• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.

Alternate-E

Members
  • Content count

    41
  • Joined

  • Last visited

Community Reputation

215 Neutral

About Alternate-E

  • Rank
    Member

Personal Information

  • Location
    New York
  1. Gamedev! A long time ago I began working on my own kind of tycoon game. One that would be inspired by hard classics like the Capitalism series by Enlight Software as I love depth in the simulation. I also craved the simplicity of Lemonade Stand, the humor in Rollercoaster Tycoon and Theme Hospital. The process has been well documented over the years as we've strive to bring you the manifestation of years of toiling in the most unsexy of conditions.  Joy-Toilet and Outhouz presents...   And we weren't kidding about the "simulator" part, at first.  So what's it about? Triple X Tycoon is a strategy-simulation game in which the player will get to experience the highs and lows of the adult entertainment industry from behind the scenes. The game features random events that may effect the growth of your studio or hinder performers. Volatile consumer trends are the norm. Extravagant award shows are commonplace, even performers come and go as time pushes on in an industry that makes big money on erotic indulgence!  And we have no idea how RPS feels about nudity although we tend to bare it all on the regular. It simply costs more to put clothes or black boxes on em'. But for the sake of courtesy..   "Another day in paradise" Start a Business, Build an Empire! You can pretend we weren't born this way but we won't. Born a capitalist I mean. They say money is frozen desire and if that's true we might be on to something. Steer your company through the eras. Sabotage your competitors! But watch your own back. Be smart and you'll have talent knocking down your door for a chance in the spotlight you created. Only the best adapt in this industry. From rags to riches. From VHS to VR, how far will you go?   Nuff' said. Would you like to know more? Feel free to hop on over to www.triplextycoon.com(NSFW) for those extra juicy details. If you'd prefer to cuss us out just direct your filthy mouth to the janitor@joy-toilet.com ad we will get back to you A$AP. If you already know who we are, badass, we have a Discord chat so come say hi. The lone dev we keep chained to his desk (in his room, in the basement) wants to thank you personally. And finally, if you're still interested we can point you to Steam where the game is set to be released next month because we're so broke we can't afford an Arizona tea party let alone continue development, we'll love you forever. And ever, and... @JoyToilet
  2.   The "not in C" part you'll have to cope with because of your choice to use C rather than C++.     The system by itself is C-based and all that knowledge can be directly used. Tutorials that use C++ stuff should be easily adjusted assuming you actually know C. Note that if you don't know how to program, picking a graphical game system like SDL is not the ideal place to learn the basics.  If you don't already know how to program in the language you should start simple, with 'guess the number', 'tic tac toe', and other simple games instead of complex graphical games.       That out of the way, what specifically do you want to learn about SDL that is not addressed in the links or contents of their wiki (https://wiki.libsdl.org/Tutorials) or documentation?         One doesn't have pointers as a primary feature, the other does. Hell, both a programmer and a non-programmer can tell you that the syntax in even the classic "Hello World" example does not look the same. I like to use the example that saying "C/C++" in general is like saying "this tutorial is written in Spanish/Italian" while being written in just Spanish. Now imagine people just thought it was "your problem" that you only spoke Italian, really?   This debate has been bought up before and on multiple occasions otherwise. It's not much of a discussion since it's fairly obvious, the general consensus is that the two are - surprise - different and should be respected as such. So just because you can learn Portuguese if you know Spanish and vice-versa, doesn't mean you should have to, let alone want to.   See: A Raging C/C++ Debate on /r/Programming   Now to help out the OP, hint, go back in time. It's possible on the web, read and compile a bunch of those tutorials and go from there.
  3. Personally I wish I could program as low as I wanted to.  I always have the urge to toss assembly in-line but too much of it leads to portability issues and when shipping a product we as developers like to avoid too much headache. In comes the commercial game engine market right?  They solved a problem fair and square and lowered the barrier of entry.  Which equals more and more independent games. Personally I program everything in C and nothing else but as mentioned here that's because I like to know how things work and it's fast, programmers like fast.   At my company we use custom tech only but that's because we don't rely on games as our primary area of business so we can. It is a resource strain otherwise. I've worked on teams that have used Unity but it's like driving a car with a blindfold to me.
  4. About Triple X Tycoon Triple X Tycoon is a simulation game in which the goal is to found and develop a studio within the adult entertainment industry. With Triple X Tycoon, players will get to experience the highs and lows of the adult entertainment industry from behind the scenes. The game features random events that may affect the growth of your studio or hinder performers. Volatile consumer trends are the norm. Extravagant award shows are commonplace, even performers come and go as time pushes on in an industry that makes big money on erotic indulgence. At least a month before release we also want to put out an extended play video explaining some of our more ridiculous mechanics in detail.  Instead of releasing a projected feature list at this point (alpha) here's a (vanilla) list of things that are in the game: Models - Hiring Factors - Name, Age, location - Relocation is an option for non-local performers. (costs extra to do so) - Pay-per shoot expectations, both negotiable or non-negotiable rates - plus or minus what he/she is willing and not willing to do  - Notable film/magazine shoots plus a number of others effect stats External Influences - Drugs - Family - Fame (can go to the model's head) Upkeep - Paying models - Medical expenses - The Crew - Insurance - Set and Studio costs (weekly unless wholly owned)  - Upgrades ( Small, Mid-sizes and large Studios, Warehouses, Offices, hotlines) - Other legal fees The random events wouldn't be very random if we posted them here however.  Although we can say that they include but are not limited to model incompatibility, fights on set,  lockjaw and erectile dysfunction. Make sure you follow us on Twitter or subscribe to our newsletter for updates!  We also have a sporadic and NSFW blog. For additional info visit games.joy-toilet.com.    
  5. You can now download both a Windows and Linux build here!
  6.   Whilst coasting along the silver skirt of a star system aboard the survey ship - Luz y Lluvia - you and your crew discover something extraordinary. This discovery serves as a catalyst for the brimming emotional turmoil to follow shortly thereafter. The ship's crew succumbs to bouts of depression and home-sickness, eventually they begin to deconstruct the value of artificial intelligence and their relationship with machines.        First Paradise takes place hundreds of years from today, across universes; it's story told between distant planets by distant people. All seen through an ascii/unicode interface and volumes of interactive-text sequences. Trapped in-between their goal and the many worlds that represent home; this is the story of a post-human's spiral towards catatonia in the vast emptiness of interstellar space.   Platform(s):   Linux, Android   First Paradise on IndieDB Follow [twitter]Gnovahex[/twitter] on Twitter.
  7. There is a moon which orbits an otherwise lonely gas giant, just beyond the rimfield asteroid belt of the Arcturus system. It isn't known by many, for it is overshadowed by the large Federation-owned space-station tethered to it; hovering just outside of moon's thin atmosphere. Tzatziki Pirates and Tarnassian Merchant vessels alike pass close by as they decelerate from hyperspace en-route to Gaia, the new home of deep-space humanity. It goes by the humble name of Bernard's World: an innocuous enough handle, which belies both the curious nature of the moon itself, and the top-secret research facility which rests upon its surface. Zoo Base nestles within a rocky ravine, patiently ticking away, waiting until it is ready to change the face of the galaxy forever.     Zoo Base: it's basier than most zoos, and zooier than most bases. Zoo Base is an intergalactic misadventure, set in a familiar, yet startlingly different place: the far future of our galaxy. It tasks the player with maintaining a top-secret research facility and managing the political hydra which runs its core service departments. The bases' purpose is, ostensibly, ultimately to capture, maintain and research twenty animal species (ranging from the cute to the bizarre to the not-entirely animal). Its ultimate purpose, though, is unknown. The future galaxy is a strange place indeed - where anything is possible and everything is for sale. Observe the humble Chronorabbit: the miraculous mammal with such a predictable life-span that it has become the de-facto standard for tracking time across a multitude of star systems. It is every bit as reliable as atomic decay, but far cuter. Now step into the swirling vortex of Cyberspace, humanity's gift to the galactic community and a place which has increasingly fewer ties to the physical universe (and where not every avatar has a biological controller behind it). Then listen to the cracking whip of The Circle, the shadowy organisation which runs the giant corporation of ConOrbital, manipulating the very universe to its desires and driving Zoo Base to do its bidding.     Concept Art for the highly improbable Chronorabbit It is against this background that you awaken into a brightly lit room. Before you is a short man wearing black sunglasses, a red-and-blue hawaiian shirt, and orange surfer shorts. Will you partake of the cup he offers? It fizzes deliciously, a green umbrella peeking cheekily over the top. Zoo Base is played entirely in a console window, trading off graphical fidelity for complex simulation, rich interaction and limitless narrative possibility. The principle gameplay occurs through both top-down roguelike sections, in which the player wanders the base and embarks on missions to capture different animal species; and through Interactive Fiction sequences, wherein the player makes high-level decisions to navigate various situations, from simple conversations to complex scenarios, like fending off attacks from malevolent hackers.     An early-alpha view of the the textual interface of Zoo Base. It's texty stuff.   If the name Zoo Base rings a bell (or even sends a cold shiver of fear and frustration down your spine), it's because it's actually the spiritual successor to Bay12 Games' Star Zoo (2002). In a time before Game Jams, Tarn Adams (of Dwarf Fortress infamy) wrote Zoo Base within a period of 36 hours whilst waiting to catch a train. The result is a collection of nostalgic, 8-bit coloured mini-games, glued together with short interactive-fiction sequences, and a story so far out it could only be set in space. Star Zoo is famous for being a gruelling, challenging and unforgiving experience, broad in its imaginative range and obscure (even obtuse) its narrative canon. We've extended that canon for Zoo Base - but we're aiming to retain the screwball humour, the dark themes, the persecuting difficulty and the compelling imaginative streak (er, wish us luck…- Ed). The original Star Zoo is available for free from Bay12 Games' website. Or, if Let's Play's are more your thing, the brave (and patient) YouTuber GrimithR has played through the whole game in a charmingly Seth Rogan-ish way. If you close your eyes and squint a little, you can almost pretend it's Paul playing (as in, the alien from the eponymous movie).     Space, man Zoo Base is currently in production by Gnovahex Computing. An alpha-stage demo is slated for release in March 2014.   [twitter]gnovahex[/twitter]   www.gnovahex.net
  8. hey GD,  I have some code I'm trying to get working.  the goal is to take one random string from 2 different arrays and print the result.  Based on the tests I've run I'm having trouble getting a string and not just a set of numbers or unknown characters.  Here is a modified (for clarity) example of what I have now. void NameGen(WINDOW *win) { srand(time(NULL)); int lstn = rand() % 5; int fstn = rand() % 5; char *surname[5] = { "Carter", "Nagano", "Johnson", "Boustrup", "Smith"}; char *first_name[5] = {"Jeremy", "Chris", "Aya", "Corey", "Eiden"}; wprintw(win, "%s, %s", surname[lstn], first_name[fstn]); } EDIT: Fixed, the above example is actually, infact, exactly how one would go about doing this.  By seeding and setting rand() to the same value as the array you essentially leave it up to the program to spit the results back out at you.  The above sample also works with single characters and numbers.  there is plenty of room for optimization, this function is barebones.  I suggest having something offset a recalculation if you plan on calling something like this more than once so that you don't generate different names every time (unless that's what you desire).
  9. It's come to my attention recently that it is possible to somehow compile ncurses with the Android NDK. Does anyone know how to go about this? The application is written in C99 linked to the nCurses API. Even broad direction would be appreciated as I am not very familiar with mobile development.
  10.   You are mighty, thanks!
  11.   Perhap my understanding of the fgets function is abit slim however if you could elaborate or maybe give me an example that would be badass.  The problem is that I don't know how to check for an asterisk, safe to say I'm not used to doing elaborate file I/O routines.  I have ideas but a well explained solution would be much more helpful.
  12. I am running Linux and what I am trying to do here is make a program that will start and stop after reaching specific indicators such as '}' would be an indicator for closing a statement in some programming languages.  So for example, if I have: void main (void) { FILE *fp; fp = fopen("readthis.txt", "r"); int ch = fgetc(fp) while (ch != EOF) { fprintf(fp, "%c", ch); } } How would I pick and choose what does get read and what doesn't?  I didn't want to just throw in strcmp's and cross my fingers.  Maybe the solution is simple, thanks in advance.  Let's assume I want to start reading after every asterisk (*) and read until the end-of-file.  Also, lets say the file contained:  
  13.   Your post for example helped me put some things in perspective, thanks for the insight.  I want to get into ground up/OS development with a focus on OS development in the long run.  I will check out eevblog, thanks again!     I'm working on doing a little something for the atari 2600 right now.  Do you think that's equally as good of a learning experience in comparison to the restraints of the game boy?   It seems as though I should look into AVR and PIC chips.  Really appreciating the help.
  14. I am looking for some advice from any embedded software engineers and/or mainframe programmers out there.  Where should someone looking to develop real time systems really begin?  I am turning 20 in August, figured I would really try and buckle down on something and this is it.  I haven't gone to university at all because I still need to get my GED so until then specialized schooling is not an option.  Since leaving high school I managed to pick up Perl, C, Lua, x86 (to some extent) and 6502 assembly but I'm not exactly interested in programming for video games anymore despite finding some small successes there.  I find engine development and optimization on microprocessors to be much more fulfilling despite the mundane aspects of such tasks.  The real question is, is there anything else I sould be doing to try and accomplish this?  Are there any excersises I should be trying or particular languages (like learning to write ARM asembly?) I should highlight? Any other tips would be greatly appreciated, thanks!