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Member Since 25 Sep 2000
Offline Last Active Today, 04:58 PM

#5308683 Getting debug information using TextOut()

Posted by on Today, 10:12 AM

It's been quite awhile since I've written a Win32 game but if I'm not mistaken, calling InvalidateRect() causes a WM_Paint messages to be sent. Setup a timer to periodically call InvalidateRect() and you should see your text output update. You'll probably want to store that hwnd value from when you create the window so that you'll have access to it for the first parameter. You can use a NULL for the rect parameter to paint the entire window's contents and then it's just whether you want to erase the current contents of the window or not.

#5307488 I have an Idea..........

Posted by on 23 August 2016 - 02:54 PM

In general when it comes to programming, if you come across something that you don't understand or can't begin to figure out how to approach then that means that there's some fundamentals that you're missing. You have to reduce what you're trying to do to a more basic level and attempt to approach it from there. If it turns out that new, more basic level project is still something you can't wrap your head around, reduce it further and further until you're looking at something you're ok with. Do this again and again while also figuring out how each individual thing you've learned works together with the others to produce more complex results.


From the very beginning to learn point, your first program is likely a "Hello World" program to just get something on the screen. Then you try to figure out how to get input from the user. If you can find out how to generate a random number then at that point you can take a stab at a "Guess the Number" game. If you're creative, you can think of ways to take what you know at that point and come up with other ideas. Hopefully with a bit of experience producing simple projects you'll start to get a handle on what kind of stuff you're looking at needing to learn to get to your dream project.


Best of luck.


BTW, I'm on year 4 of working on my (current) dream project on my own as a hobby project with about 17 years working in IT and I think something like 13 years before that I started learning to program.

#5307427 if party strength changes, quest encounters can become imbalanced.

Posted by on 23 August 2016 - 10:46 AM

If you're in a group that's been weakened and you know that there's a tough foe over the next hill, why would you go over the hill? Or is the problem that the player has no way to tell that he's out classed? If there's something that you can do to give the player a reasonable indication of what he's about to get into, it seems to me that, particularly in a survival game, it's fair if the player ignores that warning and gets killed. (I don't know about your play style and motivations but... I've been warned about the deathclaws ahead, I know what they can do, so while I might've been able to deal with them with that awesome weapon I had awhile ago, I am not running through the short cut without it. :))

If you can tell that a particular encounter is going to be too difficult, could you have that encounter maybe just move to somewhere that makes sense leaving the player an opportunity to be stealthy and survive? Possibly as part of a cycle between hunting, wandering, resting states? You could just remove a tough encounter entirely after some time has passed but I think there's something about knowing that there's a persistent threat that's just waiting for you.

#5305146 How Would I Go About Creating My Dream Game?

Posted by on 10 August 2016 - 12:14 PM


Not to discourage you from learning to program but, if you already have an abundance of written material, why are you not looking at doing a book or a comic or a tabletop game of some kind instead? Something that doesn't require years to learn a technical skill before you're able to introduce your vision to the public. If you do have a passion for programming and you learn enough to begin making games, consider that if you've been writing and publishing all this time you would have all this IP at your disposal that has already been exposed to the public and have a measured response for.

Several reasons. I find that video games are a great storytelling medium since you get to interact the the characters and world. The Last of Us had me care more about the characters than any comic, book, or movie did. Plus, I figured a game would have a bigger audience. I don't really care about the money, I just want to share my universe. The best book publishers usually require giving away some of the rights to the ip. I did plan on self publishing a book series that had a shared universe with the game. I seriously considered comics but a video game would make the world that much more believable in my opinion since it would be in motion and had actual sound and emotional expressions. I eventually plan on starting a game/animation studio. I find that animation shouldn't just be for young audiences.



It sounds like you have some enthusiasm for the universe you've created. Perfect, don't loose that. Do you have the same enthusiasm for learning to program?


Consider that while the trade off with publishing a book is giving away some of the rights to the IP, the trade off for creating a game is a significant investment in time, money, and effort that you may or may not enjoy. And there's no guarantee that either yourself or other developers will be able to deliver your vision (there's always some feature that doesn't go quite as planned).


The allure of building a universe from the dust of electrons and breathing life into it is powerful. And as one might expect, looking at it from that perspective, it's not easy or fast. Good luck.

#5303880 Looking For Input Regarding Voiceover

Posted by on 03 August 2016 - 06:14 PM

If you want to deduce more about how VO in the game industry works, you should network. I see that your company is in Calgary and does business globally. I don't suppose there's much of a game development community in Calgary (I checked on GameDevMap.com just now and I see that the Alberta devs are all in Edmonton), so you'd need to travel. Get on the mailing list for the Edmonton IGDA chapter, if there is one, and subscribe to GamesIndustry.biz and Gamasutra and Kotaku. Plan now to attend GDC and GDC Europe and other game industry conferences. Talk to producers and audio directors and design directors, not so much to tell them about your company as to learn the things you need to know to navigate this industry.


It looks like the site is a bit inactive but there's a number of links to game dev studios that are still active on http://www.candevs.ca/ Bioware in Edmonton would probably be the most well known studio but there seems to be a fair number of indies throughout Alberta. Google "Alberta Game developers" or whatever city and you get some pretty good results.

#5303863 Pokemon Go. Similar Ideas?

Posted by on 03 August 2016 - 03:49 PM

As i seen a gang of kids today zoom past on there Bmx bikes looking for pokemon.

it hit me that this type of game needs a lot of thought.

its timing of release is spot on!  the summer holidays are perfect for pokemon hunting.

it made me think about other games following its pattern! the more games like it the better!

Every one reading this should make a reward based game for getting of your arse and doing it.

instead of enduring a lame ass ad to get rewards that know body pays any attention to. get people moving

out of there pit and getting what they want. believe me

they will remember it more.


Seeing Pokemon GO take off and realizing the potential for AR & GPS games is pretty exciting. However, I think, at some point people are going to start to recognize the grind and they're going to go back to sitting on their butts.


#5303104 Pokemon Go. Similar Ideas?

Posted by on 29 July 2016 - 12:17 PM

Personally, I was looking forward to playing Pokemon Go but it turns out my phone doesn't have a gyroscope so the AR doesn't work for me. The remaining gameplay that I could see isn't enough to keep my interest. I was hoping to play with my kids and that they'd get a kick out of seeing these critters in familiar places. But without the AR, there's nothing special about it for them.


What's "better" is subjective to the whims, mood, and tastes of the player at the time that they're inclined to play something. So, any game can do well or fail on its own merits.



I think one of things that does appeal to me about the game though is the notion that it's a bit of a treasure hunt. Phone upgrade notwithstanding, maybe it'd be interesting to try some kind of AR - Geocaching hybrid sort of thing.

#5303096 How Would I Go About Creating My Dream Game?

Posted by on 29 July 2016 - 10:23 AM

Not to discourage you from learning to program but, if you already have an abundance of written material, why are you not looking at doing a book or a comic or a tabletop game of some kind instead? Something that doesn't require years to learn a technical skill before you're able to introduce your vision to the public. If you do have a passion for programming and you learn enough to begin making games, consider that if you've been writing and publishing all this time you would have all this IP at your disposal that has already been exposed to the public and have a measured response for.

#5302658 How To Create Skins That Look Good For Brightly Colored Objects?

Posted by on 26 July 2016 - 11:53 AM

Different textures for different colours maybe? Brick, marble, wood... stuff like that.

#5301590 Do My Swordsmen Look Like Cyborgs?

Posted by on 20 July 2016 - 11:04 AM

I immediately see the blue shoulders (is the right word, pauldron?) and then the green selection indicator. I can barely see the swords at all against the green grass. Without any context as to what I'm supposed to be seeing, yes, I'd probably think they're robots or some kind of machine. (Though I suppose a knight in full plate looks somewhat mechanical when you think about it.)

Maybe try making the swords brighter and see what happens. And if possible, add in some other items to fill out the setting with more of a mid-age appearance. Also, the selection cursor and health bars strike me as being more for a sci-fi genre game. Maybe try a circular or oval selection indicator at the feet of the knights and a full rectangle health bar with no breaks in it.

#5299636 Arcade user timing challenge...

Posted by on 07 July 2016 - 11:16 AM

Other than a time limit, two things that'll probably keep a game short would likely be a physical activity component and some kind of in game physics where it's difficult to produce the exact same reactions each time due to slight differences in precision input from the player.

How about some kind of Angry Birds thing where the player throws or launches something (something real like a ball or a water spray or track a player's throwing motions (I'd prefer something real)) at the screen which then knocks down some kind of structure. The main hook being that it gives the player more of a hands on element to the destruction in Angry Birds.

#5299373 Posibility of getting to game industry?

Posted by on 06 July 2016 - 02:31 PM

Maybe take a look at some websites of various game companies and see what requirements they have for entry level positions, and make your plan accordingly.


I think that "polish" can be a lot of different things that gives your game a better presentation than just the game functionality alone.

#5296747 Fellow game devs and artists,How do you animate your games?

Posted by on 15 June 2016 - 06:37 PM

I consider myself a hobbyist and I would say that my art skills are... well it's pretty obvious that it's programmer art.


1) Just about everything I do is in MS Paint because the basic stuff I do I keep it pretty simple. Sometimes I work in a version of Paint Shop Pro that I have which last I checked is less powerful than the latest version of Gimp. The version of PSP I have came with animator software which had an "onion skin" feature where the previous frame appears translucent on the current frame that you're editing so you can get some idea of what kind of edits you want to make.


2) I just googled for "walking animation" to get images for inspiration for what my animation ended up having. I didn't follow every frame but I considered the various details that seemed like might be relevant for what I wanted and applied to my work best I could.


3&4) I'm not sure about what software or tools you should look into to develop towards a professional career but artist & programmer are two different specializations requiring time to practice and develop your skills.


As a programmer, the art that I've done that I've been the happiest with has generally been the stuff that I've kept very simple. The majority of the time I slowly build sprites using copy & paste with transparency functions and use gradient flood fills & alpha blending to whatever advantage I can. I often try to build sprites with some kind of paper doll technique, building and keeping small parts and trying to fit them together to make one larger sprite. In theory, you can use these smaller parts (maybe modulate their colour) to build sprites at run time in your game and it might reduce some of numbers of frames you need to do by hand, but there can be a lot more programming involved.


Other than that, it's going to come down either to practice or getting someone else (probably by paying them) to do the work for you.

#5296360 When you were starting out...

Posted by on 13 June 2016 - 11:25 AM

It feels to me like I have to write something in order to retain it in memory. I write down just about everything and then never look at what I wrote again. Maybe it's a whole "hands on" sort of thing.


Reading, watching, or listening just doesn't do it for me very well. I don't worry about memorizing something that I can look up easily enough. If I look something up enough times, I'll probably retain that info for awhile but, if I don't use it regularly, it's gone after awhile. Just make sure you have a source that's reliable and fast to get to.

#5295866 are vidgames disrespectful of player's time vs tabletop RPG's?

Posted by on 09 June 2016 - 03:47 PM

There have been points where I notice that all the fetch quests I'm given are such that I have to travel from one end of the map to the opposite side and it gets annoying that is all the designers could think of. But as a rule I tend to avoid fast travel with exception of when I have some kind of bug in the system that I need to escape. I'd prefer to walk or ride or whatever the whole way. While walking I tend to rotate the 3rd person view around the character and on occasion I notice stuff off to the side I want to go check out. Or if I know that there's a shortcut that might be a bit dangerous, like that area in New Vegas infested with Deathclaws north of Goodsprings, I ask myself if maybe I'm strong enough now to get through it without having to rely on some navmesh pathing quirk to save me.

I can see why people would prefer not to have to walk all the way between places though. I think I particularly disliked walking everywhere in Fable 2. Though that may be because the world was more one big path with no extra places to explore and predictable spawn points.