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About IcedCrow

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  1. Crunch Isn't Cool

    I think this is the equivalent of urinating into the wind to be honest. While I agree with you that crunch is bad for developers and the overall product, it is ingrained into the software development culture and while money > everything else, crunch will be a thing. Its not just publishers that demand obscene hours. Consumers demand the product as fast as possible as well.
  2. There is also a large pool of game developers that develop games because they like doing it and aren't trying to live off of it. Making it as a game developer that gets paid to develop games is like making it as a musician or an artist that lives off of making music or art. Its a longshot that requires a lot of time, patience, skill, and even then right place and right time or knowing the right people. The games that I enjoy and like making will never be commercial hits, and I would be miserable making games that I don't enjoy for the sake of turning a buck. I work in software development and get paid to make business applications. I see game dev as a hobby where I can make games I enjoy playing
  3. Debate: Proper Time For Microtransactions?

    Great topic. You'll never reach a consensus but I don't think that was requested I think microtransactions are fine from a cosmetic standpoint. I don't think they are fine when it comes to letting players get more powerful or reach end game content because then it turns into "pay to win". I also strongly disagree with elements of gambling ala loot crates. Now that being said, microtransactions have been raged on for years and years and there is no sign of them stopping. Why? Because they are successful. People buy into them regardless of the rage. Gone are the days when one person could write a game and do its art and make a ton of success from it. Indie developers are like musicians and artists. For every one dev that makes it "big" or produces a minecraft there are thousands you'll never hear about. Making a financial success in the game dev industry is very hard, much like being a successful musician or artist is. Microtransactions help that.
  4. I am working on a side scroller akin to Golden Axe, TMNT, and the old Shadows over Mystara games.  I'm looking at several ways to create my levels and was wanting feedback on anyone who has created a similar side scroller and was wondering what you used to create your levels?   I can use Unity itself, though I'm not sure if that's the route I want to take.     I can use Blender to generate a model of the level.   I could use the asset store and get Pro Builder but that costs $100.     Any advice would be welcome.
  5. Since XNA isn't being improved, what do I use?

    It is important to note:  XNA is not a language.  It is a framework.  And it is not going away... it is just not being enhanced.  It is still perfectly viable to use XNA to develop your games in.   However if you do not understand C# (the language that you use to make XNA go) then you wouldn't understand XNA anyway.  You don't mention any goals or anything really.   I moved from XNA to Unity because Unity gives me an engine that I don't have to monkey with as I am not interested in programming engines, and I can also use C# to develop with, which is my primary language.
  7. Starting up! Where, what and how?

    Your first step is to learn the language.  You can't learn to sprint before you even know how to stand up, let alone walk.   Patience is the key.  Learning the language and then setting your sights on cloning some basic games like Pong, Tetris, etc... are what I would recommend.  XNA is fine to develop in.  It is a stable platform that will work for a long time to come.     Best of luck
  8. Advice wanted for budding game developer

    My advice is to pick a language and get comfortable with it.  At that point, scripting in Unity will be much easier (assuming you are picking up either C# or javascript... both are similar and both have great real world applications that can be used with it)   Don't try to sprint before you even know how to stand up.
  9. Advice For Aspiring Indie Game Developers

    Fantastic article
  10. I second the above.  EVE ONLINE is good inspiration for a solid design in a good interactive MMO design.   The game has been going a long time as well which is a solid indicator that its designers did something very right.
  11. Link is up now.  I'm looking at some.  I appreciate that they show what they are supposed to be doing, but again its a matter of being able to read and understand why they are doing the things that they are doing that always get me.   I think I just need people to write shaders for me lol and then I can apply them and work with them.  
  12. I haven't yet.  That'll be for an upcoming blog post     That's the part I'm having difficulty with.  When we say to alpha blend the sun into the background, I kind of understand that to a point but not fully.  Also I am using the Unity engine so not sure how much control over alpha blending I have (I'm sure there is a degree that it lets me work with but I also don't have the $1500 full version so my rendering tools are limited)
  13. When I remove the lens flare I don't like how the scene looks, so for now I'm keeping it in.  My ability with shaders etc is extremely limited (one of the things that has kept me out of 3D programming all this time) and I can't find any good tutorials written in english for it, so I'm having to use what I know and build up from there.  If I can figure out how to render a sun better, I'll be sure to try it.  I'm going for what looks cool right now vs what is more realistic.   Added a bearing compass last night in relative postiion to the compass.  Last step is making the sun stay in the same relative position as the ship which I am hoping to knock out today.