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Posts posted by Artes

  1. It's OK to have one right answer as long as there's some engagement in finding that answer. Phoenix Wright works basically as a reading comprehension game dressed up as a lawyer story and you get a limited number of chances to pitch an answer. If you have a Nintendo DS or iPhone, get a copy and play it.
    What you might do - and I suspect that the Sims 2 does this in these little pop-ups while your Sim is "at work" - is that each choice has a potential good and bad outcome and which you're likely to get depends on things like character stats and previous experiences.

    My impression was that in Sims 2 the correct answer to such a question was random, so that it changed every time. At least I think it's like that for the kid's school questions.

  2. For my dating rpg I have taken a lot of photographs around town to use as backgrounds. (There are no people in the photographs.) This looks good enough for me, but I'm thinking of putting this game on the Internet to be playable online. It is a hobby game, at the moment not intended to be commercial. I wonder what to think about when using photographs in a game. I have many questions:

    1. What kind of photographs are ok to use in a game?

    2. Why don't people use photographs in games more often?

    3. If I take a photograph in a public place, is it ok to use? (There are no people in the photographs.)

    4. If a house owned by a company/shop or a company/shop logo is seen on a photograph, is it ok to use?

    5. If I somehow take away/paint over the logo in the photograph, is that better?

    6. Is there some free program that can be used to easily convert a photograph to look like a cartoon or manga picture? Can you recommend any? I'm thinking that this could be a way to make it harder to recognize the places and houses. Thus I could also make graphics without drawing it myself, because I'm not good at graphics.

    7. Can I use the program GIMP that I have to convert the photograph somehow and can you give a tips about how to do? I'm really a newbie when it comes to using such programs.

  3. Since the hero suffers from memory loss, there's an obvious way to reduce exposition at the beginning of the game. Just put them in the game with some lines like "What's this place? Where am I? And who am I???" They begin to run around inside the game and the backstory is revealed gradually when they recover their memories. This solution is not very original though.

  4. This sounds like an interesting game that I'd like to play.

    What if there are two extreme factions within the race that the player belongs to? One faction that is overly orderly and that would destroy nature to plant flowers in rows, and another, chaotic faction that would destroy civilization and exterminate all humanoids to save chaotic nature. The player would have to take a path between those extremes, fighting both factions. In the process they would learn that both chaos and order are needed for life, but that all actions increases entropy.

  5. Yes, even though entropy and chaos are different things, they are somewhat difficult to separate for a layman. Also I agree with JoeCooper that a proponent of nature could possibly embrace chaos.

    Another idea for an antagonistic force in addition to entropy and chaos could be order, in a totalitarian sense. Like there could be an enemy faction that likes planting flowers in straight rows. (Which would also increase the total entropy.)

  6. [color="#1C2837"]I would strongly suggest you customize the dialog if you have the time. Always err on the side of over delivery.

    Yes, I'll think about doing that. The programming part of fixing that would be very easy.

  7. Actually I have a similar problem for my dating rpg that I'm working on right now. I imagine the main character as a man who is interested in women, but the gender and name of the main character is not given at the beginning. At an early point it is possible for the player to choose to be a woman if they want to, or to not define their gender. Also there will be a few men that are possible to flirt with. This of course creates many possibilities. The problem is that I have made the dialogue androgynous, or slanted towards a male main character. The gender and orientation of the main character makes no effect on the dialogue and the themes discussed, which is a bit boring. Maybe I can write some optional pieces of dialogue though, that takes those things into account.

  8. Why would the sexual orientation of a character matter in a game? I can only see it mattering in a game where a romance plot is used throughout the story, but that's about it

    Let me also add something to this discussion. It is true that in games like Mario Bros, sexual orientation of the hero does not need to be mentioned inside the game. On the other extreme end of the spectrum are romantic visual novels, where attraction has to be handled in one way or other. E.g. the game Amagami, where the hero according to the backstory is obviously attracted to females at least. Another possibility is to let the player choose their orientation through the choices they make.

    It seems that in the rpg RedPin is envisioning, storytelling is important. It seems to be a game that is closer to be a visual novel than to be Mario Bros. Thus it is relevant to consider revealing the orientation of the hero. It could be held secret, or be up to the imagination of the player, but at some point a game with heavy story-telling could be perceived by the player as shallow or unrealistic or untrue or to be a game for children if romance is not handled in any way.

    The answer to the question is the game that the creator has envisioned. They have a vision of a game where the hero is gay and this is relevant to the story. Now it's just to implement it.

  9. These games sound interesting. I'd like to play as a gay hero or a prostitute.

    It seems that your (perceived) problem is that you want to sell a game about a gay hero to heterosexual, male players. Let me brainstorm a few different ideas that may or may not be correct or helpful:

    1. Make the object of love a person that a heterosexual man would like to hang out with as a friend (and save from dragons because they are friends etc.). Thus you make the player interested in interacting with the character without having the romantic interest in him. Do this by giving the character virtues and qualities that men see as positive in a male friend.

    2. Make the object of love feminine in a way so that hetero men can project their interest in females onto him.

    3. Exploit fetishes that some men have to entice desire towards the object of love.

    4. Introduce female secondary characters that the hero is not romantically interested in, but who the player might be interested in. This gives the player who wants to interact with females optional objects of romantic phantasies.

  10. This is precisely what I'm working on right now for my dating rpg, which is almost completely dialogue oriented. It's the first time for me, but I've at least created a system that works. I did something similar to what Moe did, with a text file instead of XML, but I might change it to XML. I don't know what GUID means either.

    Interestingly enough, I'm slowly piecing together my own dialog editor. I'm half writing it for fun and half hoping that I'll eventually use it in a Deus-Ex style game. Basically it is broken down into a few basic objects - Conditions, Dialog Nodes, Dialog Choices, and Conversation. A dialog node can have a precondition, some text that is displayed, and 0 or more dialog choices. A dialog choice links to another dialog node. A conversation is a set of dialog nodes. Everything is identified by a GUID, so it makes it fairly easy to jump to a particular dialog node, conversation, or even a dialog choice. It's saved as an XML file, and should (in theory) be easily parse-able.

    The dialogue in itself is not so difficult to construct, but there will be a future problem for me when the dialogue also changes various other things in the game, like stats, what happens, and where characters go, if music should be played, and so on. I'm not sure how I will take care of the increasing complexity when more and more different kinds of effects comes from choices made. I will need to make my system more flexible.

    In my stystem there are two different kinds of objects that I call topics (dialog nodes) and options (dialogue choices). A topic object can have a number of option objects, and a character can have a number of topic objects. When the player clicks on the character, the character chooses one of her topics depending on time, place, relationship and so on. If she runs out of topics she has a default topic, like "I'm bored" or "I'm really busy right now". The player can choose an option, which links to the next topic, and that can also have other repercussions like lowering the relationship variable.

  11. A quick look at NetBeans after installing it seems to indicate that I'll need to install Cygwin or something similar to get a compiler working on Windows, which is something I'd prefer not to do...

    Why don't you like Cygwin? I installed it to use NetBeans for C++ on Windows. It was not very difficult and it has worked so far. Though I haven't used NetBeans for C++ so much, so I don't know if it is good or not.

  12. How much does texture size affect the speed of the program? I guess you'll say that a lot of big textures will make the rendering take longer time. Though I just wonder how much I should think about this. I mean, if I'm to render about 200 textures, does it matter significantly if they are 512*512 or 1024*1024? Is this something to worry about or should I just not care until a problem of lag arises?

    Also I wonder if in OpenGl it is a very good idea to put the textures in a display list, or if it is not necessary.

  13. This is how you can do. You can imagine the origin (0,0,0) as a point in the world. Then give the airplane the coordinates (x,y,z) relative to the origin. If you are object oriented you can store them in the airplane object. The airplane will not be at the middle of the screen. Now write glTranslatef( -x, -y, -z ). This will move the coordinate system so that the airplane is at the middle of the screen.

    You can move the plane by changing the position in accordance with the laws of mechanics, like x += v + t. Then when you render next time, the plane will still be at the middle of the screen,but the world seems to have moved.

    Draw the other objects after the translation. If you have another plane you can give it the coordinates (x1, y1, z1) and you can move it according to the laws of physics. When you run the game loop, it will move relative to your airplane.

    The problem with the rocket would be that it is first drawn before the translation (and rotations), so that it is always at the same position relative to the plane body, and then after it is fired it should be drawn after the translation (and rotations) . When your airplane fires the rocket, you might have to do some simple trick to make it first follow the plane and then leave the plane when it is fired. As a dirty trick maybe you can delete the rocket and then create a new rocket as an object that is treated the same way as the other objects, with its own coordinates and velocity vector, and draw it after the translation.

  14. Are there other moving objects than the plane? Maybe it would be easier if you first created an enemy plane that is moving independently in a straight line, because to make a rocket that at first sits on your plane and is fired later sounds more difficult.

    The discussion about matrices is very interesting. I haven't much thought about it as matrix mathematics, I've just thought about translations and rotations. If you are not comfortable with matrix mathematics it might be easier to not think about the matrices, even though using matrix mathematics might be the more professional approach.

    At first I had some problems with making things move and rotate correctly in OpenGl, but after some experimenting I learned how to do it. I would grade this problem as a problem with a low difficulty. While developing your game you'll run into other problems that are much more difficult, like creating the AI for enemy planes. I'm sure that you can figure out how to do translations and rotations yourself without thinking about matrices or using other libraries. To use matrix libraries sounds like a much more difficult approach, because then you first need to learn how to use the libraries, thus making the problem more complex.

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