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About Silamoth

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  1. Hello all! My friend and I have just released our first game! The game is called Towers That Don't Like Each Other. In our game, you fight through levels in which you have to strategically buy soldiers in order to protect your tower and attack your enemy's tower. Your end goal is to defeat the Evil Lord Morgoroth. More information can be found here on itch.io. I hope you all enjoy it and at least give it a chance.
  2. Introduction Hello! I'm a high schooler, and a friend and I are making a game! It's a strategy game called Towers That Don't Like Each Other. It's still a work-in-progress, but I figured I'd start posting about it. The game has been in development for about a year now. It started off with just me, but then my friend joined in to do some art. The premise of the game is simple: an evil guy has taken over the land, so you must defeat him. You battle through many levels in which you must spend your money wisely to send out soldiers to attack the enemy's soldiers. There are also some upgrades you can buy if you save up your money throughout the game. You must ration your money well, though, because it carries over throughout the game. If you make it to the end, there's an epic final battle against the evil Lord Morgoroth. The actual mechanics of the game are a little hard to put into words, but you can basically send out soldiers from your tower to fight enemies sent out from the enemy tower. The goal is to reach the enemy's tower and destroy it. The pictures below should help explain it a bit better. Purchasing The game isn't quite done yet. It's mostly done, but we want to do some more testing. We're shooting for an early fall release. Our plan is to release it on itch.io for the incredibly small price of $1. If anyone is interested in buying it, perhaps we'll open a pre-order, maybe even with a slight discount. That has yet to be sorted out, though. Videos We will be making some videos soon to show off what the game is like in better detail. If you're interested, keep an eye on this thread. I'll be sure to post the videos here as soon as they're made. More Info If you want anymore information, please check out my website and keep an eye on this thread.
  3. Silamoth

    Interview Homework Assignment

    So in my high school, we have a class that everyone has to take. The class is about preparing for college and careers. It's basically just a bunch of cringey, low-budget videos about jobs and college. In this class, we were recently assigned to interview someone in the field we intend to go into. So I was wondering if any game programmers wanted to answer the questions for me. 1. What is the most rewarding part of your job? 2. How demanding is your job? 3. What is your favorite part of your job? 4. What in the past has helped contribute most towards your job today? 5. How do you relax on your days off? 6. If you could change your career, would you? If so, what to? 7. What does a typical work day look like for you? 8. What is your work environment? 9. How did you obtain your current position? 10. What career paths are available in your company? Thanks to anyone who takes the time to respond to this.
  4. Silamoth

    Small Game Team

    I'm 16, and I've been programming for a couple years now. I mostly do C# with Mongame, but I also know Java and C++. I've made a few small unpolished games, and I'm currently working on a larger, more polished game. I'd be interested in joining your group. I'm pretty decent at programming. You also mentioned you know some stuff about audio. I'm currently trying to work on audio stuff for my current project. I'd enjoy talking to you about audio. I'd also appreciate talking to you and maybe using you as a tester.
  5. I have to agree that getting people to play test is essential to making it fun and functional. You might think a feature is good, but others might not agree. Additionally, people can point out to you when things don't work the way they should. If you don't have many friends who are willing to play test it, make some new friends. Friends aren't limited just to people you know IRL. There's a whole community of people here. I'm sure some people here would be willing to help test your game and give you advice.
  6. Silamoth

    Where to start with C#

    I personally recommend the tutorials on this website : rbwhitaker.wikidot.com It goes over the basics (and some more advanced stuff) of programming in C#. It also had tutorials for Xna/MonoGame, which are graphics libraries for C# that allow you to make games.
  7. Silamoth

    Monogame developer?

    I do most of my stuff in C# with MonoGame. I'd be interested in joining your group. Just out of curiosity, though, what kind of low-level stuff do you guys do with MonoGame? MonoGame is a rather high-level framework. Do you like modify the framework classes or something?
  8. Silamoth

    C++ Going Beyond Basics

    Unity has C# scripting and JavaScript scripting. It does not support Java. I'm not sure if that was a typo, but I don't think so since the OP was talking about knowing Java. Just wanna keep facts straight.
  9. Silamoth

    Random Generation Issues

    Well, after taking a long break from this project, reading what you guys said, and looking back at my code, I have absolutely no clue what in the world I was doing when I wrote that code.  I mean, seriously, the code looked like it was written by a newbie.  Thanks for the help.  I guess I just needed someone to make me realize how stupid I was being. :) 
  10. So I'm not an incredibly experienced programmer, but I know a thing or two, so I've been working on a little game  that I don't really know what will happen with.  It'll likely just end up being me messing around.  One of the things I'm trying to implement is random terrain generation.  I have it sort of implemented, but it's really...weird.  Just so you know, it's written in C# with Monogame, and I'm using Visual Studio 2013 Express at the moment.  Here's the code: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Content; namespace Fantasy_RPG { class Tile { List<Texture2D> textureList; Texture2D tileTexture; const int TileWidth = 64; const int TileHeight = 64; private Vector2 position; public Tile(ContentManager content, Vector2 position) { this.position = position; textureList = new List<Texture2D>(); LoadTextures(content); Generate(); } void LoadTextures(ContentManager content) { textureList.Add(content.Load<Texture2D>("My Sprites/Terrain/Grass1")); textureList.Add(content.Load<Texture2D>("My Sprites/Terrain/Grass2")); } void Generate() { Random random = new Random(); int x = random.Next(0, textureList.Count); Console.WriteLine(x); for (int i = 0; i < textureList.Count; i++) { if (x == i) { tileTexture = textureList[i]; Console.WriteLine(i); } } } public void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw(tileTexture, position, Color.White); } } } using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Content; namespace Fantasy_RPG { class TileGenerator { private List<Tile> tiles; public TileGenerator(ContentManager content) { tiles = new List<Tile>(); Populate(content); } void Populate(ContentManager content) { for (int x = 0; x <= 1440; x += 64) { for (int y = 0; y <= 900; y += 64) { tiles.Add(new Tile(content, new Vector2(x, y))); } } } public void Draw(SpriteBatch spriteBatch) { foreach (Tile tile in tiles) { tile.Draw(spriteBatch); } } } } This is then drawn properly in my Main class, but I don't think you'll want more code to read through .   So this sort of works, but it's more like chunks.  The way I have it right now, there are two textures: a light green and a dark green texture.  The background is usually dominated mostly by one, with chunks of the other mixed in.  Oddly enough, if I comment out the  Console.WriteLine(x); and Console.WriteLine(i); lines in the Tile class, it  randomly makes the entire background one of the colors.  If I comment out either of these lines, it is either entirely dominated by one color or just about completely dominated by one color more so than it normally is.  I know enough about programming to know that random generation is really pseudo-random and based on time, so I've deduced that that must be why those lines affect it.  However, my question now is, how can I fix this to make it work to be fully random, regardless of time impacted by console output lines I was using for debugging?   Thanks in advance!
  11. Silamoth

    Monogame vs Otter

    I don't have any experience with Otter, and I'm certainly not one of the super-experienced guys on here. However, I have used Monogame, after messing with other frameworks, and I absolutely love Monogame. I can tell you that if you know how to program and are willing to do a bit of learning, using Monogame can be a great experience. I also want to talk about framework vs. engine. Think about what you would like to do. Do you want to worry about the design of a game and things like the story? If so, an engine like Otter might be a better choice. However, if you'd like to program the gameplay and worry about things like making a sword swing or making an enemy knowledgable enough to know when to attack, then a framework like Monogame might be a better choice. That's not to say there won't be overlap and that you can't worry about things like story of you use Monogame or low-level things like individual sword swings in Otter, but there is a difference in what you'll do. Engines are higher-level, as you probably know, so you'll worry less about small stuff and more about making a game. In the end, decide what you want to do and make your choice based in that. I hope this helps you at least somewhat.
  12. I don't necessarily have a of experience to speak from, but I can tell you that you should definitely evaluate what you are trying to do.  A lot of game developers often say "Make games, not engines."  In game programming, and honestly, in programming in general, some people get caught up in trying to write a codebase that is perfect and is easily to add new things into.  Some people get caught up trying to make the perfect engine before even making the simplest of games.  If you want to learn how this low-level stuff works, then fine, learn about game engines and how they work.  However, if you want to make an actual game, then use a pre-made engine like Unity or use a framework like Monogame or SFML to program your game.  
  13. Silamoth

    Error Help

    I did some even further research and found out that D3DXCOLOR is no longer supported.  Why, I am not sure.  I was able to use a float instead and it now works.
  14. Silamoth

    Where to Start

    Yeah bits and pieces from Stack Overflow can be very helpful.
  15. Silamoth

    Error Help

    Yes, here.  I found an outdated header for DX9.  Do you know why it isn't working?
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