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The_Con-Sept

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  1. The game of Atom or "Adam"

    The math portion to find out whether or not a player can place a tile to see its outcome would be in the GUI and math side of things. But I kind of wanted to make it difficult for the player to just see that. In my experience I would always just go for the best outcome with the most possible points being the objective. However sometimes that can blind people to the weaknesses they invoke or create. Where as they could have just placed a tile whose attacking power just flipped over several tiles in the late game but not realize that he left two tiles, not exactly adjacent one another, but in a fashion where the other player could place it into the cavity he created to make a corner move, and flip over double the amount of tiles the player was able to muster. Which is why I sort of wanted to leave that out. Having the player using the GUI to determine his next move solely on the purpose of capturing the most tiles in that turn could blind side them. I suffer from this myself in some games.. And on the same merit I do not want to create a dependency of the player to use the GUI to determine his next best move to avoid weakness. I would rather have the player taking into account his actions. We have too many games that hold players by the hand. In this game I don't want players feeling like they are being held by the hand of the AI to help them win the game. Then there is preventing cheaters from creating an AI that can play against other players. But that is a whole other category at this point. As far as implementation, I wanted to have access to the source code of the original game, or confirmation from the creator of this game was not going to appear again. Or in development on a new platform other than the now dysfunctional PS Home. But I could not get any word from the creator what so ever. (It is like he had died, or just does not care.) I can only imagine how they created this game to begin with. BUT ON THE SAME NOTE. I am not completely clueless. And I am probably not 100% accurate, however with my experience creating objects in a 3D modeling program and compiling them into a game engine I do know the following: To keep things orderly in a low memory environment you do have to make things simple. Simple as in calling each and every vertex in a series of vertices to create an object as a hexadecimal value, or maybe even an INT. In order to group them you also need to define a new hexadecimal or int for them. Collision detection for the "gaps" in the engine we used could only accept INT's as a "group name" so if you wanted to create a gap that required you to clear 3 gaps in the skating game, you had to create that statement using ints to categorize them properly. So what I imagine how they created the original game was this: They had to code each and every hexagon's mapped face to have a script readily available to plug in the face's numerical attacking value properly into the token for it to execute correctly. Which means each and every face on the map has its own mathematical structure already inscribed in it. So that you would not need to create a matrix so to speak based on the space. As instead you would already have everything in place so the computer could just compute the end result, instead of using up memory to add a call function to figure out how many in every direction a tile can attack. While also just calling for the numeric values of the defending spaces to initiate a check of +, -, or Null. or even more simply, checking to see if the sum of attacking is < the current defending space. If it is less then it does not get flipped over. (However I keep thinking in my head that if a tile ties in attack and defensive power, a coin toss should show up to resolve the tie.) So I do not fear having to go inside of my map and labeling each and every face accordingly so its own inscribed math function can execute more quickly. But then there is the problem of the map itself. And as you were hinting at with "space" or "spaces." I have already had this argument in my head already. When it comes to the map I do not want players heavily relying on CORNERS. As shown in the video of the Opening Post above you have a total of 14 tile spaces to play. Notice how players can not place a tile in the "Redded" out zone? That is a corner. Where a player could decide to put a tile's weakest sides into the corner to try and cement that tile's weaknesses away. I want to discourage that. And in order to do that I can simply implement a few lines of code that gives the player the feeling that he is going infinitely in a certain direction to place the first tile for the game to start. Simply by using warps, or re centering after a certain frame... or, allow the player to go infinitely go in any direction but once the tile is placed, it automatically sets it into the center of the map. That way they have to create their own "corners" using their tiles. And by having 18 tiles on each side, more than 2 corners could possibly show up in a match. (Which is why I finally brought this idea to the forum to talk about it more.) So with that aside I also do not want to introduce "elemental weakness/advantage." Instead I was thinking in a different direction last week of changing something else for an attack strategy; thinking outside of the box of Multiplication, Division, Subtraction, and Addition. So I thought about INVERSE tiles. This could change the dynamic structure of the game with something so simple. Instead of Attack < Defense determining if the tile is to be flipped over, it switches that < to > in the checks. That way it becomes the lowest number is now the most powerful. Then the mathematical string also inverses the - in the equation to +. That way it adds the tiles defense to the attacking power until it reaches a tile that is lower than its attacking power. Keeping that in mind I wanted to keep that as a very rare type of tile you can receive. An inverse tile could really ruin someone's day. I think that would be the most valuable tile in the game though as players would constantly be trying to create the highest amount of defense and generally not care for the low end. And by keeping the decks randomized where you can only have 3 to 5 tiles in your hand it prevents players from stacking up against something like this. And even while writing this very line I am already thinking of a third type of tile. A mirror tile. Where as it changes, or deflects, attacks in a different direction. Even thinking about this it seems like I could easily create a sort of matrix that works like so: Each hexagonal space has its own predetermined function.Where as the attacking face gets plugged into the initial equation. The defending tile does the action while the attacking tile has to only worry about plugging in its data. So the defending tile would automatically take in the damage received, then send out the overflow into the corresponding opposite face as an attack. It just passes it along. then the next hexagonal tile takes the incoming damage and calculates it and passes on the overflow if there is any. If there is none, or the damage dealt is perfectly equal to the damage defended then the coin toss would appear for that tile. That is how I could write in the code so it can be properly managed by creating a matrix of matrix's. And as you were saying when people place the tiles into the board I was thinking of having the world sort of pop up beneath it as you play. I thought about having the tiles act sort of like a decision, and that decision changes and molds the ground beneath it each and every time a tile acts upon that part of the land it would make something pop up. Just adding in a sort of background to the game instead of it looking so drab with nothing more than a 2D background to look at as a static image. That thought crossed my mind more than a few times. But being able to add or implement that into the game would take up resources and time to create. Because then I would have to map out everything on the board as well. What I was thinking was making the background seem like it is filled with nothing but water. And as you kept placing tiles into the ground it would slowly pop up islands... then there would be trees growing there. Then indigenous tribes of animals or people would take over the plane-scape. Each and every time. Just allow people to create little hexagonal plots of land that look different. Like Motifs. But above all I already had the idea of the game's story like function work more like a mature, or even 18+ rated game (No nudity, just extremely mature seeing how most gamers are now middle aged and above.) And I had the idea to have players choose an "Icon" not a "God" to represent themselves. And they would be voiced. Their only purpose is for the intro, and outcome. And maybe some back and forth banter between the two during gameplay on certain plays. The number one "Icon" I have in mind is a Hyena character. Then I can only imagine a Zeus like character. Maybe a few women who are more dark/evil looking. Then maybe add in some ethnicity to the mix just to keep it entertaining to hear. But even as far as story goes, even just the user's name they wish to be known by has importance to one side of this game. And that is LUCK. But that is explained in further detail in my txt file. Seeing that this is going to be a more mature game, one to be taken with a considerable amount of intellect in mind, I don't want it to be "kid friendly."
  2. what is the appeal of fps games?

    Every shooter, since the beginning of the FPS genre, has been about using guns.... WITH a good morality structure behind it. In fact the first fps game was Wolfenstein. A game about killing all of Hitler's men. But we all know that is not the real reason behind the games.... This game had a mass appeal because you finally had a game that shot bullets. At least it made you feel like you were shooting bullets. But what really drew people in was the guns themselves. You started off with a pistol... then upgraded to a sub machine gun. And finally you had rockets. The same thing happened with DOOM. You start off with almost nothing but end up with everything. The idea was to allow the player to slowly try out different guns, then throw in a mix of enemies to make it challenging. While also having the player save ammo for different enemies to quickly progress through a stage. Eventually this became boring. people would find the biggest gun and use it every time against other players. It was pretty much Find the best gun in the game and just camp on its spawn point. Well then players started to see that tactic as being cheap. So they tried something else... Each gun does a different amount of damage with varying rates of fire, but the recoil on the guns should be different. Eventually people stopped hogging the rocket launchers after they only had like 2 rockets instead of 5. It worked. You had Socom do this... But ultimately Counter Strike made this a staple. You must have recoil in a gun. So this became the appeal to gamers... Counter Strike had you play a side game of "economy." But other gamers found this to be a cheap tactic. In comes Battlefield or Battlefront which introduces a new mode called "Conquest." Gamers flocked to this new way of playing in the maps because now you can not just camp in one area of the game. You now had to defend areas in order for players to even come across that part of a level that you are watching. This went on for a while. Almost every game had a mode like this but Socom had a mode called "Captive." Where when you "kill" an enemy, you only just down him. but it required you to oust the entire enemy team to win. Which means a player from the opposing side could "revive" a fallen ally and they could team up against the enemy team. Both teams had the ability to down opponents and revive. But until a team was ousted it would go on until the timer ran out. And lets not forget Halo adding in the floaty jumps, the 3 hit pistol, and sticky grenades.... I still don't find sticky grenades as much fun as the Jumping Bean grenade from Area 51. Then comes in Call of Duty 4 Modern Warfare which introduced not only "prestige" and shooting through walls but "kill streak rewards." Call of Duty pretty much took over the planet of FPS because of this. Rewarding players for getting kill streaks to enable a sort of cheat code into the game? HECK YEAH SIGN ME UP AND TAKE MY MONEY! This is where it has been for a while.... Uncharted comes around and has players finally doing something different which is CLIMBING ON STUFF! No longer would you have to run around to get to a new are, now you can climb on walls and rocks! But this was only fun for Uncharted 2 (Uncharted 1 had no multiplayer.) Haze tried to introduce feigning deaths. Warhawk was about trying to add in planes to a battlefield type setting instead of helicopters, but allowing sniper shots to travel all the way across the map. As well as shells from tanks and so on. Then Gears of War had the chainsaw fights and the chest high walls... They tried to get players interested in other abilities to shoot projectiles by introducing mutated humans. (I forget the name of the game) Crysis was for the technologically advanced people obsessed with invisibility cloaks. Resistance was all about alien guns like Duke Nukem had... The order 1886 had the fabled death ray gun from Nicolai Tesla. Starhawk had mech's that could transform into planes... It would not be until Rainbow Six Siege came out that it shifted gamers in a new direction... being able to change up the playing field with Gadgets and gizmos. Reinforcing walls... windows... having different speeds for each operator.... basically brought the "Hero shooter" into the light of day. Honestly the reason why "Hero shooters" became popular was because of those MOBA games. Having different abilities to catch your opponent off guard. You had Drawn to death go into the more cartoonish Mortal Combat special move style of a hero shooter. Overwatch stole the limelight from siege and had players get interested in hero shooters... This also helped Rainbow Six Siege come into play. LawBreakers introduced Zero gravity (Which Area 51 did first. But no one cared for it.) and a new idea behind the term "Blitzball." It is not the FFX version of it at all. It is something completely different. Which I am surprised that Squaresoft hasn't filed any actions in court over the name of the mode found in LawBreakers. And now you have Player Unknown's battlegrounds (PuBG). Where all of the people screaming for an open sandbox world of competitive shooting can finally come together and GET THE HECK OFF OF GTA V. Killing random people all of the time absolutely everywhere in GTA V online. PUBG introcuded the idea of having a gigantic level to start with and having random items thrown every where.... But having only 1 player who can take the top spot. (You can thank Sword Art Online for having the idea behind this first.... Or did they have this idea first?) While the level shrinks every so often. (Which in Sword Art Online it would shorten after the death of a certain amount of players.) And now we are currently here.... Where can we go with shooters? We can't do space. Forsaken 64 already did that. Deadspace has the horror aspect of it already covered. The hero based shooters already have mutant abilities. What more can you do with guns? You could say prop hunt from Gary's Mod could be a way to go.... but that gets old. Friday the 13th the game was an awesome idea but it has only a shotgun in it. Evolve and Dino D-Day, or Primal Carnage already has dinosaurs or the ability to play as some type of animal in the middle of a gun fight. Aliens Vs Predators Vs Humans gets old. Battleborn and Paragon are already old and boring. Fortnite PVP is he same as PuBG only you get to create walls and stairs and such on the fly.... What else can you do with a shooter? Metal gear Online had abilities too... and had an rpg system to it. or at least the element of adding stats to certain areas of a soldier. I mean what else can you do with a shooter to make it fun when everyone is just fine with skirmish mode? How can you attract them to a new shooter with what we have right now? What can you possibly think of that would appeal to the gigantic crowd of the FPS player?
  3. The game of Atom or "Adam"

    I understand. But at this point I am still trying to figure out what will work. I have already tried to talk about it with some of my co-workers, but explaining this to them leaves them confused. My 9,000 word text document expresses ON PAPER in full detail what I want to do with this game. but before I go any further I am left asking my own critical questions on how I want this game to be played. of course there is a problem of hosting pictures on the web now where I can't simply just upload the photos I got to help explain things. Instead I have to rely on text. (Photobucket has me blocked on my own profile so I can't host any more images.) So I am wondering if there are players out there who can sort of make the connection I am trying to show using those two videos to help them identify what I want to do, but explaining how my game is going to handle things differently. Right now it is all numbers based. no "elemental" attacks. It is just a basic form of this game right now. But I am wondering what I should do gameplay wise to keep players interested in it for at least as LONG as 30 minutes, but far less time per battle with their decks. I didn't want to do 64 tiles with each side having a different numerical value to do battle with because I fear players would feel more fetigued playing it than actually enjoying it. So lowering the tile cdount to 18 sounds, at least on paper, like it wouldn't have people too bored playing it. But at the same time still giving players a chance to fix a mistake they have made on the board. but also adding that pressure of only being able to hold on to 3 to 5 tiles at a time instead of 7. I have already thought about spinning the tiles before you place them and decided that the tiles should not be able to twist or turn. You must have a tile that has the values you need in your deck in order to attack certain other tiles. It also adds a tremendous amount of value to each tile. In my own mind playing this game in my own head I can already see different styles of gameplay where players would try to build decks that attack only in a few different directions, and have their weakest spots on the faces adjacent to them to keep other players from simply attacking that point. Then you would have players with a different attack style that goes up or down for example the could really ruin your day if you are not careful. Having a well rounded deck might not be the best option. When it comes to attacking (placing a players tile into the field) it has the ability to not only flip over the tiles in the adjacent space, but the ability to chain flip the tiles behind it if the number on that face is high enough to attack the next tile in the series. in the first video shown in the opening post above near the 4:03 marker the commentator places his tile into the field. The side that is attacking is 3. it is able to flip over the tile because its face on that side has a vlue of 1. But it also flipped over the next tile, whose face value on that side was 2. but it also flipped over the final tile that had a value of 3 on that face. He made a chain capture. In my game, seeing how the numeric values will be much higher, and can possibly reach into the hundreds, I wanted it to be more math based where as the numeric values of the defending tiles face in the same direction subtract from the attacking face's numeric value. So using that same time stamp in that video above imagin that tile he is placing, on that side has a value of.... 87. And the three tiles that get flipped over in that video have a numeric value on its defending faces at: 12, 44, and 52. So the attacking face hits the 12 face and the remaining attacking power is now at 65. The next tile to defend is at 44 but it still gets flipped over. now the attacking face value for the third would not happen as the attacking power has now been reduced to 21. so 21 going against 52 it does not get flipped. It stops there. Also sorry Scouting Ninja... I can only write walls of text.
  4. The game of Atom or "Adam"

    It does not seem like one at first. But what I want to do with the tiles is add values to them just like how it was shown in the video. You see the idea is to use Hexagons with numbers on each of its 6 faces, but each face has a different polyhedral die or dice (2 or 3). The idea is the same setup as any other deck building game: Trying to find the best tiles. However these cards are not, in and of themselves, a standardized tile. This is where the traditional trading card game and my game become different. The chance is in the process of tomb-stoning (engraving) the tiles. For example you have 1 tile in front of you with a base of 6. This base number multiplies all of the outcomes of each face by 6. This means this card can not possibly have any sides lower than the number 6 for any side seeing how each polyhedral die starts at a value of 1. But each face has a die, or dice. You could have: -1 of the faces with just a 1-6 die, -another face has a 1-4 die, -the next face has two 1-6 dice, - -the next two faces both have a 1-8 die, -and the final face has a 1-12 die. However where these die's end up on each face is left up to chance. Which means they can be in several different configurations. the 1-4 dice might be at the top, the bottom, the upper or lower left, or the upper or lower right side. Assuming that each tile is to be played where the bottom and top face are perfectly horizontal. Which means you have to place your tiles strategically so that you flip over the other tiles, at least as many as you can, with the numbers on each of the faces controlling the outcome. but this process of tomb-stoning (engraving) the tiles requires points that you generate from sacrificing tiles you no longer need. You also win tiles from other players, but only 1 tile at a time in ranked mode. So you have to be a good player if you want to keep all of your tiles. (Honestly this idea is in the original hex game. And bottle caps, or pogs, also had a mechanic similar to this.) When you finally unpack a set of 15 tiles from a tile pack, just like opening a pack of any TCG you get 15 cards at random values, you can get up to a base 12 from any pack at a certain chance value. This is where the simplicity gets a little complex. Because you know you have a base of up to 12, but you have yet to tombstone (engrave) them. at this time you roll the dies on each side until you can not re roll, or wish not to re roll any more. They become tomb-stoned tiles (engraved.) You could have the same tile above have all the dies land on a value in the top 75% for each side and have quite a tile to place into the battlefield. But you have to chance it each and every time.
  5. The game of Atom or "Adam"

    So you want me to be more vague? I am already as vague as a shadowy character hidden in the background of a title screen for a new game. Considering the text file explaining in full detail, up to this very moment what I want to do with this game, has over 9,405 words. And I have not even finished explaining past the part I have already gotten to!
  6. The game of Atom or "Adam"

    Before I begin, this game is something that was once available in a now dysfunctional, unrecoverable, and above all unplayable game in its current state of affairs. Not legal by the way. I wanted to recreate this game because I miss it so much. And I feel that this game had so much potential behind it. I thought this game would be a go to game for most of the players of the now dead PlayStation Home. As it turns out the game was not that big of a deal. But enough history. There is only one video of the gameplay shown located here: This is all that the game had. And because I suffered from a poor internet connection, most of the time I would DC from a match. It ticked me off because if you lose the match, the winner gets to pick ONE of your cards as a reward. (You can begin to see where people who play the game for free would either stay away from this game, or find a way to make other players disconnect from it to steal everyone's cards.) Now I did end up finding out who helped to create this game and he does have a webpage. http://www.davidbrewin.com/hexalon-village/ I have tried contacting this person to ask a few simple questions. Such as: Are you ever going to release this game on a different platform? Did this game die with PS Home? And above all I tried to tell him that I wanted to create a similar game. I even asked if he even uses that email anymore. I tried to get a response but so far: NOTHING. Console.WriteLine("Why do I even bother?"); Well After getting 0 responses from all 6 attempts... I had to do some research. . . And as such it lead me to another dead end, or at least a Wikipedia page that has 0 more information on this game. It does not even link it to PS Home which is funny in of its own right. SO. That is the history of this game. THE WHY at least. Why I want to create this game. And I have already laid out plans as to what I want to do with this simple idea. I have the complete text file here up to what I believe is the most written out idea of how this game should work. But of course I fear that someone else might try to steal it and or create it before I do. So setting that fear aside for a moment I wanted to discuss with people how they would go about playing this game. With the above shown I came up with a different way of playing the game. You still have six sides, but the first version I wanted to do the following: In the same respect as this game puts it, attacking and winning over another tile makes that tile switch its affinity to your side, or team I should say. And the tiles can be endlessly flipped back and forth like OTHELLO: Each side of these hexagonal tiles have a die, or dice assigned to them. Mainly being polyhedral dice. For the sake of simplicity I wanted to play the game more chance like. Where as each time you placed one of these Hexagonal "TILES," we will call them, it would initiate a roll for each side. And those numbers are set at the time the tile is placed. Each side has different combinations of dice on them so it could make the numbers on that side high, or low. But you always have a guarantee that none of them would =0. My first thoughts on this was "Randomly generating numbers on each side of a tile as they drop can be frustrating. Especially if you want players to strategize where they place their tiles on the board. Leaving it up entirely on chance when placing the tiles to set it in stone would just make players angry when they get a roll they don't like, especially if they have the ability to go from 1-20 and it lands on a 1. The second version of the same idea went like this: You place the tile in the field, but the adjacent tiles face would initiate that side, or face, of the tile to roll and set a number. While still leaving it up to chance. Where you could have someone try to strategize where they want to place their tile with a certain face going up against another face that has a die of only 1-6, but your side has 1-12 against his. However you are leaving your 1-4 side out in the open so to speak. But then the same argument comes up... Leaving it up entirely to chance would only get players mad. Because if they once again roll a 1 with a 1-12 die, they would rage quit the game. I can already hear the complaints from it stemming from the first version. Well then I thought... what if the player can "tombstone" the tiles before play? Ah... Setting a value of each tile would allow players to devise strategies of their own in a deck of around 18 tiles. I didn't want to do too many tiles for this game because I did not want players to go on an endless quest to defeat their opponents. I thought that having too many tiles would result in matches lasting for hours, when they should only take roughly 30 minutes. but I still wanted to add in that element of chance. So I wanted the players to only have access to 3 tiles. And up to 5 to hold. Which of course is so arbitrary as people are used to holding at least 5-7 cards in other games. And shuffling their decks of tiles. But I wanted to have the ability to clinch a match early if the player is unable to place any tiles for three rounds. We could call those turnovers instead of strikes, or strokes, or what ever sports calls a missed turn. So then I began to think up of ways to make this game fun to play, but also a strategic one. While also adding in mystery, and chance to the game. It evolved over the past 3 months now and I believe I have a winning combination, I just need to have people's opinion on this matter. not a technical or mechanical, but just overall opinion on this idea. So the final version of it is this: Each player has Tiles that range from a base of X1 to X12 (At the beginning) This base multiplies the sides by that number. When they "tombstone" their cards, they can pay points to "re-roll" them, They get more points by sacrificing tiles they no longer want or need. That way they can attempt to power up a high card like a base 12 to get the high numbers they really want. That is all of the chance part. Then they create their decks of tiles using what they have available and go up against other players. Each has 18 tiles in their decks and they place them on the board. Attacking tiles attempt to flip over any adjacent, and any chained tiles behind them going in the same direction so long as they have enough remaining after the initial capture to flip them. Otherwise it ends early. You also have the ability to destroy tiles on the field to open them up and place another one of yours in its place, or elsewhere on the map. You go until everyone placed every tile on the board, or the three strikes your out rule applies. However many tiles are in favor of one player or another at that time declares the winner. And just like the original hex, the winner gets to chose a tile of the opposing player to keep. That is the idea I cam e up with. Of course I can see people getting mad over losing a tile, but this would be for ranked mode. Gotta give them a good reason to bring their a-game to ranked. Of course I could always do a legacy ranked mode where you do not lose your cards, but you can only have 14 tiles in a deck. Shorter game. What do you guys think of this idea? of course this game would have players purchasing more tiles if they run out, or getting free packs every month. Even playing during certain festivals people still have a chance at getting free tiles.
  7. What do people look for in a music "pack"?

    Well the thing about selling "packs" is that, well... if people don't like something in the pack they usually do not want to buy it. of course sure there may be a few people who do not know how to find a composer, or just want to slap something together. but successful games have their own composers in house, either on site, or on the pay roll so to speak. if there was a market then it began on newgrounds a long time ago. And on that site you have trillions of people submitting their music free of charge. Even I am on there.
  8. Where to purchase multitrack music loops?

    It sounds like you are trying to create something similar to what the .hack games had. Back in the day I bought that game. And when I first heard the drums and the bass fade in with the lonely harmony and melody without an annoying cut, it was amazing! I myself always wanted to hear more games take advantage of this style of music immersion. Instead of the flat sound track the FF series made so common place. This style of music to be placed into a game is rather hard to do. If you already have a music engine that can do this then all you need is a composer. Honestly you will be able to get exactly the sound you want, and have it custom made. I did some work in the past similar to this, but you will not find what you seem to be looking for in small bits. Such as purchasing a single bass line for a dollar... then a drum loop for a dollar. No. Usually in the world of producers they sell packs. Which means you will have like 70-1,000 "samples." These samples all vary in a range of time signatures. The audio sample lengths are all different. But this is not what you want to do, especially if you have never created a musical work before in a DAW. You need a composer, or need to learn how to compose music yourself in a DAW. trust me it will make the implementation of the music a lot easier to work with.
  9. What Software do you use?

    Kylotan is absolutely right. Every single Digital Audio Workstation performs the same functions. The best way to pick a DAW is to download the demonstration version of it and open up a few demo projects that come with the program. Of course you do need a capable machine to run a DAW. If you have a big box store PC; from best buy, wal-mart, target, micro-center, fry's, k-mart, or any local PC store... Or to make it very simple if you spent less than $1,000/£716 on your computer. BE CAREFUL! You could essentially kill your computer, or worse... get an instant BSOD as soon as the music plays. DAW's require a hefty processor in order to make sounds. Even a good GPU isn't enough alone to run a DAW. Make sure to check the minimum requirements to run the DAW you download. but moving on... and for an example: in FL Studio, once you download and install it for the very first time, and when you open it up, it shows you a project that was created in its program. CLICK AROUND. Hit the play button. Look at all of the moving parts. Look at what is happening every where. FL Studio allows you to explore the forest while it is awake so you can see what is where. Sometimes even double clicking certain numbers or buttons will show you a new window. Sometimes right clicking on them will reveal options. The best way to pick a DAW is to try the demo of it. So download one, mess around and open up a few project's that came installed with the demo and most of all- HAVE FUN LISTENING!
  10. 15 Good DAWs

    FL Studio is the only music program I know. And since I won the big box version of it I am quite satisfied with it. But what it really comes down to is this: Try a demo of each DAW. Some daw's do a lot of work for you (which if you want to be a perfectionist then stay away from them.) but in other cases there are DAW's that have a lot of confusing stuff in them that make the work flow hard for you to understand. Each DAW does things differently but every single one of them require effort and time to understand. There are only so many different ways you can create and manipulate audio files. Some will swear by one program or another but every single program essentially performs the same functions. You just have to find them. So again the best way to pick a daw is to explore. Download a demo of one for one week, look at the project files and see how some of the sample pieces were stringed together (That is how I got so good at FL Studio was by looking at the sample works and seeing how they did absolutely everything.) If you don't like how it works or it seems too difficult then try another one. Honest to goodness every DAW performs the exact same functions. You just have to know where to find it. I found this out after buying Propeller Head's Reason 9, Logic Pro 9, Albeton Live a few years back, and even messing around with pro sessions. I began to see that everything in every daw is just in another area and performed differently. It is like learning another language, but all of the different languages are just pronounced differently. Like tomatoe... toMAHto. You just have to figure out how to do it in each and every DAW.
  11. New Here So...HI all

    I agree with Lucas_Cage. Give coding a second chance. I picked up 7 books, 1 C++, and several C# books with the .net framework. One tip I can give you, if you are using Microsoft Visual Studio 2017 is this: For all of the examples... try just writing in the code and compiling it. Don't add in the extra helper call functions... the new VS2017 already has everything you need in the CLS Common Language Specification. So typing in static void LocalVarDeclarations for example is not needed. Just keep it as static void main(string [] args); I found this out after running into failed build error after failed build error. Even though I was typing in the code exactly as it was typed in, I kept hitting a brick wall. then I just decided to say "* it! leave out the call function and see what happens!" and all of the sudden my cw lines came out perfect when I hit Ctrl F5.
  12. First steps

    Well as far as I have read in the two books that I have bought (C++ and C#) I made my decision based on this simple question: Do you want the most people possible to be able to play your game? If your answer is yes, then you may want to learn C++ and at least understand it. As far as I have read in the two books I bought I realized something. I fit into a category of gamers who have no money. So we have what ever it is that we do have. Which means we don't have a lot of "memory." So because I do not have a computer that is able to run all of the latest games like Watch Dogs 1, or PUBG, I wanted to learn how to make games that would allow everyone to play it. Sacrificing in return those awesome graphics for more of a gameplay angle. Which to me it sounds like you love 2D which is awesome btw! But my suggestion still stands. learn both languages for when something crashes. I am by no means an expert. if anything you have way more experience than I do in coding, but I do not know how far you are in graphic design, music, and story telling. That is my perspective on it at least.
  13. Getting started

    That is what I noticed when I created my own personal Win 32 command script. I like the C# because of how you can get very specific, without having to put your mind into translation hell. I just discovered that the hello world app is the "static" page for new projects. But being able to change the text color is something new for me. (It's a lot of fun programming now! Where as in C++ I kept getting errors when I was trying to adapt a value the user inputs into the system to be generated in the middle of a sentence. Which I learned that C++ is more like: Call functions, then if the function requires the data to be placed in a sentence, you do not need to write out the cout again, and just use the "" to type in what ever you want.") But back in the day I remember when I would give anything to beta test a game. I was lucky enough to be in a few different beta tests already (One more notably would be beta testing the game HATRED, the controversial game by destructive creations. I found out a bunch of glitches and bugs in my first play through of the game, including some game breaking glitches and, well... hacks. Hack in the sense that I did not manipulate the code but instead found out some advantages by simply changes a few values in the game and leaving them there.) But back as a child I just wanted to play the game before everyone else. Now when ever I hear someone say "I want to beta test the game," what they are really saying is: "I just want to gain an advantage over other players super early in the game! Possibly hide a secret or two that I found so no one knows how I just insta 1-shot them from inside an object no one else knows how to enter." I know several people who fit into this category. But I was very honest and forth coming with detailed information that I gave back to the developers of the games I beta tested more recently. Finding all kinds of bugs and glitches. Reporting them properly. Even some steam games where I was able to show the developers a glitch that allowed me to explore the vast void of nothingness to the end of time (BSOD.) But I want to create a game that I want to play. And I want to build a skill around it. And possibly apply it to real life situations. I will send you a copy of the first text based game I've wanted to create for a while when I finish it. (Hint: It is all about detecting deviation, or deception.) This text based game is all on personal experience. It is rather difficult to lie to me. And it is even more difficult to not insult the person who create's the lie, and to bring them back down to earth so they understand you, while also understanding where they went wrong WITHOUT being embarrassed by it. But no my drive is strong. Like I said I have hit a slump in my life once again where the games that are out currently just do not entice me enough to even look at gameplay of them. If something plays like another game.... I quickly start making assumptions, though they are dangerous, as to how the game is going to play out. For example: The game Stories, the path of Destinies took me by surprise, while a game like 3D Dot game: Heroes reminded me too much of Zelda, or untold legends. but back to the topic at hand. I am thoroughly enjoying C# right now. Everything is just so... elegant. It all makes sense. I've had no issues with launching anything I create in them. So I will be saving these C++ books for something else. I feel like the pages in this book are just being absorbed into me before I even read them. Where as in C++, the three books I own felt like a gigantic wall of bricks stood in front of me and I had to climb over them somehow. Once I have gotten past this second chapter, it mentions the numbers game so I believe I will be making that pong game eventually.
  14. Getting started

    I wanted to get into creating games because I want to make something that I would play. My background of gaming started on the SNES and spanned all the way across to the PS4. The number of games I have bought would make me seem like a nerd. But compared to the angry video game nerd on youtube.... I am but an avid gamer. However I seem to be the only person in my work and social circles who has bought the most games. I reached a point this past month that I remember hitting about 3 years ago. I just stopped playing games. The only game I can look forward to is The Last of Us part II. Nothing else piques my interest anymore. For example I can not play Zelda anymore because I find it boring. Mario has already done everything. Warhawk and starhawk were exciting. Uncharted finally ENDED. Call of duty 4 MW1 had a remaster (the only cod game I liked.) Rainbow Six Siege used to be lots of fun. Fortnite is where I stopped. My friends call me a whale gamer, which I openly admit to being. But I hit that pot hole again. I just completely stopped playing games because I have done it all! There is nothing that grabs my attention. I finished obduction in 4 days. The latest zero escape game I whipped through. I own every version of pacman. That is my drive to jump in head first into game creation. I got a small taste of being able to create my very own level in the THUG PRO engine on thpsx.Com. I created my own unreleased park, and fitted my own skater that I wanted to skate with as the red raptor. I have done a lot of gaming. And I just ****ing miss playing two games right now. That puzzle like tcg I mentioned... and playing king of the hill in Tony hawks underground 1. I ****ing miss the thrill I had in playing those games. I also had an idea for a heavily story based rpg. A real rpg shrouded in mystery that I began writing the story to back in 2007. All of my friends told me that the game was just "too ambitious." When in reality I figured it would just take two things: an immense amount of patience, and an excruciatingly long amount of time to put together. So I wanted to start on something small. Get my pants soaked in muddy water, put a dent in my helmet, bring home a scar to tell stories about. Why? Because I just miss having a thrill in gaming. Now it is all of this grind like heck until you get 1 Stat boost. I am so sick of that model. Grind games no longer interest me. Want that fancy car? Pay us, or grind it out over the next 8 months. Oh a new mode just came out.... Grind this out before we take it away in 22 days. Check out this time saving weapon perk! Yeah... video games feel like a second job now. I wanted to take that away from gaming, but at the same time generating some kind of additional income. Reading about the engines, and the fanboys (because wether you like it or not, fanboys are not a fad. They are here to stay, and this fanboyism is showing no signs of slowing down. Instead it is increasing day by day now.) It makes it more difficult to create a unique idea anymore. ========= Also i found out why the short hand in C++ was not working. When I input the using namespace std, it didn't turn blue. So that meant the compiler thought namespace was an object, and not a call for a reference library.
  15. Getting started

    Gotchya. I just picked up the C# 6.0 and the Net frame work book that was suggested by other creators. But I think sometime in the future I will be messing around with the Unreal Engine to see what I can make.
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