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Member Since 25 Sep 2002
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#5160244 Ideas to make dialogue fun/engaging

Posted by jbadams on 13 June 2014 - 01:57 AM

I'm hoping for the day where either decent quality voice synthesis is possible (may be a long way away)


I always thought an interesting approach for a particularly dialogue-heavy game might be to feature all robotic characters so that what you normally consider "bad" voice synthesis would be perfectly suitable. :)

#5159279 remapping the keyboard (esp {} () )

Posted by jbadams on 09 June 2014 - 09:33 AM

Ps whan i asking questions, or move some topic, i expect some more indepth answer than googling something and posting the google links to me


Everyone else expects you to do your own basic research - unfortunately we don't always get what we want.


No troublesome 5 days of research required, it'll take you all of 10-20 minutes to read through the first few results from Google, all of which provide valid solutions.



... and to answer your question, I withdraw my objection to the registry hack; once you asked and I was forced to think about a reasoning I realised it's mostly superstition and some experiences that are no longer relevant rather than any objective reasoning - altering your registry to remap a small number of keys really shouldn't present any serious problem.

#5159243 remapping the keyboard (esp {} () )

Posted by jbadams on 09 June 2014 - 06:56 AM

Google provides different results for different users, but when took 10 seconds to search for it the first few results contained several effective methods.

I would personally advise against a registry hack for this.(Edit: I had no rational reason for objecting to the registry method, it's probably just fine - please ignore that particular piece of advice.)

We don't all use QWERTY, there are other popular layouts (such as DVORAK) as well, perhaps you could take a look into some alternatives.

#5159227 whats this? javscript/ga

Posted by jbadams on 09 June 2014 - 05:00 AM

i find it quite reasonable

Almost noone else does though, and there's really nothing objectively more logical about it than the alternative.

Search for how to ask questions online and almost every guide will suggest you do your basic research first.

It's common courtesy, almost everyone else expects it of you, and you simply aren't always going to be able to find the discussion you want to have first if you don't because people will think you are being rude and simply close your topics without responding.

I won't say any more on the topic, but I won't be volunteering any of my valuable free time to help you unless you change your approach and do your own basic research, and I can guarantee you that along with all the earlier members who have told you very similar things there are other members who haven't responded here who feel the same. It's your choice.

Good luck.

#5159224 whats this? javscript/ga

Posted by jbadams on 09 June 2014 - 04:42 AM

so, anyone?



(Posted from mobile, please excuse any small formatting or spelling errors.)

#5159031 Escape the Room/Horror

Posted by jbadams on 08 June 2014 - 02:06 AM

...evidence wouldn't matter because twins have the same fingerprints...

This isn't correct: even identical twins don't have matching fingerprints (although they do share DNA). They're often more similar than the finger prints of unrelated or less closely related people's, but they're always distinct.

If this is an important point in your game you'll need to revise to not rely on it. Not involving the police may be a good idea, as then the fingerprints won't be checked during the game.

I agree with the first response that it sounds like there isn't much interactivity to the story, with options to proceed blocked until the proceeding task is accomplished and no apparent branches to the story.

This is fine as a story, but may not be ideal for a game.

Hope that helps! :)

#5158899 Advise for a beginner needed

Posted by jbadams on 07 June 2014 - 06:54 AM

You need a OOP language for 3D

Just a small correction since this is a For Beginners topic, but you do not need OOP for 3d at all - they're completely unrelated and it's entirely possible to write 3d software without using OOP. :)

(Posted from mobile, please excuse any small formatting or spelling errors.)

#5158855 Deciding to switch to C++

Posted by jbadams on 06 June 2014 - 11:50 PM

If you want to (or feel you need to) learn C++ then go for it - it's that simple. It is (as you noted) a very valuable language for a would-be game developer to know, and whilst it's common to recommend beginners learn another language first C++ certainly isn't a language that's impossible (or even overly difficult with the right attitude) to learn.

Regarding your current project, I believe you missed a third possibility; split your time and continue to develop your project using Java, whilst at the same time learning C++. As the little girl in the ads says, "why not both?"

Otherwise, if you feel that splitting your time and attention over the two languages is too difficult or not something you want to take on, you'll need to decide what's more important to you personally; would you rather invest more time into learning C++ (and probably starting a new project) immediately, or would you rather complete the existing project (which may be a good thing for a resume and/or portfolio).

Hope that helps! :)

#5158303 Is working in terminal/console really a waste of time?

Posted by jbadams on 05 June 2014 - 01:21 AM

Speaking personally, when I recommend starting with console programs I do just mean to learn the basics; whilst you certainly can take it quite far (Rogue-likes and Dwarf Fortress clones for example) I don't really recommend going much further than a "guess the number" type game unless the beginner particularly feels they need additional practice.

Completing "guess the number" should be far enough to have learned the basics of flow control (at least some form of looping and a simple conditional), simple input and output, and perhaps some basic debugging.

#5157241 Is working in terminal/console really a waste of time?

Posted by jbadams on 31 May 2014 - 06:16 PM

No, but I didn't vote in the poll because I disagree with the additional stipulation about people who feel like they wasted their time - most of those people probably benefited from the experience as well, whether they feel like it or not.

Some modern languages, environments and toolkits make the console experience irrelevant, and in that context the question doesn't even really make sense, but when learning a language like C++ console based exercises are an excellent way to learn and practice the basics without some of the additional headaches and distractions that working with windowing and graphics can provide.

As with anything, individuals will get out what they put in, so those with the wrong attitude will minimise the benefits of the experience - but they'll certainly never learn nothing at all from it.

Additionally, the basic skills of working with a console are very useful to have, allowing you to work with a range of different OS and tools which may not always provide a GUI.

(Posted from mobile, please excuse any small formatting or auto-correct errors. )

#5156939 What Software?

Posted by jbadams on 30 May 2014 - 06:34 AM

That could actually be a really fun game if it were designed properly with the right random events and an appropriate set of decisions for players to make!  I'm betting you could make that sort of game using Scratch.  It's free, and provides a simple drag & drop system for creating your games or animations, but as far as I'm aware there unfortunately isn't a nice way of creating a stand-alone executable you can distribute.


Barring that you might have to fork out some cash for something like Game Maker (the US$50 Standard version would likely meet your needs), Construct 2 (US$130 for the Personal licence), or Stencyl (US$99/year for the Indie licence - you could work on your game with the free version till you're ready to publish though!) if you want to create your game without programming.  All three packages have some form of free version available that you can try out, and based on your description of the game you want to make I'm sure all three would be capable of it -- note that I own copies of both Game Maker and Construct 2, but I've never personally tried Stencyl, so I'm going off things I've heard for that one.

#5156427 Would you play this?

Posted by jbadams on 27 May 2014 - 11:28 PM

There are 75 levels.

Why have you decided on 75 levels up front?  You would probably be better off seeing how many puzzles you can create (and play-testing to be sure they're both fun and challenging) and then basing the number of levels on that, otherwise you may find yourself with less puzzles and end up creating boring filler to try to reach your 75 level total.



Your game may or may not be fun based off the description -- I'd try creating a prototype and see how it actually plays. smile.png

#5155185 Supernatural Game

Posted by jbadams on 22 May 2014 - 03:43 AM

4. Anything else I should be aware of before going into this? I feel the Supernatural universe is a really rich one, with a lot of room for expansion, but also room for me to screw up.

To begin with, you should be aware of the legal issues: you can't just use an existing setting without permission without some pretty serious legal risk, even if the game you're making is for free.  If your game comes to the attention of whoever owns the rights you might receive a cease and desist letter requiring you to scrap your project, or you may even be taken to court.


See Tom Sloper's FAQ #61 "So you wanna clone someone's IP", and FAQ #39 "Legal stuff" for more information.


You could certainly make a game featuring monsters, demons, and monster-hunters, but you would be much safer making up your own rather than using the existing setting from Supernatural; you certainly shouldn't use the specific characters or actual story-lines unless you're really happy to take a huge risk.





1. What are the issues with the Supernatural Narrative that makes game development difficult for it? I feel the story suffers from overpowering their characters. In the first series demons were dangerous (Still manageable, but dangerous.), now they kill so many it feels like they are cannon fodder.

//EDIT: Sorry, I somehow read this completely incorrectly, I think you were actually saying the same thing as me...


Actually I felt the opposite to this -- in the first series most monsters were tough but beatable whilst demons were nearly unstoppable -- until the Colt was retrieved there was no known way of killing them, and after it's introduction it was still thought to be the only way for a long time, and devil's traps and exorcisms didn't seem well known.  Apart from some major characters they actually seem much weaker overall with numerous things that can kill or incapacitate them.  They can now be killed with the colt, the knife, the first blade, an angel blade, be smote by angels, be killed by leviathan, be controlled and killed by "special humans" who are tainted with demon blood, be destroyed by salting and burning their original human bones, can be kept out of a person with a ward, can be locked into a person with a ward, can be hidden from with hex bags, and probably numerous other weaknesses that have gradually cropped up.


...and there lies what I think is probably the biggest weakness of the setting; I don't think it was originally intended to last nearly so long, and as it has grown over time a lot of stuff has been tacked on, leaving a setting that feels a lot less coherent than when the show first started.





2. With the above in mind what setting should the game be based? Should I include the characters from the TV series or shall I focus on my own character? Do I focus on some story arc involving demons or more on the general monster hunting?

Obviously given my original advice I think you should focus on your own characters, and even your own similar setting rather than directly using anything from Supernatural.


My wife and I enjoyed some of the earlier seasons of the show but have been finding the larger story arcs a bit over-the-top; we really like the episodes that are general monster hunting and wish there were still more of them.  You could potentially have a bit of both by having a major story-arc that carries throughout the game whilst the player is kept busy with various monster hunts.





3. What perspective? I feel a first person perspective works for the horror genre of the TV series. (Hasn’t been scary since the third series.)

First person can indeed be a good choice for horror if you're actually going for scares, but as DiegoSLTS mentions the show is often more about light entertainment and comedy with the occasional scare rather than a proper horror.  You might also consider how you'll best represent all of the tasks a player might go through when solving mysteries and hunting monsters; this might be hard to present in first person.  I actually think something like an adventure game might be really fun.



Hope that helps! smile.png

#5155033 Contacting press

Posted by jbadams on 21 May 2014 - 05:34 AM

Have a read through How to contact press (and increase chances to get press coverage) and "the big list of indie game marketing". smile.png

#5153973 how to find specefic platforms sdk like p34 and xone?

Posted by jbadams on 16 May 2014 - 05:23 AM

For XBox One you would want the ID@XBox program.  You can read about developing for a couple of other Microsoft platforms (XBox, Windows PC/Tablet, Web and Windows Phone) HERE.


You can apply to become a registered Playstation developer HERE.



Note that these programs have specific requirements, which you can read about on the websites.



Does that help? smile.png