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SerialKicked

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  1. SerialKicked

    I want to learn to make mods

    There's no "generic" guide on how to mod a game. It wildly varies from a game to another and all depends what do you actually mean by "modding". Something like a texture replacer for a game like Nier implies you "just" have locate the related textures and/or models in the game's files and replace them. Games, even if some try to hide that fact by packing/zipping data files, tend to be using pretty standard formats for data. In most cases the harder part is to determine how the data is packed, and finding/making tools to unpack/repack it once you're done modifying it. For more complicated stuff, it depends of what's accessible through data files and what the modder can make out of it. It's easier for some games than for others. For instance, you'll have a much easier time replacing textures/models/sounds for a game written with Unity, or any other generic game engine than for a game made from scratch (well, except if it has been designed with modding in mind). As for the legality of it, it varies. As a general rule, as long as it's for your own enjoyment (aka no redistribution), it's perfectly okay.  And to answer the question "how can a person make a mod from a new game?" on a more abstract level. People who do that tend to already have a lot of experience in modding games. The more you're used to modding, the easier it gets to identify file types, and structure.
  2. The version 0.5.5 is available (and we dropped the "pre" from pre-alpha).   It's quite a huge update but the main features are as follow: Fullscreen support that should handle any resolution Dynamic economy with prices varying according to supply and demand Shiny new galactic map you can give orders from Mining ships, bounty hunters and pirate raiders Improved faction AI, diplomacy and war handling Much nicer user interface The full article with download links is available here.
  3. @bacterius: It's was kinda hard not to be suspicious when the "abbreviation" is longer than the actual name, that a quick google about vresp.com wasn't exactly reassuring and that you have never asked for the said newsletter in the first place . . .       So you basically admit that you sent it without opt-in authorization. That's cute... Sure way to gain my support.
  4. I received the exact same email and I am not registered to the newsletter.   So I suspect this is indeed spam given the sender: GameDev.net@mail.vresp.com  
  5. SerialKicked

    Human-like Chess AI

    Not sure if it's of any help, but I remember a computer chess game, I *think* it was Fritz, that was offering 'fun' personalities. Some of those personalities were favoring using some pieces much more heavily than others (like knights or bishops) which is a behavior you can easily notice in human players of low/med level. Others would loose a very advantageous position just to kill the enemy queen, and so on. Of course sacrificing winning chances to capture a queen could also be called a blunder, but it's at least a very human one.   Apart from that, I think the main difficulty with your question is to define "human-like behavior". Min-Maxing is basically what humans do too, with more or less success depending on level of play, of course. 
  6. SerialKicked

    Who is going to actually play your game? Really?

    It's too 'fuzzy' for you !
  7. SerialKicked

    Ministers & governors (AKA player's court)

    Hey,   Yes, the second picture is much better.     I find drag and drop more natural, but that's more a personal preference than anything else.   Why forcing the player to throw them on the dismiss button ? Why not allowing any drag move outside of an minister slot to dismiss the selected guy instead ? IMO the dismiss button should disappear or be moved to the left panel and be used to remove completely an unwanted potential recruit instead.   (ahem, i'm sick and i have the attention span of a goldfish)   So yeah, I'd make the dismiss drop zone bigger and taking the whole bottom of the left plan, so it actually look like a drop-zone and not a button. Move the sort and recruit buttons at the top. Having a drop-down list instead of 3 buttons for sorting would also make the menu less cluttered, but I am nitpicking. I can make a crude ms-paint if I am not clear enough.   Another option that can be used in addition to drag/move: double-clicking a minister to remove him / send him back to the pool. It's fairly standard in inventory systems (which is basically what you are doing, after all).   Also, if you plan on adding some stats to your people (like how good they are at a particular minister), double-clicking a recruit could automatically put him to the best available slot available for him.   edit:
  8.   It doesn't have to. There's plenty of games with round buttons or buttons that look like icons.   It's pretty standard though. People immediately recognize a button when it's more or less rectangular, not so much when it looks like a star. It's also a whole lot easier to code, not only for detecting if the mouse cursor is over said button, but you can inherit from an existing button class (depending on language/framework)   edit: Ninja'd :)
  9. You asked basically the same question there http://www.gamedev.net/topic/656540-making-games-on-the-nintendo/
  10. Yes, that is definitively a good idea. Starting with a big project is a recipe for disaster.   With no indication about your current level in programming, and what you can actually do, it's pretty much impossible to answer reliably but the general idea is to start with something as simple as possible, and iterate over it.
  11. There's no best way, but shooters have more variables than just health to tinker with. And to be honest, changing the health values or the quantity of enemies is kind of the lazy solution, when you have possibilities such as:   - Hit probability (can be split between "player is moving", "player is behind cover", "player is stationary") - Headshot probability (same) - Grenade launch rate and accuracy - View distance (from how far they can notice you) - How fast they forget about you - Depending on the game, what kind of gear the NPC have - Likelihood of getting out of cover   And so on. Once you have working hostile NPC, changing those values is (usually) a trivial task that doesn't require to "change the AI". I'd even say that having different AI for different difficulty levels is a sign of pretty bad design. Disabling some features, sure, but a whole different AI component, certainly not.   In my opinion, what are the decisive variables to alter are the hit/headshot probability and the view distance. But here again, that depends on the game, I wouldn't use the same setup for a game like Serious Sam where there's tons of enemies and for games like Stalker where enemies come in much smaller groups.     PS: and please use your [enter] key and use capitalization. Your text is seriously painful to read. [edit: Thank you]
  12. SerialKicked

    Who is going to actually play your game? Really?

      There's also CamStudio, not very good but it can get the job done. The quality depends on the codec you chose, or lack thereof. No (or very light) compression is recommended for quality, re-compress later on with something like virtualdub and the right codec.   And that lead to your second issue, your hard-disk may be too slow to keep up with the recorder. In some recorders (fraps does that iirc) you can reduce the number of frames per second it will record, that may help (30 or 25 is enough for video recording). And of course, no antivirus, defrag, or any 3rd party program that may interfere. Also no need to record the video in 1900 x something, reduce your resolution to something smaller (that fits in a youtube video).   Alternatively, if your CPU hit its limit (50% or 100% usage in your case), in that case the codec you used takes too much processing power, hence the lag.
  13. SerialKicked

    Who is going to actually play your game? Really?

      Not until now. You moved your point from graphics in video games and why there's usually no replies in announcement to general philosophy without warning right here. It's quite a leap.     Loaded question with only one valid answer.. I am knowledgeable enough in video games to know better than stopping at graphics. I am certainly not impervious to various forms of bias in subjects I know less. That's what you want me to say, right ? However, I tend to listen to people who know more about it than myself. New gamers hopefully do the same reading reviews.    How that invalidate my point that many gamers will overlook (or even don't care in general about) graphics and that your case isn't a generality, I don't know
  14. SerialKicked

    Who is going to actually play your game? Really?

      Could you please refrain yourself from taking your case as the general consensus, it varies from people to people.   Truly good gameplay or mechanics will trump shiny graphics all day of the week, well, as long as it's not a corridor shooter I guess. Also, it's not that hard to find half decent graphics free of charge (and even artists if the above condition is met) over the internet, at least in 2D.
  15. SerialKicked

    Who is going to actually play your game? Really?

    Meh.   Instead, I suspect, that ironically, a game development board is probably not a good place to advertise a game. The average user is a programmer, probably busy with his own projects before being a gamer. Also if I am a looking for a game to play, I am certainly not going to pick a random advertisement blurb on any board. There's dedicated websites to find the stuff i like for me.   Slightly related: what's the difference between "indie projects" and "announcements" ?
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