Idono87

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About Idono87

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  1. Making money on games?

    These were alot better answers than i hoped for. I get that there's allways going to be bugs in games no matter what. But there are gamestudios that are aware of nasty crashbugs and performance bugs but decide not to do anything about them except with a patch further up the road. I read an article from a former QA tester that explained in detail how several large gamecompanys are aware of hundreds even thousands of bugs in games but ignore them because they want to get the game out the door as fast as possible. This is as i said apparent in many of todays games where some developers patch up those bugs fairly quickly and while others just dont seem to care once they've pocketed. Over the course of 10 years i've noticed that there's been a huge change in how people perceive games. I almost always see older generation gamers expecting some gamestudios to release a buggy and close to unplayable game for the PC. Usually they decide to wait up to 6 months beefor buying the game since it gets semi stable by that time. The opposit happens with the young generation. They rush into buying the game and we get the shit storms on forums complaining about the game because it keeps crashing, being unstable etc. and they stop playing the game and possibly not even going to buy a game from the specific gamestudio for some time.
  2. Making money on games?

    I understand that people dont like to take risks to make games and therefor make sequels, i dont really mind sequels. I should have emphasized more on the quality of those sequels. The last couple of years there's been decreas in developing times with a substantial decrease in game quality and content. That concerns me alot. There's been several games that are beyond having an acceptable ammount of bugs and should in reality still be in development. Just for the sake of an example i will mention Call of Duty BlackOps. That game had some really intense performance issues on the PC that made the game unplayable for several months. These issues ranged from lowend to highend computers. As well as having network problems on the PS3. My point was actually to debate on how much quality and content a gamestudio can sacrefice to make the moste money? And is it really ok to do that?
  3. Making money on games?

    I've dont really know how to start this post i'm about to write but here it goes. The past couple of years (3 years) i've been studying to become a computer engineer where i'm going to continue into game development after i'm finished. During these 3 years i've also been an avid gamer when i don't study school material and programming during free time. For these 3 years i've also had time to compare while also analyse games more closely for the sake of finding what's good in games and what's bad, both in my own preference of game types/styles and friends types/styles. I've been playing games for well over 18 years and have enjoyed moste of the games i've bought. Lately i've found i've been regreting alot of my AAA games purchase with verry strong feelings. I'm not really qualified to pinpoint the exact reason for why, but if i've had to pick something i would say that moste AAA games from a specific set of companys are more interested in the overall shorte term profits instead of the game it self. I'm fully aware that gamedevelopers need funding for their game but is there a limit to how far a company can compromise for the sake of making a overwhelming profit? I've noticed a steady decrease of gamequality, both in stability/bugfree gameplay and content, for 2 major players in the game industri the last 5 years. (I'm not going to mention them) This has started to lead me to a verry pesimistic view of some of the more known developers. It's basicly made me rethink if i want to work for a gamestudio that has no integrity and just spits out sequel after sequel with the sole intention of making more money for lesser quality game. Where should the line actually be drawn?
  4. Windows Programming books.

    Now that's a good extensive answer Thanks. Then i guess i'll buy the book and read trough it while complementing with the wiki book. And thanks for the link to Windows for Phones. I was planing on making a custom remote for my HTPC in the near future using my phone ^^
  5. Windows Programming books.

    [quote name='Serapth' timestamp='1314983086' post='4856829'] The Charles Petzold books are extremely good. The Wikibook book is free. Thats about my take on the matter. [/quote] Yes well One is also 13 years old while the other seems to be covering old & new. Reason im asking is because i can't find a more up to date book on windows programming. I've completly grinded to a halt by trying to learn it from bits and pieces.
  6. Wasn't sure if i should post my question here or in the beginners section. How dose the Wikibook "[url="http://en.wikibooks.org/wiki/Windows_Programming"][i]Windows Programming[/i][/url][i]" compare to "[/i]Programming Windows 5th edition by Charles Petzold"?
  7. Thanks. I found it on MSDN to get some in depth on how it works.
  8. I might have missed this when reading trought the various documents on how to program in windows. Say i've created a main window with it's own WNDCLASS. And then i place a button in that window. When i press the button dose the Window Procedure get the main window handel or dose it get the button handel as a parameter?
  9. I can understand copyrighting charachters and Story. But gamemechanics have been copied over and over and there's rarely any new contributions except different combinations. Ok so what if i do make it in to the American market only to get sued by a really broad patent and i dont have any money hier a lawyer, even though i know that the patent can be invalidated. What should i do? Is there any way around it? and is there a way to get some money out of the suing party and discourage future lawsuits?
  10. So as many people might have read there's an abundantly large patent related lawsuit wave hitting everywhere this decade on mostely everything. The moste noticeable in the game industri is lawsuit towards "Zynga" and the lawsuit for the name "Scrolls" towards "Notch" (Wich is not a patent lawsuit). It seems to me that it has become unbelievably easy to disrupt and/or completly destory smaller companys if they even try to put them selfs on the US market with their games. To put it more in perspective. Zyngas games has implemented a simple transaction/rewards system. Here in europe it would be completly impossible to do anything about it since it's an abstract software idee. But in the US, a smaller 2-3 man game company can get crushed by legal fees befor they can even prove that a patent is severly flawed and/or to broad to even cover some base system used in a game. Now for the sake of argument. Why should indie developers and smaller companies even try to release their games on the american market if the risk of being completly screwed over by patent lawsuits?
  11. Computer Science seems very daunting.

    It becomes easier. I'm starting my 2.5 year now (took a 6 months break) and it's become alot easier to understand, structure and program. It's verry daunting the first year since there's so much to learn to actually be able to do some more advance things. But once you get the hang of it and learnt a thing or two you'll notice that your workflow will be alot faster ^^
  12. Hmm for some reason my reply didn't ger trough :/ Anyway i think i get it. If i want to create an array of textures i need to configure the Shader View Description differently. I bought the "Beginning DirectX 11 Game Programming" writte by Allen Sherrod & Wendy Jones. Thanks.
  13. I posted this in the beginners section alomst 24 hours ago and i havent gotten a singel view on the post :/ I'm re asking the question here instead. I started programming with DX11 last week (bought a book). And i've come to 2D Rendering with D3D, more specific, i've finished that chapter. Now i'm doing the exercises on that chapter, one of them is about loading in an extra image and use it as a second sprite. I can't get my head around the "D3D11ShaderResourceView" completly. I understand that it's used to bind the loaded texture so that it's data can be accessed. But i can't seem to find anything describing if it's just one texture per resource, where i have to create an array of "D3D11ShaderResourceView", or if i can use the same resource for multiple textures.
  14. D3D11 ShaderResourceView

    I started programming with DX11 last week (bought a book). And i've come to 2D Rendering with D3D, more specific, i've finished that chapter. Now i'm doing the exercises on that chapter, one of them is about loading in an extra image and use it as a second sprite. I can't get my head around the "D3D11ShaderResourceView"(SRV) completly. I understand that it's used to bind the loaded texture so that it's data can be accessed. But i can't seem to find anything describing if it's just one texture per SRV or if i can use the same SRV for multiple textures.
  15. Forward/Backward motion [Directx 10][C++]

    Ah good you found the answer ^^ Sry didnt have time to answer on that earlier.