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About RidiculousName

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    Game Designer
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  1. RidiculousName

    Free Images?

    I've heard that's not perfect.
  2. RidiculousName

    Free Images?

    I was thinking more of photographs, maybe pictures from very old books?
  3. RidiculousName

    Free Images?

    Could someone point me to a website with free images I could legally use in a game? I would like to choose completely free-to-use images just in case I may want to earn money from the game somehow (very small chance, I know).
  4. RidiculousName

    FXML and CSS in JavaFX

    Would any readers please explain to me the differences between FXML and CSS? I just want to create a basic GUI in JavaFX. For example does one work better on linux? Is one easier to learn than the other? What are their benefits and drawbacks?
  5. RidiculousName

    Keyboards for Programmers

    Thanks everyone. I ended up going with this. It's a metal/mechnical keyboard with back-lighting. https://www.amazon.com/gp/product/B015MPQQ0A/ref=oh_aui_detailpage_o00_s00?ie=UTF8&psc=1
  6. RidiculousName

    Keyboards for Programmers

    Obviously, virtually any basic keyboard will serve for programming. I'm interested if there are keyboards known to be especially good for programmers. If you could use any keyboard on the market what would you use? What do you use now?
  7. RidiculousName

    Programming and Higher Mathematics

    Everyone, thank you for responding. I was wondering, can I see a code example of how much easier it is to do something with knowledge of Calculus/Trigonometry? Preferably in Java or some other C-Like language? Currently, I am learning about logarithms and graphing in my college Precalculus class.
  8. RidiculousName

    Programming and Higher Mathematics

    I've been wondering why universities require Computer Science students to take a lot of mathematics classes. What sort of things will higher mathematics such as trigonometry, calculus, etc. help me achieve with computer science? I'm especially interested in programming.
  9. RidiculousName

    RTS Unit Production

    You have some interesting opinions. I agree with everything in your post. I do want to say however, that if RTS games aren't fresh, well, shooters reek. But that's just my own opinion. IIRC RTS games were popular before shooters became popular, and fads will change. Fortnite has some vaguely RTS-like additions such as base-building.
  10. RidiculousName

    Java's Weaknesses in Game Creation

    I think of myself as a beginner, but since I'm entering level 300 CS courses this semester, I am not as new as others. I am not sure where to place myself in terms of experience. Semi-experienced beginner maybe? I know Python relatively well, and I have basic knowledge such as functions, classes, etc in C++, but I lack much experience or skill in the language. So far, my crowning achievement is using my own time to write a brute-force voronoi-diagram generator in Python/Pygame. That experience taught me that Python runs very slowly when it has to deal with large data-structures. By, optimal code, do you mean finding algorithms that run as fast as possible? I am not very good at that yet. Is that why you are suggesting I might want to study C++?
  11. RidiculousName

    RTS Unit Production

    Heh heh, I didn't expect my thread to be this popular. I kind of just threw the idea out there. I've been asked what RTS games would utilize the production mechanic. Hearts of Iron III and (I think) II uses something very similar, where you have to split production between queued units. I like the idea of an auto-queue. A lot of people thought this would work well in games with a lot of units. I agree, but, I was thinking of this sort of mechanic being used in a game with a very small amount of units, and a population-cap that decreases resource intake according to the amount of units you control. Something like Company of Heroes, but with units being very disposable. In that game, resources are automatically given to you based on how much territory you have captured. You win by holding "victory-point" locations until the opponent's victory-points run out.
  12. RidiculousName

    Java's Weaknesses in Game Creation

    That helps, thank you! Is it just worse because it's slower and has less stuff built around it?
  13. I recently transferred to a new college that teaches Java as part of it's Computer Science core classes. I've heard Java isn't that great when it comes to making games, and I was wondering what its weaknesses are compared to more popular game-creation languages, and if any of its weaknesses have a work-around of some sort. Specifically, I'm interested in Artificial Intelligence and Procedural Generation.
  14. RidiculousName

    GIMP vs Adobe

    I chose GIMP to make simple 2D graphics for my game because it's free. I am curious however, how much better Adobe's software offerings might be. In terms of capability, how does Adobe's Creative Cloud software compare to GIMP?
  15. RidiculousName

    RTS Unit Production

    It's always a bit annoying to me when I play RTS games and I have to keep qeueing units. What if the player could specify a percentage of gained resources to be automatically used in the production of specific types of units? If you didn't need a unit, resource allocation could be set at zero. It seems like hot keys could be used to quickly adjust resource allocation. Perhaps shift could be pressed with resource allocation hotkeys to keep them separate from unit ability hot keys?
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