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# boolean

Member Since 21 Feb 2003
Offline Last Active Jan 16 2014 10:24 PM

### #4927340Physics Question - How does thrust and mph work?

Posted by on 01 April 2012 - 07:22 PM

If this is the page you've been reading, you have the units wrong. It doesn't say a pound of thrust is 32 feet per second, but 32 feet per second per second. It is an acceleration and not a speed, which makes sense since it is a force acting on a mass and thus accelerating it. The page also describes thrust fairly well: A pound of thrust is the amount of thrust it would take to keep a 1-pound object stationary against the force of gravity on Earth.

Ahhh, that might be the cause of the issue. I actually thought it was a typo at first

I just noticed Net Gnome updated his post which explains this really well. I think I'm getting confused with the acceleration and the final speed something is travelling at. I'm guessing then something could have a million pounds of thrust behind it, but without actually knowing when your taking the measurement you might as well be saying "This tree is as tall as a long piece of string"

### #4893314I just realized MS's way of pointing out bad code.

Posted by on 12 December 2011 - 05:57 PM

Maybe by grand they mean a fancy crown? Or gold coins to the grand total of a grand?

### #4890336A different perspective on the racing genre.

Posted by on 04 December 2011 - 01:03 AM

There was a game called FUEL that tried to do an open world racing game. Unfortunately it didn't work out very well.

The actual idea I still think has merit, but it depends on how you handle it. I think the most important thing to remember is that when players can go anywhere, everywhere has to be interesting. That itself is a hell of a challenge.

I think the best example of this working is the grand theft auto games - they allow some stupidly fun open world racing with all sorts of vehicles in a world where all the routes are interesting. I think using something proven like that scaled down to it's most bare essentials could be very interesting. I heard a story on a podcast about GTA IV (not having played multiplayer myself) where there is a mode where everyone has to make it to a checkpoint on the other side of the city and all the players start on super high powered sports bikes. Right out of the gate most people go flying into the first car they see and start a huge wreck. The trick is every time you crash your bike gets downgraded, so as people make their way to the finish line their bikes are getting worse and worse each time. The podcaster said he was nearly dying with laughter when the final dash for the finish line came down to everyone on vespers desperately trying to knock each other off at 20 km/h

### #4872043I've been "cowboy coding" on the job most of the time. How do I g...

Posted by on 12 October 2011 - 05:52 PM

It's simple:

1) Hire someone who is useless
2) Try and maintain their mess as bug reports roll in
3) Swear to never name a variable "string1" or "frstNme" or "private int _GlobalRate" ever again

I used to worry for the longest time that being self taught I would struggle in the real world, it's why I actually avoided the industry for a few years. Now that I'm in it all I can say is I've learned more in the last few years maintaining other peoples code than I ever did working on my own. Someone can explain until their blue in the face why an empty try catch statement is worse than not having one at all, but until you are tasked with looking through someone else's code for a magical hidden exception that is being thrown for 3 HOURS you will very quickly understand what "best practices" really are.

If you do not have someone else on the team, and I may be wrong saying this, but with nobody else around to require good code it's a bit of a lost cause. I'm quite proud of the code I write at work, but on my own projects at home it's a struggle to do things the 'right way' when I know I'll be the only one seeing it. I would recommend joining an open source project or starting your own, or do tutorials for GDnet, or blog posts with code snippets you are proud of. Something to get other peoples eyes on. Trust me, once you get those people looking at your code, you'll learn more about best practices than you ever wanted to.

### #4870681How do I animate my sprites?

Posted by on 08 October 2011 - 10:54 PM

It's also important to know what format you are going to export your animation into.

Exporting to a GIF? A series of images that will be read by an XML file? A spritemap with all the frames? Your answer will very much determine your options.

### #4868832So who is still around these days?

Posted by on 03 October 2011 - 09:20 PM

I still don't know my way around the new site.

Every time I go into my account settings I feel like I've never used the internet before.

### #4865935Browser games - The nightmare of UI design

Posted by on 25 September 2011 - 08:24 PM

'Alo chaps!

I'm working on a browser game and being a developer I know very little about UI design. I know my way around Photoshop but when it comes time to doing wire frames it's always trial and error. With that in mind I've been looking around at a lot of browser games currently on the market to take notes from. What I've noticed is that very few actually look decent and even less have good UI design.

The main issue I have with a lot of browser games is in how they completely overdo the designs in order to look more 'game' like. This means you tend to end up with browser games that look like:

1) http://3.bp.blogspot...1600/image3.jpg
2) http://www.gamoplay....creenshot_3.jpg
3) http://www.digitalfi...eens/s600_1.jpg
4) http://nm.gameforge....ogame_de_05.jpg
5) http://www.kostenlos...lory-kings4.jpg

There's something about the overly airbrushed, in your face graphics I always find off-putting. It's almost always style over function, making the actual use of the website confusing. I think the same reason I dislike these overly designed browser games is the same reason 99% of the winamp skins around are completely useless.

I was reading this article the other day and while I think the author has a good point, it didn't come across very well. The key message seems to be 'stay consistent', echoed on this site as well. The application he is focusing on failed because it's not consistent with other apps. I think that key message got lost in the replies of the article

Taking that into account, I think the biggest issue when designing a website for a browser game is that it needs to be two things at once. It needs to be consistent with the rest of the web, which means looking like a clean, well made website. On the other hand, it's a game so it needs to look more flashy, have more graphics, set a stronger theme on the website, more animations. The problem is this is completely opposed to the way you would design a post-1999 website, so the rest of the internet that are not games (as in, websites you interact with as a game) clash against your website and it immediately comes off as an inconsistent.

Another issue I see with a lot of browser games is that in setting a tone/theme for the website, they tend to focus on one color, for example, deepolis:

1) http://mmogamesvs.co...hot-300x258.jpg
2 http://images.bbgsit...8/26/1_0826.jpg

In an attempt to set an underwater theme, everything is one color. Trying to find what items are buttons or which areas are more important than others fly in the face of the most basic UI design rules I've come across. For example, even GDnet uses a mix of blue green and white for its navigation buttons.

This all being said, Duels is probably the best design I've come across:

1) http://image.xygames...creenshot-2.jpg

It's nothing fancy, but all the trappings are there. Good artwork for each page (eg. the armory) to set the scene, very obvious uses of color for page layout, a design that doesn't rule the UIX (I learnt that one the other day, "user interface experience" eh?) and a layout that is consistent with other websites.

Now it was around here I was going to post some concepts I have so far, but just writing this post I've realized mine could do with some work. SO, while I work out the problems does anyone else here know of any browser games that have good UI? Any websites that break all design conventions that need to be burnt to the ground? Anything to add to my theory above on why browser games have such a hard time being usable and looking like a game?

### #4864513So who is still around these days?

Posted by on 21 September 2011 - 09:17 PM

This is the first time I've signed into this account in...years. Any of the old timers still around? Cold Acid, Evolutional, Avatar God, Trapper Zoid, Zero Wolf?

Things are different now! The site looks all fancy and new!

It seems the avatars are being pulled from Gravatar now? Anyone know if they let you set site specific avatars? I miss my old one:)

Posted by on 02 May 2005 - 12:01 AM

BA HA HA HA!!! I like that one [lol]

Posted by on 25 August 2004 - 02:24 AM

Thanks for the tip Ra. I have added it near the end of the guide, and have put a little note to make sure you get the credit for it.

Cheers!

Posted by on 31 July 2004 - 12:04 PM

Theres some really good pointers there Evo.

I do agree on the 'posting in the first hour' syndrome, and I cant see much of a way to stop people from doing that.

You made some really good points in your post. I am hoping that if enough people reply with tips of thier own, I can edit my post and do a....well....a version upgrade of the post. [smile]

### #264375The definitive guide to game writing inspiration

Posted by on 16 August 2004 - 01:18 AM

++ How to submit ++
++ THE LIST ++
++ Websites ++

• Elwood Science fiction and fantasy art
• A collection of user submitted art containing both Sci-fi and Fantasy Best way to use: Just go through random pages looking at the art. Find one picture you like and try to imagine that as being part of a story. You will be surprised the plots you come up with
• Concept art
• A small collection of user submitted art containing people from both Sci-fi and Fantasy Best way to use: Just go through random pages looking at the art. Find one picture you like and try to imagine the character as part of a story.
• The big list of RPG plots
• A huge list of plot starters that can be used to move to bigger story lines. It is designed for Pen&Paper games, but its still useful. Best way to use: Read some of the plot starters and try to think of them being a level in a game. You may find that the setting and characters come naturally after this.
• Dictionary of Inspiration Credit: orionx103
• A dictionary of stuff that inspired me Best way to use: Base your own characters or items off those presented here
• FanFiction.net Credit: orionx103
• A collection of fan-submitted fanfics Best way to use: Shows you how characters can be taken in directions you might not've thought about
• Propp breaks down plot/folktale elements into 31 basic forms. Very interesting reading
• Chris Crawford's library of articles Credit: sunandshadow
• A library of articles about mimetics, the structure and function of fiction, and the design of the Erazmatron and some games made for it.
• The TV Tropes Wiki Credit: sunandshadow
• A lighthearted but intelligent wiki exploring common cliches and tropes in not just TV, but also anime, games, movies, and novels. Lots of stuff about heroes, villains, types of love interests, types of plots, and much more. ++ Books ++

• Author: David Keirsey. Received 4.5/5 on Amazon.com
• The Writer's Guide to Character Traits Credit: Sunandshadow
• Author: Linda N. Edelstein Ph.D.
• 45 Master Characters: Mythic Models for Creating Original Characters Credit: Sunandshadow
• Author: Victoria Schmidt. Received 4/5 on Amazon.com
• The Complete Writer's Guide to Heroes and Heroines Credit: Sunandshadow
• Author: Tami D. owden. Received 4.5/5 on Amazon.com
• Author: Maren Elwood. Received 5/5 on Amazon.com!
• Fiction Is Folks Credit: Sunandshadow
• Author: Robert Newton Peck. Received 5/5 on Amazon.com!
• Interactive Storytelling: Techniques for 21st Century Fiction Credit: Sunandshadow
• Author: Andrew Glassner
• A list of his books including The "Masks of God" series, as well as "The Hero With A Thousand Faces". Credit: stimarco
A study on mythologies and how to use them when writing a story
• Author: Joseph Campbell. Received 5/5 on Amazon.com (average from 3 books) ++ Forum Links ++

• The Creative Process Credit: CoffeeMug
• A post by CoffeeMug
• Works to get inspiration from? Credit: various
• Excellent post started by Origin2052, continued on by many others.
• The post originally asked for help with writing, and adventuredesign went on to post a gigantic tutorial like post ++ Gamedev.net links ++

• More Than You Ever Wanted To Know About Worldbuilding sunandshadows developer journal
• An in depth look into worldbuilding. Touches on aspects such as Physics, Geography, Ecology and Culture.
• Designing Characters sunandshadows developer journal
• A guide on creating believable and in-depth characters.
• Plot Part I sunandshadows developer journal
• Breaks down the key points of a plot and analysis its progression from start to end.
• Plot Part II sunandshadows developer journal
• Fleshes out some of the milestons discussed in 'Plot Part I'.
• A look at 5 different varieties of names, and discusses how to use them to name your characters. ++ Other useful tools ++

• Universalis Credit: onyxflame
• A collaborative storytelling game, with mechanics to resolve disagreements between players, as well as the ability to semi-randomly resolve story conflicts so even the players can be surprised by what happens.
• Roget's Thesaurus online, free and searchable! Credit: Sunandshadow
• Storybase Software for Writers Credit: diceymatters
• Storybase is the world's only dictionary of essential human situations. The situations in Storybase make no reference to culture or gender specific conventions, so in a sense they are 'archetypal' and can be applied to any type of story. The software enables the writer to insert the names of their characters into the situtuations in Storybase. It is a great resourse for game developers who are having trouble with a specific story or who need to generate a lot of story threads in a short amount of time. Storybase does not write the story for you, however, it offers suggestions that spark the imagination. Storybase is a PC based software program that costs \$99 (but it can be found on eBay for as little as \$69.95). [Edited by - sunandshadow on August 27, 2008 3:33:51 PM]

Posted by on 10 August 2004 - 01:46 AM

One of the biggest parts of writing a game is the story itself. It’s what captures the players interest and keeps them playing until the shocking finale. Its also one of the few parts of game design that requires no programming or technical knowledge, meaning anyone with a pen can come up with a good game story. And here in lies the problem: Everyone has a game story that they think will be the next big thing. Because this is usually one of the first steps people take when creating a game, they soon want feedback from people like those on Gamedev. But before you post your story, there are certain guidelines that you should be aware of if you want to get a sufficient amount of feedback. This is because the Game writing forum is flooded with half made stories that will never be turned into a game, and you want to make sure that your post is not one of those. Following the guidelines below will help you with this. If you don’t want to read the entire post, just read the parts in bold

## ++Stage 3: After you post++

1. If people don’t respond favourably to your idea, for heavens sake, don’t flame them for not liking it. Stay as mature as possible, and if they say ‘Bah, supernaturual characters suck big time’, simply say ‘what part about supernatural characters don’t you like?’ Remember, if you seriously want feedback, you’ll do everything possible to keep your post on track, and wont take anything personally. If someone really is being an ass, the mods will do something about it; that’s what they are there for. 2. If your post fails to get replies, don’t post a slightly amended version 2 days later. This applies to all of Gamedev really, but if you’ve changed the name of one character, don’t post the entire thing again. Tricking people into reading the same post over and over again isn’t going to make you or your post popular.

## ++Other general tips++

1. Never post the same post in more that one forum 2. Don’t post in the first hour you join up with Gamedev. Read some posts from SunandShadow, TechnoGoth, or other respected members and take note how they write. 3. Don’t use l33t speak. Ever. 4. If your story is a fan-fiction idea, you will probably get little to zero feedback. There are more than enough Dragonball-Z plots floating around as it is. 4. The following is a perfect example of good post writing. Granted it isn’t about a story directly, but it still highlights all of the points above: Technogoth: Questionable subject matter (that’s the name of the post, not what I think of it [grin] Here is another example the ideal post: SunandShadow: a story is when somebody wants something and... I am looking for feedback to help make this a better guide, so if you have suggestions on what to change, please let me know. Note: You may notice that this is in some ways similar to the post ‘Going to post your game idea? Read this first’ in the game design forum. This is because many of the points that were put across in that guide are applicable here. Its not because im lazy. No, really! [Edited by - boolean on October 10, 2004 5:16:46 PM]

Posted by on 31 July 2004 - 01:30 AM