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jbadams

Member Since 25 Sep 2002
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#5255994 is monogame good for developing game?

Posted by on 07 October 2015 - 06:19 AM

Monogame is fine. Here's some games made with it; you'll see that in the hands of the right developer it's more than capable of a game similar to Limbo.

Yes, a game written in C++ by an experienced developer may perform better, but if you're asking this question Monogame will be more than fast enough.  You would have to be both experienced and developing a large/complex game (or perhaps targeting very low-end devices) for the performance difference to really be achievable and to matter.

Hope that helps! smile.png




#5255487 I'm sleepy and confused: __try, __except, /EHa, C2712 (unwinding)

Posted by on 04 October 2015 - 04:00 AM

No shit sherlock *massive-facepalm*. Why did you even write that? Was it not crystal clear that discussions (at least without a lot more details) in that direction is undesired waste of everyone's time?

[...]

PS. Since you like to ASS-U-ME stuff

[...]

 

Watch your attitude, you're close to getting your topic closed.

 

 

Everyone else, please stay on topic; I've hidden two off-topic posts from this thread and don't want to see any more.




#5254372 How do I know what Android version to target?

Posted by on 28 September 2015 - 07:59 AM

Please stop posting all of your on-topic questions in our off-topic forum (The Lounge) so that they have to be moved to the correct place.  Take your best guess at the correct forum (it's usually reasonably obvious) and a moderator will move them if necessary.

 

Moving you to Mobile and Console Development (although a case could also be made for this fitting in the Business and Law forum). smile.png

 

Note: I've asked you this at least three times before --  this is just a friendly reminder, but if it continues indefinitely your topics may be closed rather than moved.




#5253586 Name : Utils or Utility ?

Posted by on 22 September 2015 - 10:34 PM

Agreed with Ravyne, I would tend to prefer the full word (in this case "utilities") unless there's some good reason to abbreviate.  In this specific case however you can expect the abbreviation ("utils") to be well understood and I wouldn't expect it to cause any problems.

 

It's also best to stay consistent with your own rules unless there's some specific reason for departing from them, so what is your normal rule for naming things?  Do you normally use full words, or are abbreviations common?




#5250928 Need to be taught to make a 3D MMORPG

Posted by on 06 September 2015 - 08:30 PM

I don't know much about game engines, but isn't Unreal like... the EA of engines? (That is, you can't actually do anything without buying a bunch of game-engine "DLC" equivalents.)

No. All of the core functionality is available free of charge (note that you owe 5% royalties once you start making profit), and you can absolutely make a full high quality game with no additional purchases. Any third-party add-ons you choose to purchase are purely optional.

It's much more common to purchase add-ons for Unity, but again these are usually optional time savers and aren't strictly required to make a game.


#5250756 Need to be taught to make a 3D MMORPG

Posted by on 05 September 2015 - 05:51 PM

And you can't use Unity as an engine. You need to code your own, or find/purchase a license for an existing one (Several tens of thousands, perhaps hundreds of thousands.)

[citation needed]

Unity may or may not be an ideal choice, but you shouldn't just rule it out as an option -- it's a perfectly valid choice.


#5250740 Demonstrating a strategy game in a convention

Posted by on 05 September 2015 - 04:22 PM

Interesting problem...

 

 

I think you (and frob) already hit the nail on the head; you're going to have to pick a small part of the game that's sufficiently interesting to get people interested and focus on that.  They're simply not going to get to experience everything the game has to offer, so your goal should be to pick something that's interesting enough to draw them in to further research, and to make that further research as easy as possible.  I would:

  • Make a nice landing page on your website that lists the core features of the game, with short to-the-point (as much as possible for any given feature) videos of each and concise explanations.
  • Everyone who stops by at the convention should at minimum get a business card with the url to this landing page, preferably with a QR code for convenience.  The rest of the card design needs to be memorable enough to associate with whatever you show off.
  • You might also give them a printed leaflet showing off some of the major features that may have been missed at the convention.
  • Try to build an email list with everyone that stops by.  Figure out how to make sign-up as quick and painless as possible, and have very quick and clear privacy statement ready so they know they won't be getting spammed; obviously, also don't spam them.

 

How many players do you intend to have, and how many people demonstrating?  You need to find the most exciting/gripping/interesting experience you can offer, which as you've said unfortunately may entail a bit of a steep learning curve and might swamp the players with too many options.  You may be able to alleviate the learning curve a little by personally talking each player through any difficult parts of the experience.




#5249814 lame question how to delete something from vector

Posted by on 30 August 2015 - 10:45 PM

Alright guys, this could have been easily Googled - point made, please let it go and continue the discussion. :)


#5249327 Has anyone sold a game through gamedev.net top banner Ads?

Posted by on 28 August 2015 - 05:03 AM

Yep, that promotion is GDNet+ only -- the intent was to thank our paid subscribers and hopefully encourage some more subscriptions rather than everyone just gaining the benefits for free via Crossbones -- as a GDNet+ benefit it's also available to new members without having to gain 1,000 rep first.

 

Any member with an active GDNet+ subscription can place a leaderboard ad at no additional cost, which will remain in circulation for 50,000 impressions.  Higher rep members (I'm afraid I'm not sure of the exact threshold) can place a second ad at the same time, while anyone else uploading a new ad will have it replace the first one.

 

Taking a random selection of the currently active ads we have the following figures:

 

31,462 impressions, 36 clicks

23,072 impressions, 38 clicks

21,726 impressions, 61 clicks

6567 impressions, 15 clicks

 

The highest number of clicks achieved was 1824, while the lowest was 5 (for a duplicated ad).  I obviously can't tell you if those clicks resulted in sales, downloads, or whatever the members in question were hoping for, but at $5 for a month of membership (less for a crossbones member) it's pretty cheap to give it a go.

 

 

The ads with the best results are for developer resources rather than games, although a couple of games have made it into the triple digits of clicks.

 

 

We also have other ad units and the possibility of advertising in our email newsletter, which are not available through the above promotion -- if you'd like details on those shoot off an email to sales@gamedev.net and someone can help you out.

 

 

Hope that helps! :)




#5247554 Different physical attributes for dragons

Posted by on 18 August 2015 - 09:11 PM

How important is it for the game play that the player be able to easily tell dragons apart?

The more important it is to be able to tell them apart (or more difficulty that will be caused by NOT being able to tell them apart) the more important it is to make them visually distinct.


#5245195 OpenGL vs DirectX

Posted by on 09 August 2015 - 12:07 AM

Your question has been asked so many times that the following line was added to the For Beginners forum FAQ about it:

"This" versus "that" threads are considered flame bait and will usually be closed on sight. Such questions have usually been asked before, several times, so there should be no need to ask them again.

The very first response to this question last time you asked it was a link to a Google search for those previous discussions, and opening just a few links from the first page of those results turns up a wealth of discussion on your question which should give you more than enough information to make a decision.  In addition, a couple of people have given you responses directly in this topic, which you have rudely dismissed as "not answering" your question.

 

If a moderator closes your topic you should not simply repost the same question a couple of months later.

 

 

Researching is an important skill for developers to learn, and you were actually given a link with a whole list of discussions which answer your question as directly as it can possibly be answered.  All of the information is available to you, and all you need to do is read through it and make a decision.

 

 

If you refuse to do your own research and are rude to those trying to respond to you then yes, your topics may be closed by a moderator -- that is how online discussion forums work.

 

(Note: This post added in response to the OP reporting Promit's closing post for moderation.)




#5244598 Game Documentation

Posted by on 05 August 2015 - 12:59 AM

What are the requirements for your project?

Submit whatever you need to for your assignment -- if you don't know what the requirements are you should probably speak to your teacher.


#5243317 Is social networking/PR for everyone?

Posted by on 28 July 2015 - 09:50 PM


I have a question regarding content and the process of building an audience. Among the many marketing resources that I've come across, I noticed a few recurring themes (related to Twitter posts and updates). In short, many stated that you have to post at least 5 or more times a day to engage your followers or they will stop following you.

Missed this the first time around.  I saw that same advice when I started running GDNet's social media, and tried it out; the response was terrible, most likely because it was somewhat obvious that I was really struggling to find real content for those updates, and generated more negative feedback than anything.  Your mileage may vary and I would encourage you to try different approaches to see what works for you, but for me we got a much better response once I stopped trying to push out a minimum number of updates and instead concentrated on trying to push out the sort of updates people really want to see, whenever there was something available.  For me that's normally still a minimum of 1 post per day, and sometimes up to 10 posts on a busy day, but occasionally nothing for a couple of days in a row; if I don't have content that's genuinely likely to be interesting I've found I get better results from simply posting nothing than I do from pushing out some sort of update just for the sake of it.

 

 

We've also received a lot of great feedback about keeping the accounts "human"; responding to things with an actual opinion rather than just PR talk, posting things as we find them rather than setting up an automated feed, just leaving up the occasional mistake with an apology and correction in the comments rather than trying to make everything perfect.




#5243162 Is social networking/PR for everyone?

Posted by on 28 July 2015 - 06:54 AM

I wonder if social networking/PR is something that can be learned

Absolutely!  I had no real idea about this sort of stuff when I took over the GameDev.net Facebook page, but after a few months of experimentally posting and paying attention to what worked well and what didn't I got the hang of what our audience seemed to respond positively to, and the page is now fairly active and very popular with over three times the number of fans as I started with a more following us every day.

 

Both Facebook and Twitter provide analytics with quite a bit of detail, so you have solid data to learn from: if a certain type or style of posting drives away fans you'll see it right there in the analytics, and likewise for things that work well.

 

You can also read up as you have already been doing to benefit from the experience of others and gain some general tips to get you started.




#5242335 How many downloads have you had in the first 2 weeks? - Android Market

Posted by on 24 July 2015 - 01:09 AM

Moving you to our Business forum since you're looking for marketing advice rather than announcing something. :)




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