Jump to content
  • Advertisement

Kyle N

  • Content Count

  • Joined

  • Last visited

Community Reputation

176 Neutral

About Kyle N

  • Rank
  1. Work towards running your own game development company. It may be incredibly difficult to succeed in a saturated, publisher controlled market, but not impossible. That way you can earn much more than $300k per year and you can still be a programmer if that's what you enjoy. I'd be surprised if there are many employed programmers that earn this much and don't spend the majority of their time managing their team and not programming. If you want a position to aim for in the games industry, I don't think you can do much better than this. ;)
  2. Kyle N

    What the hell is wrong with game publishers?

    Quote:Original post by Mike Bossy 3. Developers - like creating cool games so they always try to add more and more features which don't fit into the original design which wastes time. (Think Hot Coffee). I accept that developers are in some way partly to blame for bugged release titles. However, its not for this reason at all. When a team is working to a tough milestone schedule, the *last* thing that they want to do is suggest or add more features to a product spec. In fact, the opposite tends to happen where they try and argue wishlist features out. The creative/fun side of development really gets stretched during crunch periods and it simply becomes a case of implementing and fixing the standard feature set, nothing more. Kyle
  3. Quote:Original post by nilkn Quote:Original post by Alpha_ProgDes maybe a Mech game where the screen is like a second camera. you can see things from the missile, beacon, or satellite's point of view. Wouldn't that take up too much of the CPU for a decent FPS to be maintained? Or does the DS have separate processors for each screen? You can do 3D on both screens, but the max frame rate will be 30fps on each screen as opposed to 60fps on one main 3D screen. Depends how smooth you want it to feel - the difference is noticeable but at the lower framerate its definitely still playable. Kyle
  4. Kyle N

    Which is best? Gizmondo, PSP or Nintendo DS?

    Quote:Original post by Access GBA2 ? Where the heck did you get news on that? I cant google anything to that effect. Is there any point in this seeing as the DS is around. You can always make 2d games on th DS if u choose to,..so why a GBA2? Also theres no way they'd want to ruin the novelty of DS by announcing such a thing. I sincerely doubt this GBA2 you speak of. Please link. At the end of the day, its great to finally have 3d high powered handhelds. I just hope i see my favourite games on them. From Spong. As they say in the article, rumour suggests that it will be shown at E3 this year. Also, bear in mind that the GBA2 will essentially be a "PSP with a Nintendo badge", so no, we're not talking 2D games here. ;) Kyle
  5. Kyle N

    Which is best? Gizmondo, PSP or Nintendo DS?

    Quote:Original post by Access I've been following DS and PSP for months. I've only ever heard of Gizmondo in game development magazines. I've never actually seen any signs of one in real life. Not ads, not the product in stores, heck theres nothing on it on IGN. Does it actually exist? Hmm, have you not seen the Gizmondo TV advertising campaign? It's been fairly strong, although the content of the adverts themselves may have been a little weak. Its also been advertised on MSN Messenger a fair bit, as well as in all the various UK lads magazines. The Giz is actually quite a nice console to develop for, with Windows CE and Embedded VS, device debugging is almost identical to PC programming. From what I've heard, hardware-wise, the consumer devices will be almost identical to the dev devices, which means that homebrew development will simply involve the use of a USB cable. (Can anyone with a consumer Giz confirm?) The biggest problem with the Giz, as with all new consoles, is the lack of publisher support, but this is a problem I oould see them getting past if they support the home-dev community, and if they're prepared to stay in the industry for the long-term. Oh, and they also need to make good on their promise of dropping the price to £100 within 6 months and maybe £50 within a year. I'm not sure about the DS, I worry about how strong it's position is with the announcement of the GBA2 - there is a chance that the DS could, as a result, very quickly fade away into gadget obscurity. I suppose that Nintendo's current marketing campaign suggests they still believe it has a place, and so far the sales seem to support that. But then I am also aware that certain un-announced titles have been pulled recently. Technically and aesthetically though, IMO, the Gizmondo beats DS. The PSP looks like it will initially sell the best, but as is well documented, the issue of battery life could hurt it's longevity. There is also the suggestion that the majority of PSP games will be low-risk direct PS2 conversions, and many of these wont fit the short-play, immediate action paradigm that Sony are pushing. It could also mean that once the initial hype has died down, the average gamer may become bored with these titles and choose to play them on their PS2/PS3 instead. Still, its the most powerful of the handhelds, with easily the best screen. Then theres always the n-Gage 2 - if Nokia crack those design issues, they already have a huge potential market... In the end, they're all good devices and it will be interesting to see what happens... Oh and Gizmondo throw an awesome party! ;) Kyle
  6. Kyle N

    Post your screenshots!

    Quote:Original post by EQRainer I really like that terrain, Kyle :) Though I'm not real versed in 3D programming, so I don't know if that was easy to make or not, but I really like how it looks. Keep the screenshots coming; all of these are very impressive :D Those are pathogens screenshots, not mine. :-)
  7. Kyle N

    Post your screenshots!

    Quote: When I click on the images, I get just get the main imageshack webpage. Is anyone able to get these images in fullsize ? Hmm, dodgy character in the link...fixed and in the same order: Image 1 Image 2 Image 3 Image 4 Image 5 Image 6 Image 7 Image 8 Image 9 Image 10 Kyle
  8. Firstly, the thread on Yann's sliding slot algorithm. You're heading in the right direction and lot of your questions are answered in the above thread. Just one quick comment - you mention a lookup table and then later on the LRU cache scheme, this is best implemented as a linked list for each node granularity (e.g. your table would consist of a linked list for 2k, another for 4k, and so on...) As stated in the thread, the linked lists give you the LRU scheme for free. Enjoy! Kyle
  9. Kyle N

    Alpha Kimori Tech Demo

    Looking awesome mate! Some great modelling, a very polished feel to the engine and generally a very promising game. I hope you guys continue with this and see it through - I would buy it! Good luck! Kyle
  10. Kyle N

    flying through clouds

    You may want to take a look at Skyworks. It handles the player flying through the clouds pretty well. The developers of Microsoft Flight Simulator 2003 (I think it was?) used a technique derived from this which worked very nicely. Worth checking out... Kyle
  11. Kyle N

    Game Devs in UK

    Hey, You can find any a list of almost every professional game dev company in the uk here. Kyle
  12. Kyle N

    New mobile game!

    Congrats evelyn! I see it was also mentioned briefly in this months Develop mag, nice one! :) Kyle
  13. Kyle N

    Becoming a PSP Developer

    Quote:Original post by Anonymous Poster Both Kyle N and Nitzan are completely uninformed and giving out incorrect information on this topic (at least for SCEE). Care to elaborate? I never suggested it was impossible for a third-party studio to become a registered PSP developer. As another AP stated (was that you too?) a third-party studio with a solid reputation can of course do this. However, a start-up, presently unfunded developer (I believe the OP has said they are actively seeking investment, but do not have it at the moment?) may have trouble gaining recognition from SCEE, and may find themselves more successful if they approach a publisher with a near finished game first.
  14. This low-level stuff is actually incredibly useful in many circumstances. The thing is you never know when one of these old "useless" techniques might suddenly become very useful in a modern engine on modern hardware. As a quick example, the writing of a software rasterizer can be utilized to generate occlusion maps as Yann L has demonstrated. By choosing to disregard these techniques simply because the API hides them, you are cutting yourself off from a huge amount potential performance optimizations and useful tricks. Kyle
  15. Kyle N

    Becoming a PSP Developer

    Once your game is complete and you are selling it online (I assume this is your plan?), and you have managed to secure these investors, you will obviously be in a much stronger position to speak to Sony - perhaps wait till then before approaching them about the PSP again? But even if your game was selling extremely well, I think its much more likely that a publisher would approach you a long time before Sony would. Is there any particular reason why you are not speaking to publishers? Kyle
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!