Jump to content
  • Advertisement


The search index is currently processing. Leaderboard results may not be complete.

Popular Content

Showing content with the highest reputation on 04/10/19 in all areas

  1. 2 points
    I like interacting with others. This might work out just fine. Year after year.
  2. 2 points
    Just to be clear, generally I think you and @8Observer8 are encouraging. I just happen to emphaticly disagree with his last post though it would actually be good advice for most other student level developers.
  3. 1 point
    I think you have a really interesting looking game here, and I wish you luck with your launch. Two minor comments: the text needs to be bigger and prominent for anyone watching on mobile. And much of your audience will. Second, the start sequence of "incorrect crate" is one of the least grabby. I suggest starting with one of the more exciting sequences you show instead. One major comments: I wasn't clear from the trailer what the actual game play is? Is this a puzzler? An action puzzler? Some kind of Zach-a-like? It's not clear.
  4. 1 point
    The video is really good! It's really difficult to create compelling media, whether that be a promotional video or game or whatever. The game itself looks great and possibly like the kind of game that's gonna get me on the edge of my seat and shouting at the TV (in the same way Overcooked does)! 😄
  5. 1 point
    Physics sims retain data because some relationships and interactions between objects can span frames. You can of course add objects to an existing scene, but that would require you to renegotiate what is happening. I have programmed a simple physics engine before, and I can say that it was very fun! I definitely recommend it as a learning experience. It will really improve your knowledge in applied math, and performance optimisation. However: Writing a good physics engine is much harder than just doing collision detection. Simulating basic physics, such as a pool table. Is pretty straight forward. However, when processing interactions of more than 2 bodies (like a Jenga tower, or a solid ragdoll with hinges) : You should expect to run into alot of complex algebrical integration problems. One might say that this is what the likes of "PhysX" was designed to do. Using "physX" or "Havok" for a pool game would be overkill. So I would wholeheartedly recommend that you embark on writing your own Physics engine as a learning excersize: 0. Start by implementing some collision detection algorithms 1. Then make a 2D pool game. 2. Then make an angry birds clone. (If you've made it this far, you're a champ!) 3. Then try something simple in 3D (Maybe a racing game?)
  6. 1 point
    yes, unless he were to excel in business applications or similar. Game coding will require leveling up for certain. Thanks for the heads up. I was never clued in privately. All though I've been aware. That changes the landscape slightly...
  7. 1 point
    Hi! My name is Kurt and I want to learn how to make games. Being a java programmer by day, I want to learn how to write games from scratch. So far it has proven to be quite a challenge, totally different from the stuff I write at work. So far I have only managed to make a pong clone that I would call a success. I believe the game challenges will give me an idea of what to make, a deadline to keep my focussed and quite the list of technical stuff to figure out. For now my weapon of choice will be libgdx. The source code will come on github. The design The poll already got me excited about making a side scrolling arcade shooter. But then came the challenge of non traditional weapons! After a bit of thinking I came up with the idea of shooting "love", represented by a a heart. In the first level you will fight "sadness", and the enemies will shoot tear drops at you. For the second level I was thinking you will face "anger". But I still have to figure out the weapon of those enemies. Ah, no worries, love conquers all, right? The player will have to advance pas a few waves of enemies and conquer a boss at the end. Technical challenges I'm first focussing on the technical challenges, as this is the area I'm most eager to learn. The first challenge that I tackeled was fixing my timestep. Something that was already on my todo list, and I think it will help me achieve the fixed enemy patterns each time you play. Next thing that I had to figure out was the scrolling part. I'm not sure how it should be done, but here's what I came up with. I have a player that is moving from left to right, and I constantly update the camera position so the player stays in the same place on the screen. For now I have only added controls to move up and down. I will add back and forth later, but I want to keep it simple for now. Enemies currently have a predefined coordinate that places them in the "world". Since the player and camera are moving, they will eventually come into view. To do ... There's still much that I have to implement and/or figure out. I have tried to order them by importance. And somewhere along the way I will need to do some serious refactoring, it's all in one class for now ... Make enemies shoot when player comes near Collision detection (basicly just using the utility methods libgdx provides and then remove enemy of game over) Actual art instead of shape placeholders Scrolling background Add sounds Add main menu Left and right player movement Boss battles Power-ups Enemy movement Once all the technical stuff is done I can have some fun designing levels and enemy encounters ! Perhaps a scoring system ... ... Demo A little demo of what I have so far. Thanks for reading!
  8. 1 point
    OK so I got a bit further. I have the equation final_velocity = sqrt(initial_velocity^2 + 2*acceleration*displacement), which I solve for each of the three dimensions. However, I have the equation t = 2*displacement / (initial_velocity + final_velocity). How do I solve for that when t is a scalar and displacement, initial_velocity, and final_velocity are vectors? Like I said, I'm stuck on something simple here, but I just can't figure it out.
  9. 1 point
    This collection was great and helped me develop the engine I always wanted but I have conceded that I'm not going to be working on such things anymore so I've decided to sell the collection. 30 books in all, most very high quality. If this is the wrong forum to post this in, I apologize. Make me an offer, I'll ship if you'll cover it. I hope someone can really use these!
  10. -2 points
    You can hire programmers in India.
  • Advertisement
  • Advertisement
  • Popular Contributors

  • Member Statistics

    • Total Members
    • Most Online

    Newest Member
    Bling Bling
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!