# The_Con-Sept

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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!

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.

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.