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About DingusKhan

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  1. Hi guys. I've spent the last 2 months developing the back-end for my game, which is essentially a 2D Monster Hunter clone. The main inspiration came from these images: I've finished developing the basis for my animation system, attack-location system, area system, part of the village system, and part of the weapon/gear upgrade/crafting system, but I've hit a roadblock because I need art, and I'm a terrible artist.  The game is targetting Windows and Linux PCs with gamepad support, but mobile/Mac ports aren't out of the question if the project gains enough traction. This is an unpaid position since I'm not looking to profit from the game, but if we make decent progress, I may consider a low-priced distribution via itch.io, Gamejolt, and perhaps Greenlight. In this instance, I will pay the upfront costs of distribution, and any revenue generated will be split evenly among the team. It is currently only me, but I have a friend who is interested in helping on the code/design front, and I'm looking for a maximum of 2 artists.  Drop me a message on here, or email me at Micheal.Giff@gmail.com if you're interested. Thanks. 
  2. Hi.   If we're thinking about the same thing, I worked on small project a while ago that had a gridless map system. It was basically a 1D array (later a std::vector, since it was done in C++ and I wanted it to be dynamically sized), and instead of storing the tiles in an array, it wrote the properties of a tile to a text file. I developed this system to read a line of numbers, each one in specific places representing a different value. The values were x position of tile, y position of tile, rotation, x size of tile, y size of tile and single number for whether it was collidable or not. At run time or when the function was called from the game menu, the file was parsed and values processed, setting up a new tile based on the parsed description. The new tile was pushed back into the vector and the next one was loaded. Since the tile was placed with an X and Y position in pixels, it ignored whether the tile was on screen or not and did not require a pre-determined size, since the tile could be placed outside of the level and seen when the viewport moved.   The whole thing was surprisingly fast, as the lines of numbers were short enough to go in a standard int, and were difficult enough to read to discourage tampering. I ended up building a small level editor for it that could save and load the maps and such, but it was messy as I was only just starting games development at the time. The idea was really easy to work with, since it was literally just a text file (I ended up using a custom encryption algorithm to further discourage tampering). It was easy to implement once I had worked out what values I needed and how I'd use them when generating the level. Levels could have permanent changes made to them if necessary, allowing for some persistence (not used, since it was a single player game). Finally, it also made it relatively easy to build the level editor, allowing the users to make their own levels.   There were a few limitations. Huge levels took a while to load, which wasn't a problem for the project I was working on at the time since it had small levels, and occasionally the file size could get large, but even then an entire level would be less than a few KB max, since it was just numbers. You're also still bound to tiles, albeit freely placed and rotated to fit the need.   It was made using C++ and SFML, but I don't have the code anymore. The idea is also pretty simple, so it should be easy to adapt it to any other language/library.   I hope I helped.
  3. DingusKhan

    2D Terrain Random Generation

      Sorry, I should've made myself clearer.   What I meant was, I'd make up the randomness first, then adjust specific areas. If there were mountains where the city should be, I'd get rid of the mountains and put the city there, and maybe adjust the surrounding areas to make it a little more realistic. Of course, this would only work if the map was the same every time, which is what I thought the OP meant.   If the map needed to be randomized every time, I'd start by implementing a way to reserve parts of the map, place the cities and roads etc, and then generate the random parts of the map around this based on a set of conditions to stop things like a forest being directly next to the sea with no beach-area in between.  
  4. There are so many uses for vectors in games programming alone. My most recent uses were for 2D level editing with SFML (I'm relatively new to games programming).   The first used 2 2D vectors, one storing Sprites and the other storing chars. The basic idea was that the program would read from a text file of arranged chars and store them in a vector, and then change the corresponding Sprite in the other. This was pretty slow, but it worked reasonably well.   The second use was today, using a single 1D vector and a single Sprite. In this one, the Sprite was set up with all the necessary properties, like a texture and a scale factor, then pushed back into the vector and re-formatted. The main properties were then listed in a specifically formatted text document for saving and loading the same formation of Sprites every time without issue. This was massively faster, and allowed for things like rotation, scaling, (theoretically) any size tilesheet and freely placed tiles. I then wrote a custom level editor using this, and a separate, lightweight class for using the files from the level editor in practically any other SFML project I want to work in.    
  5. Although I work with 2D games, as I'm relatively new to games development, I recently set up this kind of system using SFML. Essentially, I built a Control class which had several different control methods in it (Standard 8D movement, sin/cos based rotational movement(cars) etc.) and I called them based on a flag specified earlier, which changed as the player state (on-foot, car, water etc.) changed.   I understand the process is likely to be hugely more complex than this in a 3D game, but could the fundamental idea behind it work?   I'd also like to know, as I intend to move to 3D games soon, and hope some of the fundamentals translate across.
  6. DingusKhan

    2D Terrain Random Generation

    I would first start by generating the main random part of the map. This would be the base of the map. Then I'd add in the parts that weren't random, like the cities and any roads you wanted connecting them, for example. This would mean that you have a definite randomness all around EXCEPT from the areas that you need access to.   As to how I'd do this, I'm not sure. I'm relatively new to games programming, and haven't worked with randomly generated environments before, but this is how I'll do it when the time comes.
  7. DingusKhan

    Is Programming Fun or Work for you?

    I find programming fun for many reasons, but the main one is problem solving. I find solving problems incredibly enjoyable, no matter how monotonous. I have the strange ability to focus on one thing for hours, days, even weeks, meaning I can carry on working on the same project for a really long time before my motivation starts to slip, after which I take a small break and get back to it. Then, once all is done and the project is complete, you get that great sense of pride that I've not been able to replicate anywhere else.   You hear about the amount of programmers who don't finish their projects, and it makes you work harder to not be grouped with them. You hear about those amazing new game releases, or that software company who just made millions off of their program, and it makes you work even harder to match or even surpass them eventually. It's that motivation, that sense of accomplishment and the joy of overcoming many small obstacles that make programming so enjoyable for me.
  8. DingusKhan

    Just about to release a game...

    I just looked at the trailer, and for a first time developer I am very impressed. The game looks good, and I particularly like the cel-shading on the guns.   There are three points I would personally change:   1. Intro text. I'd have a real logo or splash screen for the game as opposed to the white text. 2. Ending text. Having the entire URL at the end of the video wasn't the best choice. Maybe changing it so it says "Available now on Google Play" or something along those lines would be beneficial. 3. The Menus. They look a little empty and bland, and could do with a logo in there, too. This is based on the screenshots, so I may be wrong.   Overall, I'd say it's a strong promotional video for your game. I'm actually a little tempted to buy it, as the price is very good for what has been shown, but I'm afraid my phone is a little too old! Good job, and good luck!
  9. I think the best solution would be to offer free bacon with every purchase of your game.   Jokes aside, you could try changing part of your game (only small, but noticeable ways) to reduce the amount of similarities, or contact the other developer (if they're not a big one, of course) and work something out directly. If the other developer is more established than you, a legal dispute is a bad idea as the larger companies are likely to win (no offense intended).
  10. Hi guys. First time posting, so I apologise if there are any issues regarding format.   I was wondering, is it feasible to learn enough about game development to get me started in the industry whilst studing Computer Science at University? All game-related studies would be done in my own time, as I intend to follow more business-oriented programming routes through my course, where applicable.   I was also wondering, as a side note, has anyone had issues with University life if they've joined early? I'm only 17, and a lot of the "activities" are 18+ in the UK, so I'm worried about fitting in.   Thanks!
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