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Rutin last won the day on July 29

Rutin had the most liked content!

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About Rutin

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    Advanced Member

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    3D Artist
    Business Development
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  1. My advice would be to just pick up an online course or a book which covers your topics, and if you steam roll through everything you're well on track. I'm more of a "reference" material type of guy, but check out the following: Java SE 8 - https://www.udemy.com/java-tutorial/ Java SE 8 Tutorials: https://docs.oracle.com/javase/tutorial/index.html For loops, array you will find information here: https://docs.oracle.com/javase/tutorial/java/nutsandbolts/index.html For classes and methods you will find information here: https://docs.oracle.com/javase/tutorial/java/javaOO/index.html
  2. Yes. Check out the link I posted and you'll see all the platforms supported by Game Maker Studio 2.
  3. You have a few options but the easiest route might be looking into Game Maker Studio 2 as it supports HTML5. https://www.yoyogames.com/gamemaker/features Game Maker would be more than capable. If you want to learn to program you have other options for web deployment such as HTML5 with JavaScript. Keep in mind that Game Maker also has it's own scripting language GML which can give you a good start.
  4. Nobody here is trolling... We've posted our answers so I'm not sure what you're getting at???
  5. One's opinions and experiences are still considered 'information'. As per the defention: Definition of information 1: the communication or reception of knowledge or intelligence 2a (1) : knowledge obtained from investigation, study, or instruction https://www.merriam-webster.com/dictionary/information?src=search-dict-hed You either find a team of people willing to work for the common end goal, or you put up personal money, and assets in order to fund your project. This is how I started my first company... I personally invested my own money. If you're unable to get people to work for free, or fund the company/project yourself either through credit or liquid assets then you need to take up side job that makes enough money to fund everything as you go. Now to answer your initial questions. I can only answer this based on equal splits because I was involved in such projects before but bailed. The reason I stay far away from equity related projects is due to the on going problem of money and who should invest what. I always found myself needing to invest more money and time than the other members to keep the project alive, and I felt like I was getting the short end of the stick. If the project made money we would be sharing in shareholder dividends, but I'm not going to do 70% of the work and majority of the funding so other people can leech. If I was just an investor it would be different, but I wouldn't invest money into any project for equity unless the only real issue is funding and I'm dealing with people who have a proven track record. The only way you're going to get a group of people eating ramen and working 50+ hours a week is if these people are extremely devoted to the project and can see the game materializing successfully. At the end of the day people have bills to pay, and working for free for that many hours long term isn't realistic for most people, especially those with families. Yes there are people out there that have done it before, but it's not that common to get someone to devote those kind of hours over a long period of time. This would depend on if this company will hold other titles under it, or just the current project and what I would have to give in time and money for this amount. I wouldn't even look at the 10-20% because the end goal is to generate money, and 50% of shareholder dividends is a better deal. I personally don't even consider projects for equity, or potential revenue. I'm at that stage now where you either pay for my services or find someone else. There are far too many opportunities out there to waste time on projects that may never see the light of day, and that require such a large time and financial investment for potential revenue. Maybe somebody starting out would do this, but I personally wouldn't.
  6. Rutin

    Gargoyle Art Head Piece

    I haven't really been posting much in terms of blog updates as I was waiting on the next GameDev Challenge to be announced. I'm working on a another project and did a gargoyle head piece for a wall scene which I thought I would share. It's a lizard type creature. I'll be posting my updates for the new challenge soon! For those that haven't seen it, you can check it out below:
  7. Rutin

    Can you make a Game Engine in Notepad++?

    If you're able to write your code in Notepad++ and access Direct X or OpenGL and other needed libraries, then compile and run you're good to go. Is there a reason you're not using Visual Studio? It's free and highly recommended.
  8. Game Maker Studio 2 would be a good option if you're not into programming yet. Otherwise you can learn C# and try Unity, but to be honest for 2D games Game Maker does just fine.
  9. @sprotz You've come to a game development forum which has a variety of people that come with different backgrounds, experiences, and skill sets so you're going to get people's opinions which may or may not be what you want to hear. At the end of the day this project is more important to you than anyone else here. It's up to you to go out and create your game in the image you've set and make it happen. Your level of experience and knowledge along with your skill set will ultimately determine how fast you can create this project and the final quality of the game. I've seen countless posts from people that want to make their dream game, or they have an amazing idea that write walls of text but no actual work is being done. All the matters is what you can put out in a tangible state, not what you 'could' put out. I would suggest getting to work sooner than later if you want to complete your game within a reasonable time. Best of luck!
  10. Looking forward to your release date! I hope everything else goes well.
  11. You forgot the 'if' part in the quote You can put together game play footage without polished graphics, which is why I added in the part about having good concept art which would imply what the desired look would be for the game if funding happened. The game play footage can be a demo level, or a concept, and it goes a long way to show you're really serious about making the game. Anyone can go online and write paragraphs about their "amazing" idea and say give me money. You have to ask yourself this first, why would you back a game that is based 100% on an idea and if you don't even know if the "development" team even has the ability to make the game or manage the creation of their game? (This I guess would change if you're dealing with an artist and designer who would like to fund money to hire a programmer, but even then, a small demo would go along way) I also said "if I" in the above quote so I'm speaking for myself personally because if I was serious about asking the public for money I would at least go the extra mile and make a demo level. There are a lot of projects that have small game play footage even if the visuals are rough, but at least that shows you're dealing with someone that actually can produce something. Again, as I'm speaking for myself I personally have the resources to put together a small proof of concept if I wanted to start a crowd sourced project, and wouldn't bother unless I can show the public I've put in the blood, sweat, and tears before asking for their help. On Kickstarter you'll see a mix of projects: https://www.kickstarter.com/games?ref=home These are projects that have some "proof of concept" just by looking at the home page quickly: I just took the first projects I could see of the main page. You're free to do your own research as well regarding what projects have and don't have, but my personal opinion is still the same. I wouldn't waste anyone's time or money unless I've put in the hard hours and produced a proof of concept even in rough game play footage, no matter how small the footage. If someone wants to start crowd sourcing their game idea solely based off the "idea" then best of luck.
  12. There is nothing wrong with doing this if you're just trying to build a portfolio and project references. Beyond that, I do agree that there should be a value set on services provided as it appears the OP is not starting out. I personally would suggest that the OP market himself based on the quality of your work, especially if these projects are being sold and he is not getting a dime, but each to their own. I do have a question though as this just popped up. Even though you're doing this for "FREE", are you asking for a % of anything on commercial projects? I just find it odd anyone would be doing this for nothing at your level without asking for something in return, but who knows! Great music profile by the way!
  13. I would take the part about doing anything with an "idea" out of the picture. You need proof that you can implement this idea into something tangible. The best way to get an idea of what works and what doesn't work is to look at the current crowd sourcing that is going on with games today and review what is and isn't successful. Pay attention to what they initially had when they first started promotion. You also have to consider why anyone would want your game to be brought to production and what benefits they get for backing you. I don't know if there is a "step by step", but if I was to go down this route I wouldn't even bother unless I had at least game play footage, amazing concept art, and lengthy detailed write ups for all the different aspects in what make this game worth backing. I would also find out how to compensate backers, which of course differs from game to game. (Credits, in-game items, status within the game, free DLC for life, part of the production brain storming team, flying out for meeting with the devs, ect...) Does your course provide marketing as part of the material? If the topic about 'crowd sourcing' is coming up in class discussion by the teacher as part of the course then the teacher should be providing some details on what makes a successful campaign and what doesn't. Or is this just some extra home work research? There are both advantages and disadvantages depending on how you set up everything with backers. The greatest advantage without a doubt is the financial backing provided which allows you to produce a quality product with the right amount of funding. You're also building a following and community along the way. The disadvantages can come when you allow 'ideas' to flow in from the backers unchecked, and allow the flow of development be decided by backers. This is the double edged sword in receiving their money and having to consider their input. Also, if you're not good in managing the money you can quickly find yourself among the many other failed projects which shut down due to "no cash flow". There is another thing to consider here, the money obtained through such a campaign is for your development costs, which means you'll have to keep in mind when you sell your game that your backers (depending on your arrangement) wont be paying for the game at retail rate, if at all. Which means if you're not able to make this your full-time job, you're going to be looking for a job really quick unless you can either generate enough sales, or provide alternative content to generate revenue. The cost to market can be very high, especially if you have zero experience. Thankfully a successful crowd funded project can provide it's own free buzz, but you still have to stay relevant. You also will see a lot of problems with such campaigns which is why a lot of them never hit retail in comparison to the amount which get started. I've seen games which took money and made false promises day and night. I've also seen developers misuse the money, and even pick up and leave. There is also a bit of a bad taint spread across games that are crowd funded and if people should or shouldn't back them. There is also the flip side too, many great games got created which otherwise wouldn't have been possible, but they're not as common as the amount that fail to release successfully. I personally would rather put up my own money or if I didn't have the cash and I believed in my product enough to take people's money online, why not use my credit to fund the project if possible or find another way to generate revenue. As a business person I've always believed if I'm not willing to put my own neck on the line for my project (personally guarantee, put up my assets, and financially be liable) then it's not worth doing to begin with. The last thing I would want it to do is take another person's money, and have a project flop. I might be able to walk away financially scott free by crowd funding but all those people still lost their hard earned money which I wouldn't be comfortable with because there are no guarantees in this business; You have to accept the risks at either your expense, someone else's, or both.
  14. No problem. I personally rarely have issues with warnings. I either use the library that is designated for my IDE and version, or I build it myself.
  15. This is completely the opposite route anyone should be taking when starting out considering the other options on the table. Even when I started out almost two decades ago, I still used BASIC for a bit before jumping into C++. I use 3rd party libraries all the time with C++ and I get zero problems. There is a big difference between a problem with said library and 'user' inflicted issues. I see countless linker errors, wrong headers, wrong directories set, ect... which are all caused by the user. Game programming concepts are universal, so starting out with a high level language is usually recommended as you can always learn lower level stuff like C++ later down the line. Languages are simply tools that we use to generate a desired result, so if using JavaScript, or C#, or any other language is easy for you, then that's the one you should pick. It's more important to pick the tool that will not discourage you from moving forward, which is why most people should avoid C++ and DirectX if they have zero programming experience.
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