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Darkhog

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  1. After my current project is done, I am considering an engine switch. I'm currently using Unity and kinda like it, but I really need something else, that's also easy to use.   I am not good at C++ (more of C#/Lua/Java/other managed or scripting langs guy), so UE4 is most likely off the table (Blueprints looks like my earphones when I decide to take them out of my pocket after whole day, i.e. clumped, unmaintainable mess). How any of the following compares to Unity, mostly in terms of import pipeline and ease of use?   - CryEngine. I'm really not sure here... On the other hand it uses C#, but on the other, I've heard bad things about its import pipeline and also that their C# api is both undocumented for the most part and terrible. Also it seems to be locked to one or two genres (FPS or walking sim, which is actually FPS without guns).   - JMonkeyEngine. It's Java-based and I've actually learned Java long before I've started using Unity. I've used it in the past, but the community was really caustic. It also had no editor last time I've used it.   - UE4 with free version of SkookumScript. Not sure how powerful free tier of it is, but since my main problem with UE4 is that it either you have to use C++ or Blueprints, with no middle ground, it could work.   I don't have time nor will to evaluate all of them (since proper evaluation can take months). Can someone help me there? Should I go into one of these or do you know of any other easy engines that I could use and which are powerful enough?   Also, before you propose, I know of Banshee3D which essentially aims to be open-source Unity, however at this stage it's not good enough (it may be though by the time I finish my game) and I simply don't consider it a viable alternative at this point.
  2. I'm not looking for your compassion. I'm not looking for your pity. I'm just sheding a little light on what Unity had been doing lately with their community sites, because this is sick (and not in a good way). Some necessary backstory: Several days ago, on July 5th the new forum (if you can really call this mess a "forum") had been rolled out. To applause of no one. I must say that at first, I even liked new layout, then I've learned that they've changed their forum software to "baby first php forum engine" which didn't have even basic functionalities that were in previous, Xenforo based one. Obviously, I've became very outspoken about the change, as did other people because now forum has become an awful mess that is non-functional and unreadable without applying hacked CSS via extensions like Stylish or Stylebot. Blergh. But of course, unity didn't want to rollback the changes, protecting that clueless moron who came up with that "great" idea for some unknown reason. For comparison reasons, here's the old forums: http://forum-old.unity3d.com/ Quite readable, isn't it? And here's new "forum": https://community.unity.com/ The index page of both look kinda similar, but I'll let you browse them (just go into any thread) to see the differences. Of course because of the fact that I wasn't pleased with the changes and refused to leave, like some other prominent users, including moderators, did, they've decided to silence me by banning me for (almost) six months. Ever heard of Streissand Effect, Unity? I will publish this story everywhere I can. You won't escape the s-storm that follows.
  3. Of course, but can we get back to the topic?   IMO C/C++ is like cleaning your apartment after large party. Pascal is like party itself - you can get things done quickly while enjoying yourself without shooting yourself in the foot.   Also great quote from David Keppel:  
  4. Yes, they're more straightforward.
  5. Replace publisher with Kickstarter or IndieGoGo and you should be fine. That is, if you'll have compelling story behind you and not being another WoW clone.   I think many people would jump at promise of F2P done right alone.   What is F2P done right, you ask? Well, in my opinion there are several things that makes it: Only vanity items in cash shop/ability to get gameplay-altering items in game Game should have only vanity items in cash shop, such as outfits, different weapons "skins", etc. Not even mounts as they make you move faster around the world and as such qualifies for gameplay altering device If you want to put gameplay altering items such as weapons or mounts, make sure they are available by some very hard quest (so most people would pay for it, but those who can't or don't want to could in theory get those. Such quest should be Nintendo Hard though) in game's world. No "premium" accounts that gives you access to areas that free players can't. This is very bad. Ability to win "premium" currency (that can be bought by $$$ or €€€), but in highly unlikely event, like there would be 1/1000000 chance that monster you killed would drop premium money instead of standard one. This way players could still win it if they desire so, but it would be so unlikely, that they'd be more likely to pay for it. No lazy "Bring me (number) (resource)" or "kill (number) monsters" quests. Think more how you would put quest in single player game - those should be engaging and preferably custom-built. Note, there is nothing wrong with those lazy quests, but only for tutorial. That's just my 2 cents on the subject.   Anyway, picking MMO for your first project is just bad idea, start with something smaller, like platformer.
  6. Unfortunately not everyone uses Visual Studio (especially if they want to make game/software that is actually portable). Also in most cases people seem to want to reinvent the wheel, like here: http://thedailywtf.com/Articles/A-First-Date.aspx.   Anyway from C-Like languages I particularly like Java and C#. First because of its clean, object-oriented syntax (though getters/setters gets to me and I don't use them in my own classes) and latter maybe because it was designed by guy who worked on Delphi (though I felt in love with C# thanks to Unity and learned about that same guy who worked on Delphi worked on C# also just recently). I kinda like Ruby too, but since it is only used in RPG Maker series and I rarely use RPG Maker, I don't have any occasions to practice it.
  7. Well, it was on YT. Also it was filmed using shaky camera - one guy played other handled camera, so not much was visible, but it seemed fun.   I'd certainly appreciate PC version. Could you make it?
  8. Dunno about other coders, Olof, but I use 0-indexed arrays.   And @jbadams, maybe you're right. My first program I ever written )in Turbo Pascal) was when I was 9 years old and it was simple program asking for name and then printing Hi, (name). And now I'm 23 years old, so you're probably right.
  9. You are right, I've watched video uploaded by third party and in description it pointed to your google play page. So it was you game. Unfortunately I don't have link.
  10.   You will enjoy Golang.   Object Pascal is the first language I learned. Say what you will, even if it may not have been the most trendy language ever conceived (though it is actually still quite popular in Europe and Russia) the reason I really like it is that it just works. Things are straightforward, there is no 1300-page standard to endlessly debate on, and heavy development has been put in creating the two main visual component libraries which now power basically all of its GUI applications (the VCL and the FCL, Delphi & Free Pascal respectively). The GUI builder integrated in the two main IDE's is wonderful and is perfect for utility/business applications (though not everyone will like it nor need it). It's fun and enjoyable to develop in this language. Programming is fun again!   Also, cross-compiling is very good (for FPC - it is nonexistent for Delphi, obviously), inline assembly support is generally flawless (and much more elegantly integrated than how C++ does it, or at least gcc/g++) and despite people claiming otherwise, it still performs quite well in terms of performance. And, yes, cross-compiling applies to the visual library too, so you won't need to mess around with half-baked cross-platform themed GUI libraries - it's already there.   Finally, the Pascal spirit of "doing things at as high a level as possible, but seamlessly dropping to a lower level when required, all the way down to inline assembly if necessary" has always appealed to me and you will find few languages which are capable of blending those different programming levels as elegantly and idiomatically (though this is arguably subjective).   Now I'm not crapping all over C++ here. Every language has its pros and cons. And while Pascal has never gained the traction and popularity of C++, Java, or even Python, just because it's a relatively obscure language today and has a syntax that (gasp) doesn't consist of curly braces and asterisks doesn't mean it cannot be used effectively.   So, no, you can't write embedded software in Pascal or some other stuff, but what it can do, it does it very well. The only thing missing is.. well.. support. Borland dropping Delphi was basically the nail in the coffin, it's pretty obvious the language is slowly going the way of the dodo but while it's there we can still use it.   To be frank I find the whole attitude towards Pascal rather close-minded.   So true. Also there are in fact THREE component libraries for Pascal. VCL, which is Delphi-specific, FCL which is Freepascal's one and LCL which stands for Lazarus Component Library and is for Lazarus IDE (Delphi clone - if you used Delphi 7 or earlier, you'll feel right at home). True, VCL and LCL share many things in common, but some VCL components cannot be ported to LCL without rewriting whole thing and vice versa. So please don't confuse them.   Another thing... Yes, you can write embedded software in Pascal. FPC (Free Pascal compiler) has ARM target and it is possible to write software for GBA or NDS (!) using it. And what is GBA or NDS if not specific kind of embedded device designed to play games? Also since it support ARM as target, you could, in theory, write software for any ARM device.   There are also Pascal compilers that translate pascal into JS and thus make possible to develop HTML5 apps using it. One such compiler is Smart Mobile Studio. There is Oxygene for Java, which can take Pascal code and transform it into JVM byte code (Lazarus can even use it by selecting jvm compiler target, though from I've gathered this feature is still experimental).   Another thing:       :=   That. And if begin end else begin end blocks. Which are madness. Then the "var" thing after procedures/functions, which is also madness. : before the type? Madness.   I also agree that -> operator is madness in C++ though. Now, take those two codes to some friend who isn't programmer. First show it this: for (i=0;i<15;i++) { Car[i]->Ignite }   then this: for i:=0 to 14 do begin   Car[i].Ignite end;   and tell them to decipher where code actually begins and what it really does (ask also him how many cars it would actually ignite). He won't have any problems with Pascal one, but c++ one... Well, if he deciphers it he lied to you when he said he isn't programmer. That's the power of pascal - ANYONE can program with it and code still will be readable unless you read code from obfuscation contest or made by first-time programmer (and even in last case, you'll find out you can decipher it after few minutes).
  11.   :=   ==, -> If you don't have any substantial things to say, don't post.
  12. Interesting game. Saw video of it (can't get it as I don't have Android - or iOS for that matter - device) and I like it. I'd also appreciate PC/web version of it.
  13. Now, where is up arrow when you need it?
  14. Don't get me wrong - C/C++ is great and has many uses, but using it can be sometimes a chore.   Why? Because of pointer hell. In C/C++ pointers are used literally everywhere, even where passing by value would be enough. Like here: int WINAPI MessageBox( _In_opt_ HWND hWnd, _In_opt_ LPCTSTR lpText, _In_opt_ LPCTSTR lpCaption, _In_ UINT uType ); That's right. This is WinAPI's message box function. LPCTSTR in case you don't have WinAPI experience, is pointer to string. WTF? This function doesn't even NEED pointer to where string is stored as it doesn't change it. It only show standard Windows message box.   Such quirks aren't even specific to WinAPI (which, admittedly, is poorly written). Most of C/C++ APIs I had even "pleasure" to work with are littered with things like that. Like Qt: void QMessageBox::about(QWidget * parent, const QString & title, const QString & text) Same sin as in case of WinAPI.   But we want to make games, don't we? Let look into some game API, say, SDL:   (from http://www.libsdl.org/docs/html/sdlloadbmp.html) Why it even returns pointer, when returning value (SDL surface) would be enough?   Such approach results in things like memory leaks and other sort of "fun" stuff. Pointers should be only used when you need write access to variable you are passing and can't afford working on a copy (passing by value).   Finding joy Above thing which I've dubbed "Pointer Hell" was thing that made me chose Pascal (Object Pascal specifically) as language of choice when developing games. In Pascal you only use pointers when you actually need them. Which is almost never as most things you can do without touching them.   Unless, of course, you are interfacing with some c/c++ library, like I'm doing with Allegro.   Pascal also provide syntax that any human (or non- human ;)) being who happen to know English can read and in many cases comments aren't even needed to understand what code does. Unless you reading code from some obfuscation contest or written by first-time programmer.   Also when coding in Pascal you can really enjoy this. You don't have to worry about memory leaks and for the most part logic bugs are easy to fix. [url=http://www.pascalgamedevelopment.com/forum.php]There is also helpful community related to game making[/url] ready to help when you happen to have some issues. It's mostly because of them I could progress so far when writing Super Heli Land.   Notable games and software written with Pascal:   - Original Jazz Jackrabbit (Turbo Pascal 7.0) - RPG Maker 2003 (Delphi, not sure about version) - Resource Hacker - BlockCAD (Delphi) - Hedgewars, the Worms clone - freepascal (engine, rendering) plus some c++ bits mainly because there was no good Qt bindings for Pascal when project was started. - [url=http://www.pascalgamedevelopment.com/showthread.php?13968-Projekt-Weltherrscher-quot-Phase-2-quot]This[/url].
  15. I know what I've said, but decided to push updates here slightly more frequently. Still, won't be immediate like on PGD, but would push updates every two days or so.   Things I've done since announcement: - Put base class for state machine - Started working on main menu code   When I'm done with coding, I'll be finally able to post actual screenshot of main menu.