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Michael Aganier

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  1. Michael Aganier

    Linux IDEs for C++

    Netbeans C++ is probably the most fleshed out one. Though on linux, you don't need an IDE because the OS itself is an IDE. You just need to learn the proper tools as @Alberth mentionned.
  2. Michael Aganier

    Template Function

    It is possible, though not without some quirks and is not exactly straightforward. A different solution is to add a specific interface for each type. // Template is longer to type Velocity@ vel = entity.getComponent<Velocity>(); // than a specific inteface. Velocity@ vel = entity.getVelocity(); There's two advantages to that. First, once the interfaces are there, your code is easier to write because less characters to type every time. Second, it is by default a lot more efficient than templates because AngelScript templates are determined at runtime unless you override a template specialisation for each different type. (see Template specializations in the link above).
  3. Michael Aganier

    How to make art like that?

    This is really great @Scouting Ninja, thanks a lot for the effort. I'm reading your tutorials along way the book I mentioned. I'll show some results as soon as possible.
  4. Michael Aganier

    Unit scaling in strategy games, how to keep uniform gameplay?

    It would only be changeable in between battles. I agree that it may affect the quality of the game. I'll try your advice and see how this goes.
  5. One thing I do when I have lots of entities that can do the same action at once is wait a random delay before doing the action. That way, it looks a lot more natural and the sound problem is lessened. If you have a large map, then you will naturally use positional sound effects which will reduce the volume of sounds that are far from you if not mute them. If it's still too loud and lots of sounds happen all the time, I will lower the volume simply. If few sounds happen, it's fine if they are quiet because it gives auditive strength to the more intense action. For limiting the number of sounds, I presume that you count how many sounds are currently playing and skip newer sounds if it reached a limit. Instead of playing sounds directly, send a sound event to a sound manager. This sound manager will receive events from everywhere it's needed and it will keep track of the number of received events for each individual sound. Once the sound manager has received all the events for this current frame, it will decide which sounds should be played. For example, if I count 100 events to play the sound "laser_gun", I can play the sound once, but adjust the volume with the following algorithm. for each (soundEvent) { // Each additional sound event increases the volume by 5% // instead of 100% if you'd play it twice. float vol = 1.f + (soundEvent.counter - 1) * 0.05f; SoundAPI.play_sound(soundEvent.sound, vol); } That way, many sounds are still louder, yet not too loud. Notice that I used a linear function to increase the volume, but you could use an exponential function so that a second sound event increases the volume by 50% and the tenth only increases by 5%, etc.
  6. Michael Aganier

    How to make art like that?

    Good info. I started learning blender with the wiki book Noob To Pro. I've readed all of section 1, though it's only about basics and interface. What I had in mind is to make characters with the same general shape so that they can be rigged to the same skeleton. I want to make 1 animated skeleton and be able to use it to animate multiple characters and export them into spritesheets. Is that possible with blender? Also, could you describe how you've done your vector character? Is the whole model 1 piece? Did you made each pieces separately? What kind of lighting did you render with? I'd love to see in action how you go through that process.
  7. Michael Aganier

    How to make art like that?

    That's pretty cool. When I think of vector graphics, I always thought of inkscape and illustrator. What is the advantage of using a modelling software like Blender?
  8. Michael Aganier

    How to make art like that?

    I saw a video which uses elegant and simple art at the same time which I'd love my game to look like. The art seems so simple that it looks easy, and I tried, but I have very little art skill and I can't do something as good. Is this kind of art doable by a non-art person? How can I learn to do that? How long can I improve from zero art skill to making good simple art like that? I say simple from an non-artist point of view, but is it? What kind of software do artists use to draw and animate characters like that?
  9. Michael Aganier

    How to improve FLEE in RPG videogames ??

    Option 3 and 1 seems the same but with different wordings. Those would be the most straightforward. I like option 2, but does it make sense in your game? It would if your game has an ethic mechanic like mass effect series which makes you bad or good depending on your actions (or Baldurs Gate which is THE ethics RPG).
  10. Michael Aganier

    Dolumar open source

    I like the art and style, it makes me think of cossacks and american conquest. How did you make that? Did you hire an artist? It looks very professional overall. How much experience do you have? How long did you work on that?
  11. Michael Aganier

    A quick question about style

    Left side looks more arcade and casual, right side looks more tactical and realistic. I prefer right side, that'd be really cool in real time. The reason is that with this level of abstraction, you can have much more realistic and deeper tactics. In real life, their would be thousands of foot soldiers for a couple of tanks. With the left side, you'll usually have 1 tank for 5 infantry. The visuals are more realistic, but the game is a lot less convincing because you know that individual soldiers don't fight like that. On the right side, you can abstract 10 tanks in 1 tank unit and 1000 soldiers in 1 infantry unit. The abstraction makes it look a lot more convincing because you use your imagination to picture the actual soldiers doing the fighting. If you want to simulate directions and rotations of units, you don't need to have rotatable sprites, just draw a cone which shows which direction this unit is facing and its attack range at the same time.
  12. In a game like total war or scourge of war, you can choose the scale of units which changes the number of troops you see on the battlefield. Such games are usually designed with a default scale in mind. For example, if the default scale of soldiers in a unit is 1:10 compared to reality, the maps will be designed so that it plays well with 1:10 units scale. But then, if the user chooses 1:2 unit scaling, the size of the map feels wrong and it can make the game unplayable (not framerate wise, gameplay wise). In total war, city battles are pretty annoying at bigger scales because units get buggy and don't move as smoothly through the city. Is there a game that already uses a good solution for that? What would be your approach to this problem?
  13. Michael Aganier

    Making Certain themes accepectable

    In my humble opinion, doesn't matter how old are your soldiers, the game will sell if it's good, it won't if it's not.
  14. In a strategy game, you have multiple players whom each control their armies. These players can be human or ai. The problem I have is with the signification of the word player. When we talk about characters that are AI in games, we say NPC for Non Player Character. This implies that a player cannot be AI. In this context, we have characters that are either player or AI. In a strategy game, the player and ai are not characters as per se, but invisible beings that oversees to their troops. What is a word for that overseeing entity that can be either player or ai?
  15. Michael Aganier

    Why are member variables called out?

    I used to put m_ in front of my member variables, but I stopped because I think it's an anti-pattern. The naming convention doesn't guarantees that this value doesn't come from somewhere else than expected. Instead of using a naming prefix, I use explicit code that is enforced by the compiler. For example, in C++, I know that a variable is local when I type the name of a variable only, and I know that a variable is a member variable because I explicitly type this. class TimerA { int m_timeSinceCreation; public: TimerA() : m_timeSinceCreation(0) {} void update(int deltaMS) { // m_timeSinceCreation can come from anywhere; it can be a member // variable, a global, another parameter or a local variable. // You can only be sure if you know the code. m_timeSinceCreation += deltaMS; } }; class TimerB { int timeSinceCreation; public: TimerB() : timeSinceCreation(0) {} void update(int deltaMS) { // timeSinceCreation is 100% guaranteed to be a member variable. this->timeSinceCreation += deltaMS; } };
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