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jbadams

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jbadams last won the day on November 12

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About jbadams

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    Staff & Senior Moderator

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    Game Designer
    Programmer
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    Art
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  1. jbadams

    1943 Plane Game

    Well done Phil.
  2. jbadams

    Frogger GameDev Challenge - Part 4 - Frog Jump

    What a great frog!
  3. jbadams

    Resources for learning Programmer Art?

    Have you seen The Total Beginner's Guide to Better 2d Art, and Better Programmer Art? Simple tools like AssetForge can sometimes make it easier, depending on the style you're aiming for.
  4. jbadams

    Hot Potato Minigame

    Playable by blind users, that's interesting! How does the input work? Can you control where the potato goes, or just get rid of it by jumping?
  5. jbadams

    How can anyone draw with an Graphics Tablet ?

    It is common to scan in hand-drawn work and then do additional work digitally, so that could be part of what you're seeing. Professional artists making a living from their work will also often invest in better tools, so yes, they may be using more expensive (and capable) hardware. Five months -- especially if you're getting frustrated and giving up easily sometimes -- is not a long time to learn a new skill though, and drawing with a tablet would be quite different to your usual physical media. Think about when you were young, or ask your parents if you can see some of your childhood drawings. It probably took you years, not months, to get to where you are now. It's probably well worth giving it some more time, and accepting that your work will be of poorer quality for a while as you practice.
  6. If we're going to be pedantic about it, the original term pre-dates "the act of coding" by a number of years, originally referring to inputting instructions by plugging into a peg board, manually flipping switches, or similar physical mechanisms. Stored programs which could be expressed as machine code (and therefore qualify as being programmed by your definition) came along some time later. Really, it's about devising a correct (and hopefully reasonably optimal) solution to a problem and getting the computer to carry out that solution correctly. The method by which a programmer inputs that solution is, in my opinion, probably the absolute least important part of what a programmer does.
  7. Looks like a very approachable technique even for those of us who are less artistically inclined, thanks for sharing!
  8. It's possible, but you'll probably need to do at least some additional work. Some games do this by generating a different "collision map", possibly automatically if you're willing to create some tools: you would have a separate image (or maybe just a non-visible channel -- some games use the alpha channel if they don't need it for alpha -- within the same image) that defines which areas are passable. Instead of checking collision against your actual level, you check against the simple passable/impassable image. Does that make sense/help?
  9. jbadams

    Game Design Document

    So is the game a bit if an experiment? What are you planning to do with the results of the questionnaire?
  10. jbadams

    Fifth Entry - November 10, 2018

    Sounds like you've been productive! Are you working on this solo, or do you have team mates?
  11. jbadams

    How to get feedback for your games?

    I can't really offer advice on any other communities that will be better suited - my experience is that they're already relatively similar to the ones you've already listed, or worse. The GameDev Show and Test group (and it's related groups) on Facebook, in particular, is ridiculously hit and miss; I find it's mostly just people advertising their own stuff with no real interest in trying others' work, and unless you get lucky or you're making a meme game you probably won't get much engagement there. I can't really comment on Itch, although I've heard some people have luck there. GameJolt is also often mentioned, and I believe is fairly similar to Itch. Speaking for this community, I think blogs -- especially if they're regularly updated -- usually get more feedback than topics in the announcements forum. Setting up a Project and linking a blog so that updates feed through can get some good exposure due to the social media feeds. Focused questions in relevant forums (such as Game Design) can also get good input, as I've seen you already do from time to time. With all of that being said, when you're after actual playtesting my impression is that it's generally difficult everywhere, and there's no particular community where people are more engaged and likely to download and give feedback on a game unless you already have your own established fan base eagerly following your work. Obviously it's not the same or as good as actual playtesting for some purposes, but I think including plenty of media (screenshots, videos) can help to attract comments and feedback without the commitment of actually downloading and playing the game, whilst also increasing the likelihood of piquing someone's interest enough to give it a go. If your game has a particular theme you could also seek out non-gaming/development communities with an interest in the theme and politely (of course following any community rules) see if they're interested in giving your game a go. Going into the real world can also be beneficial. Ask friends or family to give it a go -- maybe in exchange for a beer, some pizza, or whatever. Be cautious with the feedback you get from these sort of people though, as those close to you will often want to be encouraging and avoid hurting your feelings, and may not share their honest opinions; this is how terrible singers end up nationally televised on Idol or similar shows with no idea that they're not actually talented! As suggested in this recent article, make sure you're actually watching (or even recording, with permission) your playtesters, and learn from your observations rather than just what they actually tell you. Expanding beyond friends and family, you could look for gaming clubs at local high schools or universities and see if they would be interested in giving a new game in development a try. With mobile games, I've also had luck with "captive audiences" out in the real world. Go on a longer peak hour train ride with a couple of devices and a little sign saying "try my game" and you'll usually find enough bored commuters willing to give it a go that your devices will be in use for the whole trip. I once saw an article from a developer who tried something similar with the people waiting at the DMV. Obviously don't make a nuisance of yourself though! Obviously, this doesn't really work with desktop titles, unfortunately. Overall, it's a tough problem to crack, and I don't think there are any magic solutions. There's not some magical community out there where every game will get all of the playtesting it needs or some magical formula for attracting people to actually give games a go. Hope some of that helps!
  12. jbadams

    Deck Selection Dialog

    I hope you're planning on implementing that victory animation where the cards bounce around eventually!
  13. jbadams

    Diablo:Immortal

    Keep it friendly please folks!
  14. Good little interview, thanks for sharing! If I could make a suggestion, how about including some links to the game or developer to make it easy if we want to learn more?
  15. jbadams

    Status Update

    Welcome! Sounds like you've already made solid progress on your Solitaire - making feature complete simple games can be an excellent learning exercise! Are you planning on expanding on them with any of your own ideas or features once the base game is complete?
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