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Member Since 04 Jan 2004
Offline Last Active Nov 14 2014 07:35 PM

Posts I've Made

In Topic: [Free][Android] Maze Unlimited

16 October 2014 - 09:26 PM

Hi Guys, I just added a Halloween theme to the game, please check it out.

The video is not the best quality, but you can get a sense - there's a ghost and skeleton in the "Halloween theme".



It would really help me if I get some constructive criticism.



In Topic: Do you use UML or other diagrams when working without a team?

13 October 2014 - 07:21 PM

I want UML to work, but I haven't really seen it work.


I haven't ever tried it for solo projects.

In Topic: Lines of code language comparisons

05 October 2014 - 09:17 AM

In AAA games performance is important, so C++/C will have to be the answer for low level stuff.

Big studios already have people working there who are experts in the language, and they have code from prior projects that has to be maintained, and can be reused.

There would have to be some very significant reason (besides making employees work long hours) for changing language.


People who are working from home in spare time have a very good reason to compare time that it takes to write a game based on language they choose.

For example I started with plain google android SDK, and spent a lot of time making a very poor engine for 3 games I did in it.

Then I moved to Corona engine ... it was way better than what I wrote.

Now I'm on Unity (I don't want to compare them, but my preference is with Unity at this point).


Game engines save you time, so if you're coding an engine, then you shouldn't really worry if it will take longer in Java or C, because you can just get a better engine now (unless you're expert in engines, then maybe you'll make a better more specialized engine).


In general, the more high-level code you have, the less time you'll spend coding. For example it's a lot easier to make a list in C#, than in C, just because there's no standard structure for list in C (yes, there's in C++, but not in C I believe).  Also if you don't have to worry about memory management, it means you will never spend time debugging a bug related to it.


I'm using C# in Unity, and very happy with it. Compared to how long things took me in Java in Android SDK, there's a huge difference. I don't think the difference is in C# vs Java, but rather my own engine vs. Unity (most time in Unity is spent looking up which function is appropriate, but they work very well once I find the one I need).

In Topic: I wanna learn, I WANNA LEARN! C# Unity

05 October 2014 - 08:59 AM

My recommendation would be to go through unity tutorials, I recently made a game in Unity - the tutorials are awesome.


The tutorials will show you how to structure code, and how to get things working, I think they are a lot better than just opening someone's project and poking around.


In my opinion, the best thing is to go through few tutorials in sequence and implement everything they are talking about - keep pausing youtube tutorial and implement what they are teaching, even if you're not interested just in case it teaches something you'll need in the future.

If you get tired of sequential tutorials you will probably already have enough information about how to start on a project, then you can look for specialized tutorials for your specific project.


That's basically what I was doing, I coded a first person maze (you can look through my post history to see it if you'd like).

In Topic: need an algorithm for following a path (curved line)?

19 November 2013 - 04:15 PM

Hi, I didn't go through links yet, but they are greately appreciated.


The paths will not be in terms of any function. The paths are going to represent roads from one point to another. During level creation, I'd define them as makes sense for the level.