Advertisement Jump to content
  • Advertisement


  • Content Count

  • Joined

  • Last visited

Community Reputation

3035 Excellent

About ByteTroll

  • Rank

Personal Information

  • Role
  • Interests

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. ByteTroll

    Would you enjoy this game?

    Oh yeah, I'd play it. I get a kick out of games that take a stab at these kinds of subjects. Postal was a hell of a series.
  2. ByteTroll

    Any gun enthusiasts here?

    Not necessarily. For example, take .22. The difference between .22 and .22 hollow point is the actual bullet -- not the powder load of the bullet. The one exception to this is magnum rounds. A .22 magnum round has a bigger powder load, but still is no where close to something like a .50 cal. A .22 will go a few hundred feet give or take a thousand depending on conditions. A .50 will go for miles.
  3. ByteTroll

    Any gun enthusiasts here?

    That is about as diverse as that spectrum is going to get for the reasons provided by Swift. My advice for you is to add types. For example, .22 is light and does little damage. .22 hollow point is still light, but does far more impact damage that standard .22.
  4. ByteTroll

    Any gun enthusiasts here?

    Swift is correct -- ammo doesn't really fall "into" categories. However, with that being said, if I had to categorize ammo, I would estimate .22 is light, 9mm is medium and .50 is heavy.
  5. ByteTroll

    Favourite cocktails?

    Guinness pub cans. Only way to go!
  6. ByteTroll

    Nobody Wants A Cybergod?

    Mike, we need to have a talk about where my weapon attachments went in Battlefield 1 I was not going to seriously reply to this thread, but having followed it and witnessed the malice against Hodgman (who most certainty knows what he is talking about), as well as gained a ridiculous amount of notifications, I've decided to give my two cents. First of, you need to stop boasting about yourself -- especially since you DO NOT have the skills or experience to back up your claims. You claim that you are a 'Devry graduate.' As someone else noted before, that means absolutely nothing. As a tech lead who hires people on a daily basis, I most certainly would not hire you for any position. Your attitude sucks, your communication skills are poor, and you have absolutely no work (or work ethic) to show. There is no way in hell I would ever let you around a client or potential publisher. Moreover, I've been following your work since the "Pirate Dawn" days. No one wants to read 500 pages worth of nonsense. I coauthored a programming language (Ny; coauthored by Migi0027 -- another GameDev member) and we were not only able to present a working demo (of both the runtime and the compiler), but were able to author the outlining specification in 27 pages of spell checked, coherent work. 500 pages means nothing if there is no content backing it and you have to guess if document was written in the English language. I will end my rant here as Hodgman has already hit the nail on the head. The only advice I can give you is to shape up or get out. And as a side note, I would stop blaming the "industry," and I would especially stop pissing upon GameDev members. You would be surprised by not only what we know and what we have done, but where we work. Not everyone here is a "hobbyist." ** Drops Mic **
  7. ByteTroll

    Nobody Wants A Cybergod?

    Oh! So you invented 'delta time!'
  8. ByteTroll

    Nobody Wants A Cybergod?

    If you have a functioning simulation of "God," answer me this: what is the meaning of life? EDIT: I'd also like to know why my C++ compiler spits out the most cryptic messages for the simplest of things?
  9. Coding is coding, no matter what your coding (TM). While certain (theoretical) concepts and practices might change between programming a game and an app (a game is really just an app), the language is not going to change. You learn to read and understand the source code by learning the language and reading/writing lots of code. Besides, you'd be surprised at what information can be carried over and applied to other areas. Just because a technique or practice falls under 'app programming,' does not mean that it can't be turned around and used in 'game programming.' Take it one step at a time. Read and write lots of code. Learn the language. You'll be fine!
  10. Try taking a different approach. Find beginner LUA resources (which you should have no problem finding), learn the language, and then go back and read/learn the "Love2D" API through the documentation. Here are some links to get you started: Good luck.
  11. ByteTroll

    What are you working on?

      Killing Floor 2, aye?  Your personal project is looking pretty dope.
  12. ByteTroll

    Is this idea too offensive ?

    Google "Postal" and "Grand Theft Auto..."  There's your answer!
  13. ByteTroll

    breakout shooter

    I'd love to play it!
  14. ByteTroll

    The Truth: Literally Exposed

    New head crab... Half Life 3 confirmed!
  15. ByteTroll

    WoA 2016 | Team Bytetroll | Postmortem

    I've been super busy trying to wrap up other summer projects before school starts, but once things have settled down and I have a second to breathe, I will write an appropriate article.  Had I known the interest was there, I would have done it a long time ago!   Navy, I've been long aware of Java and its memory limitations, however, up until this point -- that is, up until the point where I had to develop a game using native marshaled code, memory limitations were never an issue.     I was aware going into this project that I would have to be careful.  I had done a lot of prior research on LibGDX and thought I had planned accordingly.  However, despite all the preparation, I still encountered issues.   I had initially detected leaking memory on day two, but it wasn't until day three (when I actually ran the project under my memory profiler) that I realized how severe the memory leaking was.  I found that I was leaking an upwards of 1GB of memory every 45 seconds.     After many attempts to patch the leaks in code, I realized that I had to resort to my "last resort" plan to A) ensure that I could stay in the competition, and B) ensure that I didn't get a low score at judging time.  My development tower has 32GB's of 1866 MHZ RAM, so I could survive the leaking memory, but I knew that most judges weren't going to have those hardware resources available at testing time.
  • Advertisement

Important Information

By using, you agree to our community Guidelines, Terms of Use, and Privacy Policy. is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!