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Abdou23

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About Abdou23

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    Game Designer
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    Art
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    Programming

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  1. I have an idea for a mobile game similar to Civilization or Polytopia but of course on a much smaller scale and not as complex. But I was wondering what approach should I take to program the enemy AI. Does each faction take actions depending on the situation they are in each turn like how many resources, what buildings it needs, what units to move and where. Or should each one has its own personality or agenda that they act upon, like I need to build a tower but I don't have resources, so I'm going to focus on collecting the resources and then build it. This, of course, seems like a more complex AI behaviour. Also any tips for actual coding the AI would be helpful. I never did AI programming before.
  2. Thanks, everyone for the help. Some really useful tips.here, I appreciated.
  3. For my next game, I'm trying to create my own art. I'm not an artist and I don't know how to draw but I thought I might as well give it a try. This is supposed to be a barn or a ranch. My intention was to draw something flat with very few details, but I don't like the end result, it doesn't look "professional"( probably because I'm not ) maybe it's the colour palette or maybe the lack of details, I just can't put my hands on it. What do you guys think, and how can I improve upon it?
  4. I usually do 2D art and animations for platformers, but my upcoming game is going to be in an isometric perspective. But I'm not sure if I will be able to use skeletal-animations with that especially that there would be around 6 directions for the character to move into. Anyone have any experience with that?
  5. Abdou23

    Help with creating a Layout Group

    I think so yes. But, how to add (group.width/2) to the equation?
  6. If you are familiar with "Layout Group" in Unity or "stack view" in IOS then you understand what I want to achieve, if not, then it's basically a group that arranges its objects horizontally for example side by side based on their number and with. It also edits each object's width based on it.Here is the code I have: function horizontalLayout( offset,x,y ) local group = display.newGroup( ) group.children = {} function group.sort( ) local newOffset = x for i=1, #group.children do local child = group.children[i] child.x = newOffset child.y = y newOffset = newOffset + child.width + offset end end function group.add( obj ) group:insert( obj ) group.children[#group.children+1] = obj group.sort() end return group end This works as it should. The only problem is that it positions the objects from the starting point onwards, while a proper Layout Group should sort the objects based on their collective width extending in both directions. Example: If the starting x position = 150 and there are 2 objects in the group, then the first one should be positioned at (150 - object.width/2 - offset) and the second object should be the opposite. If there are 3 objects then the second object would be at exactly 150( I think), the first object on its left and the third object on its right. The problem is that I'm unable to come up with the equation that achieves's this kind of sorting. I hope that I have described everything as clearly as possible. PS: I'm using Corona sdk and Lua
  7. Abdou23

    Distance between 2 points

    Let's say I have a point1: x =10, y = 50 and point2: x = 30, y = 75 And I would like to draw a line between those two points. How to calculate the distance between those two points so I know what that line's length should be? Thanks.
  8. Actually what I had in mind was to use the JSON file locally. There is also the text files that Xcode uses for localization but as far as I know there could only be one file per language. Could you tell me more about how plists might be used  with something like this, keeping in mind that there will be a lot of text in the game. 
  9. I'm making a text adventure game using SWIFT & Xcode, and I found that the best design choice is to separate the text from the logic. The text will be stuff like conversations, descriptions, etc.  But, I'm not sure what is the most efficient way to actually store that text and how to connect it to the classes. Should I use JSON format? If I used plain text files can I link different sections from them to the code? Any suggestions would be much appreciated.
  10. Well... computer parts are kind of boring.  Maybe if you went for a comedy angle and had the computers be built out of unusual things like, oh, potatoes and centipedes and crystals...?  Why do you want to have players build computers anyway, surely there's something more interesting you could pick?   Or, if you especially want to do realistic computer parts, perhaps a conveyer belt game instead, it would be easier to make that fun.   It's not computer parts actually I was using that as an example, and it's not very realistic, it's a casual game for mobile phones but the idea i have in mind is similar to computer parts.    The fitting parts is an excellent idea, it gives more depth to the game and let's the player think and strategise, thanks very much for that. :)
  11. Thank you guys, I agree with everything you have said, but can you imagine yourselves playing a game based on my concept? does it need something extra when it comes to the player's choice regarding selecting components based solely on the available budget?
  12. For a long time I've been wanting to make a tycoon game, I have several ideas but those ideas lack the fun challenging factor to make the player think and plan carefully. For example in a game like "Mall Tycoon" you build shops in a mall, but the trick is to put matching shops together and set the prices right, like placing a restaurant next a coffee shop vs a restaurant next to women cloth shop. Or in a game like "Game Dev Tycoon" you have to choose the right genre for the right system and match it with suitable graphics, story etc.   The idea I have is something like you are the CEO of a computer company, for example, you design a lap-top and choose what kind of RAM, CPU - GPU etc to use based on the budget you have, and you have to set the right price for it so it's not too cheap that you lose money, or too expensive that it won't sell. The game will give the player the price of the cheapest available Lap-top in the market at the time.   But my problem is that the player has nothing to base his choices of components on anything other than the price, he will choose the best components based on the budget he currently has. I need ideas on how to make that decision a bit challenging or strategic, having a "Matching the right components together" type of strategy like the games I mentioned above.   Any ideas would be much appreciated.
  13. So let's say I have a spaceship, and the player gets to choose what features or abilities to add to that spaceship( armour, weapon, wheel, etc) and each of those features or components has several different types. What would be the best approach of doing that? I The scene where the player is doing all that is like this: 1- The spaceship node in the middle surrounded by different buttons representing different features. 2- When you touch any button a menu appears with all its available types. 3- Each feature is a subclass of main class Feature() 4- Finally the player clicks a button to create the ship with all the features he selected. ( how to implement this part?) I hope I was clear enough, any help would be much appreciated and by the way, I'm using SWIFT & SpriteKit
  14. Abdou23

    Customizing the character

    It's a pure programming question, and as I mentioned the exact part I want help with is point Number 4 in my original post.    PS: I thought this section was about designing the game as in the architecture of it, not the assets or art, I will be creating a new thread in the programming section. 
  15. So let's say I have a spaceship, and the player gets to choose what features or abilities to add to that spaceship( armour, weapon, wheel, etc) and each of those features or components has several different types. What would be the best approach of doing that? I The scene where the player is doing all that is like this: 1- The spaceship node in the middle surrounded by different buttons representing different features. 2- When you touch any button a menu appears with all its available types. 3- Each feature is a subclass of main class Feature() 4- Finally the player clicks a button to create the ship with all the features he selected. ( how to implement this part?) I hope I was clear enough, any help would be much appreciated and by the way I'm using SWIFT & SpriteKit
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