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About menyo

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  1. menyo


    Mathemechanic is a number puzzle where you need to switch numbers in a grid on or off to match the target value for it's row and column. Switching one number directly influences the sum of it's column and row but also indirectly others much like in Sudoku. The game currently has 2 modes, normal mode where the clock counts up and you can improve your time on a specific board and Time Attack where you need to finish as much boards as possible within the given time to set a winning streak. Each mode has 20 different board combinations, the player can select between 5 different sizes and 4 different ranges of numbers. This currently ads up to 40 slightly different games where each holds a highscore and has a safe slot to continue at a later time. You can check out my other games on my website. If you want to stay updated on my projects follow me on twitter..
  2. Yeah I did it manually. It was very tedious however to get the icon how I wanted. Should be quicker next time. I filled a bug report for it too. I have no idea what's causing it, I have not too many tasks running in the background. Weird that I seem to be the only one experiencing this. Thanks for trying.
  3. This is shown in about: Android Studio 3.1.3 Build #AI-173.4819257, built on June 4, 2018 JRE: 1.8.0_152-release-1024-b02 amd64 JVM: OpenJDK 64-Bit Server VM by JetBrains s.r.o Windows 10 10.0
  4. Get rid of the "making money form my idea". If it's a great idea there surely are people and companies that can execute it better and use your idea. There is nothing wrong with that, otherwise we would just have 1 game of each genre right? Everybody has great ideas but in reality once developed most ideas are less good then they where in your brain. If you want to get into game development you need one of the skills to develop ideas into games. Like Rutin mentioned there are a lot of different positions in game development. If you want to develop a game yourself you need a broad skill set and you cannot expect yourself to be good at each aspect when others got good at a specific skill by practicing it for a decade or more. But one skill you 100% need if you want to develop your own game for a low budget is programming. Art can be bought and a lot of fairly simple but consistent art can be bought for a couple bucks like the asset packs from awesome Kenney. But nowhere you are going to find the code snippets to copy paste your game together. Do realise that marketing is another key aspect if you want to develop a successful game, even if you game has awesome graphics, music, sound and gameplay the chance it goes viral by itself is like a lottery ticket. Your best bet is to get really good in one skill, build a port folio and try to land a job at a small studio and go from there.
  5. I can but a video would do a better job in this case. What would be a nice work around? I found some generators online but they just ask an image and the Asset Studio creates the exact adaptive sizes and make sure it is within the "safe area". I could go with trial and error but I rather use a proper alternative to the Asset Studio if I cannot get it to work.
  6. I want to create a Launch Icon in Android Studio but it does not let me finish and generate once I set it up. I am pressing right mouse on the android module then select new -> Image Asset. This opens up a window to setup a icon. Whatever I do here, the finish button does not get enabled and whenever I click on the next button the Asset Studio just vibrates after a view seconds and nothing gets generated. I have tried both Launcher Icon (Legacy) and Launcher Icon (Adaptive and Legacy) modes but both act the same. Anyone know whats going on? After this issue I did a full update of Android Studio which didn't fix things either. Maybe I am forgetting something obvious? I am using Libgdx to build my project.
  7. menyo

    World Development for beginners.

    How do you suggest we can help you without seeing your town in action? You can just take a couple screenshots, and post the process of improvement to get some followers on social media. At least give us some pointers on what type of style and angle you are drawing your world, there are plenty of tutorials around.
  8. menyo

    What technology for a game-server

    I recommend Kryonet if the language is Java.
  9. The player can add/remove/alter the data like leveling up and add attributes and stats or change the name. I wanted to avoid writing a packet for each change. I would just send the new data, verify that on the server and send it back. The player also needs access to other clients data. But I guess it could work, I am sending all the initial data on login already. So if a player levels up a Fighter he can send something allong the lines of public static class updateFighter extends FighterPacket { public ObjectId fighterId; public Attributes attributes; // attributes to improve; public int skillId; // Skill to add, skills not implemented yet. public updateFighter() { } } He then waits for confirmation of the server. If the server response is negative the data reverts to the old state otherwise the server does the same and the data should be in sync.
  10. menyo

    clickteam fusion 2.5 asking

    I have no experience with this engine but it looks to me you need a score object, just like you have a collision and asteroid object in there. Then when asteroid hp <= 0 you can add score += 10.
  11. The client is the end user and the code I wrote is for client/server communication. The server receives a packet and can handle the request. What I meant with the line I wrote is that the client does need to ask for data in the database but trough a client/server connection. The classes I wrote will be registered on both client and server so it can be serialized/deserialized by Kryo and send over. On both the client and server I would setup a listener for this packets. Whenever something arrives I check what kind of packet it is and then check the packet ID to know the exact request or response and handle that. The following will happen: Client logs in and needs his fighters to be displayed. He sends a FighterRequest packet to the server. Server listens for these packets, receives the packet and will query the database for all clients fighters by looking up the playerId. For each fighter the server sends back a FighterResponse packet. The client listens for this packets, receives the packets and handles it so the user can see his fighters. Now if I want my client to receive a dialog when he buys or wins a new fighter I need another such packet class so the client can handle it correctly. And thus for every instance I need slightly different functionality I need such a packet class. They all feel rather similar though, I guess whenever the player requests data the type of data to request can be represented by a simple int or enum. Fighter, item, login details, etc does not matter. They are just data bags and atm I am just fetching them for the client to display them, later they can fight in a turn based fashion but that would still be the same data bag.
  12. I could see this happening for a window based game where not much is happening and just sending an image when something changed. But to send quality full HD on 30 FPS you need to send at least half an MB per second. This means after a couple of hours you already streamed 10GB. Now imagine 120FPS 4K, that is probably a couple dozen MB each second. Apart from that, the server bandwidth needs to be huge and the server needs to calculate and render everything for each client so you better have a insane battery of CPU and GPU ready. It is just not scalable and a waste of the clients hardware. For 99.9% of the games a server should just handle the bare minimum and let the clients do the dirty work. I understand that some games can eat your data bundle, just update when you are on wifi I suppose, plenty of public wifi available nowadays if you don't live in the middle of absolute nowhere.
  13. If you want to make a proper game you at least need to learn some coding. Even Gamemaker has it's own scripting language and could be a good start. There is also Unreal Engine, which allows you to code with blueprints in a visual manner, but for a bit more complicated systems you have to code in C++ which is a lot harder to pickup. This is how I would progress: Start with some basic programming tutorials. Teamtreehouse has a week long free trial, try to get in a lot of hours and it will be a nice jump start all for free. Create a command line game like hangman in the language you chosen. Keep things very simple, it is very easy to grow the scope of a game and then fail to complete it. Pick and learn a framework like Libgdx or Monogame. Code simpel games from start to finish worthy of releasing. They do not need to be great or extremely polished but they "just" need to work. You will get a tremendous boost from releasing a finished project on your own but don't expect any sales or income from them. Repeat making simple games, look for making clones that teach you something new and perhaps something you could use in your turn based game. Depending on your time it might take a view years until you are able to make something you want. Games are very complex and you need to know a lot about programming to finish a slightly complex game on your own. Don't let this put you off, if you like to code and solve problems the road to your goal will often be fun and satisfying.
  14. I have a MongoDB db on a server operated by Kryonet. Obviously I need to be able to query the database from the client for adding, removing, requesting all kind of assets. Now I have written the code to request, add and remove fighters on the Kryonet network I am wondering if there is a better way to do this. I feel it's a bit repetitive, especially when I need to implement this for all other assets the player can own and other players assets when needed. The way I am currently approaching this is the same as my chat/lobby system which works great but I was wondering if anyone could see improvement on my code or a complete different way that is much more scalable perhaps. public class ClientAssets { public static final int FIGHTER_REQUEST = 1; public static final int FIGHTER_RESPONSE = 2; public static final int FIGHTER_ADD = 3; public static final int FIGHTER_REMOVE = 4; public static void Register(EndPoint endPoint) { Kryo kryo = endPoint.getKryo(); kryo.register(FighterRequest.class); kryo.register(FighterResponse.class); kryo.register(FighterAdd.class); kryo.register(FighterRemove.class); } static public abstract class AssetPacket { public int packetId; public AssetPacket() { } } /** * Packet to request all owned fighters */ public static class FighterRequest extends AssetPacket { public ObjectId playerId; public FighterRequest(ObjectId playerId) { packetId = FIGHTER_REQUEST; this.playerId = playerId; } public FighterRequest() { } } /** * Receiving fighter data from server */ public static class FighterResponse extends AssetPacket { public Fighter fighter; public boolean add; // Add or remove public FighterResponse(Fighter fighter, boolean add) { packetId = FIGHTER_RESPONSE; this.fighter = fighter; this.add = add; } public FighterResponse() { } } /** * Adds a fighter to player assets */ public static class FighterAdd extends AssetPacket { public ObjectId fighterTemplateID; public FighterAdd(ObjectId fighterTemplateID) { packetId = FIGHTER_ADD; this.fighterTemplateID = fighterTemplateID; } public FighterAdd() { } } /** * Removes fighter from assets. */ public static class FighterRemove extends AssetPacket { public ObjectId fighterId; public FighterRemove(ObjectId fighterId) { packetId = FIGHTER_REMOVE; this.fighterId = fighterId; } public FighterRemove() { } } } To elaborate a bit more, this code will communicate between client and server. When receiving a request on the server it will lookup the request in the database. The client will store it for displaying the assets. A specific thing I am unsure about is the FighterResponse.add boolean. I need to be able to remove and add fighters, I guess I am better off with a FighterAddResponse and a FighterRemove response so I will send one boolean less each time this packet is send. But this will create even more repetitive code.
  15. Sorry for not being clear. My item class at the moment is very simple. Just a data class with a string for the item type. I have a item stack derived from that that has an extra int for the amount. The value of the item depends on the supply/demand. So since its just a trading/crafting system items don't need functionality. Later perhaps a category for better sorting. I have a template class with that holds the crafting data so that a factory pattern can use it to craft items. This way I can create items with json. So except for energy all my current items are tradable. A battery for example can be crafted with energy and iron. The battery and the iron can be traded like any other item. I'm using Java but basic programming principles apply.
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