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About Rodimus

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  1. Rodimus

    Programming and best route to go

    Just a small notice. I wouldn't consider XNA, "from scratch". You say it yourself, it's a framework. I agree with starting out without an engine. I started working with engines after studying programming so I wouldn't know what it's like the other way around, but to me it sounds harder that way. I would imagine it being easier to understand a language and mix in an engine's api rather than being used to an engine and having to work your way into understanding what was a part of the engine and what was a part of the language, so to speak. EDIT: if you were to use UDK to make a , "simple game" I'd say it would over-complicate things. However, there are simpler engines which I'd say would benefit your project. It all depends on what engine you choose.
  2. Rodimus

    Getting Text to Render in Front of Sprites

    What exactly are you using to create your game?
  3. I'd like to use the length of the vertex array as the third parameter in the dlDrawArrays function, since it determines how many vertexes that needs to be drawn. However, it causes some really weird behaviour in the program. Whenever I use "78" which is the vertex count for the model, everything works nicely. Why does vector.size() cause this problem and what would be the better solution? I don't like having the actual vertex count number in there. [attachment=5319:Untitled-1.jpg]
  4. Rodimus

    battle system type to use

    I personally prefer side view. Gives you lots of space for character animation/movement and nice looking interaction during attacks. Top down is ok, but the last one I personally don't like at all.
  5. [font=arial, verdana, tahoma, sans-serif][size=2]- About page not working which was instantly the first page I was interested in looking at. - Using art from Warhammer Online. - In the "recently featured games" widget, only links to the small, unknown games ("Minimal" and "BlockzBot Defence") work, but the League of Legends entry only sends you back to the frontpage.[/font] So far I am sceptical ...
  6. Rodimus

    Are cast times necessary?

    Some thoughts:Cast times adds more depth to combat, imo. For example, it allows you to read your opponent actions before they happen. Imagine not having cast time on crowd controls. You wouldn't be able to interrupt them, LoS (line of sight) them or use defensive cooldowns to minimise damage.Cool little features like countering a Polymorph with SW:Death (WoW) wouldn't be possible either. If you don't know what it means, it basically involves casting a spell that damages yourself if it doesn't kill the target but if timed correctly, that damage will break the Polymorph which is a spell that turns you into an cute critter.In addition it would completely remove the "fake cast" aspect of PvP combat, which I think is pretty cool.If abilities didn't have cast time, they would all have to be equally powerful since all can be used equally fast. Optionally have long cooldown on the more powerful ones. This could end up as a cooldown management nightmare.If introduced to an existing game with cast times, it would involve major healing balancing because healing in PvP would be much more potent (given that the game features some kind of interrupts, which at this point would be pointless) but it wouldn't affect PvE healing much.EDIT: Come to think of it, high damage spells would have to be greatly nerfed and casters wouldn't be allowed to have anything high burst. Long cooldown wouldn't justify it either. Here why: Since there's no cast time, there no way to pre-emptively see it nor interrupt it. It's easy to sync up high-burst abilities if you're using some kind of VoIP. Bottom-line: Casters could easily sync up a very high burst that could potentially instantly kill someone and it would't be noticeable in any way which means that it can't be avoided.
  7. You need to find a new guild, man
  8. First of all I haven't seen "red = dead" in a very long time and it's most certainly not chanted. But if you do read it, yes, it can come across as a bit over the top, but do you think they actually read these forums? I doubt they made the effort to check when the title described a world where you craft war, let alone get suspicious about the language as a whole when half of the words they could understand because it's game-specific/gaming vocabulary. EDIT: Yes I do dislike the media's way of approaching this case as a whole. I acknowledge them as a crucial way to get information out to the people. I cannot, however, help but to get insanely annoyed with them when they are interviewing survivors from Utøya right after the event and asking, "You're shaking, how do you feel?" I hope that makes sense.
  9. It was highlighted in the news that he played a "war game" and that they thought it was a factor that had driven him into doing these horrible things. That war game turned out to be World of Warcraft ... One of my uni lecturers was interviewed on the radio and the first thing he said was, "World of Warcraft is not a war game" as well as that these events had not changed his opinion about this game. Apparently hard to comprehend when there's "war" in the name, eh? Thoughts goes to the victims and those affected in the aftermath of these events.
  10. Rodimus


    Now, where did that dislike button go ...
  11. Rodimus

    My friend is starting to like Java (help!)

    Your title says friend, but the actual post content gives the impression of someone hired by you. If he is is just your friend, he should be perfectly capable of making his own choice of tool depending on what he likes and need for a certain project. In the same way, he should be okay with using what tools you've defined if he is hired by you. After all, it sounds like he is proficient with both. I like Java, and I like C++. What's up with having to choose sides? Do jokes about them Java guys if you like, but in the end we're all programmers, aren't we? (Optionally you can just unfriend him)
  12. [font="arial, verdana, tahoma, sans-serif"] I just recently watched this video on Youtube:[/font] [media][/media] The specific content of the video that I am referring to is the part where he talks about scale and units in Unity and how it is important to use the correct scale on things in your game, according to how Unity expects it to be. So I figured I should looking into this myself before I get far into the development of a project and have to resize whole scenes. In the video he says something along the lines of, "1 unit in Unity is 1 meter". So what I did is that I created a terrain and added a grid texture to it, with a size of 1x1 unit for each cell. Now, according to this video, each of these cells are now 1x1 meter. However, this felt really dodgy in the editor and here's a few reasons: This resulted in that I had to zoom in a lot more that I am used to, making the movement speed of the camera (editor camera, not game cameras) really fast and very hard to control. Even the slightest push of a button would move it 2-3 meters.Default objects such as the plane appeared to be huge by default, 10x10 meters to be specific. This was at a default scale of 1 on the plane.The default skin width of the character controller was way to thick for this scale, resulting in characters hovering in the air without actually touching the ground. I had to turn down skin width to minimum (0.0001). I was hoping that someone here could maybe shed some light on the subject and explain to me what scale to actually use in Unity. EDIT2: Another question I hope I can get answered as well. Say I have a box that is 1x1 meters, what dimensions should the texture have (Let's say the texture is copied to all sides)? EDIT: Just fixed the list with proper formatting.
  13. Please remove the HTML tags in your post. It's making it impossible to read.
  14. Rodimus

    Working On A RPG

    Please use a regular font and text size in your post. It would make it easier to read.
  15. Rodimus

    Hiring musicians

    [font=arial, verdana, tahoma, sans-serif][size=2]I see, thank you for the clarification[/font]
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