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  2. yadda

    Need library/engine/whatever

    Thanks a lot. Will check back to see if anyone else chimes in.
  3. You might be overthinking this. If you're inexperienced in game development and engine design, the best thing to do is start simple and then after you have experience with that, try other things that are more complex. So if you have a game object class, just add a Render() method and go with that. Or, you could have a separate system that goes over the game objects and renders them... so the objects dont know anything about the rendering, but the rendering system knows about the objects. If you want to get more complex, then an entity-component system might be something to try. But, it's easy to become frozen with too many options and too many theoretical ideas that you cant figure out how to implement. Choose a method to deal with this that makes sense to you and fits your project, and get that working until you fully understand the pros and cons of that technique. Then you can proceed from there to others. You will not get a full understanding of all the possibilities from just reading about them, or having people tell you what the "best" ones are. You basically have to learn them yourself through experience. At least that's the best advice I can give.
  4. Today
  5. suliman

    Assertion failed in pathfind (c++)?

    It's the hashtable. Which as far as I understand is only used for optimizing (reusing already calculated nodes for other pathfinds. If I disable it it pathfands fine. But I use the exact same setup and input as in my other projects, this is what's puzzling me.
  6. But also how items are aquired I guess. You now have to loot/buy even more items and suitable items as well for the classes you play with. With many slots i becomes more of a puzzle game to always have the right items to fill all slots for all heroes. Im ambivalent on this...
  7. SkyPenguin

    Which country should get taxes?

    mm... USA rule is to pay taxes to both USA and whatever country you're in.
  8. Tom Sloper

    Which country should get taxes?

    Your "permanent" or "legal" residence is Lithuania. You should pay taxes in Lithuania, not the country where you're going to school. This is not legal advice (I am not a lawyer).
  9. Nintendo will not allow you to distribute emulators and roms. If you did this they would sue you into the ground. If you're not able to sign an agreement and your parents will not sign for you then forget this. You can reach Nintendo here: https://developer.nintendo.com/contact Google lawyers in your state to have someone generate contracts and provide consulting for this entire process. This can cost into the thousands of dollars so keep that in mind. At your age I would be more concerned with finishing school and getting a degree, not playing with fire and getting sued before you even leave home. Play by the rules, or don't play at all unless you want to pay the consequences.
  10. Question 1 Answer: Yes and possibly yes for the Rom file Q 2 A: I dont know Q 3 A: How can I contact them? Q 4 A: No Q 5 A: Im from the United States, so probably no. And also No Q 6 A: I dont know How do I get a lawyer or contact Nintendo?
  11. 1. How do you intend on having an N64 game on Steam? Are you going to program the emulator yourself, and create a rom file? I don't see Steam or Nintendo going for this considering Nintendo's stance on roms and emulation. 2. If you're going to sell anything on the Nintendo Store, you need to use approved developer tools. Are they accepting games made using the N64 SDK? 3. The likely hood of Nintendo signing any form of a development agreement is slim to none if they're not accepting games made using the N64 SDK 4. I'm assuming you don't have a business registered 5. I'm not sure how it is in your location but where I'm from underage people cannot sign legally binding agreements. Are your parents willing to legally bind their name to contracts on your behalf? (Check your local laws to confirm) Has Nintendo accepted any games developed using the N64 SDK and allowed the release of a commercial game within recent? Considering they're looking to push more indie developers to Switch I don't see their focus being on the N64 SDK.... I don't see them releasing an official SDK because you have zero track record in game development, and it's simply not their focus. If you're serious about this then you need a lawyer and to contact Nintendo directly as previously stated.
  12. ethancodes

    ball isn't spawning where desired

    @vinterberg I have "Instantiate(newBall);" The new ball is definitely there, I can see it and interact with it. As for what @KKTHXBYE , I'm not sure what you are trying to say. What code did I not show? I'm actually not sure if I need the paddleToBallVector because that set up is originally used to make the ball stay with the paddle while the paddle is moved around. I don't actually want that. I just want it to spawn at the paddle and then launch immediately. So maybe I don't need the paddleToBallVector?
  13. Engines commonly handle this sort of thing using some flavor of an entity/component system (ECS). For instance you might have a TransformComponent, ScoreComponent, NicknameComponent, and a MeshComponent all assigned to the same entity/actor. The score and nickname component can store their data separately without having to care about the mesh and transform, while the mesh component can pull the actor's current transform from the transform component when its time to render (the same transform component can also be queries by other components that rely on it, for instance a PhysicsComponent). For this kind of setup, you probably want a simplified interface on your MeshComponent (or whatever your equivalent is) that only exposes the things relevant to other components, without exposing unnecessary implementation details. So for instance you might let other components hide/show the mesh, but other components don't necessarily care that your lower-level renderer uses a deferred rendering setup that rasterizes the mesh to a G-Buffer.
  14. swiftcoder

    Which country should get taxes?

    Of course, if you didn't register a company, then all your revenue counts as personal income, and you typically pay income tax in the country in which you are resident.
  15. Hodgman

    Which country should get taxes?

    Before you put your game on steam, you register a company in one of those countries, and fill out a bunch of tax paperwork with valve. This company gets the money, so they pay tax (in the place where they are registered).
  16. Yesterday
  17. Lactose

    blackjack game

    There is almost no code, so there's almost nothing to say. This is like saying "I'm going to write a book, and so far I have a main character called John. Is my book any good?". The only real comments I have on your code is that the enums could have more descriptive names (Hearts instead of H, etc.), and that currently your face enum doesn't support values of 1-10. And that you're including time.h, when no part of your current code uses it. Oh, and "using std" is generally not a good idea, because it can cause naming conflicts in larger projects. For such a tiny project it's probably not a huge deal, but I thought I could mention it. If you want proper feedback, you're going to have a lot more to show. Preferably a working version of the game.
  18. phil67rpg

    blackjack game

    well I am making a text based blackjack game I am unsure of how to progress. here is the skeleton of my program. I am going to work on this more, and do some research on oop design. I don't want code. I am just trying to be a better programmer. I am also learning how to program in oop paradigm. #include <iostream> #include <time.h> using namespace std; enum suit { S, H, D, C }; enum face { J = 11, Q, K, A }; class card { private: public: }; class deck { private: public: }; int main() { system("pause"); return 0; }
  19. I think its disgusting and pathetic that anyone could even think of sending a death threat over a sodding game. We had awful quality control back in the early days of gaming that made us rage until the neighbours started banging on the walls, but we just accepted it as a shit game and got on with it. Probably have a laugh about it with our mates while the more passionate ones would send a letter of displeasure to one of the gaming magazines... I've gotten upset over a lot games over the decades - most recently that !£$&ing Diggernaut* from Samus Return - but I honestly could not bring myself down to that level of childishness. For anyone here who has received such bullshit in the post - you do not deserve any of that crap, but they most definitely do deserve a visit from Robert McCall. * If you are the individual responsible for the Diggernaut in M:SR...go and stand in the corner of the room you currently occupy...and think about what you have done! But thanks for bringing Metroid back to us all the same...
  20. Scouting Ninja

    Advanced gear in the wilderness? (fantasy rpg)

    Is this like the infinite tower idea? Because it sounds like the problem is with returning and not actually finding valuable items. So maybe the path back has like a timer. When a player defeats enemies in a zone, it takes time for the zone to fill up again. This way returning early is easy but deciding to venture too far could make the way back just as dangerous as the journey. If it a problem with finding weapons in the wild, then you could use loot instead. Things like say a dragon heart is needed as part for trading for a new weapon; then the player has to go into the wild to find a dragon heart; or some system like that.
  21. BrashMonkey LLC is pleased to announce that pre-order for Spriter 2, their 2D animation tool for game creators, is now available. The recently released teaser-trailer for Spriter 2 can be seen here: A driving goal in the development of Spriter 2 is to enable creators to achieve a level of rich, natural, and expressive form and movement, rarely seen outside of hand-drawn animation, all in a uniquely fun interface which drastically speeds up the animation process. Spriter 2 will offer many forms of mesh deformation, curve based and bone based hierarchies and animations, and a large array of video game specific functionality such as animated collision polygons, spawning points, advanced stackable character maps, and several features yet to be revealed. To celebrate this pre-order milestone, BrashMonkey is running a sale of 35 percent off any purchase until August 3rd when you use coupon code: SPRITER 2 in their online store. As an added bonus, anyone who pre-orders Spriter 2 during this sale will also receive the full version of Spriter Pro (the current version of Spriter) immediately, free of charge, and will be granted private beta access to Spriter 2 sometime in 2018. You can visit https://www.spriter2.com/ to learn more and subscribe for further updates. Or visit https://brashmonkey.com to see their full range of products and access their forums. View full story
  22. BrashMonkey LLC is pleased to announce that pre-order for Spriter 2, their 2D animation tool for game creators, is now available. The recently released teaser-trailer for Spriter 2 can be seen here: A driving goal in the development of Spriter 2 is to enable creators to achieve a level of rich, natural, and expressive form and movement, rarely seen outside of hand-drawn animation, all in a uniquely fun interface which drastically speeds up the animation process. Spriter 2 will offer many forms of mesh deformation, curve based and bone based hierarchies and animations, and a large array of video game specific functionality such as animated collision polygons, spawning points, advanced stackable character maps, and several features yet to be revealed. To celebrate this pre-order milestone, BrashMonkey is running a sale of 35 percent off any purchase until August 3rd when you use coupon code: SPRITER 2 in their online store. As an added bonus, anyone who pre-orders Spriter 2 during this sale will also receive the full version of Spriter Pro (the current version of Spriter) immediately, free of charge, and will be granted private beta access to Spriter 2 sometime in 2018. You can visit https://www.spriter2.com/ to learn more and subscribe for further updates. Or visit https://brashmonkey.com to see their full range of products and access their forums.
  23. Scouting Ninja

    How much equipment is too much for a group-RPG?

    This greatly depends on how easy it is to equip an item. In Avernum the player had 4 team members that could be equipped easily from the interface. Draggin a weapon from one team member to the next was easy. Equipping was also just drag and drop. When compared to Dungeon Siege 2. That required selecting the party member, going into a inventory menu, dragging and dropping from in there; it was really a pain. I always had someone on the team with weak equipment, just because i didn't want to pause gameplay. I would say 4 * (2 weapons, 3 armor, 2 accessories) is the standard. So 28 slots divided by team members? In Final Fantasy games, I was often more willing to spend a long time in menus equipping characters. However this was because you only had to do it once at every town. In the FF tactic games you had to equip after almost every battle but that was OK, because each character had only a few items. It looks like a lot of factors could be involved. Menu time, amount of times it has to be done in a play session, how smooth the interface is and just how many equip slots there is.
  24. CrazyCdn

    Assertion failed in pathfind (c++)?

    Eliminate the first agent. Does it still crash? Then it's data being passed in from the second agent. If it stops crashing that tells you something too. Debugging is a skill honed from experience sadly. You can read about it, but until you get first hand knowledge your learning truly does not begin . As @Alberth said, divide and conquer. Make the smallest program that still reproduces the assert.
  25. OK, but it feels pointless as Java looks a lot like C#: var Speed : float = 100f; function MoveObject(float XAxis, float YAxis){ var TempVec = new vector3(0,0,0); TempVec.x += XAxis * Speed * Time.DeltaTime; TempVec.y += YAxis * Speed * Time.DeltaTime; this.transform.position() += TempVec; } function Update(){ MoveObject(Input.GetAxis("Horizontal"),Input.GetAxis("Vertical")); } Basicly just the declaring of functions and variables change. Because most of the code is using Unity's libraries. I want to point out that Java is no longer supported by Unity. C# is Unity's main language for users now. Then you should use it, if it is what you like. Blitz3D can make good games, it is just a bit more difficult. This is true, but it means you have to compensate for it somewhere else. For example, you will notice that a lot of Blitz3D games are empty. This is because not being able to declare vectors means that basic vector math has to be done manually. So things like path finding and even just having a enemy aim at a target is more difficult in Blitz3D. Something that would just be a 4 or 5 lines of code in Godot will be a page full of code in Blitz3D, as you do everything manually step by step. So usually people just end up making their own vector class or using a wrapper for Blitz3D -like Newton Physics- to get proper vector math. This in turn needs declaration of the vector or conversion. It is still a good idea to start with Blitz3D, it is easy to learn and lots of games can be made without complex AI etc. It can also have good graphics if you use 3D models with hand painted textures.
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