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Everything posted by EagleGamer

  1. In our current game development scene, it has been quit obvious for many of us how game developers over promise to the community at the beginning of the development life-cycle or fundraising step. Games like Dayz, Kenshi, No man's sky and many other games have been too literate about what they "wanted" to deliver to consumers. Only to be faced with a reality check and/or lack of funding. Thus producing a shamble of a game. - How can a game studio stop itself from going too far into this hole? - What methodical techniques are being used? - How does estimation of game projects generally work? - How would a game producer solve this issue after almost running out of funds and close to the deadline? Thanks for answering all/any questions!
  2. This powerpoint alongside your website is absolutely invaluable. Thank you!
  3. EagleGamer

    Fundamentals of Horror

    A brilliant article. Please delve more into the categories and pinpoint the details if possible.
  4. EagleGamer

    Form a team

    Hello there! I didn't get a notification of your reply, please send me on g3agle@gmail.com or talk to me on hangouts with the same email to give you more details. Thanks for your time.
  5. EagleGamer

    Let's make something amazing

    Hi Cooper! If this is really who you are, I'd like to invite you to our team! We're currently developing an Android text-based, decision branching horror game, and we would welcome the addition of a designer. For more info check the link of the topic below. I look forward to hearing from you soon, through PM or gmail g3agle@gmail.com Thanks. Haitham I l
  6. Hi there Game Dev. community! What is the game about? I am currently working on a horror text-based game for the android platform. The game is set out to be a fully textual novel or a visual one depending on the availability of the artist. The game will feature multiple choices for the player, the consequences will vary and the emphasis will be on the 7 deadly sins and 7 heavenly virtues. More information on this will be provided if you do decide to join! What do you add to the team? I have shipped several android games and applications for the past 3 years. My tasks will mostly be development, writing and translation in terms of this project. So far I have succeeded into finishing the first prototype of the game that features different visual effects and branching choices that are structured within the code. What is the current step in the game? What are future's milestones? Currently as of March 2018, the first prototype has been produced with minimal GUI as well as the establishment of the structure upon which we will build the full game on. Next milestone include but are not limited to: 1- Finish branching decisions of the game. 2- Implementing sound effects and music. What kind of talents do you need? You definitely DO NOT have to be the best at your trade! Even theoretical knowledge is acceptable as long as you're willing to do your part fully. 1- Writer - To help with writing the branching decisions within the plot, proofread and translate. Filled 2- Concept designer / Artist / (UI/UX) Designer - To work on the overall design of the game (Pictures in every scene, menu buttons...etc.). 3- Music and Sound composer - To compose sound effects and music applicable to the game. Filled 4- Android Developer - Help maintain the code and structure the events in a hierarchical organized manner as well as optimize and test the game. Filled 5- Producer - In charge of documentation, develop and maintain schedules. Oversee development, design and music, arrange for testing and other administration tasks. What am I getting in return? 1- The fun of seeing something small growing into something bigger the more you work into it. 2- Appropriate percentage of Rev-Share between all joining members as the game will be shipped in two versions, the free one with ads and the paid without. tl;dr: Horror text-based game with multiple endings on Android, yeah that's something quite new. Thank you for reading this long wall of text. If you're interested please join my discord channel for further explanation: https://discord.gg/xh3NbPQ If you have any more questions feel free to PM, comment or email me.
  7. EagleGamer

    Writer eager to join team

    Hi there! I checked out your sample above and I really like your level of detail. I would like to invite you to our team. We're currently working on a text-based horror android game, so there is a huge emphasis on writing. Please PM me or send me on g3agle@gmail.com for more info.
  8. EagleGamer

    Looking to join a startup game studio?

    Hi there! Your artwork is brilliant! Would you like to join our team as a designer for a text-based horror android game? If you're interested please send me on g3agle@gmail.com or PM me.
  9. EagleGamer

    Form a team

    That looks great, good luck! If in the event you'd like to join an another project, I'd like to invite you into our team to develop a horror text-based mobile game.
  10. Sure, that sounds great! Join me on discord so I could show you the script.
  11. Hi there gamedev community! I am currently developing a horror mobile game on android. I am stuck at the dilemma of multiple choices. What kind of approach should I take in terms of development and design? From user experience perspective would you rather have that third choice? Or would you rather play a game that has white or black consequences instead? On the other hand I have been initializing buttons for each action in the game but then it turned out to be resource wasteful, so what I thought about was to create a handler with an integer flag, whenever the player clicks on the button the flag is incremented or decremented so next time the button is pressed a different method would be chosen from the handler. I hope I'm being clear, if you have any questions please ask for further explanation. TL;DR: I would really appreciate getting help in the methodology and design of developing a choice based game. Thank you for reading.
  12. EagleGamer

    Writer looking for team

    Hi there! I am currently working on a multiple choice text-based horror game for android. Please send me to reply with more details.
  13. EagleGamer

    2 Person Dev Team for serious hobby dev

    Hi Kai! I am currently working on a multiple choice text-based horror game for android. I have finished adding sound and audio managers, animations and some content into the game so I am set out to complete the first prototype soon. Please send me to reply with more details.
  14. EagleGamer

    Which is better? (2d, android)

    Second one looks simpler
  15. EagleGamer

    The concept of a multiple choice game.

    An exceptional advice indeed, thanks a lot, I suppose I'll do just that. How about the psuedocode/methodology of a multiple choice game?
  16. EagleGamer

    3D or 2D Stealth?

    I'm been a fan of playing stealth games since I was a kid, and I have to break it to you, playing a stealth FPS game is a no-no because of the limited self-awareness in the game. you would get caught constantly not because of the player is unskillful but because the game provides hard limitations. However a mix between the two (First+Third Person View) has shown that this is probably the best way to make a stealth game flexible enough for players. (i.e. Metal Gear Solid franchise, Splinter Cell franchise).
  17. Hi there! I am currently developing a text-based android game on android. The player will have multiple choices throughout the story that would effect the outcome in the end. I am planning to produce the game in both Arabic and English and upload it to Google Play Store containing Ads. I need: 1- Designer that can serve as concept designer for the game's backgrounds in different states, and design the buttons and simple UI used within the game itself. 2- Sounds engineer to improve upon the sounds I'm using within the game and create an immersive experience. I would like to mention that we would be working in this project as a team and everyone will consider this game as their own and not just be bossed around by me Thanks for reading this, looking forward to your application. P.S. If you're a designer, I'd love to see some of your work alongside your application.
  18. Hello Ann! Would you be willing to work on a Horror Text-based android game project? There would be Revshare included through Ads. If you're interested please contact me through g3agle@gmail.com
  19. EagleGamer

    Android programming on Unity3d

    I'm sorry to disappoint you but you wont find a straight forward solution to your problem as there aren't a feature in android that does what you require it to do. Instead I can tell you what I did to tackle this problem on my own when I developed two games exclusively for the android platform.    First thing you must do is sit down and write down what mobile resolutions do you want to support mostly? People today use a variety of smart phones which in their case use a variety of resolutions that you just cant track individually. However what you can do is look for the phone with the highest resolution up to this day which is probably 1440 x 2560 for Samsung S6. After doing that you're gonna have to make all the assets for your game to be aesthetically pleasing accordingly.    Now you have a game that probably has the highest resolution for smart phones at your hands, but what about those who have almost the same, mid and low resolutions? You scale the assets down. How?    You can do it by getting the X (getX();) and  (getY();) methods in the android IDE.  Lets say someone has a very old smart phone with the resolution of 800 x 500   double width = getX(); double height = getY();   if (height <= 800 && width <= 500){ *Display the assets in a matter that would fit the screen*  }   The only downside to this will be rapid testing for many resolutions, but since you're using unity3d I don't think that would be a problem at all.  This is the fastest and easiest solution I came up with as a beginner game developer so it is definitely not the best. 
  20.   Welcome to open source software. :) 
  21. EagleGamer

    libGDX game code review

    Hello there!  I finished my game a while ago, I edited a lot of it and tried to make it as neat as possible but I know that its just messy code.  The concept behind the was just like "Egg catcher", where you'd have a bag and try to collect as much eggs as possible.  When I first finished it and tested it both on PC and Android I usually had an array "indexOutOfBounds" exception.  It turned out it occured when there was a lot of collision detection happening between the "bag" and the "eggs".  Eventually I reorganized the code and the exception that made the game crash semi-disappeared as now it only happens when you shift the bag left and right very vast. If you have any tip that could fix that or make me a more organized programmer I would really appreciate it. import java.util.Iterator; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.Input.Keys; import com.badlogic.gdx.Screen; import com.badlogic.gdx.audio.Music; import com.badlogic.gdx.audio.Sound; import com.badlogic.gdx.graphics.GL20; import com.badlogic.gdx.graphics.OrthographicCamera; import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.graphics.g2d.Sprite; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.math.MathUtils; import com.badlogic.gdx.math.Rectangle; import com.badlogic.gdx.math.Vector3; import com.badlogic.gdx.utils.Array; import com.badlogic.gdx.utils.TimeUtils; public class GameScreen implements Screen { final Eidya game; public static Texture backgroundTexture; public static Sprite backgroundSprite; SpriteBatch spriteBatch; Texture fils, note, wallet, bug, bug2, lolipop, sixabal; Sound bling, eat; Music song; OrthographicCamera camera; Rectangle walletImage; Array<Rectangle> coins, money, bugger, bugger2, loli, six; float playertime = 60.0f; long lastDropTime; static int dropsGathered; public GameScreen(final Eidya gam) { game = gam; setDrops(); backgroundTexture = new Texture("backgroundy.jpg"); backgroundSprite = new Sprite(backgroundTexture); bug = new Texture(Gdx.files.internal("Bug.png")); bug2 = new Texture(Gdx.files.internal("bugger.png")); lolipop = new Texture(Gdx.files.internal("Candy.png")); sixabal = new Texture(Gdx.files.internal("Nut.png")); fils = new Texture(Gdx.files.internal("fils.png")); note = new Texture(Gdx.files.internal("dinar.png")); wallet = new Texture(Gdx.files.internal("Wallet.png")); eat = Gdx.audio.newSound(Gdx.files.internal("Eat.mp3")); bling = Gdx.audio.newSound(Gdx.files.internal("coin.wav")); song = Gdx.audio.newMusic(Gdx.files.internal("EidSong.mp3")); song.setLooping(true); camera = new OrthographicCamera(); camera.setToOrtho(false, 1280, 720); walletImage = new Rectangle(); walletImage.x = 1280 / 2 - 64 / 2; walletImage.y = 20; walletImage.width = 150; walletImage.height = 100; money = new Array<Rectangle>(); coins = new Array<Rectangle>(); bugger = new Array<Rectangle>(); bugger2 = new Array<Rectangle>(); loli = new Array<Rectangle>(); six = new Array<Rectangle>(); spawn(); } public static int getdrops() { return dropsGathered; } public void setDrops() { dropsGathered = 0; } private void spawn() { Rectangle coin = new Rectangle(); coin.x = MathUtils.random(0, 1280 - 64); coin.y = 720; coin.width = 64; coin.height = 64; coins.add(coin); lastDropTime = TimeUtils.nanoTime(); Rectangle bugs = new Rectangle(); bugs.x = MathUtils.random(0, 1280 - 64); bugs.y = 720; bugs.width = 64; bugs.height = 64; bugger.add(bugs); Rectangle dinar = new Rectangle(); dinar.x = MathUtils.random(0, 1280 - 64); dinar.y = 720; dinar.width = 64; dinar.height = 64; money.add(dinar); Rectangle buggy = new Rectangle(); buggy.x = MathUtils.random(0, 1280 - 64); buggy.y = 720; buggy.width = 64; buggy.height = 64; bugger2.add(buggy); Rectangle sixo = new Rectangle(); sixo.x = MathUtils.random(0, 1280 - 64); sixo.y = 720; sixo.width = 64; sixo.height = 100; six.add(sixo); Rectangle lolo = new Rectangle(); lolo.x = MathUtils.random(0, 1280 - 64); lolo.y = 720; lolo.width = 64; lolo.height = 100; loli.add(lolo); } @Override public void render(float delta) { Gdx.gl.glClearColor(0, 0, 0.2f, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); camera.update(); game.batch.setProjectionMatrix(camera.combined); game.batch.begin(); game.batch.draw(backgroundTexture, 1280, 720); game.batch.draw(backgroundSprite, 0, 0); playertime -= delta; game.font.setScale(3); game.font.draw(game.batch, "" + playertime, 915, 698); game.font.draw(game.batch, "" + dropsGathered, 25, 700); game.batch.draw(wallet, walletImage.x, walletImage.y); for (Rectangle coin : coins) { game.batch.draw(fils, coin.x, coin.y); } for (Rectangle lolo : loli) { game.batch.draw(lolipop, lolo.x, lolo.y); } for (Rectangle sixo : six) { game.batch.draw(sixabal, sixo.x, sixo.y); } for (Rectangle buggy : bugger2) { game.batch.draw(bug2, buggy.x, buggy.y); } for (Rectangle bugs : bugger) { game.batch.draw(bug, bugs.x, bugs.y); } for (Rectangle dinar : money) { game.batch.draw(note, dinar.x, dinar.y); } game.batch.end(); if (playertime < 0) { game.setScreen(new WinState(game)); dispose(); } if (Gdx.input.isTouched()) { Vector3 touchPos = new Vector3(); touchPos.set(Gdx.input.getX(), Gdx.input.getY(), 0); camera.unproject(touchPos); walletImage.x = touchPos.x - 64 / 2; } if (Gdx.input.isKeyPressed(Keys.LEFT)) walletImage.x -= 200 * Gdx.graphics.getDeltaTime(); if (Gdx.input.isKeyPressed(Keys.RIGHT)) walletImage.x += 200 * Gdx.graphics.getDeltaTime(); if (walletImage.x < 0) walletImage.x = 0; if (walletImage.x > 1280 - 64) walletImage.x = 1280 - 64; if (TimeUtils.nanoTime() - lastDropTime > 1000000000) spawn(); Iterator<Rectangle> iter = coins.iterator(); while (iter.hasNext()) { Rectangle coin = iter.next(); coin.y -= 345 * Gdx.graphics.getDeltaTime(); if (coin.y + 60 < 0) iter.remove(); if (coin.overlaps(walletImage)) { iter.remove(); if (MainMenuScreen.start == false) bling.stop(); else bling.play(); dropsGathered++; } } Iterator<Rectangle> itor = bugger.iterator(); while (itor.hasNext()) { Rectangle bugs = itor.next(); bugs.y -= 555 * Gdx.graphics.getDeltaTime(); if (bugs.y + 60 < 0) itor.remove(); if (bugs.overlaps(walletImage)) { itor.remove(); if (MainMenuScreen.start == false) eat.stop(); else eat.play(); dropsGathered -= 3; if (dropsGathered < 4) { game.setScreen(new Lost(game)); dispose(); } } } Iterator<Rectangle> iterr = money.iterator(); while (iterr.hasNext()) { Rectangle dinar = iterr.next(); dinar.y -= 444 * Gdx.graphics.getDeltaTime(); if (dinar.y + 60 < 0) iterr.remove(); if (dinar.overlaps(walletImage)) { iterr.remove(); if (MainMenuScreen.start == false) bling.stop(); else bling.play(); dropsGathered++; } } Iterator<Rectangle> itora = loli.iterator(); while (itora.hasNext()) { Rectangle lolo = itora.next(); lolo.y -= 400 * Gdx.graphics.getDeltaTime(); if (lolo.y + 60 < 0) itora.remove(); if (lolo.overlaps(walletImage)) { itora.remove(); if (MainMenuScreen.start == false) bling.stop(); else bling.play(); dropsGathered++; } } Iterator<Rectangle> itorer = six.iterator(); while (itorer.hasNext()) { Rectangle sixo = itorer.next(); sixo.y -= 300 * Gdx.graphics.getDeltaTime(); if (sixo.y + 60 < 0) itorer.remove(); if (sixo.overlaps(walletImage)) { itorer.remove(); if (MainMenuScreen.start == false) bling.stop(); else bling.play(); dropsGathered++; } } Iterator<Rectangle> itori = bugger2.iterator(); while (itori.hasNext()) { Rectangle buggy = itori.next(); buggy.y -= 432 * Gdx.graphics.getDeltaTime(); if (buggy.y + 60 < 0) itori.remove(); if (buggy.overlaps(walletImage)) { itori.remove(); if (MainMenuScreen.start == false) eat.stop(); else eat.play(); dropsGathered -= 3; if (dropsGathered < 4) { game.setScreen(new Lost(game)); dispose(); } } } } @Override public void resize(int width, int height) { // TODO Auto-generated method stub } @Override public void show() { if (MainMenuScreen.start == false) { song.stop(); } else song.play(); } @Override public void hide() { // TODO Auto-generated method stub } @Override public void pause() { // TODO Auto-generated method stub } @Override public void resume() { // TODO Auto-generated method stub } @Override public void dispose() { song.dispose(); bling.dispose(); wallet.dispose(); fils.dispose(); note.dispose(); eat.dispose(); bug.dispose(); bug2.dispose(); lolipop.dispose(); } } If you still don't know how the game should function here's the link for it: https://play.google.com/store/apps/details?id=com.goldeneagle.eidya.android&hl=en   Sorry for the long read.Thank you for reading and have a nice day. 
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