Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 25 Sep 2002
Offline Last Active Private

#5263789 Buying a game for private server

Posted by on 27 November 2015 - 04:22 AM

Does that mean you've already been discussing the game with someone at the company?

If so, your best bet is just to ask them directly, and if they're unable to help you personally you can then ask if they can put you in contact with someone who can.

It's likely however that getting the game running again will be more difficult than you may be imagining, if it's even possible at all. If the game was abandoned as unprofitable it may not have been kept in an easily working state.

#5262174 Copyright Music, questions.

Posted by on 15 November 2015 - 04:59 PM

Your music is copyrighted automatically as soon as you create it, for free and without you taking any special action.

In some jurisdictions however, you may be required to register the copyright if you need to take legal action, whilst in others this is not required but may strengthen your case.

Even with a registered copyright however your work isn't necessarily safe from being copied. To protect your work in a case of infringement you need to go to court, which can potentially cost quite a bit of time and money. Are you willing to spend time and money to defend your rights if someone infringes? If the answer is no, then you may as well also save the money on registration. :)

As for how to apply the copyright, I didn't even realise protecting it as an album was an option, I've always just assumed it would be each individual track.

I am not a lawyer, and none of the above is formal legal advice. If you're serious about going into business for profit you should probably take the time to speak to a proper qualified lawyer about these things. :)

#5262007 The Birth of a Lich

Posted by on 14 November 2015 - 07:20 AM

I'm not a fan of D&D or the way they describe Liches though. Aren't they just a dark swirling cloud with a skull floating in the middle?

I'm not sure which monster you're thinking of -- perhaps some specific demilich -- but it's certainly not the typical d&d lich, which is usually more akin to your desire: a powerful skeletal spellcaster, often with glowing eyes, and with all the accompanying lore about their creation and phylactery, etc. intact.

#5256612 Best IDEs for HTML5 Game Development?

Posted by on 10 October 2015 - 10:08 PM

I'm a big fan of WebStorm for JavaScript.  It's more expensive than some other options, but it's a really great product, and there's a free trial available to see if you like it.


Sublime Text is also good for when you just need a capable but lightweight text editor rather than a full IDE.




If you're looking for more of an integrated game engine with development environment you could look at Construct 2, although I will note that the exporters for platforms other than HTML5 all use third-party wrappers around your HTML5 game and can therefore sometimes be problematic.

#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.)