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Treyten Carey

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  1. I'm currently working on a 2D/3D engine by myself, I'd love some help if you don't mind starting on an already-in-progress project. There is already support for many 2D things. Send me a PM if you're interested.
  2. Treyten Carey

    Getting started

    Hi Midnight,Especially for new developers, I really suggest using World of Hello for development.By default, you have access to 2D and 3D tools, as well as instant networking. Another cool feature is that if you put together a team, you can work on the project together in realtime.Finally, if you make an app using your computer, it is automatically ported to Android (and soon iPhone) with no extra coding, and if you want to continue development work on your phone or tablet, you can do that too. Just visit World of Hello or on Google Play to start developing without needing a development environment, IDE, or developer licenses. You can even code and upload files on your phone without uploading your own APK -- simply download the World of Hello app.There are a few tutorials here for coding, and I expect to release another this weekend for basics.You can also view the documentation (which tells you how to code and what you can code). If you need help reading the document, there is a brief explanation on how to use it here.Even if you decide not to use World of Hello, I highly suggest trying it out and seeing if you like it, first. You can stop at any time.I also love working with new (and/or experienced) developers, so I would be glad to help you out over a voice/video chat service if you ever need it. Since it's such a new engine, you can also let me know if you need certain features and I can work on it ASAP. Unfortunately I don't yet have console support, but I plan on adding it in the future, which means the app you work on now will eventually be automatically ported to consoles. Hopefully you'll find my tools very helpful, because I created them for people like you. Treyten,
  3. This is pretty normal for people who get into indie game development. In order to create an indie game, you have to learn everything yourself in order to create a game by yourself. Usually this is the case for jobs looking for already-experienced people in certain areas. As you will be fresh out of school, and it sounds like you haven't had an internship, jobs looking to hire will likely notice that you're going to need on-the-job training. Any decent company would take the time to train you so you'll become an asset to them. I say why not? Working on several skills at once will, obviously, take much more time than learning one skill at a time. It may make you a jack-of-all-trades, but take this for example: You are hired into a game company with others who are familiar with certain tools, but they are not advanced in them. One person asks "hey, I can't figure out how to ... can you help me?" but you are only experienced slightly in all fields, so you are unable to help them. You notice you are unable to help with many tasks, because you don't have advanced knowledge in any of the fields. If you had learned one particular skill before moving onto the next, you might have been able to help more effectively. Usually it is important to have really learned at least one thing. But the more things you try to learn sequentially, the more you may forget how to do previous tasks. For example, you learn 3D modeling. Then you move to audio. Then you move to coding. By this time, you may have forgotten certain key shortcuts from when you were 3D modeling. -------------- Overall, I don't think it will hurt your chances of finding a job as they will provide on-the-job training, but I do believe it could be beneficial to learn at least one skill in-depth
  4. I'm biased toward my own product, so take this reply as a suggestion, not factual. Try World of Hello, you can code on your phone or PC, or both at the same time. Any app you make on your computer will automatically be ported to Android (the iPhone version is not available yet, but will be soon). I am also adding standalone support so once you build your app, you can unlink it from World of Hello to be entirely your own on the app store and PC (currently you have to have World of Hello to play the app). It is a new development tool, so I'm still adding support for features, but I can work closely with you to add anything you need on an as-needed basis. So, if you want to get into mobile development, I'd really suggest using it. You can even hire a team of developers to work with you in real-time on building your app by giving them permissions for files, code, and whatever else.
  5. You may get the pixels of an image using the solution found at http://www.java-gaming.org/index.php?topic=36098.0 Check if the line passes through the entire enemy image. If it does, then start at the most recent position of the line subtracted by it's bounding X and Y value, and move down the line checking to see if it intersects with a non-zero alpha pixel at position y*imgWidth+x. If it intersects, then the enemy is hit. Otherwise, it is not hit. This type of checking could cost you some performance if you don't do it right; be sure to only continue checking pixels if, and only if, the line passes through the entire enemy image. Edit: I strongly encourage using visuals to do the above. Perhaps you could test it by creating a line, then creating an image that follows the path of the line. Once you do that, you can check that somewhere inside of the line is the enemy image. After, you can output the pixel color at the position of the enemy image from the image that follows the path of the line. After you've completed those first three steps above, you should have every resource you need for checking pixel-collision. No using radius', and no skipping collision detection due to deltatime.
  6. I would take this approach. What I would do is create a line that starts at position previous and ends at position current. I've never used Slick, but found that it does support drawing lines. Once you've determined that you are getting the correct positions (I.E each frame you should see the line follow the last position of the projectile), then do a raycast between points to see if it's moved through the enemy. Really no different than just doing a raycast, but at least you'll know you're doing it right through visuals.
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