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Member Since 16 Jun 2005
Offline Last Active Yesterday, 07:13 PM

Posts I've Made

In Topic: is multimedia fusion 1.2 for programmers?

22 July 2014 - 07:16 PM

I have a lot of experience with Multimedia Fusion (I have used KNP, TNG, MMF, MMF 2, and Jamagic).. I recommend using the latest version (MMF 2.5) that is available from the website (http://www.clickteam.com). If you have an older version they might have upgrade pricing available. The newer versions provide features like hardware acceleration and support for HTML5, Flash, Android, and IOS exporters.


The product is similar to Game Maker Studio, but where as Game Maker studio has a limited visual scripting system and then relies on the GML language, MMF 2.5 (and other versions) have a complete visual scripting system based on events in a grid layout. There are also a number of extensions that support various scripting languages (I at one point programmed a Lua extension for MMF 2, but this was a number of years ago).


One interesting difference that MMF has compared to Game Maker is that it has support for creating applications as well as games. This can be good if you want to create your tools in the same toolset that you are using to create your game. I worked for a time on an isometric editor that was created inside of MMF.


In my years of using it I found that it provided quite a bit of power and flexibility with its visual scripting system. I program in C++ for a living and while I probably would opt for a non-visual scripting system, for quick prototypes or for making games within a certain scope I might pick up MMF 2 again :). The toolset does allow you to leverage a lot of functionality in a short time span.


I think that you and anyone reading this will find that the "right" tool for the job often changes per project and per the requirements. In my opinion a great developer knows a wide variety of tools and uses the available tools to develop a product or solution in the most efficient manner.

In Topic: Developing a Survival Horror in UDK?

10 May 2014 - 01:12 PM

I assume you actually mean UDK and not Unreal Engine 4, but my advice for either is the same.


Download either and play around with it. There are many resources out there for learning Unreal tech and some good video tutorials that should help. There are also a number of sites dedicated to Unreal training.


For UDK there is: http://udn.epicgames.com/Three/WebHome.html






For Unreal Engine 4 there are also resources: https://www.youtube.com/playlist?list=PLZlv_N0_O1gaCL2XjKluO7N2Pmmw9pvhE


When I started learning UDK the very first thing I did was to figure out how to download the engine and create a simple level. I think that you will find that there is a reasonable amount of work that goes into creating a basic level, adding textures, adding lights, positioning cameras, ect. To really remove the "FPS" from UDK (Unreal Engine 3) you will need to use UnrealScript (Kismet is also possible, but really in my opinion UDK is really a tool that excels at making FPS games... If you need something else your mileage may vary with using it...). There are lots of resources for creating different sorts of cameras, ect. It is up to you as a developer to research and discover these resources.


A flash light sounds like a dynamic light to me... Playing audio at certain points sounds like some sort of trigger volume.

In Topic: Game creation for Android

04 May 2014 - 06:02 PM

Here is a link to the Amazon Fire Game Controller Input API: https://developer.amazon.com/appsandservices/solutions/devices/fire-tv/docs/amazon-fire-game-controller-input


I assume to get your Construct 2 HTML5 game to Android you are using Crosswalk: https://crosswalk-project.org/


If so then you could use this reference to create a Java extension for the above Amazon Fire Game Controller Input API: https://github.com/crosswalk-project/crosswalk-website/wiki/Writing-a-crosswalk-java-extension-on-android

In Topic: Using C++

17 April 2014 - 09:25 AM


Then you could make a text adventure game. The first attempt people have at doing this typically is quite terrible.


I think this is also bad advice. After seeing beginners trying text adventures for three years now, I'm yet to see any of them finish a particularly good one or learn very much from their attempt.


I disagree because often the subject of data driven programming gets brought up from the attempt. Failure is perfectly fine in this context, the entire point of the exercise is attempting to create something. Text adventure games are deceptively "simple" and can involve complex data structures, regular expressions, and various forms of file IO.


I don't see where we are ones to judge what people learn from attempting to create certain programs.


Anyway I have failed at countless things during my programming career so far, including quite a number of text adventure games. I DID learn a good bit from the attempts. I have lots of unfinished projects rotting on my hard drive, but that does not mean that any were a waste of time!

In Topic: Using C++

12 April 2014 - 07:50 PM

The path to learning how to program is to program. There are no tricks, no shortcuts, and no videos that will replace experience.


To learn any language to any degree of proficiency you must use them to write programs.


To learn C++ you start learning by creating console programs. You may wonder what writing a console program has to do with creating a game. You may say "but I want to make a game with graphics!". My response is that you must start from the basics and learn the data structures and design patterns involved with programming things.


Games are software. When you are ready to make a game with graphics you can pick a API or game engine and go to town, however if you must ask how to do so then you are not quite ready to make the leap.


So you start by writing a guess the number game or something like that. You have the computer say "Guess a number between 1 and 10!" and it selects a random number. You guess a number and the computer responds back if you are too high or too low.


Then you could make a text adventure game. The first attempt people have at doing this typically is quite terrible. Soon you have hundreds of if statements and you realize there must be a better way. You learn about data driven design practices.


So once again know that games are software, and learn how to write programs. Write small programs and then write more complicated programs. Write LOTS and LOTS of programs. Pick something you want to program and figure out how to do it! Then you will not need to ask the question of how to expand your knowledge of C++ towards game programming... because you will know.


Programming is essentially all problem solving. You have a problem and you break it into smaller problems. You break the problem down enough until you have something you can Google. Then you put all of the pieces together and you have a program. Then the program doesn't work and you have to figure out why. That is programming.