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Member Since 25 Sep 2002
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#5165711 Public domain fonts for redistribution?

Posted by jbadams on 08 July 2014 - 07:45 PM

A quick search turned up this page, and this font, which appear to be public domain.  Hope that helps! :)

#5165499 raw binary to obj conversion

Posted by jbadams on 08 July 2014 - 03:25 AM

All users (including you fir!) please keep your replies polite and on topic.


This topic will be closed if it isn't kept on-point, and any offending members will be warned as appropriate.


(...and please note that staying on topic includes not responding to this post.  I can be contacted via private message or a discussion can be started in the "Comments, Suggestions & Ideas" forum if anyone wants to comment on my moderation.)

#5164504 Seeking advice about protecting my ideas/IP

Posted by jbadams on 03 July 2014 - 12:56 AM

One important note:  all of the legal protection in the world won't be of any use what-so-ever unless you also have the money to go to court and defend your rights if someone infringes.


In addition to Tom's answers and excellent website, you might check out the following for some additional reading:


Hope that helps! :)

#5164029 sse-alignment troubles

Posted by jbadams on 01 July 2014 - 06:42 AM

This is obviously no longer on topic and is unlikely to get back to it -- topic closed.

#5163572 Names for a "Death Star"

Posted by jbadams on 29 June 2014 - 02:20 AM

Is your game set in the real world or a modified version there-of, or if not is there an established mythos?

You might go with the name of a fearsome deity, monster or creature if there are any in the setting: Colossus, Leviathan, Prometheus, Thor's Hammer, etc.

#5163509 speeding this with sse or sse intrinsics

Posted by jbadams on 28 June 2014 - 04:26 PM

...maybe i should even precompute some of this but not sure...

...maybe this is a bit of improvement...

<propaganda>If you tried these and profiled properly you would know for sure and there wouldn't be any "maybe" to wonder about.

You seem to be misunderstanding our "propaganda"; we're not telling you not to optimize at all, but rather suggesting a better way to do it. You keep insisting that advice to use a profiler is below your level and that you're already doing it, but if that were true you wouldn't have so many of these questions because your profiling would give you actual definitive answers.

Use your profiler.
Be sure.</propaganda>

#5162884 What is the appropriate percentage to offer in residuals for an indie game se...

Posted by jbadams on 25 June 2014 - 06:39 PM

Unfortunately, the majority of indie game projects are either not completed or never make a profit, so unless your employees are friends or you have a proven track record most people will expect to be paid up front; either an hourly rate, or a negotiated amount based on development milestones.

In cases where royalties are offered -- usually amongst friends, as mentioned above -- an even split of profits seems fairly common.

If you're paying up front AND offering residuals I've often seen smaller amounts around 5-10%, depending on the number of team members. In such a case it is also common to cap the length of time or state a minimum profit level at which residuals will continue to be paid, to avoid awkward situations when a game earns 20c/month several years after release.

Note that depending where you and your potential employees are located there may actually be legal requirements for how people are paid.

Hope that helps! :)

#5162876 Legal stuff when using free art / models in an own game

Posted by jbadams on 25 June 2014 - 05:49 PM

if you game contains an editor where players can create their own character that is then automatically available to all other players via internet, and one player creates a mickey mouse e.g. , what is the situation there ?

You could potentially be taken to court by Disney (or whoever owns the character in question if it isn't specifically Mickey Mouse).  See for example Marvel v. NCSoft, where the makers of "City of Heroes" were sued because players were able to recreate comic-book characters in game.

#5162723 Question on multiplayer

Posted by jbadams on 25 June 2014 - 01:05 AM

I only know the design aspects of making a game, I'm horrid at programming and my 3D rendering skill leave a lot to be desired.

Sorry to say it, but unless you're able to pay people you'll find it very difficult to recruit skilled team members if you're a designer (especially if you're an unproven one who can't show prior work!) who won't be contributing technical skills to the project.  I recommend a read through the old topic "what programmers want from a designer", where you'll find a number of lengthy and detailed responses detailing what your potential team members might expect of you in such a situation.


But do you have to rent a server, or If put in steam is space on a server provided?

Unless it's designed to run in a web-browser, players need to download your game client from somewhere; this involves a web-host (server) where you would host your website and the download.  If your game is on Steam you don't have to offer a separate download, and web-hosting would not be needed unless you also want to have your own website -- most games do still have a website for marketing purposes.


However, as you want to create a multi-player game you may or may not need a server for players to connect to during the game (or possibly just for match-making) as well!  See the next part of my response for a little more on this...


I went a head and got a team together to bring this idea to life, how would you implement the online part of the game?

There are a number of different possible answers to this depending on the specific needs of your game and how it's being made, and as you're a non-programmer I'm not sure how much technical detail would benefit you, so my suggestion would be that you would sort out the specifics of your implementation with a programmer who understands the intended design of your game in more detail.  It may well involve renting a server, so be prepared for the fact that this may be a cost you have to pay for.  If you still want to try to sort out more of this yourself beforehand you might try starting with a read through the Multiplayer and Network Programming Forum FAQ and then come back with any specific questions you still have.




Hope that helps! :)

#5162695 Game Maker Studio?

Posted by jbadams on 24 June 2014 - 09:11 PM

It's a very capable platform that's been used for plenty of successful games, and offers plenty of export options.


Usage won't differ greatly from your existing experience with the 8.0 version -- they haven't updated the outdated UI at all -- so it's really up to you to evaluate whether you think the added features and functionality (you can look at a brief listing of the features here) will benefit you more than the version you already have.  Game Maker can be a great tool for making the right type of games -- it's an incredibly poor choice for anything 3d for example -- and again your existing experience with the older version should give you a pretty good idea of what sort of games are well suited to the platform.



It's certainly not for everyone, but if you've enjoyed the previous version and found it capable of the sort of projects you're interested in you should definitely consider it again.  Stencyl and Construct 2 are alternatives you might also consider if you want something like Game Maker.



Hope that helps! smile.png

#5162049 Strategy of game design for robust In-App-Purchase?

Posted by jbadams on 22 June 2014 - 05:09 AM

There is no robust formula that will guarantee financial success.


I'm sorry to say it, but if you're in this to make money you're really in the wrong business.  If you make a great game and marketing goes well, you might get lucky and make some money from it, but the overwhelming majority of games struggle to even break even let alone make a large profit.



Concentrate on making a great game that you would love to play yourself.

#5161993 Are hit boxes tweaked using an editor?

Posted by jbadams on 21 June 2014 - 08:21 PM

This is another one of those questions where the answer varies from game to game based on the specific needs of the project and the tools used.


For some projects, and using some tools, hit boxes can be automatically calculated.  In some cases this is good enough, while in other cases it might not be easily possible to automatically calculate a hit box or manual tweaking might be needed to provide better results.


In some editors, you are provided a choice of different options which are automatically calculated for you: you might choose between a bounding circle, bounding rectangle, or "pixel perfect" options.  In some editors you can manually add or adjust your own hit box/geometry.  Some editors provide both options so that you can use whichever best meets your needs.



As mentioned in above, a designer will sometimes want to make adjustments beyond simply finding the geometry which best fits the graphical representation so that they can tweak game difficulty by using a smaller or larger hit-box than might be automatically generated; you might use a slightly larger hit box for GUI elements to make them easier to interact with, and (as above) you might use a slightly smaller hit box for the ship in a bullet hell shooter to make the game slightly more forgiving.



Hope that helps! smile.png

#5161463 Best Way to Learn Assets Design at First Attempt

Posted by jbadams on 19 June 2014 - 06:37 AM

Be slow, and be ready to fail a few times.


One of the most fantastic ways to learn any skill is through practice.  You need to keep creating assets and trying to improve them, and you'll get faster and produce higher quality assets over time.



I'll move you to our Visual Arts forum for this particular question, I think you'll get better and more relevant feedback there. smile.png

#5161214 Seeking software advice

Posted by jbadams on 17 June 2014 - 09:07 PM

You could probably do that with Game Maker, at least in 2d -- there is some very basic 3d functionality available, but it's really a second class feature, and you're unlikely to find specific examples similar to what you want.  A quick search turned up a tutorial and basic "engine" for hex grids in game maker, and I'm seeing plenty of other search results you could possibly look through as well.  You could very likely also achieve it with Stencyl or Construct 2, but a quick search didn't turn up any examples for those, so you would need to figure out the display logic for yourself.


Note that these sort of packages just save you some of the work, you'll still need to spend the time and effort learning how to use Game Maker and figuring out the specific logic for your game.



A physical prototype is probably a good way of testing things out while you're still working on the digital version.

#5161182 Bell's theorem: simulating spooky action at distance of Quantum Mechanics

Posted by jbadams on 17 June 2014 - 06:23 PM

Sorry to those attempting to engage in a proper discussion, but this is being closed for the following reasons:

  • It's not game related in any way.  Off-topic discussions are sometimes allowed, but in this case the OP hasn't even expressed an interest in game development.
  • The OP is dismissive of just about every response.  Sorry to say, but this is classic trolling crackpot behaviour, and it doesn't allow for productive discussions.
  • This is really just a rehash of discussions the OP has already had in other forums.