Ronnie Mado Solbakken

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About Ronnie Mado Solbakken

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  1. collision

    In general, just think of the ball as a separate behaviour and then determine the state of the various bricks relative to the position of the ball. Then it won't matter whether you have the ball bounce back, continue through, teleport elsewhere, or whatever. Because the ball holds the parent behaviour that dictates the brick's. To relocate a brick you just stop rendering the brick in location A and start rendering it in location B. If you want it to animate, just add that animation(s) as an intermission between the de-render and render events. I'm no expert though, so I'm probably wrong.
  2. How Do Small Free Steam Games Make Revenue?

    What's the name of the game? There's donations and/or micro-transactions, and then there's (potentially) indirect things like content creation and such (which I've never seen anyone benefit from, but nothing's impossible). This wouldn't earn you money from sales per se, but could perhaps boost player and viewer base synergetically, so that you get more people to follow your channels, social medias, etc. Which in turn supports your attempts at future projects. And then you could have things like product placement within the game or ads if the game is associated with some website or w/e. But realistically, I presume donations and MT are the most likely sources of income, if any.
  3. How do I go about starting my idea?

    I noticed that your "btnMINE Click" variable did not have an underscore, as opposed to your "btnSELL_Click". Thought I'd just mention it.
  4. Building a Mad Croud funding Game , who Will Be Top Dog At The End Of The Day

    Ok, let me see if I understood this: You're an AI programmer, but you had a general thought of what it would be like if we did a competition between some nominated games and then "crowd funded" them like crazy to see which of them ended up with the most funds? And then, possibly, donating some of that money (e.g. the money of the losing games) to charity? That definitely sounds interesting, but I'll have to think more about it before I agree or disagree. Cause my brain just exploded right now.    I also vaguely recall someone bringing this up in the past, but not sure if it was Gamedev.net or otherwise.
  5. @ shadowisadog: Wasn't there an article or something on Gamedev that gave a specific list of games to try to program, like the ones you mentioned? I believe I saw one, not too long ago.     Definitely true, I think. My first game is a 2D game like Zelda3 and it's hard to learn everything. I don't mind, but others might because there's a LOT to cover in a ton of different areas. I've actually taken a "small" break and working on my website atm.
  6. # games released as of yet?

      Good point, I guess. I think this is one of those things where it's impossible to even ask one question and expect any conclusive answer, because that answer will only reveal a piece of the puzzle. But for now, I just want to know what titles of games have sold for which platforms. In some cases, I know that's impossible to know. I'm just trying to figure out what makes it impossible to know these things, as well as get whatever information that is possible to know about.   As for why I want to know these things, it's mostly something that I think could help me design better games. Knowing which games have released, won't itself help me much. But whatever I can subsequently produce out of that information, could potentially be helpful. Like comparing two games of the same genre and setting, one that succeeded and the other bombing terribly - and why those things happened.       I'm asking according to a line of thought, really. I might publish it as various hypotheses at best, and I've never considered making money on this. I'm likely just gonna make it publicly available on my upcoming website. As of now, I've been just writing down a game list that I thought I'd extend upon as far as possible. Mostly games that I've played myself (roughly estimated to around 600 total), but then I got this Gumpish idea of "I'm already doing this, so might as well do that...". So, I'm gonna see where that takes me.   I also appreciate that you point out the issue with clarity. I'll think about that, because I don't want to ask redundant questions. But I feel like I've gotten some good answers already, and google, wikipedia and yahoo are definitely my friends here.    (I'm also looking into how to get better at datamining.)   Edit: Fixed the OP somewhat.
  7. Using global variables - really so bad?

    I might've misunderstood the effective level of privacy that getters and setters can provide. Nvm I guess, just a thought I had after reading Servant's reply. 
  8. Why Kickstarters Fail and How to Avoid It

  9. Why Kickstarters Fail and How to Avoid It

    As a sidenote, I wonder if some of the potentially unsuccessful Kickstarters have succeeded after all, simply because the developers pushed in resources themselves at the last moment (if it didn't quite reach the goal).   So I'm thinking that this is probably one way to get a successful Kickstarter. Get a certain amount of funds yourself, and then try to see how much you can spare by raising it through Kickstarter. Unless there are some rules against people backing up their own projects.   Also, what about not using the official "Kickstarter" for your game?   Look at several of the indie titles as of yet, such as Minecraft, Cubeworld, 7 Days to Die or similar. These developers don't even bother with Kickstarter, but instead make their Alpha versions available to the audience for a small fee and that will itself fund the development. That's right, an Alpha version!   The good thing about this practice is that the game won't ever fail to reach an agreed upon goal and then get defunded. If anything, it'll only fail to be released as a solid game because the devs didn't know how to allocate the funding properly.   Now, you may not be Notch and get millions off of the Alpha and Beta versions alone, so this method may not always be the best (or even possible). Plus you need to have your own website up and running, and perhaps some legal counsil to boot (which ain't cheap). But at least it's worth mentioning that the official Kickstarter isn't the only way to kickstart your project.
  10. # games released as of yet?

    Thanks for the answers, I guess I'll first look into gated games and then make some rough estimates about the other ones. As mentioned, I don't need to know about every single title and I can leave the first generation or two as a sidenote, since the industry hadn't really taken off yet at that time. Those magazines would also be a thing happening on the side, even if they helped spawn a new generation of programmers.   But we'll see.       Well, I'm thinking of maybe make various graphs, such as the following ones:   1. How much the industry has increased in titles sold (and maybe compare that with copies sold of each title, at least for the most popular games). 2. How much money is spent making each game. 3. How much each genre has evolved and which year each genre was introduced on the market (and what genres there are). 4. The evolution of platforms and introduction of new ones. 5. Are there any genres that I've completely missed playing, myself, and which? 6. Which years the industry has gone better or worse, and how that correlates to other global events - e.g. the financial crisis.   I'm aware that I shouldn't expect too impressive results. But if nothing else, then at least I've learned to what extent it's an impossible task. I'll just start with the AAA platforms and work my way into tigerland.       By first writing down the title of each game and its platform(s) and then write the appropriate graph based on it. And I already know Klingon. (No, just kidding ) I might write Spreadsheets for each platform where most or all titles are known, for instance. Also, depending on the statistic, some of those concerns aren't as relevant.
  11. # games released as of yet?

    Hey guys. I have no idea which forum is best suited for this question, so I'll ask here.   Does any of you know, or know where to look for information about, how many game titles have been released since the industry's day 1 of 1st Generation? Or whatever other benchmark is realistic to start from? I got a feeling I need to get this info the hard way, and it might even be impossible to get an exact number. But fingers crossed, and I only need to get an estimate (albeit as accurate as possible).   I'd like to figure this out, because I think the knowledge could help me design better games or similar, but I'll have to figure that out once I've seen how far I can get into the rabbit's hole. It's just a personal project of mine, although I might share the information online later, as a hypothesis (or several), or just pure data.   Thanks in advance.
  12. Unit Testing ftw?

    In addition, some of the most iconic features found in games are made from unintended bugs. Would be a shame if an automated system just fixed the bug that later became the Creeper in Minecraft, without considering its potential use in that game.
  13. How do you 'learn' a programming language?

    I thought it was just a matter of memory allocation and that, the longer the recursion travels, the more memory it requires because the computer needs to store all that information simultaneously and then calculate it all once the recursion has reached the end. But I get the feeling that this isn't what you're wondering about.   Suddenly you made me curious about recursion again 
  14. "built-in loop" question

      That depends entirely on what piece of code you're actually writing for what task, does it not? Maybe not for certain complicated processes. But there already are (to some extent) "the right way" in the syntax to write lower-level code segments because if you don't, then the program returns exceptions. Not all of the syntax, but much of it. Note: I know you weren't referring to this in your reply, but please read on below.   In other words, there's the "economy of programming" (which itself implies that some ways to code are sub-par to other ways, for a given result).   For instance, suppose you want to sort something. Well, depending on what you want to sort, there could be better and worse sorting methods for that one task (if not always, then at least depending on what you're actually intending to sort). Likewise, creating unecessary code that is demonstrated to be redundant for a given process to be successful (i.e. making a class for each sprite instead of just adding parameters in a sprite class) could possibly be considered a "worse way". And several of you veterans here on Gamedev.net have yourselves referred to this as "sloppy coding".   So clearly, there are "right ways" to write code. Just look at how Silverfall was made, and then compare than game with God of War. Just looking at "games" like Dear Esther or similar, and you can immediately deduct what's wrong about it. Horribly wrong. Maybe that deduction isn't globally accepted, because some people like to write code or design software their own way. But personally, I would rather learn to know the computer(s) and then write my code the computer's way - alternately design a game the gamer's way (referring to specific playstyles that correspond to given features, and not individual people in this case). In other words, the way (or one of them) that the computer is able to handle best, or the gamer finds the most interesting. If I wanted to do things my way, I would simply do it and not become a programmer in the first place.   I was wondering if it's possible to make a system (any system, not necessarily a software) that helps you, as a programmer, differentiate between these. It obviously presupposes that you have some intrinsic inclination to learn with a sceptical mindset, and not just nitpicking things out of context, for the sake of having something to argue about (because if you do, then you'll be able to naturally adjust yourself to your actual experiences along the road, instead of getting hung up by individual teachers). Even when talking about bigger processes, I know that there are quite often "better" and "worse" of writing a given code structure for a given task or process. Not because I say so, but because the computer itself expresses it through rendering, memory allocation or whatever. And of course, different computers express different things, but let's talk about first things first.   It's still "possible" to do things in many different ways, but I'm talking about what is "best" for that given job (whatever "that" is).       Yes, but that's because they constantly find better ways to do things, or else there wouldn't be a revision needed because everyone just has a personal opinion and no opinion is better (unless, of course, they're shuffling between what's the most popular approach and calling that "better"). Also, have in mind that I'm not just talking about coding. But either way, whenever I say "better way", I would exclusively be referring to the present moment for the present task. Because that's all that should matter for anyone who ever tries to solve an actual problem (which programming is all about, primarily). But I can definitely agree that some ways might as well be decided through a coin toss, too.       Yup, that was the idea, although I did notice that I wrote "tutorial" specifically. I guess I didn't realize how much difference 1 word makes on these forums.   Edit: Fixed the OP, thanks.
  15. How do you 'learn' a programming language?

      And be sure to indeed do that research, because there's little that is more frustrating than trying to "learn by doing" when you don't actually know what you're supposed to be doing.