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#5175235 You're a witch/demon hunter/slayer. You're likely to carry...

Posted by jbadams on 21 August 2014 - 05:45 AM

Any idea how I might implement some form of fragmentation grenade in a low fantasy medieval setting?

Black/gun powder?  Something magic?


In what way do you feel candles would be superior to a torch specifically? I'm not aware of any properties 'wax' might have, but you seem to be hinting that it might.

I don't think they're superior in general -- if you're just after good lighting or an ignition source they're inferior -- I was suggesting them as an additional item rather than a replacement for a torch.  They have some potential uses that a torch might not though -- you might need a more subtle light-source, or multiple light-sources, or as mentioned they may be required for certain rituals.  I didn't have any specific properties of wax in mind, but figured anything might make a potential spell ingredient.  Wax could also be used to contain things or to coat something that would otherwise be dangerous to handle directly.


Interesting. Are you aware of any trope where this would be applicable?

Unfortunately I can't remember the specific example, but I do recall encountering a monster in an AD&D campaign which was vulnerable to glass weapons.

#5174959 Procedual level generation for a platformer game (tilebased) using player phy...

Posted by jbadams on 20 August 2014 - 03:52 AM

Maybe take a read through how to make insane, procedural platformer levels and procedural level generation for a 2d platformer for some ideas. :)

#5174913 You're a witch/demon hunter/slayer. You're likely to carry...

Posted by jbadams on 19 August 2014 - 09:17 PM

You might also take some cues from the TV series 'Supernatural'.  It got a bit silly and focussed on a few specific stories later on, but started off as a more serious show where the main characters travel around hunting a variety of monsters and supernatural beings.



One of the first things that comes to mind thinking about that series is that the two brothers travelled in a car, keeping a variety of weapons and equipment in the boot/trunk -- will the hunter in your game have access to something similar, or are we restricted to equipment that can be carried on his/her person?


Characters in the show typically own (and pass on) journals detailing the monsters they have hunted, making these journals invaluable sources of information on the habits, strengths, and weaknesses of any monsters that have been previously hunted successfully.



Most of these have already been mentioned, but I'll try to expand upon them with some possible uses.


Rope could be used:

  • to tie up people -- because they're aiding or summoning monsters, or because they're somehow controlling something that wouldn't otherwise be evil -- or to tie up monsters.
  • to hold doors shut OR prevent them from being closed.
  • to gain access to difficult-to-reach areas; climbing down/up, getting across a drop, etc.
  • to create traps; snares, slings, swinging blades or weights, etc.
  • as an improvised weapon.



Shovels might be needed:

  • to dig something up.  Maybe you need to dig up a corpse to destroy or bind a spirit.  Maybe you need to dig up some artefact.
  • to bury something.  Maybe certain monsters need to be buried as part of the process of destroying them, or maybe just as a temporary measure whilst you find a more permanent solution.
  • as an improvised tool to jam a door shut or open, to break a lock, etc.
  • as an improvised weapon.

Rather than a simple shovel however, might I recommend an entrenching tool.  They're basically a smaller folding/collapsible spade/pick combination, and are therefore easier to carry than an ordinary shovel but should have more potential uses.



Mirrors can be used:

  • to see around corners.
  • to verify vampires (assuming they don't reflect in your setting) or other creatures which don't reflect or may be revealed in a reflection.
  • as a distraction; reflecting light on a wall or the ground, or to blind someone/something be shining it in the eyes.
  • to reflect certain creature's special talents; a Medusa's petrifying gaze for example. 


Explosives can be used:

  • to open or close things.
  • to destroy artefacts, creatures or bodies.
  • as a distraction.
  • as a very brief light-source.  Might even be blinding to certain monsters.


Candles can be used:

  • as a light source.
  • as a distraction, either by placing it somewhere to be seen as a distraction, or to cover up or provide a new smell. 
  • for rituals to summon or dispel things, or perhaps to strip the power from something.
  • as a basic defence against something with a particular fear of or weakness to fire.
  • to provide melted wax for sealing things, as an ingredient for a spell or ritual, to stick something in place, etc.


A large/long leather coat can be used:

  • as clothing (providing warmth, covering up some of the other equipment you're carrying, etc.)
  • to smother a fire.
  • to hide things, or cover something that might be dangerous to touch.
  • as an improvised bag or pouch to carry something.
  • as a somewhat poor source of fuel to start a fire (for signalling, or just to burn things) if nothing else is available.
  • to plug a small gap (drainage pipes, small windows, etc.)


A magnifying glass can be used:

  • to read small writing.
  • to light a fire if sunlight is available, or to focus any other type of light; maybe you need more focussed moonlight for a particular ritual for example.

and, if broken can be used:

  • as an improvised cutting tool or weapon.  Maybe certain monsters even have a weakness to glass in the same way as some are vulnerable to silver.
  • as a simple trap or alarm; scatter it on a hard floor and listen for the crunching, maybe also hurting an opponent's feet.
  • as a distraction; throwing pieces (or the whole thing) to make a noise, or visually to distract something attracted to shiny/reflective things.
  • as a spell component; some rituals might require glass (perhaps powdered) as an ingredient.


A monster hunter would want to have good, strong, practical clothing.  Possibly reasonably nondescript, an with plenty of places to carry/hide their other equipment.  They might have things like wrist/ankle/arm-pit holsters or sheaths, boot-knives, etc.



What sort of monsters will your game actually feature, and what weaknesses might those creatures have?  Silver has been mentioned a lot because it is commonly a weakness of certain well-known monsters, but does it apply to yours?  The items carried by your character should be based on known weaknesses of creatures (s)he might face.



Hope some of those ideas help! :)

#5174181 Dendy games copyright

Posted by jbadams on 16 August 2014 - 05:50 PM

Tom Sloper has a post on his very helpful website dealing with this: Sloperama FAQ#61: So You Wanna Clone Somebody's IP :)

#5174040 GML Code crash when pathing (memory problem?)

Posted by jbadams on 15 August 2014 - 10:52 PM

Moving you to our APIs and Tools forum. smile.png

dejaime's idea sounds like a good one.  Basically, you want to check if the player has already created a path within x amount of time (I'd start with 500ms/half a second 200ms/5 times per second - test from there to see if you need a shorter or longer time for the game to feel responsive and to avoid the problem) and simply ignore the additional input if they already have -- this shouldn't make any difference to game play and should avoid a lot of unnecessary calculation if the player "spams" the right mouse button.


I do own a copy of Game Maker: Studio (it uses it's own language called GML for future reference dejaime) but haven't spent a lot of time experimenting with it, so I'm afraid I can't really offer a specific example either, but the basic idea should provide a good starting point.  Let us know if you can't figure it out and if no one else chimes in I'll fire up GM:S and see if I can put together an example for you.



Hope that helps! smile.png

#5172228 How would the graphics be if...

Posted by jbadams on 08 August 2014 - 02:58 AM

75,000 doesn't go far in professional development, but as a hobbyist -- doing most of the work as a solo developer, or working with a small volunteer team -- it's a reasonable budget that you could probably stretch quite far.


You could buy Unity Pro for $1,500 and then get one of the numerous RPG starter kits from their asset store for around $100 or less (I found 3 within that price bracket with a quick search: 1 ($65), 2 ($30), or 3 ($70) and there are presumably more available) to save you some development effort.  Obviously you would need to look at the feature sets, check out reviews and make sure what you were purchasing was suitable for your needs, but this is a reasonably cheap way to get a head-start on your development.  You would obviously then also need to learn to use program using one of the languages supported by Unity (C#, UnityScript, or Boo) and to use the editor and your chosen starter kit.



You might then look into purchasing some royalty free stock models to start putting content into your game.  These are "generic" models that you don't have exclusive rights to, so they might appear in other games and may need some tweaking to be suitable for your project.  Sticking with the Unity Asset Store to look for a couple of examples, a quick search turns up Fantasy Horde - Enemies as a package of 10 assorted enemies you could use in your game for $100, and Fantasy Treasure Loot Kit which claims to have "298 treasure prefabs" for $45.  I listed the normal prices for these items, but both packages are currently on sale for 65% off and 50% off respectively, so if you're patient and willing to do some research you can obviously save quite a bit of money.  Looking for a couple more examples outside of the Unity Asset Store, we have the Frogames CS:Warriors and Commoners package available in the GDNet Marketplace, which offers a set of parts that can be assembled to make your own characters for $150, and at Gamedevmarket.net we can find a Male Mercenary model for $10.


That's quite a lot of graphics for your game for just $305.  However, if you now go back and look through all of the linked models, you'll see that although they all look good, they're not all the same graphic style and might look odd if you put them together in the same game.  You would need to spend more time searching for things that match well, or spend time adjusting them (this would mean investing time learning another skill, and possibly investing in some modelling software) to make the style match.  You might also need to add animations specific to your game, and are likely to have to adjust things like scale and format of stock models.


It's also likely that you might want some characters or items made specifically for your game, which would involve hiring an artist -- this usually ends up quite a bit more expensive than using stock assets, but if you find a good artist and negotiate correctly should get you exactly what you want, and potentially (depending on the specifics of your negotiated agreement) gets you exclusive use of your assets.



Note that I'm not actually suggesting any of the above as the best approach for you -- I just thought it might be valuable to provide a worked example that shows what you could potentially pull together with a reasonably small amount of money -- buying all of the above would still leave you with a lot of work to be done and still plenty more assets before you had a good, complete game, but by looking through those links you now have an idea of the quality of assets you can get for certain prices.


Before you go out and purchase any of the above be sure to research alternatives -- I just grabbed the first promising links from search results to illustrate the possibility.



Is it possible to create an RPG with Diablo-like graphics on a $75,000 budget?  Yes, absolutely -- assuming you're willing and able to do the necessary work, you're aiming for something of reasonable scope, you're willing to have non-exclusive rights to at least some of your assets and you go about things in the right way.


Will it be possible for you?  We can't really tell you that.



Hope that helps! :)

#5171835 2d tutorials and learning resources

Posted by jbadams on 06 August 2014 - 04:27 AM

Thanks for the links guys, looks like I need to fix up the formatting again and include these additional links.

#5170885 [joke topic] Sky Blue or Cerulean Blue? (4X in Space)

Posted by jbadams on 01 August 2014 - 08:29 AM

For the record, Acharis' use of our design (and writing) forums is perfectly in line with the intended purpose, and judging from the amount of thoughtful responses, as well as the up-votes (and lack of down-votes) given it doesn't seem to be annoying to the majority of people.

#5170229 How to invent names (theory)?

Posted by jbadams on 29 July 2014 - 10:23 PM

We got an interesting response when sharing this topic (and a couple of others) on our Facebook page, so I thought I would share it here for anyone viewing the topic in the forum -- full credit for the post to Neil Roy! :)


An interesting note about coming up with names. In researching my own family genealogy, I discovered that prior to around 1100, there were no real surnames like we have them now. What people did was have their "last name" as the name of their father. So my own father's first name is Gilles, so I would be Neil Son of Gilles in English. My ancestors were Scott's who used "Mac" which means "Son Of" so I would be known as "Neil MacGilles" back then. Sometimes they were given a last name based on their profession as well. The Irish actually added "Son" to the end of a name, so I would be "Neil Gillesson" or something like that. Some surnames came from locations, like Macs Well (a well belonging to a man named Mac, or Maccus) gradually became the surname "Maxwell" over time. History like this can really help generate names for games, perhaps even develop lore for the game and use that lore to generate names. Games to me are more interesting with decent lore.

#5169733 What is a potatoese?

Posted by jbadams on 28 July 2014 - 06:59 AM

A web browser is a program just like any other on your computer, and it could potentially be written in almost any popular programming language including C++.

Like any piece of software with graphical output it needs to use a graphics API to draw to the screen. That could be DirectX or OpenGL, or it could be any other API which provides the necessary capabilities, such as GDI on Windows amongst other alternatives.

#5168842 some stuff about robots

Posted by jbadams on 24 July 2014 - 04:49 AM

If this individual deserves a "Good" score, who doesn't? What is the score supposed to be used for?

You're right, those badges were set to inappropriate values -- I've adjusted them to be better suited to our current system.  They now display "learning" for members with 100-1000 reputation points, "good" for members with 1000-5000 points, and "excellent" for those with more than 5000 points.  Members with less than 100 points only have their score displayed with no additional label.


If you'd like to discuss the reputation system in more detail feel free to start a topic in the CS&I forum or send me a PM -- we're happy to listen to suggestions, or even if you'd just like to vent.

#5168840 some stuff about robots

Posted by jbadams on 24 July 2014 - 04:19 AM



We've tried to give you a chance here, and you've been given suggestions for posting more constructively on multiple occasions, but to be honest this topic is still nothing but largely incoherent rambling.


Your topics constantly devolve into arguments or simply trail off with no useful discussion ever taking place, and you're not even getting anything out of it yourself... you sometimes reply as if you don't even realise that the overwhelming majority of replies to your topics are simply complaining that you're still here or poking fun rather than actually trying to discuss anything with you.


We really make an effort to try to allow anyone who wants to participate to be a part of our community, but unfortunately in your case it's just not working out and we can't continue to have you disrupting our community indefinitely with no signs that you're even trying to participate constructively.



Sorry, but consider this your last chance -- any more of these pointless rambling topics will result in you being removed from our community permanently.  At this point I would normally give advice on how you can be more constructive, but it's already been given repeatedly -- look over some of those older posts if you would like to try.



Topic closed.

#5168244 Concern on "paying to enter" a project

Posted by jbadams on 21 July 2014 - 05:43 PM

Unless this person has a good track record and seems particularly valuable (i.e. more so than others who have been willing to purchase their own copy) I would just politely send him on his way, possibly noting that he's welcome back if he changes his mind.

#5168143 How to exit the game gracefully?

Posted by jbadams on 21 July 2014 - 08:04 AM

The point as listed in the original article makes an assumption that simply doesn't hold true for all players in all games:


Our limbs are not flailing madly out of control. Mouse hands do not go rogue and start clicking random patches of screen. The left hemisphere of my brain has never betrayed me by trying to auction off my Diablo 3 inventory, or closed a game I didn't want closed.

A lot of people do accidentally trigger the option to exit a game for a number of reasons:

  • They're in a rush to reach another option, and mis-click.
  • They're rushing through a previous option and accidentally trigger multiple inputs.
  • They're tired or not paying full attention and simply click the wrong option.

If the player won't lose any progress (thanks to auto-save, because they have already saved manually, or because the whole concept isn't relevant to the game in question) then it's probably fine to simply quit, but if the player will lose progress by exiting the prompt will sometimes be welcome.


You don't need some new solution to this; a correctly implemented prompt is already a pretty ideal solution, and is one that players are already familiar and comfortable with.  As others have said above, this is only a problem if it's implemented poorly and becomes intrusive or bothers the player unnecessarily.



Then again on the second point about exiting, the article makes an assumption that doesn't always hold true:

If someone presses "exit," they have a right to expect an exit. It's an unambiguous command. It doesn't mean "hey let's leave the session and then restart the game on the main menu screen." It doesn't mean "the player has indicated they want to exit the game, let's ask them if they're sure they want to exit the game." It means they want you to go away now.

This is a flawed assumption, or at least one that only focusses on some situations whilst ignoring others; it's actually quite common for games to have a command to exit back to the main menu, and in many cases this is actually something the player may very well want to do.  The simple solution to this is to provide both options ("exit to menu", and "exit to desktop", or whatever phrasing makes the most sense for your context) and clearly label them.


...and then, because contrary to the authors suggestion the player may have actually chosen the wrong option by mistake, if there is a risk of losing unsaved progress you should probably prompt the player to confirm the action.



Do whatever is contextually appropriate for your game, and if there is a chance that the player might accidentally lose progress provide a fail-safe that is as unobtrusive as possible.

#5167395 Flash game dev

Posted by jbadams on 17 July 2014 - 07:32 AM

What specifically are you having trouble with?  Do you need help with designing this type of game, with writing a story, with the technical stuff (programming?), or what?


Your current question is very vague and broad, so it's hard to really suggest anything or offer help without more specific details.