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About DejaimeNeto

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  1. Hey, thanks a lot for the feedback! The trailer is indeed slow paced, and I am working on a gameplay trailer that should make things clearer...
  2.   Hey, I updated it with a link to the trailer!
  3. Hey everyone, It took us way longer than we'd like it to, but here it is! DeepHive Corporation - Greenlight For those of you who didn't catch my last post, the game is[quote] a story driven sci-fi game, inspired by Beneath a Steel Sky, The Dig and games like I Have No Mouth, and I Must Scream. It is basically a multiple endings visual novel, telling the story of three children born and raised without any human contact, who have to make difficult decisions in order to save (or doom) tens of thousands of lives after a comet is detected in collision route.[/quote] Any votes and shares are very welcome! Thank you! I intend on updating it in the next couple of weeks.
  4. Will do! Good luck with your game, it is looking great!
  5. Hi guys, For those of you who do not know me (i reckon something around the 99.9% of you), I am a professional game developer that was fairly active here around three years ago. Back then, I found a new Job in the game industry, and I have been mostly working on educational games for the last years. Today, I went back to College (graduating in the next year), and I am still in that job I got in 2014. Still, last year I had the opportunity to revive an old shelved personal project of mine, a story driven sci-fi game, inspired by Beneath a Steel Sky, The Dig and games like I Have No Mouth, and I Must Scream. It is basically a multiple endings visual novel, telling the story of three children born and raised without any human contact, who have to make difficult decisions in order to save (or doom) tens of thousands of lives after a comet is detected in collision route. I am developing this in my little spare time, not much, between full time job and college. Still, the news about Greenlight being taken down are forcing me to rush things a bit. We hope to pass the game through Greenlight before it is taken down, and that will be a big challenge, about which I may end up writing an article here later. I'll try to keep you guys informed, as me and my beautiful partner work our essays off to bring this game to life. Will drop some concept art and one or other gifs to keep you posted! This is also some sort of incentive for me to try and work on the game for every minute I can squeeze out of my days, and this is basically why I came to GD, as it is a great place for feedback and motivation. This project was a secret until I made this post. Wish us luck! This is our Greenlight description, any feedback is appreciated.[quote] Following a catastrophic space collision, three children are born into the light of an unknown solar system, and have thousands of lives on their hands. DeepHive Corp is a Sci-Fi Visual Novel, that tells the story of three children, with three different views of their world, where they were raised from babies by an advanced AI system, isolated from other humans. With hard choices take, and sacrifices to make, the children are the only hope for the tens of thousands of people, who find their minds trapped in a mind-machine interface. This project is being developed by a team of two, and is inspired by games like Beneath a Steel Sky, The Dig and I Have No Mouth, and I Must Scream. With it, we hope to bring our players that feeling of playing through those games for the first time. We plan on releasing all the source code, under the license available at http://deephivecorp.com/curiouslicense, for anyone who owns the game and wants to read the code, play around, break the game and learn from it.[/quote]
  6. You can create a desktop game using LibGDX, as well as you can use Godot, Cocos2D-X and many many others that are not exclusivelly mobile.
  7. Nothing prevents you from creating a window with SDL and capturing the input events inside it, while you use Qt for the second window. But you probably want to render inside the window, in a frame of some sort, so you'll probably have work around this.   The first possibility that pops in my mind is to use Qt's OpenGL API, to get the rendering target and such, and return whatever you need to SDL2 so it can render in a QtWidget.   What you could do as weel is trying and turning an SDL_Surface into a QtImage, and only use SDL to render to that surface. I don't really know how to do that, but it may be more googleable.
  8. For children I always recommend microsoft's Kodu Game Lab. It was made for that specifically, to allow kids to create simple games and have fun doing it.   http://www.kodugamelab.com/about/
  9. That's a nice selection indeed, I really liked cocos2d-x. I can't see myself using nor Unity nor UDK (or UE4 for that matter) due to the fact I wouldn't want to pay for their licenses now. When I finish something and go through the process of a formal release (and some money start flowing) I'd probably pick one of them though.   I don't use libgdx as java isn't a language I like; I never use it except for Android development. If I decide not to use cocos2d-x I'd go straight to MOAI or the Haxe and HaxeFlixel duo and skip libgdx altogether.   The libraries I am actively using today are MOAI and ClanLib. MOAI for the more serious development (as in the stuff I plan on finishing) while ClanLib on my experimental project that I am just starting.   As for multimedia tools, I can't say much as I don't use them. When I need test media I use open source applications as they have a much better cost-benefit for me. If I ever get to the point where productivity is an issue I'd certainly grab an adobe creative solution or some other commercial software.
  10. The problem with starting with the generator is that you won't really know what you need until you're coding the game itself. You'll need a good guess to avoid having to redo a big part of the generator once you start to see any possible problems in it when coding the game.   The opposite approach also have a downside, as you'll need to create one or two maps by hand, what isn't that much of a problem, but your game will have just these test cases and you can then have some nasty bugs that for a random reason don't appear on your hand-made maps.   Another possible approach is to code the generator and the game "simultaneously". Whenever you add a given feature to the game that affects your levels you add support for it to your generator. This is a safer approach, but it will probably take some rework now and then; you'll do a little rework to guarantee you won't do a lot of it. Now, if by generator you mean editor you'll need to create new maps whenever you make significant changes to your level system. If you really mean generator (as in a procedural generator) this wouldn't be a problem at all.
  11. Oxigine is a relatively young engine with no community at all. It is unnatural at least to recommend this framework to a beginner given it has only a handful of examples. Especially after downvoting a post that recommends cocos2d-x that is really good and has tons of learning resources, including several published books.
  12. I wouldn't recommend moai, because it is a tad too complex for beginners, it is designed to be used by more experienced devs.   +1 for cocos2d.   SFML is a multimedia library that "handles" media, system specifics and input. This includes rendering, audio, listening to kb&mouse/gamepads, networking and more.     But that's it, it gives you access to these resources, but it doesn't do any simulation. This means it does no physics, no collision detection...   Box2D is also a library, but it is a simulation one (physics simulation to be precise). This means it cannot render anything it is simulating, it "just does the math". You'd need to interpret its behavior to make it useful. Definitely not meant for beginners. There are many more ways to create physics though, and for a 2D sidescroller Box2D would probably be overkill, unless it is a physics game.
  13. Hello Again! These last few days I've been under the radar, my poor blog probably feels really lonely right now, but there's a good reason. I have sent my CV for a local studio in hopes of getting a full time job as a programmer in game development. For my own surprise, they have actually called me two days after I sent it. Just a week after I sent my CV I was being interviewed; hired in the next day! Actually, I can't even believe it. This is my first week on this new job, and I am really excited! For these first days though, I've been horrible, I must admit. My productivity was really low due to a series of problems while setting up my environment. I am not working in a game right away (I guess they want to test me first), but actually in an Android app, hence I use the Android SDK. They use the Eclipse AndroidSDK bundle, so everything is setted up accordingly. They installed Linux in a machine (as I stated I used Linux to work at home), and for some reason, Eclipse kept on crashing in the Property View (after the hour-long download of the SDK Manager)... Not to mention the first machine I used (in my first day) was then reallocated to someone else, just to start another series of problems with Java 32 bit fighting its 64 bit version, Android SDK and the buggy Eclipse. In the end, I am using Windows 8 and the bundled Android SDK and Eclipse; as it only crashes on Mac and Linux. Long story short, three days after I started all I did was set my environment up (three times) and start working. Done two tasks in the scrum board... I just hope they don't fire me for being incompetent! hahaha It is a hard job. I knew I would struggle in the start, but didn't expect it to be this much. They are all helpful though, I can call anyone to my table and ask questions, they always help me however they can. I just feel kinda bad about calling them over though, and I try to avoid it; I feel like I am getting in their way or taking too much of their time. I hope to get up to speed soon enough. I've only been there for some days, so I guess I'll do better with time. Anyway, most of you would want to know what I have shown them, what called their attention to me, so I'll go over it. Language: [indent=1]Even though I work with Java, they called me for my prior experience with C++. Yes, it looks counter-productive, but they tested my C++ proficiency to work with Java. Actually, they didn't even ask for any prior Java experience, but did ask for it with C++. [indent=1]Does that mean I wouldn't have gotten the job if I was a Java programmer? In this case, yes. Does that means I wouldn't find any job if I was a Java programmer with no C++ experience and portfolio? I think I would find one, it would probably take longer though (longer than a week for that matter). [color=#696969]YMMV[/color]. Portfolio: [indent=1]I listed both code I wrote and my small (and kinda amateurish) programming blog. College: [indent=1]I have no college degree, nor any formal courses in programming or GameDev. There is no possibility of studying programming through regular education (not until college, that is). In other words, what would I say is important? Have experience with one or more languages such as C++, C#, Java... Create yourself a good portfolio with code samples. Create an open source library, an open source game. Complete projects, not "started and abandoned" projects, to fill your portfolio with. I would also tell you to avoid game clones as a portfolio entry. It makes you look more of a hobbyist than you'd like it to. In addition, it is always better to see something simpler, but new and creative, than another clone of a classic game; unless it is a complex game (above the classic mario/zelda complexity). It is even truer if the web is flooded with tutorials to clone it. Well, that is it, I guess I will leave you again for now, as tomorrow I sign in @8am ! Wish me luck everyone, I really need it! haha