ogres (or lizardfolk), with monocles and fancy wigs, and upper crust accents, while your primitive tribes are humans or elves.

#5313390 Alternative to DirectX and XNA?

Posted by on 30 September 2016 - 10:07 AM

XNA was a really unfortunate and premature casualty. Killing it counts among Microsoft's significant blunders, IMO. Thankfully Monogame has picked up that torch, and is well-supported on all platforms -- the Xbox One is getting its first Monogame title, Axiom Verge, very soon.


DirectX isn't going anywhere. You no doubt have heard of Direct3D12 and Vulkan, which are great and are the way forward long-term, but Direct3D11 and classic OpenGL aren't going anywhere. They're not dead, they're not dying. We're just getting more options.


Then you have other frameworks like Cocos2D, SFML, SDL 2, and more, as well as cheap and readily available commercial game engines like Unity, Unreal Engine 4, Lumberyard, Gamemaker, and even specialized ones like RPG Maker. All of which can be and have been used commercially.



For C++ I'd probably recommend you look into SFML, SDL 2, and Cocos2D, go through some tutorials and then choose the one you like best. For C#, Monogame is pretty great, and put aside any silly notion that "real game programmers" only use C++; unless learning C++ is an explicit goal or you already have *serious* C++ skills, there's little reason to choose it over C#, and you're giving up a great many productivity advantages of C# in doing so.


I recall hearing that the folks at Unity where initially really worried when they heard about Microsoft and XNA.  But of course MS managed to drop the ball, and Unity is now quite the powerhouse.

#5313277 collision and astar maps, variable entity radius

Posted by on 29 September 2016 - 11:55 AM

Sounds about right.  You can also have single tilemap of your smallest unit type, but each tile then holds a 'clearance' value.




#5312142 Alternative to DirectX and XNA?

Posted by on 23 September 2016 - 11:45 AM

You could also try FNA if you only want to target windows/linux/macOS




Though if you are going for a RPG, particularly a JRPG, you may want to look at RPGMaker .

#5311667 Rise of the Robots (remake)

Posted by on 20 September 2016 - 01:05 PM


How hard would it be...

Harder than you think. Deformations/Damage even in today's games are pre-done by the artist.



That's not true:  


Not saying it's not hard, but there are games that do deformation and damage via physics.

#5311538 Unity : OnPointerUp is firing at same time as isPointerDown on UI Button

Posted by on 19 September 2016 - 09:59 PM

You can use parameters or log the game object directly.  It can save a lot of time and hair pulling to do Debug.Log("OnPointerUp" + this.name);


Or Debug.Log("OnPointerUp", this.gameObject), 

#5311481 Why C# all of a sudden?

Posted by on 19 September 2016 - 01:26 PM

Unity and XNA and now Monogame are probably the big pulls for C# (And mono, Unity is technically some old decrepit version of Mono).  It's also a delightful language to program in compared to C++, depending on what you're doing, of  course.  At my day job, we use it for all our unit tests, because it's much faster to write, and cleaner than C++, so it's easier to write unit tests and easier to grok what the the unit test is supposed to be testing.

#5310632 Java Developer , Should I use libGDX or Unity3d for cross platform game

Posted by on 13 September 2016 - 02:07 PM






Thank you so much .. my concern is about the graphic quality in libGDX , i saw the demos in libGDX by comparing the Graphics quality to those made by Unity .. i noticed some difference ? is that related to libGDX or to the design itself ? Also my 2nd concern is about making the animation effects , would it be easy to be done by libGDX like Unity3D ? or i'll face dark way until i do it ?



I'm not that familiar with libGDX, but Unity, for 2d, it doesn't really do anything special, so I would be surprised if libGDX couldn't match it for effects.  Though perhaps we should define what you mean by effects?  shaders?  animation frames?   Getting a good artist will make all the difference.

#5310139 Complex Health System. Let's review my concept

Posted by on 09 September 2016 - 12:08 PM

You have to be careful when hiding mechanics from a player, especially random mechanics.  Especially random mechanics that cause the player to die/lose/lose progress.  Just because they can't see it, doesn't mean it won't frustrate them any less =)  It might frustrate them more.  You might try prototyping that mechanic in another game, if you have access to a simple top down shooter, or are good at Unreal Mutators, you can probably whip out a "Random chance of death on hit after Health less than X" rule.


Though a bullet hell shooter where the player has multiple lives, it might very well work, seeing as they still have a concrete amount of retries with no loss of progress.


I'm also reminded of the Pkunk from Star Control 2, with their random chance of respawning after death.  It sort works for that game, because that was not the player's only ship.  

#5310002 How can i figure out the coordinates of a projectile after it has moved at an...

Posted by on 08 September 2016 - 01:55 PM

This gets easier with vector math, instead of an angle, you have a directional vector that you use for the ray.  If you have walls, you'll also need to reflect the ray and compute that intersection (and if that ray intersects a wall, you compute that intersection... you'll want to limit the check by distance, or you'll look where the ball is an infinite number of bounces later)

#5309974 Porting a physics engine: What do these variables stand for?

Posted by on 08 September 2016 - 10:43 AM


Were comments added after the thread was started? Because there are comments explaining them right in those areas:


// in stands for "incoming"
// out stands for "outgoing"
// I stands for "incident"
// R stands for "reference"


// extent, as in the extent of each OBB axis


But yeah, those variable names... huh...


Yep, just added them in. Unfortunately I didn't come up with the names for a lot of these things. Extent. Incident. Bleh. Also it's much easier to just derive things on paper and copy down into the code the equations, so a lot of abstract symbols come up, like e and whatnot. Apologies if any of that is confusing.


Yeah, when doing straight up math, I often do the same, and fall back on short math variable names over long variable names like fMomentum or whatever.  It makes it a bit easier to see the formula.  A half measure is a really long parameter name that gets immediately reassigned to a short local name, the nice part then is that someone using an intellisense or looking at the header file can easily grasp the full meaning, but the actual code still resembles the math.  The compiler will optimize out the local param.

#5309968 Complex Health System. Let's review my concept

Posted by on 08 September 2016 - 09:59 AM

It's still fairly random, it reminds me of the Halo games that hid the health bar, and just showed the shield meter (I think this was every Halo past 1).  The player still had health (which in your case would correlate to the second meter, critical health)  But since the player couldn't see it, they would sometimes die early, sometimes die late, if they hadn't been paying attention to how often they'd been hit after their shields went down.  It was annoying there, but less so, because the player was at least guaranteed some leeway the first time their shields went down.  It mattered less as a multiplayer game where death simply meant respawning.  Are you making a multiplayer or singleplayer game?  What happens when a player dies?