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#4974302 Updated List of free 3D Models?

Posted by jbadams on 28 August 2012 - 08:51 PM

There are a couple of different things at play.

Firstly, some artists do recruit programmers to work with them on a project, but I'd say it's probably less common than hobbyist on indie teams lead by a programmer. Unfortunately, a lot of those programmers are inexperienced beginners who lack the skills to actually follow through with the project, and so many artists have become wary of joining a project that might be likely to fail. Artists do sometimes have to pay a programmer if they want to have a game made.

Secondly -- putting aside particularly simple games -- many projects require multiple artists (unless they're willing to wait a very long time to get the art made), and while they often try to recruit multiple programmers only one is really needed.

Thirdly, a programmer who wants to make a portfolio that is suitable for the games industry will either need to work with an artist or find some other alternative. An artist who wants a portfolio does not need a programmer -- their art can be shown by itself. Artists are also able to contribute to animated shorts or work with simple visualization tools., again avoiding the need for a programmer.

You're also in a particular programmer-centric community here -- you'll find a different balance in other communities.

Collaborations (of the unpaid variety) can benefit everyone, but unless it's more certain (good track record, able to show progress on the project) they're often very risky for a skilled artist.

Does that help your understanding? Posted Image

#4974000 Updated List of free 3D Models?

Posted by jbadams on 28 August 2012 - 12:49 AM

You could try OpenGameArt.org. For any non-trivial project, you might consider paying for models if you can scrape some money together -- you'll get good quality models that actually go together, and won't have to spend forever searching for them.

#4973633 How to do level design?

Posted by jbadams on 26 August 2012 - 07:00 PM

You probably want to start with some basic requirements:

What do you need or want the player to experience in this level? Are there certain items to collect? Are they trying to kill a certain target? Running for their lives?

Does the storyline (if applicable) dictate certain elements? Is the player already at some point thanks to a previous level? Do you need them to reach a certain point for the start of the next level?

Will there be different outcomes possible, or only one possible ending to the level? Should the player be able to reach the ending(s) multiple ways, or only follow a single path?

Should the level be difficult, or was the last level difficult and the player needs a bit of a break? Should the player be scared? Stressed? Amused?

#4972390 which IDE should i use for opengl?

Posted by jbadams on 22 August 2012 - 03:38 PM

Code::Blocks is also nice if you want to go the 100% free route.

Visual Studio Express and Code::Blocks are both free, even for commercial use.

qtCreator is free even for commercial use as long as you comply with the LGPL licence - otherwise an alternative commercial licence is available.

#4972100 which IDE should i use for opengl?

Posted by jbadams on 22 August 2012 - 01:11 AM

there are some people who say that Dev C++ is a shitty IDE

Absolutely, here's my explanation of why -- in it I recommend a few possible alternatives including Visual Studio, Code::Blocks and qtCreator. My personal recommendation would be the Visual Studio Express, but take a look at them all and choose whichever is most comfortable for you.

Note that you're not choosing an editor for OpenGL, you're choosing an editor for C++.

#4972079 Looking for a multimedia library

Posted by jbadams on 21 August 2012 - 11:14 PM

You didn't mention what language you're using, but assuming C or C++ you could take a look at Allegro, SDL, or SFML. All three provide the features you mentioned, are cross-platform, and can be easily used with OpenGL.

#4972077 Need books for C++, Python and C#

Posted by jbadams on 21 August 2012 - 11:06 PM

I posted a topic yesterday looking for good online sources to learn MODERN C++. The links in that topic should provide some pretty solid references and recommended the book C++ Primer, 5th Edition. Whilst I haven't read the new version I remember liking the third edition when I worked through it.

For Python, the documentation on the website is very good, and you might try Thinking In Python or A Byte of Python.

#4971744 Good online source to learn MODERN C++

Posted by jbadams on 21 August 2012 - 01:42 AM

Are there any particularly good sites for learning modern (i.e. including new stuff from the latest standard) C++?

When asked about sites to learn C++ I've traditionally pointed people in the direction of http://www.cprogramming.com/ or http://www.cplusplus.com/doc/tutorial/, both of which seem to offer at least a reasonable resource and are certainly at minimum a good starting point.

After responding to such a question with these links recently however, it occurred to me that I've been recommending them for a number of years now, and that there might now be better resources -- and specifically, newer resources which cover the new features that have been added to the language.

So, what sites does everyone else recommend to a beginner wanting to learn C++, and do your recommendations cover up-to-date modern C++ or are they getting dated?

Book suggestions are also welcome, but I find many beginners just want a free resource to at least try things out in the beginning, so websites are preferred. Posted Image

#4971005 Realistic Encouragement vs Trolling Tear-down

Posted by jbadams on 18 August 2012 - 10:02 PM

Very well said Lance -- and as ApochPiQ says, we do try to keep things more civil in the For Beginners forum. In our other technical forums we tend to value correctness over a feel-good type of post, but even then there's no need to tear most people down. You should absolutely report any post that you think might cross a line for moderator attention.

Some people need -- or might even want -- a good reality check, so it can sometimes be difficult to judge the situation.

#4969956 Taking One For The Team

Posted by jbadams on 15 August 2012 - 03:46 PM

Food for thought: unless it's audibly obvious in the final tracks, the people playing the game won't care if the music is made from loops, recorded by a skilled musician, or painstakingly clicked into your software note-by-note - they only care that the music sounds good, is not overly distracting, and does not become annoyingly repetitive.

#4969750 A stealth weapon that's never been done before

Posted by jbadams on 15 August 2012 - 12:01 AM

Perhaps certain weapons -- I'm thinking specifically of the blow-gun here, but it could also apply to others -- aren't immediately effective against the target. Consider for example, you sneak up and hit a lone target -- you can't take a group because of the increased risk and slow effectiveness -- with your dart, but you need to either hit your target from behind or risk being attacked -- potentially noisily -- before the dart takes effect.le some

Only applicable in some situations, and difficult to use effectively. Does that meet your needs?

#4969324 Academic Licensing

Posted by jbadams on 14 August 2012 - 12:02 AM

Your fear that your work might not be eligible for sale is probably a technically correct interpretation of the licencing terms... but in practice if you do the right thing and purchase and appropriate non-academic licence at the appropriate time (that is, when you are no longer an eligible student OR when/if you decide to sell your work whilst you are still a student) you aren't going to have any legal problems. The companies in question want to protect their legal rights, but there is no benefit to them in persecuting someone who has tried to do the right thing and licensed the software.

You certainly can't really go wrong by asking the companies in question about any points that are unclear however, and taking the cautious approach with legal issues will probably serve you well once you do want to sell anything. Posted Image

#4968906 How does a nobody actually make a game?

Posted by jbadams on 12 August 2012 - 07:14 PM

How does a nobody successfully take a game idea all the way to release?

Become a somebody.

As has already been mentioned, established developers do not accept design submissions from the public. Unless you have (or are able to establish) personal relationships -- along with a very compelling case that your idea would be successful enough to be worthy of pursuit -- to get around this, submitting your design to an established developer is therefore out of the question.

This leaves you with a couple of options:
  • Hire people with the skills to create your game for you.
  • Get into the industry in some entry-level position, and then work your way up until you're able to have your idea considered.
  • Create your game yourself, probably with at least some help (which you would likely have to pay for) from others.

Looking at #1, you would want to have a well written design document and a solid business plan before you begin. Given this approach is going into business, you would want to consult a lawyer, and would need to either learn about or hire someone with business management/operation experience. At minimum you would need a programmer and an artist, and would probably either out-source your audio or make use of stock content.

This approach gets pretty expensive (and is also very risky) for larger games, and unless you can hire an experienced team mistakes would almost certainly be made. Ideally you would want to start out with smaller scale ideas, or for a larger idea might concentrate on producing a demo which you could then pitch to a publisher or other investors to secure additional funding.

#2 is a very long-term project, and begins with you gaining some skill (and the matching qualification) to be hired in the industry. You would normally expect to spend several years working your way up the food chain before being able to have your idea considered. Your idea would be competing with the ideas of others for attention.

#3 is a whole topic of it's own: learn one or more skills (programming is usually the most practical) to create your own game, and work with others to get it done. You'll find our For Beginners forum filled with topics on how to approach this.

Useful links:
Tom Sloper's Game Design FAQs.
Obscure.co.uk FAQs and articles.

Hope that helps! Posted Image

#4967208 Using Visual C++ 6

Posted by jbadams on 07 August 2012 - 07:06 PM

why are you guys getting sore about this?Just let the guy use whatever he wants, at the end, is the results that counts and this guy isn't doing anything to write home about, so let him waste his time however he wants.

Absolutely, but given he asked the question I feel it's best to at least try to explain our objections. :-)

(Posted from mobile.)

#4966974 Using Visual C++ 6

Posted by jbadams on 07 August 2012 - 04:48 AM

Ofcouse c++ is not nowadays standart

C++ was standardised in 1998, after the release of Visual Studio 6. Code that does not follow that (or one of the two more recent C++ standards, in 2003 and 2011) is not considered to be valid C++.