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Steve25

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  1. I've been playing with a game idea that I've had for a little while and now that I've got a lot of the ideas in place I thought I would share some of them here before I go any further to get some honest opinions and some thoughts. This would be my first mobile game but not my first game overall. In the past I have created a top down space shooter in C#/XNA. I don't have a lot of experience with mobile development in general but I have played around with Monotouch. Based on this I think my idea would be doable for someone of my experience and not too technically difficult as a first mobile game. [b]The Idea[/b] The main game would put the player into a space like setting with a number of coloured "shapes" which can interact with each other by the player linking one shape to another which shares the same colour. To do this, the player can simply swipe that shape in the direction of another (Fruit Ninja was inspiration here). Each object can fire out a point of light in the direction of the player's swipe. The speed of these lights depends on the type of object or shape, and its colour. Some object are worth more points than others (typically, the slower ones). If the player makes a connection with a correct object the player is given points and the objects are removed from the game. On the other hand, if an incorrect connection is made (i.e to a different coloured shape) then the player loses points, a life is taken from them and the objects are removed from the game). All objects move around the screen at varying speeds. Part of the skill will be to judge the pattern and movement of a shape you are trying to hit and connect them when a path is free. Because all shapes are moving later stages in the game will make it more difficult to judge when to attempt a link between one object and another. The player has the ability to make a shape stop moving by holding it down before swiping to a direction on the screen. However this can only occur for a maximum of 3 seconds at a time. I think this is a very simple game idea and is something that I'm still working on but I'm interested to hear some opinions so far. How does the idea sound to you? What would you expect the controls to feel like? Can you imagine the gameplay based on what I have described above? And if you don't like the idea at all please give me a reason why Thanks in advance.
  2. You are not going to be able to create Metro applications with XNA in Windows 8, that's where most of the fuss is coming from. As for ordinary standalone applications it will be exactly the same. So if Metro is a must for you then avoid, if not then XNA is a very good framework for creating games with C# having used it myself I can recommend it. As for learning it - the MSDN create site has lots of resources and tutorials for learning XNA along with many code samples and even full games that you can download and explore yourself. However I would highly recommend you pick yourself up a good book on it as there are quite a few out there now. My favourite is probably XNA Unleashed by Chad Carter. However that is for version 3 of XNA and we are now in version 4 I'm sure there are some great books out there for the latest version.
  3. I'm developing an iOS app which requires access to a database to read only. Currently I am using web services to do this passing in a certificate for extra security as the application obviously doesn't sit on the same server as the database. However I know that using web services can be quite slow and I was wondering if there is a better and quicker way to do this. The Facebook app for example has to retrieve a lot of data all the time and it tends to be relatively quick yet my app can sometimes take 10 seconds to load on initial boot. Any thoughts would be appreciated.
  4. I'd heard of Blender before but haven't really looked into it until now. Some of those renders look very impressive. Why is a tool like Blender not used professionally? What sort of limitations should I be aware of?
  5. I'm wanting to do a little bit of 3D modelling mostly props for maps in the Unreal engine and Source engine. However, I would also like to take it a bit further and maybe try animated models at some point in the future mostly for a hobby but who knows where it might take me. I would say that I'm an above average map creator but I'm currently uncomfortable with creating 3D models. I'm trying to decide the best tool to start learning with. I keep hearing about 3DS Max and Maya all the time but even with searching the differences between the two seem very hazy and I haven't really found a solid answer to which one would be best for me. I was hoping I could receive some advice here to help me decide which tool to begin with. Thanks for any help.
  6. What are your opinions on using Sketchup for 3D game modeling? I like that it is very easy to use and can create some complicated models. Also I think it has a place in creating environment props. What are you thoughts on this and does anyone have any experience using it for games?
  7. Unity

    [quote name='lmbarns' timestamp='1330539736' post='4917877'] lol you're not going to make AAA cryengine games as an individual. Models would cost a fortune (to benefit from directx11 vs 9)and the coding is 10x more difficult than Unity. Also Unity is hitting mobiles/web/console market for small developers where Cryengine is solely PC for large studios(yea they released an indie version, I have it, give it a shot, it's nasty). Unity is comparable to XNA, neither of which are comparable to cryengine. Also Unity and Unreal are comparable with pro version of unity. Unreal might be a little better on desktop but it followed unity into the web market and pretty sure they don't do mobiles/consoles yet. At the same time you'll make 10x as many features with unity as you would on the others because it's extremely fast to work with(workflow and coding). But to answer your question it's a mix of shitty textures, amateur artists, low budgets and not 100% reflective of what's possible with the engine. Whatever the model looks like in maya, 3ds, blender, or whatever 3d modeling software you use is what it'll look like in the engine. Also remember it costs $1500 for pro unity, so a lot of unity games you see from individuals are using a free version which has "polishing" features locked (dynamic lighting/shadows/render enhancements). Is the renderer state of the art? Nope, but is the abstracted API that lets you convert your code to multiple platforms including web/mobile/console "state of the art"? Yepper, saves a ton of work. [/quote] Just out of curiosity why did you think Cryengine 3 was nasty? Was it the workflow? Difficulty of use? Also have you tried UDK and if so what did you think of that? I haven't used any engines yet, only made games through starting brand new projects. However I'm thinking of trying one just to see what they're like
  8. Apologies I should have rephrased my initial post. The question was intended from the point of view of a professional game project rather than hobby developers. Of course, being a programmer myself I completely agree that I would rather reinvent the wheel when creating a new game rather than using a tool to do 75% of the work for me as it's something that interests me. Also I suppose costs have to be considered. If a hobby developer did decide to use an engine available some of them are for non commercial use only until a license is paid (which is usually quite expensive).
  9. Since so many professional game developers use some form of an engine now (either in house or licensed externally) it got me wonder just how much programming is needed when creating a new game. A lot of engines I believe use scripting languages instead and a lot of game functionality can be made within an engine GUI. Obviously pretty much every game programming book will show you the game loop, events, drawing graphics etc which is good but if you're using an engine for your game all of this is pretty much not needed is it not?
  10. I'm a programmer but I have no artistic talent at all and I never have. Once upon a time I was considering trying to learn and practice game art but I felt that this would be pointless and unnecessary as I wouldn't ever be good enough and anything I produced wouldn't be to a good standard. Sure I can make shapes and a few backgrounds and even some HUDs but when it comes to characters or animations and sprite sheets etc I stand no chance. Lately I've become really tired with searching for sprites on the Internet as 9 times out of 10 I can't really find what I'm looking for. I'd really like some advice on hiring an artist, where to look and what they will expect. I hear that they typically need some concept art of drawings of the idea but I can't really provide that as I can't draw in any way. Also how do artists price their work typically? Is it based on the complexity of the idea, the amount of work in hours or the amount of animations/characters etc?
  11. Thanks for the reply. I should probably mention the game FixedTimeStep is set to false and the graphics SynchronizeWithVerticalRetrace is set to false. This is so that I can get a smooth scrolling feel on the background
  12. I have an issue with a scrolling background I am trying to implement. Currently I have an array of Vector2 positions and one Texture2D background image. The positions are used to fill the whole screen as the image is only 1024 x 1024. I am trying to scroll all the images being displayed towards the bottom of the screen so I am only updating their Y values. However I sometimes get a light blue gap line appear where the top images and bottom images should meet. All the positions are being updated in the Update call and drawn in the Draw call. I'm guessing the positions aren't all being updated somehow or the Draw call is too slow and you see a gap because of it. Here is my code so far I'd appreciate any help: [code]public GameScreen(EventHandler eventHandler, SpriteBatch spriteBatch, ContentManager contentManager, GraphicsDeviceManager graphicsDevice) : base(eventHandler, spriteBatch) { this.graphicsDevice = graphicsDevice; background = contentManager.Load<Texture2D>("Images/Space"); // The number of background positions needed can be determined by dividing the screen width by the texture width and the screen height // by the texture height numBackgroundXPositions = (graphicsDevice.PreferredBackBufferWidth / background.Width) + 1; numBackgroundYPositions = (graphicsDevice.PreferredBackBufferHeight / background.Height) + 1; backgroundPositions = new List<Vector2>(); for (int i = 0; i < numBackgroundYPositions; i++) { for (int j = 0; j < numBackgroundXPositions; j++) { backgroundPositions.Add(new Vector2(j * background.Width, i * background.Height)); } } } public override void Update(GameTime gameTime) { for (int i = 0; i < backgroundPositions.Count; i++) { float previousYValue = backgroundPositions[i].Y; float newYValue = previousYValue += 0.005f; backgroundPositions[i] = new Vector2(backgroundPositions[i].X, newYValue); } } public override void Draw(GameTime gameTime) { SpriteBatch.Begin(); foreach (Vector2 position in backgroundPositions) { SpriteBatch.Draw(background, position, Color.White); } SpriteBatch.End(); }[/code]
  13. I don't want to start another C++ vs *language* thread there are thousands of them out there already and most of the time they get silly. But I do want to get some advice on where I should head as I'm currently a little uncertain. At the moment I work as a junior web application developer using ASP.NET and C#. Previously I've done quite a lot of C# development, some C++ development, Java and a bit of VB.NET as well. I've even done games programming in C# using the XNA Framework which I used to make a 2D top down space shooter. I genuinely enjoyed making it and thought it was a lot of fun and very challenging at the same time. Lately however I've been thinking that perhaps I wouldn't mind an opportunity to work in the games industry and I realise that the industry standard is to use C++ with an API usually DirectX or OpenGL. I tried doing games programming before in C++ but I failed as I just couldn't really understand it. However that was a few years ago and I think things would be different now as I have more experience with programming in general and I've even made a game using C#. At the moment I realise I will be making games just as a hobby but should I move to building them in C++ or stick with C# for now and make a few more complicated games and then switch to writing games in C++. There more I think about it the more I feel I would quite like to make games programming a potential career. I'm interested to know the thoughts of people here and perhaps even from people who work in the games industry to know generally how much time it usually takes to pick the sort of skills up needed to be a professional games developer. I guess in some ways it comes down to using the industry standard or using what is easier. Thanks.
  14. I refuse to believe that you have to be "talented" to get into game art of have been born with a gift. Sure some people will catch on to it quicker than others but you could say the same thing about programming. At the moment, I'm slowly trying to learn Photoshop and 3ds Max skills. I'd say some of the art that I produce is quite good but these are very basic things like HUD art etc. I'd like to start getting into character art. At the moment I'm a complete newbie and I'm pretty much useless at making a character, I would barely know where to begin. I'm not looking to make amazing looking 3D art in fact at the moment I'm more interested in making 2D characters. I'm quite interested in modelling characters and having them rendered to a 2D sheet. Basically, I'm looking for solid resources where I can build my skills, as in preferably books or something. I've looked at some of the articles that are posted here and while they are good I'm looking for something a bit more practical. If anyone has any suggestions that perhaps you have used yourself that would be great :) Thanks
  15. Quote:Original post by Buckeye Quote:if it couldn't find that method it would fail to compile? There are two aspects to that - the method declaration and the method definition. Headers "declare" the function, giving the compiler enough information to arrange the arguments to call the function properly and to handle return values (if any) properly. But the compiler doesn't care how the function works, it leaves a "blank" in the object file to be filled in with the address for actually calling the function. The linker then goes through the object files, linking the actual addresses of the functions in the libraries to the "blanks" in the object files (or vice-versa, I suppose). You included the headers, so the compiler knew how to arrange the code for calling and returning from the function, but didn't care where the call was going to. The linker complained because it couldn't find the function anywhere to provide the address for the call. Makes sense, I'll keep that in mind for the future :)