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AniMerrill

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  1. Heh, I mean yes and no? I don't even see any category in the careers section for art jobs of any kind. Which I get it, a lot more of this community is based around the programming/technical side of gamedev. Plus that looks like it's mostly on location type jobs and I live in the Middle of Nowhere, Mid West and don't really have the funds to move to location on the off chance a professional studio wanted to hire someone with a minimal resume. Unless if you mean the hobby boards, in which case those appear to not be paid positions. And thank you, I had already found indiegamer so hopefully I'll have some luck over there.
  2. Sorry if this is the most basic post but a) I don't see the forum where this used to be allowed, b) I haven't been on the site in at least a year or more, and c) I can't figure out where the general forum search went so I can't easily figure it out for myself. Where is general job and skill posting allowed now? I see that there's the jobs and contractor thingies on the site now, but like... I don't really have a games industry relevant resume and I'm gonna look shoddy next to the guy who says he's been freelancing on the good side of a decade. For full clarification I started offering drawing and pixel art commissions recently and was just kinda hoping to get my info in front of some indie devs on a budget or something to find some work. Is there any way to just do that still here or do I need to just move on to some other website? Thanks
  3.   I never actually downloaded it, but I did see it. Honestly from the sound of it, it's very much like Java with the whole WORA philosophy but with proprietary limiters on the features of the SDK... and I guess the fact you can use native code with it instead of it just being it's own language. I probably wouldn't even mind paying for it actually but their SDK doesn't support Linux.
  4.   Because, IMHO, Unity is a mess... at the very least for the scope of project I'm doing and the way I'm doing it, I got to the point where I was more hacking Unity to be like native code. It's good for dragging and dropping things in a visual way- and as an artist I do appreciate that -but years of C++ indoctrination have me always wanting to be able to do everything programmatically which becomes more and more difficult with Unity, in my experience anyway.   And yes, I probably worded myself badly, it was like the moment before I went to bed after four hours of Googling I posted this lol. The reason I was fixated on the OpenGL issue is because SDL, by itself, has been proven to be portable on pretty much everything. My problem was finding an SDL+OpenGL example, or an example of any window managing OpenGL wrapper, that didn't include things that are only proven or documented to work on desktops. Somebody actually did share a github of an SDL example they did over here which uses platform abstraction (a term I wasn't familiar with that will probably make this go a lot smoother from now on, plus a suggestion to learn the low level APIs like Win32 a bit from another user) to make SDL+OpenGL+GLEW and a couple other libraries all work together on Windows and Android- which was basically what I was looking for.   Even though it's a tad over my head, its still new stuff I can read up on or Google properly now.
  5. I'm sorry if this has been asked recently and I'm not Googling it right, but I've been digging all week for something.   I've got a game prototype I made in Unity, and I have some decent experience with SDL (1.2 I believe, but the 2.0 stuff is familiar) so I thought I'd take a crack at SDL 2.x + OpenGL while I've got a simple "sprite" based game that could take advantage of some of the blending features OpenGL offers, if nothing else but to practice with it so I'll be more prepared when trying to make a 3D game down the road. Honestly I'd probably be half done with it by now if multi-platform wasn't an issue.   I really want to put this game on Android, I think it's perfect as a mobile app. But nearly every tutorial I can find on SDL+OpenGL seems to include something like GLEW or freeglut or bucks SDL altogether for something like GLFW (which I actually kind of liked). All of these seem like great tools, but they typically don't have much in the way of tutorials or guides on how to get things over to the mobile side... and I'm not quite at the level where I know anything about porting these kinds of tools to Android unless it's a pre-existing build, honestly I don't really feel confident even building development libraries for Windows.   So I'm in some serious need of somebody who maybe has experience with at least Windows+Android or Linux+Android multiplatform development or can at least point me in the right direction for a tutorial/guide/tool/idc that can better explain the porting or cross-development from desktop to Android. Honestly I'd probably even shell out for a good book recommendation or fairly priced paid utility at this point. Heck, I'd probably try a Python or Lua type scripting solution (like that could bind to C/C++ and Java) if it's viable, my only problem there is a limited knowledge of embedding scripting languages into native code.   To clarify: I'm well aware there's not really a write once, deploy everywhere solution for native code like C++. What I'm looking for is some sort of reference how to handle- at least -one of these desktop platforms and Android in OpenGL, whatever windowing/input/etc. tool can be layered with it in a semi-platform independent way. Because, to me at least, it seems to be well under documented or my wheelhouse of SDL experience is crippling me from actually taking advantage of OpenGL and learning it properly.   Thanks for any help you can give, cheers~!
  6. Hello all,   So the last couple of days I've had a lot of success helping a friend port his Flash based platformer over to Unity, where we believe we can get it to run better. However, I kinda feel like I'm cheating the system right now, because I'm using a rigidbody (2d of course, since it's a 2d game) to basically get around having to program my own gravity but I'm not using it for any of the other movement (like for jumping, walking, force when the character punches, etc I just manually change the velocity). This works great for almost everything, but I wanted to add in some special kinds of platforms and environments- like sticky platforms, bouncy pads, slippery ice -and I realize I backed myself into a corner because a lot of these things I could have done with friction and different physics settings... if my rigidbody even cared about it now.   I know I can work around this by just adding a couple more states to my character or something, but I'm just curious... how did some of you do it? How do you achieve these mechanics?   ~AniMerrill
  7. I'm currently looking into both trying to use old fashioned C with SDL and OpenGL (mostly just because I want to learn C, for fun and posterity) and possibly using Python on top of that since there are some good options. If you have anything to contribute to this, I made another post over here.
  8. I'm going to ask a question here I asked over at StackOverflow just because I'm not really getting an answer over there. :/   Basically I've been avoiding Python for my game just because its supposed to have a lot of performance issues. I actually bought a book today that demonstrates how to do some basic programming with C and the SDL/OpenGL libraries (partially just because I've always wanted to learn C anyway, for fun) when I noticed somewhere Pygame is actually backed up by having most of the SDL be in C, and it just acts as a wrapper.   I heard Pyglet was a good tool for using OpenGL which I'd rather use, both for specific features and just general performance from being hardware accelerated, but I noticed that it was written in "pure" Python. Is Pyglet known for having performance issues? Has anyone here used it to any great effect?   And since I'm going to be learning it anyway, if Pyglet DOES have issues since its all Python, what are my best alternatives for getting OpenGL in Python with maybe some C to back up the performance?   Thanks!
  9.   My problem with this method is that I had planned to have a full screen game experience, and so while yes- technically -you could change the controls it would have to be done in a very immersion breaking way. There was no way to access the settings of the Input from inside the script, which to me was a very fatal flaw... at least for my usage!     Those are $20 and $60 third party add-ons that improve the functionality of free Unity. Controller scripting SHOULD just be there, I don't need to pay someone $20 for something I'd probably get for the full version anyway. And doing 2d is certainly possible, but its a giant reach around for anything basic, as demonstrated by the $60 price tag. Right off the bat you have to start dealing with a 3rd dimension which does almost nothing, you can no longer use the collision detection or if you do, they're all prisms stretching infinitely back into the Z-axis, and just overall a pain in the neck. But that doesn't mean I'm willing to pay someone for a piece of middleware that I have no way of guaranteeing the functionality of.
  10.     Read this:     I've already tried Unity because I heard it was the next big thing. It's both inappropriate for my project, and if you can swallow the license fee UDK is a far better tool, albeit a little harder to customize- but at least its possible.     Admittedly I've never tried Java and wanted to learn it, at least for experience, but I've heard a lot of bad news about it. Like that it has (or at least had) terrible performance issues, which being taught C++ and other C-language concepts first, is something that makes me uneasy about Java. I've also heard that the "Write once, play everywhere" concept is true... but often at some cost of certain versions being poorly supported or buggy or just fundamentally different still, so you'd have to put specific testing into each one anyway.
  11.   I guess the thing is that I'm not trying to make "the" game, or the next Call of Duty clone. I'm really trying to make something as simple as a Legend of Zelda homage, 2D and everything. Its something indie studios everywhere seem to be able to crank out all the time. I'm just overwhelmed because I can't tell you how many times I've taken the base rendering shit (like SDL or Allegro), learned the entire library, bugged and debugged to get it to actually draw something, get like a character to walk around, and then ultimately run into a brick wall of tangled classes and game logic caught between making it easy on myself now or easy for myself later and make it OOP as possible. Which is the point when I'm not really sure what to do anymore, nothing I do seems to reflect an actual game concept and I'm just wading through mountains of my own code.   This is why I'd really wish there was some way I could just get to the prototype stage easily, but still have all the back libraries and everything I need to actually make the game I want. Like I did try Unity, for some reason even though it was terrible for a 2D game, and the thing that turned me off about it is there was NO way to customize controller input. That's a cardinal sin in the current gaming market, you can't do that if you want a product to be taken seriously. Not to mention ease of controls (the ability to use whatever you want, keyboard or joystick or gamepad on the fly) is something that's just important to me personally.     I am good at art, and also the reason I'm the programmer is because my partner is a FANTASTIC artist. Art is not our problem. It's getting code to do something interesting with the assets.   I guess really I feel every time I start with a good ol' fashioned library I'm reinventing the wheel. I'm not new to C++, or C#, or a slew of other languages, but I've just had trouble getting over that initial hump of coding where my artist can finally contribute something instead of just making him wait upwards of 2 years now to have a functioning game.
  12. Hello, this is probably going to be more of an open discussion rather than a Q&A session, but I just want to get some opinions and vent about first-world programmer problems.   I've been working on a project for two years now with a buddy of mine. I feel like I've tried everything available to make this game happen. I've learned a slew of languages, downloaded a hundred tools (usually each with its own scripting language), tried dozens of libraries, and its just starting to get to me. I'm technically the programmer of our two man team, but when it comes down to it we're both really aesthetics driven... it just happens I'm a little bit better at programming than he is due to some formal exposure during school. I'm just absolutely fed up with it though because I can't seem to find the right tools.   Every half-decent game "editor," I suppose you would call it, let's you get right in and start toying around with mechanics, but eventually you hit a brick wall because some obvious feature isn't included (like custom controller input) or the ability to add custom implementation is hidden behind a hefty price tag just to see the source code. On the other hand, writing a game from scratch has none of these limitations (except for hardware, obviously) but you have to leap over hurdles to even get something printed to the screen... or you have to download three layers of overhead graphics engines to get it to work, but then run into the same problem of implementation being behind a wall of someone's sloppy and poorly documented code.   OR, if something seems easy and does a lot of stuff, you're definitely limited to like... only having it run on Xbox and PC like XNA and have to wonder how much you're alienating other potential users on Mac and Linux, or even other consoles if you could get some sort of license with them.   I guess it's just overwhelming.   I just want to maybe get some opinions on what has worked for others or advice on what I should try out to solve my own problems here. I just wonder if there are any good engines or whatever that can provide a decent balance of being able to rapidly prototype and design ACTUAL game mechanics instead of graphics/sound/whatever core, and having the ability to change these things if I want.   (Also, if there are no specific tools you can recommend but have a good book you know of that helped you, I have some Barnes and Noble cards I'm looking to spend...)   </rant>   Thanks for reading, I would really appreciate anything you guys have to offer.
  13. So since the beginning of the year, I've been working on a major project in C++ with a buddy of mine but due to some issues with real work (that actually pays) and just no real progress reinventing the wheel in C++, I'm a little burnt out. So I really want to maybe make a couple hobby games to test out some concepts I have, and just get some practice in even if I can't turn a profit on my results. I've decided to go with HTML5 because its A) very interesting to me, B) would be very easy to share with other people, and C) is a LOT cheaper than trying something, say, like Flash.   Considering I have basically a $0 budget (maybe $20-$50 if its a good week and I'm caught up on bills) what's the best way to go about HTML5 games from the hobbyist angle at least? I guess these are the basic things I would like to know:   1) I don't want to reinvent the wheel like I've kind of had to do with my main project, I'm almost just interested in some rapid prototyping to get a couple ideas out while the creative urge is still in me. What's a good engine, framework, or tool you would suggest to forgo a lot of tedium associated with writing a game from scratch in HTML5?   2) Once I've managed to make something, is there any online community that allows HTML5 game submissions, kind of like Newgrounds and Kongregate for Flash games? Or would I most likely have to invest in some cheap hosting to get them out there?   3) Any other advice you may have to pass on after experimenting with HTML5 yourself.   I'll be doing my own research as well, but I just figured the best advice would probably come from an actual person responding to my specific questions speaking from experience, rather than just trusting Google to know what I'm talking about XD   Thanks!
  14. This was a good article for introducing programmers to a new concept, as I admit I've been stuck to the blob hierarchy since that's primarily seen examples of, however this article lacks even a very basic example of implementation. Like, I recognize this is how Unity3d works, so I definitely understand the idea of the concept, but its hard for me to take anything away from this except the very foundation of a programming ideal.   However, if you or someone wrote a follow-up to this article (or are already planning to) this would be a great introduction article.
  15.   Since the likelihood of getting a license to produce for a console is pretty slim, this is pretty much my biggest hope and also one of the reasons I'm trying to pay attention to what people have for PC gaming. Also can't wait to see what Steam Box can offer for my game, that should be pretty sweet.