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Delphawi

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  1. Thank you ! I think being small gives a feeling of vulnerability or weakness, don't you think ?
  2.   Hello All !   Yesterday I finished my new game: Shackles. It is a game about Failure and Observing, inspired by Gods will be Watching and The Stanley Parable. You can play it at the end of the topic   The goal is to reach the white room. I don't want to add any further explanation, because the game -should- present its idea clearly.   I am aware of few bugs (sorry), but the game took a lot of time and I need to study now    so please focus on the design, art, story and the main goal of the game.   Feedback: please tell me what did you learn from the game and how did you learn it. C&C about how to make the design better and more easier to understand are much appreciated. Bug reports are welcome as well but don't bother with them for now !   Play it on GameJolt  ,Itch.io and Kongregate Now !
  3. Interesting :)
  4. You must set a "weight" for every action , for example : every hit taken = 3p , so if there is an enemy that could deal 10 hits , then getting to cover will save you 30 points . every damage dealt = 2p , and for powerful enemies it will be 3p , 4p for medics ...etc . Notice that there are special cases , like healing your last teammate is more important than dealing some damage (unless that damage is enough to kill the last enemy for example) , but you shouldn't worry about this for now
  5. Hi suliman I think your cases are too general and dividing them will help you to deal with them easily . I will assume you have different soldier classes , just for clarification . [quote]1. Positioning, use cover/walls depending on known position of hostiles (probably hardest to implement)[/quote] That depends on many things : Is the teammate taking/not taking fire ? Heavy soldiers prefer close cover , Snipers prefer far ones . Is the teammate injured ? if so he will need to take the closest cover to the medic . Choosing High areas to expose as many enemies as possible . Choosing Hidden areas to make surprising attacks . [quote]2. "Plan" usage of timeunits so doesnt end turn in exposed location[/quote] You must prioritize your conditions (time , safety , superiority , close / far ... etc) , that will help you determine which position to choose for every situation . [quote]3. Pick suitable firemodes (snap shot, aim fire, full auto) depending on "situation"[/quote] That will depend on how far is the your soldier , armored/weak enemies , covered / exposed ... [quote]4. Choose when/if to use special actions like throw grenade, crouch, heal teammates[/quote] I think of something like : Fighting group of enemies ? -> They are far ? -> Throw grenade , They are close ? -> open heavy fire . Going to positions A ? -> Crouch if that will help you hide from enemy's sight , getting to narrow areas or when getting behind cover ... Check for close teammates ? -> if no one injured -> check for far ones , if a close teammate is injured go help him . Here you will have to make the other teammate come closer to the healer as well as the healer will go closer to him (if possible) . Also you must make conditions about who will get treated first (closer first or critically injured first ...) [quote]5. Choose weather to run after enemies, stay put, scout for additional enemies when noone is visible etc.[/quote] mmm , I suppose chasing enemies will be better if the team is in superior condition , if not then they will have to retreat instead . Staying will be preferred if you want to ambush the enemy when he comes to your area , or to hide from scouts . Scout for enemies while your team is recovering from a fight for example , so you can get ready as early as possible . There are so many conditions and variables here , I think you'd better play XCOM for some more time and try to draw a tree or something to define the situations and actions . Good luck [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]
  6. Hi all Well , this is my first topic and I was wandering about few things about Skyrim modding . First of all, I want to make a simple , yet very beautiful game , it will has few graphical objects . I would also like to be able to play it with Kinect (for movement and speaking) , that's why I chose Skyrim . I would like to know how much time I will save making the game as a mod for Skyrim , compared to making it with Unity . Of course with unity I will start from scratch (need to know how to use Kinect with unity as well ...) Also , will there be any problem selling my game as a Skyrim mod , like taking part of the revenue or something . I would appreciate any information about this , since I have no idea at the moment and I don't want to waste much time Thanks in advance .
  7. Hi [quote]STEP 3 - For each object, send it to its formation position (relative to group's position).[/quote] What about making the group moves as one object in the open area , and every object will move on its own when facing an obstacle ? The way your objects move reminded me of the old typewriter , the objects move few stpes up and right and then return the straight line of the path and so on , Here is a video where the wole group moves / rotates as a singel object (like a rectangular object [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]) [media]http://www.youtube.com/watch?v=PhqPFcPyeOE[/media] Hope this helps .
  8. Hi guys I wonder what is the best way to create games like BigFish Games (Drawn , 13th Skull ..) I think Unity can do it .. but is there easier way ? Thanks in advance
  9. About [b]the Original question[/b] .. [url="http://www.3dbuzz.com/"]3DBuzz.com[/url] is the best friend for you , you will just need to sign up -free- and you can start with Unity or UDK lessons -I prefer Unity as a start- They both are free Game Engines that made great games (Batman , BioShock ..) and you too can use them very easily . Don't start with C++ all at once , or you will waste so much time .. it is good to learn programming and what happenes behined the scenes , but for a new game designer .. you don't have to reinvent the wheel ! Those few line are the summary of 3 years , and you still have time . Also you must believe in yourself .. no matter how hard you work if you Believe that you gonna fail at the end
  10. [quote name='Waylander' timestamp='1315790138' post='4860505'] Like I said, I'm not sure how this would go into an array. Especially if there are a handful of other weapons such as daggers and axes. Do each of these different weapons need to be initialized within their own struct or can their values be set up elsewhere? I tried this way as well but again, I didn't know how to use them in arrays. That really seems to be my hangup right there. [/quote] You can make the inventory as a class , and give it some stats (Item count , Weight , and an Array of numbers) You can use this array of numbers to store the weapons ? Yes , if every weapon has its number (pistol 0 , smg 1 , rpg 5 , ...) you can fill the array with the appropriate numbers of the weapons currently with the player . So when the player presses 1 to use his SMG , you can just check the array .
  11. Here is an idea [url="http://www.wikihow.com/Find-the-Angle-Between-Two-Vectors"]Find The Angle Between Two Vectors[/url] Consider your player is looking at [b]Q[/b] point and you want him to look at [b]M[/b] point , this will give you the [b]Angle[/b] between the two vectors , so you can rotate the player to face [b]M[/b]
  12. [quote name='Monkan' timestamp='1315141662' post='4857464'] If you have good experience with UDK then that probably has everything you need to make a game like this. I think Trine used PhysX to handle the physics but I'm not sure. There are many engines that could be used to create parts or all of a game like this. Unity is another that could be used. The list goes on. x [/quote] Nice to hear that , I will check Unity later because I don't know much about it yet . [quote name='TheSasquatch' timestamp='1315165835' post='4857598'] If you don't want to pay Autodesk's ridiculous price for 3DSMAX (or pirate it, which can be dangerous), I'd recommend Blender for the 3D modeling/animation. It's open source (and free), and it's quite capable. [/quote] That's right , except that Blender is not fully supported by UDK , not like 3D MAX or Maya . Well that's for 3D , Any idea about the 2D character and animating ?
  13. Hi Well, I am beginning game developing , and was wondering what are the best programs to do : - 2D games , or 3D games like Trine [img]http://www.blogcdn.com/www.joystiq.com/media/2009/07/trine-xbla-possibility-omgface.jpg[/img] - 2D character design and animating - 3D character design and animating I have good experience with Delphi programming and UDK , heared GameMaker is good for 2D games and 3D MAX for 3D character design and animation , Want to know If there are better programs to do the job , and I couldn't find andy good program for 2D character designing and animating If you could tell me the best program combination to make a game like Trine , that would be perfect Any help is appreciated Thanks