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loxagossnake

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About loxagossnake

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  1. Hello there! Your post quickly caught my eye, since I'm currently working alone on learning the ins and outs of Unity, and dream of making my own game one day. That said, I'm extremely enthusiastic about an opportunity to work alongside experienced people. Needless to say, I've been gaming since I was 3 on an Amiga machine, so this quickly became my passion. There came a time when I was bored with simply playing games, and I wanted to channel my creativity to contribute to this wonderful field. I have been programming -on and off, admitedly, due to work obligations- since I was 15, and only since last year did I get to sit down and do some focused work with Unity 3D. I do have some experience with SDL, having made simple games like Tic-Tac-Toe and Rock Paper Scissors, but unfortunately, these files are no longer available to me.    My Skillset Novice to Intermediate experience with programming, particularly C++ and C# Basic art asset creation in Blender 3D and GIMP Basic ability in level design, on paper and in practice Understanding of game architecture concepts Analytical thinking, practiced even when playing games Willingness to fill my extensive knowledge gaps by working harder Eagerness to work with like-minded people who share the same passion Holder of Cambridge Proficiency in English (CPE) degree Advanced knowledge of Mathematics and Physics (Physics undergraduate) BONUS: Daydreaming about games even when walking to the gym I'd be more than glad to be a part of this; I'm actually smiling while writing my response. I hope you guys give me the chance to work with you! Any information that might be missing I'll be happy to provide. My email address is dikokkaliaroglou@gmail.com Peace out!
  2. loxagossnake

    Gsthering a team to develop a game

    Your project seems interesting, and I would like to contribute. Before that though, do you have any solid organizational work (like a GDD) we could take a look at? A lot of people here start all enthusiastic about overarching game ideas but serve only as the 'idea guy' in the end. MY SKILLS: - Programming of basic systems (movement, camera, inventory, game manager, etc.) in Unity 3D (using C#) - Very basic knowledge of C++ - Inanimate object modeling - Storywriting - Team player - Ferocious problem solver   If you are interested, PM me with some material from your game and I'd be glad to join in!
  3. loxagossnake

    DEVELOPERS OF ALL DISCIPLINES

    Hi there! Glad to see someone who's not an idea guy. To be honest, I'd really like to help because I want to gain experience and I want to see a game I contributed in reach the finish line. I'm not extremely experienced, but I'm working on my own game using Unity 3D. All my skills are limited to intermediate, but I learn quick. My skills include mostly programming (in C# and C++), inanimate object modelling, some basic level design, writing and I'm currently experimenting with music creation (I play the guitar in real life). If you'd like, I can send you the first chapter of the story I'm currently working on so you can see some of my work. Programming wise, I've worked with basic movement, cameras, a basic inventory system and game management. I'd really like this chance to help someone as a volunteer. Let me know if you are interested! Cheers!  
  4. I see. Maybe I'm getting to anxious about things I'll never need to know anyway, or the scientific part of my brain starts kicking in wanting to know everything. 
  5. Thank you for your quick reply. My mistake, that was not my question, which courses to take; instead, I wanted to know if the general electrical/computer engineering route was complementary to game dev as a whole. C++ is actually the language I was learning before I started using Unity and C#, and I'm glad for that as the too are extremely compatible with each other.    You did shed some light here, to be honest. I mentioned hardware because I find low-level stuff (for example, graphics drivers) to be closely related to the hardware architecture, and I assumed that knowing how the device was laid out on a physical level is relevant to its software implementation.
  6. loxagossnake

    GTA Project

    I don't want to sound crude, but the way you are asking this question tells me that you aren't very experienced in this area. It's OK, I'm not a professional either. But aside the fact that your question is just too vague, it shows that you don't understand the complexity of such a game. Even if someone is interested in working with you, do you have expertise to offer? Programming? Art? Design experience? Simply having an idea isn't going to get you anywhere; everyone has their own ideas.
  7. Excuse me if the question is too vague or unsuited for this part of the forums. Anyway, I'm a Physics student currently in my last year, and have chosen an electronics and computing tier of specialty (this isn't a Masters, more of a direction of studies so you can get in the appropriate Masters program). I also am a -for now- hobbyist game developer, working on an adventure game with the Unity game engine. When I first started a couple of years ago, I thought that I would have to learn everything from scratch before I could use a game engine. Since then, I've found out that this isn't the case - I already have a 3D game prototype up and running with only about a year of experience and not-so-consistent practice. All in all, the game engine is letting me focus on just making the game. But this isn't all for me; I love programming as a whole, it's just this application of it that I find extremely attractive. All in all, I'd like to fine tune my studies in order to have my degree apply in that field; becoming a nuclear physicist or teaching in a high school is no longer that lucrative in my mind. The courses that are offered in my tier are both about electronics and software. I have subjects ranging from Analog Circuit Design to Computer Architecture and Digital Design. The Masters program of my school is actually taught by the same professors and builds heavily upon those principles. In the end, I'd like to have a general knowledge of how computers and consoles work on the spectrum of games (hardware, low level graphics programming, memory management etc.) and gain enough knowledge in software engineering too. Thank you!
  8. loxagossnake

    Is using an existing library, actually cheating?

    Some great insight here. Everyone who answered here actually got what my concerns are. I want to be technically skilled in the point that I can tackle any problem and be self-sufficient. I don't intend to program the low-level stuff every time I make a game, I just want to have an idea about how it's done, and that's the point where I get frustrated with myself. I am going to use libraries, engines, and just focus on the game, but I would like to make my own mini-engine (not as powerful Unreal Engine) because i find joy in programming and would love to be recruited in a professional company. Reinventing the wheel might be counter-intuitive, but it might also be necessary learning progress, the same way a doctor will study anatomy hands-on instead of just using read material. But as you said, I guess this is not cheating, it's just making my life easier! Thank you!
  9. Alright, I am an aspiring game developer (mostly interested in the field of programming and general design/storywriting) currently learning C++. Actually, I do have a good hold of the language in topics ranging from basic procedural programming with standard output to some novice OOP. I have been learning programming since I was 15, but that was mostly algorithmic stuff and only now at my 21 years have I started a serious self-educational campaign, by buying a book and allocating -that word is growing on me- dedicated study and practice time. I was a gamer probably since when I was back in my mother's womb, but the desire to make something of my own has been eating my insides for a long time now. Oh, and I have some form of OCD-related perfectionism. You might need that information to answer.   Anyway, I managed to convey my enthusiasm to a coed at Physics school and good friend of mine, who is also serious about it - and a very talented artist. He too wants to learn programming, but mostly focuses on the digital art aspect of game development. We decided to form a small study group to practice together and learn, by setting small goals and achieving them to gain some experience. Since we both can handle the language well enough for beginners, we decided to try our hands at SDL. I find it a very good beginners' library with a relatively high level of abstraction, but that comes at a psychological cost for me. While I read every line of the tutorials and try to understand what each chuck of code really does, I'm not an expert in C++ and DO end up with questions, but I also use the code to my own devices (I'm currently working on a small graphical Rock-Paper-Scissors game). Long story short, I feel like I'm just dragging and dropping stuff. And that murders the side of me that loves technicalities.   I know this is all more of visit to the therapist than a game dev related question, but I do value your opinion very much. So, to distill this to a question instead of a philosophical text: do you think a beginner should first tame the language as best as they can and then even think of making a game, or is the practice of 'just doing it' and understanding along the way a better alternative to actually learning? Thank you very much for your time. Peace out, Jim.  
  10. The topic header might be a bit ambiguous and rage-inducing, so let me clarify it for you before I end up with life threats  I have only recently put my foot in the waters of game development, and it's mostly theoretical stuff about it. My story with programming -and desire to develop games- though has begun at least 6 years ago, in High School, in an extracurricular class, but that was mostly Pascal-based procedural algorithms. Lately, and after finding a few good men who would like to join me in my quest (and they are serious about it) to learn and finally develop a game or two, I started putting a more serious effort in it. Before you bash me about gathering a small team when even I can't stand on my feet, I have to say that it's just two friends (one is a coed of mine in Physics school) and it really helps keep the motivation up, since we insist on learning together and every time someone gets disappointed, another member of the trio keeps him enthusiastic. Now, on to the actual question. Since I have fallen flat on my face many times when I thought making a small game would be a piece of cake, I have gotten a more realistic picture of what is in store for us. So, I wanted to start from the basics: learn a programming language, and learn it really, really well. I know I can't master it in the next 5 or even 10 years, but I want to achieve a solid understanding of its elements. That language is C++. I know it's rough and low-level and I didn't pick it because 'it's what the pros use'; I actually love it with all its shortcomings, and I find its attention to detail to be parallel to game development itself. Thus, I shelled out some cash to pick a book after some brief research: that book is C++ Primer, 5th Edition. I have to say it is pretty readable and goes very deep where it is needed, so no complaints about the book itself. It's me who has the problem. Whenever I establish a good reading routine, some kind of OCD kicks in and all in all, I give up. What usually happens is that I read a lot of material, and even if I leave it for a couple of days because of college work, I believe I will forget everything and insist on starting all over again. And yeah, I do most of the problems in the book and write my own code. Also, whenever I get stuck at something I don't understand, I get disappointed. This pattern repeats and it is usually one or two month gaps that I don't do any work. The result? I end up actually having to re-read. This may be suited better for a psych forum, but before I visit the shrink with such a ridiculous problem, I wanted to ask you people. Which do you think is the best way to absorb the material of such a big book? Do you have to actually understand every single line to even consider stepping into a game development framework? Or can someone go through the book once, fully understand the basic concepts like OOP, and just hop up in the pages again if further reading is needed?
  11. loxagossnake

    SDL: Problem with TTF fonts - program crashes

    Ah, I found it. Apparently, I had accidentally deleted the font file while moving some of them. Sorry for the hassle. Still, I got some useful answers; now I know how to check for errors better! Thanks for all your advice!
  12. loxagossnake

    SDL: Problem with TTF fonts - program crashes

    By changing the return of    if( messageMenu == NULL ) { return 2; } to 2 (just to signify the error is coming from there), it seems this is the case. What can I do about it?
  13. So, following the lazyfoo.net tutorials on SDL, and with the help of a friend/team member who created some neat images for me, I tried to make a simple program that shows a menu with some text, and after a key press (I didn't implement that part yet) goes into the 'main game' (in reality, just another background) and after a short delay shuts down. Here's my code - I know it's not optimal writing all of it in a single source file, but I'm trying to keep things simple before moving into multiple files:   #include "SDL/SDL.h" #include "SDL/SDL_ttf.h" #include <string> //The attributes of the screen const int SCREEN_WIDTH = 640; const int SCREEN_HEIGHT = 480; const int SCREEN_BPP = 32; //Surfaces to be used SDL_Surface* screen = NULL; SDL_Surface* backImage = NULL; SDL_Surface* batImage = NULL; SDL_Surface* backMenu = NULL; SDL_Surface* messageMenu = NULL; //Fonts to be used TTF_Font* menuFont = NULL; //Function definitions bool init() { //Initialize all SDL subsystems if( SDL_Init( SDL_INIT_EVERYTHING ) == -1 ) { return false; } //Set up the screen screen = SDL_SetVideoMode( SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, SDL_SWSURFACE ); //If there was an error in setting up the screen if( screen == NULL ) { return false; } //Initialize SDL_ttf if( TTF_Init() == -1 ) { return false; } //Set the window caption SDL_WM_SetCaption( "TTF Test", NULL ); //If everything initialized fine return true; } SDL_Surface* load_image(std::string filename) { //Temporary storage for the image that's loaded SDL_Surface* loadedImage = NULL; //The optimized image that will be used SDL_Surface* optimizedImage = NULL; loadedImage = SDL_LoadBMP( filename.c_str()); if( loadedImage != NULL ) { //Create an optimized image optimizedImage = SDL_DisplayFormat( loadedImage ); //Free the old image SDL_FreeSurface( loadedImage ); } //Return the optimized image return optimizedImage; } void apply_surface( int x, int y, SDL_Surface* source, SDL_Surface* destination ) { //Make a temporary rectangle to hold the offsets SDL_Rect offset; //Give the offsets to the rectangle offset.x = x; offset.y = y; //Blit the surface SDL_BlitSurface( source, NULL, destination, &offset ); } /* void MainMenu() { SDL_Surface* bg_menu = NULL; SDL_Surface* msg_menu = NULL; TTF_Font* text_menu = NULL; SDL_Color textColor = { 255, 255, 255 }; //load necessary files bg_menu = load_image("menu_background.bmp") } */ int main( int argc, char* args[] ) { init(); // --------------- MAIN MENU START --------------- //Load necessary menu files backMenu = load_image("menu_background.bmp"); menuFont = TTF_OpenFont( "lazy.ttf", 28 ); SDL_Color menuTextColor = {255,255,255}; messageMenu = TTF_RenderText_Solid( menuFont, "Press Any Key To Continue", menuTextColor ); //If there was an error in rendering the text if( messageMenu == NULL ) { return 1; } //Render menu apply_surface (0,0,backMenu,screen); apply_surface (100,600,messageMenu,backMenu); SDL_Flip(screen); SDL_Delay(4000); // --------------- MAIN MENU END --------------- //Free surfaces SDL_FreeSurface(backMenu); SDL_FreeSurface(messageMenu); TTF_CloseFont( menuFont ); SDL_Quit(); return 0; } I think it is a rather simple program but unfortunately it is giving me trouble. When I execute it, I get a brief black screen, the program shuts down and I get a status 3 error. I suspected it has something to do with the newly-installed TTF extension library, so I started commenting lines. Apparently, when I comment the messageMenu = TTF_RenderText_Solid( menuFont, "Press Any Key To Continue", menuTextColor ); line, the program runs, I just only see the menu background, so I guess the glitch is isolated in that line of code. I strongly believe that I installed the library correctly - else, would it be going up to that point? Of course I can't take an oath as I'm a beginner, but I don't think that's the problem. Any ideas, folks? I'm really eager to implement some events, so I need to get over this!  
  14. After working on some key concepts in a text-based game, me and two other friends are about to carry on our plan of making games together. We spent a lot of time educating ourselves and each other on the very basics. But since I'm the most 'experienced' of the team, I wanted to ask a question about which direction would be good to follow. After some research, I found SDL to be a good choice for a first contact with 2D game development. I have my hands on a pretty good tutorial series from lazyfoo.net and the library seems both capable and easy to work with for a first-timer. The thing is, as a newbie, I feel lost in the jungle of different tools. possibilities, and paths to take. So, do you think that sticking with this particular tool and making a few projects with it teaches things that we can use to go ahead to more advanced stuff - like, say, using DirectX? Or do the concepts taught in each library/engine differ across tools? Thank you!
  15. Ravyne, your answer was very enlightening but it also raised a few questions:  Call me an absolute newbie, but I don't quite understand what a parser is. The only notion of it I have in mind is the text parsers used in text games (like Zork) to handle sentences and turn them into strings usable by the program.  When you say 'a vector of structs', do you mean something like that:    vector<enemy> enemyVec   where enemyVec is a vector of elements of the 'enemy' struct type? Also, why not use a class instead of a struct? As I said, I'm planning on introducing skills later (just like in the early Pokemon games). I haven't completely conceptualized how this will work -I am going to do that after I have a playable combat system- but it will probably be something like this: each monster (and the player) will have an arsenal of skills to use - think Stun, Blind etc. As I see things now, this will probably be ANOTHER database containing all known skills as functions that alter the member variables of the enemy -or the player, in case of healing spells- but this creates two additional problems: I understand how to store the enemy stats in a file like .csv, but that contains single values in each comma-separated instance. For example, "troll01","a fearsome enemy",100,4  but how would I save an actual LIST of skills in such a format? How would I go creating the actual code for the skills? Will it be a class defining a generic skill template like class Skills { string SkillName; string SkillDescription = "a skill"; int damage = 0; bool canStun() {}; int doDmg(int damage,int &hp) {}; }; that I will have  that I will have to update the member variables/functions for? Or do I write separate functions for each skill?     I know that my questions might be a little confusing, but I don't quite know where I stand yet! So if you need any clarifications, feel free to ask!     jHaskell, thanks for your feedback on the book. I'm already chewing through it, but I'm mostly using it as a reference while developing my project. I will definately read through it, though!
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