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About OremLK

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  1. OremLK

    Photoshop help please

    It's called pre-rendering. You take a still image (or a series of still images for an animation), which is called a render, of a 3D model. Then you output that onto the screen instead of rendering the model in real-time. The model itself might be 10,000 polygons, but with pre-rendering, you can get away with a single quad--in other words, 4 polygons.
  2. OremLK

    Micro-Shooter idea

    Quote:Original post by Mephs Yeah, it also bothers me that shooter games do not tend to perform too well. Having said that though, I have had great difficulty locating a single player top down shooter. Trust me, there are loads of them, especially on Xbox Live Arcade, which you will be competing with whether you like it or not. Also, I just released a top-down shooter myself, and while I can't share exact figures, the sales are not going well at all.
  3. OremLK

    Micro-Shooter idea

    Don't do it if you're hoping to make money off it. Unless you have stellar production values (meaning fantastic art and everything) or a really unique style (like Platypus did with claymation) shooters are a bad idea, especially futuristic/space shooters. They're popular to download, but not to buy. Trust me. I know firsthand.
  4. OremLK

    XNA - should I spend time on it?

    Whatever you do, learn to program in the language first. A lot of people seem to want to jump right into graphical game programming, but if you don't have a solid foundation in programming, you won't get far before getting confused and giving up. As for what language and libraries to use: It entirely depends on what you want to do. If this is just intended to be a hobby, then sure, XNA is a nice choice for a beginner. C# is great to work with, and XNA is pretty easy to use. If you want to eventually work in the game industry as a programmer, I don't see anything wrong with picking up C++ from the start; it's not as tough to learn initially as it's often made out to be, although it takes a lot of time and effort to get really good with it, and it's kind of a pain to work with once you've experienced the convenience of higher level languages. If you're interested in making and selling indie games, I'd look elsewhere, though. XNA comes with some serious caveats which make it very hard to distribute your game, and C++ makes things way harder than they need to be if you just want to see results. Here are some good alternatives to XNA or C++: Torque Game Builder BlitzMax Java Python + PyGame GameMaker
  5. OremLK

    best game engine below 7000$

    You could try Torque. It's cheap enough that if it doesn't work out, it wouldn't kill you to try something else.
  6. OremLK

    Getting Started with C#

    I would suggest steering clear of C# for indie games. Were you think Managed DirectX, or XNA? Either way, I don't think it's a wise choice, because distributing .NET games particularly is very difficult in the downloadable market. For 2D games, I would suggest looking into BlitzMax. For 3D games, I'd grab an engine in something that's not .NET-based and run with it (Ogre, Torque, Blitz3D, etc).
  7. Drop the second minor and spend the time making some mods or indie games instead. Full projects, start to finish. It'll look a lot more impressive on your resume.
  8. OremLK

    Sword fighting in games?

    There's a whole class of games that focus on this: Japanese-style action games. The three examples most commonly cited are Devil May Cry, Ninja Gaiden, and God of War. But sword fighting has actually been done rather a lot in action games, both Western and Eastern. Doing it well, though, is another story. I've never been very fond of the models most games use to simulate sword fighting; Guns tend to be handled much more realistically. And yet, it's very difficult to realistically simulate sword fights with the controls we typically use for games. The Wii could do it though.
  9. OremLK

    is c++ really that harsh?

    Quote:Original post by biggjoee5790 so lets say i wanna make a 3d action rpg in the style of elder scrolls (I know this is a task far too great for a few people lol but im just using an example) can it be done using a language like Python? That would likely prove pretty unwieldy for Python, from what I've heard--possible, but performance-wise, not very smart. You could try doing it in something like Blitz3D or XNA though. But yeah--unless you've already finished several full games, I wouldn't try to tackle anything even remotely like Elder Scrolls.
  10. OremLK

    is c++ really that harsh?

    I don't see C++ as being that hard to learn, at least when it comes to syntax, so much as painful to work with (memory management, dealing with external stuff like Windows, etc). Basically, as long as I'm writing a text-only console app, C++ is fun :) Otherwise, I'd rather use something else. If your ambition is to become a game programmer in the commercial game industry, cool--go ahead and learn it. If game development is just a hobby, or you only want to make indie games, don't bother. There are many other solutions out there that will allow you to work faster and make your work much easier.
  11. OremLK

    relevance of a book

    If you're programming a (2-dimensional graphics) isometric game, there isn't much reason to go beyond DX7 anyway. But yes, I would suspect that much of the stuff in the book would still be useful with DX8/9/10, just the DirectX-specific stuff would have to be looked up online or something.
  12. OremLK

    XNA Anyone?

    Make sure you learn C# thoroughly first (ideally through developing Console applications). After you've done that, yes, I would say that XNA is fairly easy. There are some good sites you can visit to help you learn about XNA, too--Google Ziggyware, that's one of the best. Also, although XNA provides a lot of cool functions and simplifies setting things up greatly, most of the stuff you'll be doing is the same as other game programming, so don't be afraid to look at the game programming articles here and elsewhere on the web.
  13. OremLK

    What makes hardcore PvE?

    What I don't like about this is that in many cases, it will mean that you have to die in order to find out that something is too difficult for you to fight. Depending on death penalties, and even if it just means a trip to the nearest graveyard/bind point/city, this could be seriously frustrating for the player. I do like the idea of keeping a library or codex containing information and statistics, like in two recent RPGs, Mass Effect and The Witcher. That said, I would prefer to fully automate the process and not tie it in so strongly with gameplay to the point where it's the only way to know whether something will kill you or not.
  14. OremLK

    Programmer To Designer

    Sloper's site is okay, but too many of his recent articles have basically been telling people how to live their lives, which in my opinion is making him come across as a bit of a jerk. I get that he's responding to what he views as "stupid questions" he probably gets all of the time, but perhaps he should save that stuff for personal e-mails or should just ignore them entirely rather than just shove it down the throat of everyone else, who presumably just wants to know more about the path to becoming a game designer.
  15. OremLK

    So what do you think makes a good FPS

    Quote:Original post by caffiene Quote:Original post by OremLK Viscerally satisfying shooting action. Well said. I completely agree. There are a huge variety of different things which can make a game more fun, from atmosphere to strategy, to story, etc... but to make a game fun in the first place, it needs good shooting. Gamasutra had an article recently, actually, on a similar subject. When you are playing a game, regardless of what other cool features you include, the low level activity that you will repeat endlessly throughout the game must be fun, and the more polished it is, the better the impression of your game. As to realism being bad... I think thats a vast over-simplification. Realism is often an excuse to introduce something that is a bad design, but it is not innately a bad thing. If it were, everybody would unanimously agree that they would rather be playing Wolfenstein 3D than UT/Counterstrike/Halo/whatever, because those latter games are all more realistic in terms of graphics, sound, movement, physics, and most other facets of gameplay. Great article, it really touched one something that I've been both subconsciously and (occasionally) consciously considering lately--That is, the repetition inherent in games and how important it is that the repeated gameplay be really, really good, since it has to be performed perpetually. Any boredom or unsatisfying or irritating aspect is going to amplified exponentially the longer the game goes on. Most recently, I noticed this a lot in Mass Effect. It's an amazing game, but driving around in the Mako (a land rover/tank) was painful, and shooting things with it wasn't much fun either. In a game that took me 30 hours to finish, with at least a quarter of that taking place in the Mako, it put a serious dent in my enjoyment by the end.
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