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jbadams

Member Since 25 Sep 2002
Offline Last Active Private

#5220419 how compeletely free games,apps,services,sites, libraries make money?

Posted by jbadams on 31 March 2015 - 12:07 AM

As mentioned above, for online services such as Facebook, Twitter, etc. the users (and all the personal information they collect about us) are their main product.  They have this absolutely fantastic collection of all sorts of data about people's interests, habits, relationships, etc. and that information is valuable to businesses.

 

A lot of those services also feature advertising as a source of income.

 

 

Open sourced projects such as OGRE don't necessarily make money, or at least don't aim to do so.  Possible sources of income (often used to pay for web-hosting, etc. rather than to generate a profit) commonly include advertising and donations.  Many of these projects are ran and contributed to by volunteers, and they're simply trying to provide a good piece of software, library of code, or whatever free of charge, often with a certain ideology.  

 

In some cases software or libraries may be free but income is gained from selling support to businesses or individuals who use it.




#5220096 Can someone please explain to me .net game development on the Windows phone a...

Posted by jbadams on 29 March 2015 - 11:25 PM


the three most popular choices (Unity, GameMaker: Studio and MonoGame) for indies.

[citation needed]

 

I do agree that those are very popular choices and any of them are potentially good choices for a beginning developer, but it may be a little misleading to refer to them as "the three most popular choices" when other options such as Unreal Engine, Corona SDK, SDL, SFML, etc. are also very popular and may be an equally suitable or possibly even better choice for any given individual.

 

No disagreement on the MonoGame suggestion though, it's a very solid library that isn't going away any time soon and will be very familiar to anyone who has used XNA. :)




#5220095 Game Engines without "Editors"?

Posted by jbadams on 29 March 2015 - 11:19 PM


Would like something like XNA/MonoGame fit the bill?

I was also going to suggest MonoGame as a potential option.  You might also consider Urho3D.




#5218230 game ideas for 3year old

Posted by jbadams on 22 March 2015 - 06:32 AM

How about a simple "click the cat" game, in the style of a whack-a-mole game?  Obviously hitting the cats (as in the original game theme) isn't appropriate, but you could theme it so that you're trying to feed or to pet the cats rather than hit them.




#5218191 Article ideas for art and outsourcing related topics

Posted by jbadams on 21 March 2015 - 08:48 PM

We're more than happy to republish content that's already available elsewhere, as long as it's your own content and you have permission to do so.  We just want to get as much great content in to the hands of as many developers as possible, and we don't believe that exclusive publishing helps the community.

 

For republished content we include a thanks and link to the original source at the bottom of the article, and you are of course welcome to keep any links in the body of the text as well.  You are however also welcome to rewrite partially or in full if you would prefer to do so or if you think it might better suit our audience.

 

Likewise, we're also happy for anything you originally post with us to be reposted elsewhere so you can reach a wider audience.




#5217011 Dynamic Difficulty Adjustment

Posted by jbadams on 16 March 2015 - 11:03 PM


its a very new approach in artificial intelegence in games.

Not really, dynamic difficulty adjustment has been around since at least the 80s (see for example Zanac) and quite possibly earlier.  In an industry that moves as quickly as video gaming the idea of dynamically adjusting difficulty is positively ancient.

 

The good thing about this is that it means there's actually been a lot written about it, about games that use it, and about different approaches over the years.




#5216734 Migrating an existing fan base to your game.

Posted by jbadams on 15 March 2015 - 04:55 PM


What really puzzles me here, though, is you seem to think people spend a long time in a single MMO.  That doesn't really seem to be the case these days - who spends more than 3 months per game anymore?

That probably applies to people playing smaller indie or AA online games, but my understanding was that most players of AAA titles were loyal to a single game -- many World of Warcraft players only play World of Warcraft, many League of Legends players only play League of Legends, etc.

 

Now, any sensible indie or hobbyist probably should be aiming for a niche where they don't need to compete at all or ensuring they only need to compete with the smaller games rather than AAA titles, but I somehow have the impression that isn't strictly the aim of the original poster.

 

 

 

As others have said above though, how exactly were you planning on accessing the data?  It's generally stored server-side, and the creators of other games aren't going to give you access to that.  You could make some tool that grabs and exports the data from the client, but then it would be pretty trivial for any moderately skilled developer to rig it to output whatever they want, and if your game is at all popular someone would not only do so but would share the tool with others.

 

 

It's an interesting idea, and if you had your own existing MMO and were trying to migrate your own player-base to a new game it might work to some extent, but I just don't think it's at all practical for migrating players from other existing games.  It also comes with additional problems: new players might be put off by the imported player-base that are already very high level, and you would need to scale your content or have additional content to make up for all those high level players skipping the lower-level stuff.  It may also be difficult to directly translate some skills and abilities to a new game, leading to unfairness of "why did HE get all those skills, but my import only worked for this one?!?"




#5216585 Looking for 2d graphic GUI

Posted by jbadams on 15 March 2015 - 03:14 AM

Why did you post this is the "business and law" forum of all places?  Moving you to Visual Arts.

 

If want to hire an artist you should probably head to our classifieds section (where you can place your own ad, or browse contractor's listings), or if you're looking for reasonably priced stock assets you might try GameDevMarket.net or similar asset stores.

 

 

Hope that helps! :)




#5215739 Employee appraisal

Posted by jbadams on 10 March 2015 - 06:20 PM

With no undue offence intended, based on the questions you've been asking about your personal project I can only assume that the assessment is very fair.

Not only do you appear to lack independence, but unfortunately to me it really looks like you lack the basic skills to work in the industry: if you need to ask at least 6 questions within the space of about a month and still haven't got a single basic mechanic for a simple 2d space invaders clone working then there's unfortunately no way you could make any useful contributions to a complex 3d project without constant help from your fellow employees.

a friend told me an algorithm then I implemented it and made it work. what's wrong with that ?!!! what's wrong if my colleague give me advises in how to approach a problem

Occasional advice is fine, and sometimes we all need some help -- especially when working in an unfamiliar field -- but in a professional programming environment you are expected to be able to solve most problems assigned to you without help, and should be able to create your own algorithms to solve problems.


If you've been able to do most of your work independently and correctly then maybe I've got the wrong impression, but even if that is the case you still need to improve. You always need to improve and grow, even once you're a skilled developer with years of experience. You should be putting effort into solving problems yourself or researching online before asking for help, because using your coworker's time if you weren't expected to does cost the company money.

You were given a chance to improve rather than terminated immediately: you should be taking that chance and working as hard as you can at it. Once it's been a while since you initially asked (probably give it about a month), follow up with the manager and ask if your work has been better; if not ask for specific problems you can work to improve.


This may just be communication problems, but you also come across as having a bit of a poor attitude: reading this topic and another recent one about your employment you don't seem to have any respect for your manager, constantly saying that your problems are because the manager doesn't understand, is bad, is an idiot, is giving preference to other developers, etc. Sometimes managers are the problem, but they're your boss and they can fire you; you should always start off assuming that YOU are the problem and looking for how YOU can improve. Even if it turns out they are a bad manager you can probably still learn from the experience and improve yourself.



Sorry for the rough assessment of your skills, but I hope that helps! :)


#5215588 What is your ARPU (Average Revenues Per User) in your apps?

Posted by jbadams on 09 March 2015 - 11:39 PM

Moving you to our Business & Law forum -- please try to stop posting all your on-topic questions in our off-topic forum! smile.png




#5214387 My plans and where I started

Posted by jbadams on 04 March 2015 - 12:26 AM

Not just textures for a 3d game; the models, textures, and additional things like bump maps, etc.

For a 2d game perhaps just the images, although techniques like bump mapping are sometimes applied in 2d as well to help with more realistic dynamic lighting.


Obviously everything I've said is very high level and just an overview, but hopefully should provide starting points for your own additional research. :)


#5214181 My plans and where I started

Posted by jbadams on 03 March 2015 - 06:02 AM


What's the computer system requirements that required to make an excelent graphic realistic game using UnrealEngine, how much does it cost?

Realistic graphics don't just depend on the engine -- the art plays a big part in it.  You'll either need to learn to create high quality art, purchase high quality art, or team up with someone else who can create high quality art.

 

If you're working with Unreal Engine you'll need a computer that meets the minimum (but preferably the recommended) system requirements.  If you're planning to also create your own art you would need a machine that meets the requirements for the graphics software as well -- these may be more or less than what Unreal needs.  You might for example learn to use the freely available Blender, which will comfortably run even on a weaker computer than you would already require to use Unreal.

 

I'll leave it to you to price a system, as I don't know where you live, what currency you use, what your local prices are, etc.

 


What's best programming language used in game development? Is it C# or C++, which one is harder and easier to understand or it's just the same?

There is no "best" language.  Both languages have positives and negatives, and a large amount of it just comes down to personal preference.  Generally, most people consider C# to be easier than C++.  You'll need to use C++ (and/or the Blueprints visual scripting system) if you're working with Unreal, while you would use C# (or UnityScript) if you're working with Unity. 

 


Aside from budget for computer, what else must I spend my money for game development?

You might need to purchase assets (3d models, textures, audio files, etc.) for your game, or to pay someone to create those things.  You may need a lawyer's assistance to write up contracts, look over deals from publishers, etc.  You may need to spend money on marketing your game.  You might need to purchase learning materials.

 


Instead of creating engine and using one that already existed, is it wise and can raise revenue if I sell it? Should I learn to create my own engine or is it wiser to use someone else's engine?

Which do you really want to do?

 

If you just want to create one or more games as efficiently as possible and there's a suitable engine available then there's a lot to be said for using an existing engine to save you a lot of time and effort.  If you want to create your own engine for the experience or because there isn't an existing engine that suits your game then that path is also perfectly valid.  It's really up to you.

 

I'm not sure what you're asking with the first part of this question, but I think it might be about creating your own engine and then selling it to others?  This is certainly possible, but very difficult and time consuming, and unlikely to get you much money given the absolutely fantastic engines that are already available either for free or for some pretty fantastic prices -- I wouldn't embark on the project of creating your own engine with the hopes that you'll be able to make a non-trivial amount of money licencing it to others unless you're creating a very specialised engine that you believe there is demand for and which isn't already available elsewhere.

 

 

Hope that helps. :)




#5214098 What are the recommended places to store save data?

Posted by jbadams on 02 March 2015 - 09:59 PM

I wish asking the user where to save was the standard.


That still leaves the problem of deciding on a sensible default - which I strongly suspect a majority of users would simply accept without even reading.


#5213829 Not sure if scam...

Posted by jbadams on 02 March 2015 - 01:06 AM

Moved you to our Business & Law forum for this one. :)


At the very least the writing style is extremely unprofessional, and to me it sounds like they're offering to spam forums for you pretending to be players of your game rather than providing an honest marketing service; that sort of advertising is usually extremely obvious and often harms your reputation more than it helps, and we ban that sort of poster on site here.

As you've mentioned, interested media, YouTubers, etc. generally approach you directly about your game, not via some random third-party with no connection to you. Extremely suspicious.


Personally I wouldn't go into business with such a person.


#5213596 How is tagging achieved?

Posted by jbadams on 01 March 2015 - 12:02 AM

I would probably call those things "attributes" rather than "tags".

 

 

Your idea of storing flags would work, but you're right that it may not be ideal if you want a non-trivial amount of attributes.

You probably want to look into "entity component system" or "ECS". A full ECS setup may be more than you need, but the basic idea is at least what you're after. Searching for the term should give you some decent starting points.  You might start with "Understanding Component Entity Systems" and "Implementing Component Entity Systems".


Hope that helps! smile.png






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