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MortusMaximus

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About MortusMaximus

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  1. I used to do this, but after enough fumbling around I learned that it's usually quicker and more efficient for me to just start over what I'm working on than to keep bashing my head against the wall. I recommended that my friends start doing it, and after trying it the first time they all do the same thing. It might be worth a try -- after trying and failing to do something once, you often get new perspectives on how the problem needs to be solved.
  2. MortusMaximus

    So much for the end of days...

    The bible pretty plainly says that that is the case. That is why I'm not worried so much about christian predictions on when the apocalypse will be. Those mayans though... [/quote] The Bible says that the rapture will be unexpected, and will come "like a thief in the night". However, if you think about it, after a long enough time of people proclaiming the rapture will be this or that day, one of those days will be the LAST day that anyone would suspect, because they all think it's impossible to predict!
  3. MortusMaximus

    Creating a Web Language

    If all you want to do is learn how to design and implement your own language, I recommend you look into lex and yacc. These two C/C++ libraries work together to do most of the parsing of your language based on the regular expressions you set up to be valid constructs. When I did this as a class assignment, we had to write our own "dynamic programming" language that would automatically memoize function calls.
  4. MortusMaximus

    how much would a 2D artist want to get paid?

    Just a few friendly words of warning from personal experience: Make sure you make a comprehensive list of ALL art assets you need before you get started paying anyone. Don't be optimistic, and leave the "simple" things out. In my experience if I haven't done a piece of art by the time I go to try to hire somebody, I'm never going to do it. Once you have made the list, have the artist you want to go with quote the whole thing, and decide if you want to commit that much money (for anything other than a very simple game, it will likely be thousands of dollars). I made the mistake of trying to go at it a few pieces at a time. After a few months, I had a lot of great art to show for it, but I was out $400 and nowhere near all the art I needed to complete my game (although to be fair it was a full-fledged 2D multiplayer RTS game). At that point, I balked and ended up just finishing the gameplay with the art that I had, and moving on. Besides, it had already done its duty as a portfolio piece by this time (the main reason I had $400 to blow on art in the first place ). As for your other questions, you only have to give someone a % of the money made if that is specified in the contract you both sign. Make sure you understand game dev law (I believe there is a section of the forums here called Law of Game Development where you can find contract templates etc.). Most artists will want to just be paid up front when dealing with unestablished indie game designers. Some might be willing to work with you for a reduced price and a % of royalties, but this will still usually be expensive (they have to pay the bills afterall).
  5. MortusMaximus

    char pointer question

    It knows how big to make the array based on where the first NULL character is in memory, after the index of the first character of your string. So when you type "hello", it's actually interpreted as "hello\0". More info on C Strings
  6. MortusMaximus

    when is it ok to ask for help?

    I wouldn't expect to find someone to do art for you for free. I have been making help wanted posts on various websites off and on for the past year and a half now. The coding for my game is nearly finished, it is completely playable, yet still artists are not willing to join the project for free.
  7. I personally prefer javascript to flash. If you think about it, the security isn't that much of an issue. If it's a singleplayer game, it doesn't really matter that much if the player cheats. If it's a multiplayer game, then you'll have to have some kind of server doing at the very least checksums on the game state every once in a while, so if someone tries to cheat the server will throw a sync error. Plus, flash loads soooooo slow.....
  8. MortusMaximus

    Curiosity on Artists

    Yeah if you want to get artists to work on your project reliably, you'll probably have to pay them something. I spent a long time trying to find artists for my project, but no one wanted to join, so I decided to set aside a little bit of every paycheck to pay for art, putting it in a special account. I then made a post in the Job Offers forum on DeviantArt, and started looking around in the Job Services section for people that fit the style I was looking for. Sure enough, within a day there were plenty of people wanting to art for basically nothing. There are plenty of skilled college students that will do art for beer money.
  9. MortusMaximus

    Finding time for games in a busy schedule

    I do pretty much the same thing as djz, but there is one thing that I want to add. Try as hard as you can to get something very basic and playable as soon as you can. Once you have something playable, whenever you get discouraged you can just play it for a few minutes, and think to yourself how cool it is that you MADE that. Really helps me to stay motivated to dedicate some of my free time to completing it.
  10. MortusMaximus

    Why should people learn to program?

    You should learn how to program so you can make the monitor lights flash in any pattern you want!
  11. MortusMaximus

    [web] Tempest Game Engine

    Read through your page again and noticed you were having trouble with drawing speeds. Canvas draws seem to be optimized to draw small amounts of large images, so it may help your framerate if you pre-render large sections of your map or the whole map (either on the server with PHP GD or on the client using data urls) and using 1-4 canvas draw calls to render the relevant portions. It's important to note that IE doesn't support data urls over 64k (I think -- not sure about newer versions), so proceed with caution.
  12. MortusMaximus

    Project Stress

    I've been working on the same project in my spare time for over a year now, and whenever I get too stressed out, I'll just take a break from it for a couple weeks and come back refreshed. For me there's no hard and fast rule for when to take breaks or when to resume work, usually I just know when the time is right.
  13. MortusMaximus

    [web] Tempest Game Engine

    Hey, the demo looks pretty good -- runs great in FireFox 1.6 :) I've been working on a javascript RTS game engine for about a year now, and I wanted to mention a few things I have learned: 1.) It would probably be best to draw the UI within the same canvas. However, make sure it is abstracted as much as possible from the game rendering. Have something like: var ctx = ...; drawMap(ctx); drawMapObjects(ctx);//castles or towns, things that PC's can walk on... if they aren't drawn in the drawMap function drawEntities(ctx); drawFX(ctx); drawUI(ctx); etc. etc. etc... Have a different draw function for every different layer you want to draw, and just call the functions in the order you want them to be drawn. 2.) I noticed on your website that you want to add multiplayer functionality using AJAX. My best advice with respect to this is... DON'T DO IT. There's a bunch of different things that are wrong with AJAX that makes it bad for games networking. That doesn't mean there's no hope, though. The HTML5 standard includes support for something called WebSocket. Right now only a few browsers have support for it, but someone wrote a library that detects browsers that don't have it, and use a flash bridge to implement the WebSocket. I have tested it in a bunch of different browsers, and it works really nicely. I'm working on trying to integrate it into my engine now. Here is a link to the library: http://github.com/gimite/web-socket-js (The example is in Ruby... so try to convert it to PHP as an exercise. If you have trouble, feel free to send me a message and I can send you my PHP socket server :)) Here's a link to a javascript game very similar to yours (IE only): http://www.smokymonkeys.com/triglav/
  14. Haha yeah I actually found that a few minutes after I made this post. I would still appreciate any feedback/ideas anyone is willing to give, though.
  15. After more or less finishing my browser-based javascript/PHP RTS game, and doing some tests on the server load, I realized that a single server would only ever be able to host one, maybe two games at a time. Obviously, this is not acceptable, so I decided to switch from AJAX to websockets (which are native in google chrome and other webkit browsers, but can be used in other browsers via a flash bridge). Obviously this is something I should have done to begin with, but I mostly just wanted to do it in AJAX to see if it would actually work. The goal of the new system will be to calculate the game state on each client at the same time, rather than once on the server, and sending each game state to all the clients. This works, but it's really resource intensive. By calculating the gamestate separately on each client, the server basically only has to act as a data channel to compensate for the fact that websockets don't work peer2peer. This is really great, but it also introduces some complications. The main complication I'm having right now is how to simultaneously ensure that "sync errors" don't occur, and that the game isn't needlessly laggy. The biggest problem is how to determine when a particular order by one of the players should come into effect. I decided that it would be possible for the server to assign a time to each order that designates when it should come into effect. However, that introduces the problem that the order might not arrive until after it is scheduled to come into effect. This would mean having to recalculate everything that happened from the point the order was supposed to occur, until the present time. This could be mitigated to some degree by having the server designate some arbitrary time t that it adds to the time it receives the order from the client, before it actually takes effect. However, no matter what t you pick, there is always a chance it won't get there until after it is needed. SO, this leads us to the TL;DR section: Should I make an effort to make some sort of compensation code to re-do everything if an order arrives before it is needed? Or should I just have a sync error happen if it arrives after it is needed? What t should I use? Thanks in advance.
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