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martiniwanowski

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About martiniwanowski

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  1.   1. Yes, I do want to make a hybrid. Part Turn based hero combat, part RPG.   2. While I agree, I wish not to make a full fledged RPG world, because I'm an one man army, and would love it if there's a different way I could go about solving my desires for the game.
  2. Hi,   Let me introduce myself. I am usually not the talker, but ever since I can remember gamedev.net existing, I've been an on-and-off visitor. Maybe since 2004-ish? I'm 28, a web developer by trade, but a game developer by heart. For the longest time, I've been eager to find the time to create my own game - and here I am, leaping boldly.   So I'm staying true to some familiar ground here - I'm going to create a game for the web, using web technology. Maybe it's not the most exciting technology choice, but for me who live and breath "interweb technology" it's a safer starting point.   So tech aside and to my issue at hand.   I'm creating a ... urmf, MOBA type-style game, though far more simplistic. I'm imagining Heroes of Might and Magic battles. One field, two players, both with their own composition of heroes (or "toons"). A maximum of 4, and a minimum of 1. Each hero has its own abilities/gear. The player picks a fight which by either victory, or defeat. Turn based actions are controlled by the player. End.   In short I'd say its a "League of Legends/DOTA vs Heroes of Might and Magic" gone browser based.   Using WebGL my goal is to get the battles visually represented in 3D (similar to what you saw in Heroes of Might and Magic).    Though the battles aside, I want RPG elements added to a players progression. Without using 3d rendering, I want a player to somehow be able to "collect" materials (or mats), craft items and use them in a battle. Maybe in time add more heroes which a player can (pokemon-style) collect. But how would I concept this? How would I implement an "exploring/finding concept" for a browser based game?   In other words, if you were developing Diablo 2, but are not able to utilise graphics, how would you do it?   Obviously, limiting myself by technology and more importantly, scope, and if you're kind enough to give me some feedback I hope you keep these limitations in mind.   I hope I made myself understood and that my post wasn't reflecting poorly on my intentions!   Yours, iwantoski
  3. (I think this is my first post here, so I guess a greet is in order: Ohai, thanks for having me!) Mornin', My goal is to create something close to what BrowserQuest is, but in Java using LWJGL (of which I am a newbie of both). So far it pretty much works as intended. I'm using ARB_Texture_Rectangle to load sprite sheets, I'm reading my PNG files correctly and am able to specify which tile I want to use, and render it. Got animations working based on time delta for each update and so on. Again, works as expected. I am doing a few more sprites per frame visible compared to BrowserQuest (honest guess). I'm working a 960x512 display, with 16x16 tiles. This sums to 1920 tiles to render my "map". This is excluding multiple layers, players and objects (such as swords, npcs etc). Currently, how I've done it is that I'm reading an xml file (or tmx) generated by the Tiled app. Each tile is specifically specified, and unless it's 0 I draw a sprite. I am worried about the fact that I need to render at the very least 1920 tiles just to render a frame. I'm currently capping my frame rate at 60 using the Display.sync(60). I don't experience lag, flicker or anything alike as of today - however I am worried about the fact that I might be going about this the wrong way? As of now I'm clearing the whole screen which maybe that isn't necessary. Is there a way to clear a specific part of the screen? I'm clearing the full screen using glClear() passing color and depth buffer enums. Should I be looking at some type of render caching? I've yet to dip a toe into what VBOs actually are - though I feel I'm in pretty deep as it is and I shouldn't be digging deeper unless there's a good reason for it. Any tip or useful resources is greatly appreciated as I am indeed a terrible newb who came from a PHP web world not to many weeks ago. Yours, Me
  4. I haven't really been reading the whole thread, but just to add my input for an engine to look at would be the hero engine (www.heroengine.com). I might be very off but I think they actually have a "free for non-commercial use" program. Called the Hero Cloud or whatever. Edit; Well done on your demo reel.
  5. I'll give you my two cents. I was really struggling with math in school foremost because I never understood the real life application beyond addition, subtraction, division and multiplication. I payed no attention and had trouble understanding what was going on, and why. When I started game development (which wasn't long ago) I had to take on linear algebra and dot product (I'm not english speaking so my math terms might be inaccurate) in order to make my bots move on a plane. Because of that, the math logic itself made sense to me and I actually learned it by myself. I'm not saying I'm good at math now obviously, but at least there's progress. What I'm trying to say is that if you're considering game development as a hobby, don't be afraid of the math. Unless this is a phase I see no reason why you couldn't do it. There's opinions with regards to the requirements of math skills, but as far as I know there will be math involved no question about it. Just accept it. There's different degrees of depth of course. Take it from me, who never liked math. You'll hate it for not working and you'll probably hate it even more as you delve into tougher subjects. Though once you get it, and you create something that works - the satisfaction is immense. Then again the same is also true for any programming language out there. Your eyes will bleed from documentations and books.
  6. Hi, [b]Quick intro[/b] I'm currently learning Python + Django, moving from previous experiences with PHP + Zend Framework and CodeIgniter. I have rather long experience with JavaScript and CSS, but I am by no means a software engineer, rather a hobbyist with no professional education under my belt. I'm working on a browser based game, a'la MOBA fashion. Utilizing a homemade - albeit simple - JavaScript+CSS "replay" game engine where I basically move images and display event text according to a complete text file. The text file is a "match protocol" which is in fully generated behind the scenes and then downloaded. There's no real-time streaming or such involved, and no networking. The events such as move, attack and so forth are based on time. [b]The problem[/b] The behind-the-scene match generation is what I'm looking at now. Basically I want to simulate the battle rather than calculate a randomized-ish outcome. This way I can add (very) basic AI and treat the heroes as bots, in the future. But how can I make my hero move from point A to B, and be sure I can start working on a new decision when it has arrived at a specific timestamp - when I know the main loop will take a different amount of time each loop. I can foresee this having major implications as the engine grows more complicated. I was thinking I should divide each second into, ticks (I've read somewhere about this previously but I can be confusing this with some other technique), which I can then use to loop my game no matter how long each tick takes in time. Am I on the right track here or is there some other known technique I should be familiarized with? I'm just having issues getting started. Once I have that I can start iterating my engine as need, but this is to me somewhat mind twisting and I can't make out how I'd go about designing this. I appreciate any feedback regarding this issue. Resources, one-liner feedback and alike are all welcome. Thanks. Sincerely, miwnwski