Jump to content
  • Advertisement


  • Content Count

  • Joined

  • Last visited

Everything posted by SumDude

  1. I'm currently learning to compose music, and I believe I'm doing alright. My question is: should I grab Cubase within the next 6-12 months? I spent a few months going hardcore on music theory and testing out Finale 2011 Notepad. I've churned out a couple songs (in my signature) and I'm looking towards the future and wondering if it will be Cubase or not. I'm looking for a decent system/program that will allow me to compose for video games as well as anything else in the future. So far, I've inspected FL, Acid, and a Finale's offering, but Cubase seems to be the absolute best package for the price (not sure on complexity). I'm still planning on going to Youtube some more to scout out all of the complexities with Cubase, but I'm wondering if it will be the best choice for me.
  2. The markets and demographics are very very very different. Japan has entire local markets that pretty much only Japan buys, it's a very diverse economy. They have many little developers and various other stuff like ero-games and dating sim games that are bought in Japan, but wouldn't really be successful outside of it. When you think about portability in markets, you really need to think of who your target is before releasing. I mean, Atlas was thinking about not releasing "Catherine" in America because they didn't really know how it would do. But, it ended up selling a lot and probably surprised them with the hype it had behind it. In the end, you can only cater to your core audience and anything else that latches on to it is extra.
  3. SumDude

    rpg system - balancing

    Well, you can bring up a quick Excel spreadsheet and figure out all of the values and factor in each spell/abilities scaling. Then, you can steal some of your calculation code with some of the creature/monster/NPC code and test out how each of the spells works in each situation separate from the actual game. The advantage of this is that you're not smashing your face testing your abilities and spells. But, don't get too hung up on balance. Some popular commercial games are completely unbalanced.
  4. SumDude

    PvE Sandbox MMO

    You know, I hear a lot about PvP and various "flagging" and "agreeing" for limiting PvP griefing. PvP in MMO's is a great way to stretch content for people who quickly consume it. PvP offers a constant challenge for players to enjoy. Why don't Sandbox MMO's have a specific faction that players can join that maintain a "neutral" status in the world of the game? Every player can start in this faction and eventually choose to leave when they want a PvP experience, or if they don't want PvP, they can choose to stay within that faction with no affect on their game play. The benefits: 1. No flagging system requirement. 2. Players cannot abuse a flagging system to quickly flag, then deflag. 3. Creates a sense of community for the PvE folks of the game. 4. Dedicated PvPers are granted to be PvP. The only real downside that I can see with the system is players that want to PvP, but have a PvE guild. But, chances are that those people wouldn't be playing the game anyways if it were only PvE.
  5. SumDude

    2D RPG Concept

    I would agree with Ashaman; however, you didn't mention the tools you would be using. Depending on the tools you are using and their limitations and advantages, you could go pretty far. But, the major issue is how far your team is willing to go. I've seen some pretty excellent games made from a single person who knew how to utilize the tools they were using for maximum efficiency.
  6. SumDude

    Creating "Fun" Games

    Well, you could look into creating a prototype of the game you want to make, and based off of that you could make your final choice. You can use a quick scripting language, simple engine, or even Flash tools to get a quick overview of how the game will be played (However, it won't be very advanced). Depending on the type of game, you could use little small game development kits to get a "feel" for the game. Like Hampster RPG Creator for making a simple 2D game.
  7. SumDude

    my new music web site! :)

    Loved the Jurassic Themed songs. 8-bit loops were also pretty fun.
  8. In order to understand this topic better, one would have had to played World of Warcraft. There are Shamans (Offensive Support) and Paladins(Defensive Support). These classes are unique to the Horde and Alliance respectively(they are factions in the Warcraft Series). If anyone has visitted the World of Warcraft forums, there are many posts about 'nerfing'(Lessening the abilities) the Offensive Support class and 'buffing'(Raising the abilities) the Defensive Support class. Most of the arguements is that the Offensive Support is way too powerful, and the Defensive Support class is way too weak. To get to the point, would implementing such a system (Different Classes for different factions) be beneficial to a video game, or would it be non-beneficial? How would you handle the situation? If one class wants to be more powerful (and there is a lot of support from the player community that wants them to be more powerful, not counting the class players of course), or wants one class to get nerfed (with lots of support from the player community, not counting the class players). Is it better to give in or is it better to use developer judgement? How would one achieve true balance through such a system (is it possible?)?
  9. This is more of an information gathering post rather than looking to receive the answer to a particular question. Do you think Flow Charts are important for documentation? Do you think Flow Charts really help the development phase? Anyone still use Flow Charts? I'll start off by answering. 1.) I think they are important because you can cleary see the relations and get visual feedback on how a program or process should act. 2.) I use them a little bit for simple stuff, but it doesn't really help me that much. (probably because im really abstract in creating them)
  10. SumDude

    c++ and writing to files

    Look into Appending to files.
  11. SumDude

    Creating a DLL

    For MSVC++ things, keep MSDN.com bookmarked. MSDN is the best source of information for Microsoft Development Products. DLL Information
  12. SumDude

    UAT or DigiPen

    Last time i recall, there are still game developers that haven't attended college. Degrees are usually icing on the cake. Would you choose someone who went to college, but doesn't have a lot of experience or someone who hasn't attended college but has a lot of experience.
  13. You're not deleting the entire list, you're just deleting one i believe. You have to delete every one sequentially, and you're just storing each node into a temp, and when temp2 is the last node, you free the last node. should probably be temp = headNode; temp2 = NULL; while(temp) { temp2 = temp->next; delete temp; temp = temp2; }
  14. SumDude

    Problems calling constructor

    Might want to display some code and explain more so we understand your problem.
  15. SumDude

    How this game work?!

    For the Multiple Options, you could create a tree or numerous if/else statements. As for an object system, if you are using C++ you can probably have an Interactive Object which can be the base class for any interactive object in the game. For C, just use a state.
  16. SumDude

    Simple answer on C++ conditions

    a switch switch(input) { case 21: case 22: case 23: case 28: break; }
  17. SumDude

    Image scaling

    I believe you use the matrix transformation functions provided by D3DX then set the transformation.
  18. SumDude

    A resonable project for a beginner

    I would suggest doing a simple console game first rather than a full blown 2D Game. Something like a Text RPG, Minesweeper, Craps, Blackjack, or Tic-Tac-Toe even would probably give you something.
  19. You might want to repost and make it more clear.
  20. A Bartering system could be used, but for selling to NPC's and such you would pretty much NEED a value system (a system in which the NPC determines the value of the items the player offers and the item the player wants so the player can buy from NPC's). I would think that this system would involve problems though because it would be hard to find someone to barter with that wants what you have and vice versa. With money, EVERYONE wants it so there is always someone that wants it. Example: No Money: Say in a game where the player can get bear skins and sell them to a cloth worker. The Cloth Workers would find this REALLY valuable. The Cloth Worker wants it, but doesn't have anything the player wants. The player goes off looking for more Cloth Workers and finds one. The Cloth Worker gives him a Sword for the Skins. Money: Player kills bears and then gets the skins. The player says he is selling bear skins for 100 dollars. Cloth Worker has the 100 dollars and instantly pays the player. Player then goes and buys a Shield or Sword he wants.
  21. Is that in your game loop? I don't think your supposed to initialize the vertex every iteration... I don't know what you're doing with z, but it looks like your trying to achieve maybe transformations of some sort (i have no clue), and you really should use matrix transformations for transformations of any type instead of just rendering the vertex in the transformed spot. Maybe you can post more code ?
  22. SumDude

    Game Engine Instances

    Would probably be better to use a Data Structure for your enemies rather than an array. That way you don't have to have a limit on how many enemies can be added at a certain time.
  23. SumDude

    how to start a publishing company

    Get a good team and get some money.
  24. SumDude

    Checking for a Winner - Tic Tac Toe [SOLVED]

    bool CheckVertical(char board[3][3], char letter) { for(int it = 0; it < 3; ++it) { if((board[it][0] == letter) && (board[it][1] == letter) && (board[it][2] == letter)) return true; } return false; } bool CheckHorizontal(char board[3][3], char letter) { for(int it = 0; it < 3; ++it) { if((board[0][it] == letter) && (board[1][it] == letter) && (board[2][it] == letter)) return true; } return false; } bool CheckCross(char board[3][3], char letter) { if(((board[0][0] == letter) && (board[1][1] == letter) && (board[2][2] == letter)) || ((board[2][0] == letter) && (board[1][1] == letter) && (board[0][2] == letter))) return true; return false; }
  25. SumDude

    Checking for a Winner - Tic Tac Toe [SOLVED]

    Quote:Original post by Sandman Your approach should work, but there's a couple of flaws with it that I can see. 1. C++ Arrays are 0 based, not 1 based, i.e the first element of your board is board[0][0] not board[1][1] 2. There are 8 possible winning configurations in Tic Tac Toe. You're only checking 6 of them. It might be worth breaking up that horrible if statement into a set of functions, e.g one to check for a vertical line, one to check for a horizontal line, and one to check for a diagonal line. These functions could also return a value representing the player that won. Thats exactly how i did it CheckHorizontal, CheckVertical, and CheckCross all return true if there is a row. Modular Coding is your friend :
  • 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!