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Member Since 04 Jan 2004
Offline Last Active Oct 29 2015 05:45 PM

Posts I've Made

In Topic: How long should a mobile PvP game last?

09 June 2015 - 05:51 PM

That is really good input, thank you all.


To clarify:

  • I basically am looking at it as a hearthstone-type encounter. You would be paired up with a stranger (or a friend) and play a game, after which point it's over.  However prompting 'would you like to play another match?' would probably work great ... so that people can have a rematch if they both choose to.
  • The reason I'm thinking to work within time bounds is so that the game is manageable as a quick game before sleep or before work, or on a break.  There might be some in-between activity in game, sort of like hearthstone has of crafting cards and making decks - truthfully the game is very much inspired by hearthstone (without cards though).
  • Aiming for casual, not hard core play, but i'd like to have features which would give hardcore players advantage.

In Topic: Attribution license question - do I need to have the list in game?

15 March 2015 - 04:00 PM

Thank you, Frob

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).