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About AN_D_K

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  1. Thanks for the help. Guess I'll have to do a rethink for a few things I was going to use multiple inheritance on but it shouldn't be too bad. Cheers.
  2. I need a C++ to C# translation. I'm trying to call the base class function in a derived class's virtual function. void CGamePlay_World::Initialise() { CBase_World::Initialise(); // stuff } How do I do this in C#? And while I'm posting, it looks like in C# you create a virtual function and the derived function is override... but what if there are more than two levels of inheritance and you want it virtual all the way down? Cheers
  3. AN_D_K

    Necessary to go to Game Dev College?

    There is no harm doing some game programming degrees. I'd argue that there are a few in the UK that are worth doing. Abertay, Teesside, Hull's master course. I did one at Teesside. I wouldn't say doing a game degree helped me any more than doing a regular CS course, but I'd argue that it was slightly more interesting to do (just slightly, I find games degrees fundamentally flawed). But the guy asking the question seems to be from the US. While I believe they have a few excellent postgraduate places, there isn't anywhere offering the same quality regular game degrees. The thing is, that after just doing any degree you'll still not be industry ready. You'll still have to do loads of work on the side and struggle to look for a job for a while. So what the actual degree is doesn't really matter. But going to university is still worth doing. chug, chug, chug, chug! code, code, code, code! and repeat.
  4. AN_D_K

    Internship contract

    If you leave university, you're looking for a graduate job. Applying for an internship is kind of the same but saying you'll do it for no money and you're probably not good enough to actually work there. Odds are you'll get a short-term contract that will have a period of notice in it. Probably a week. Full-time, more like a month. This is generally standard.
  5. AN_D_K

    Developing a game for wii

    Depends on your company. You need to at least work from an office to do WiiWare titles. Got a link to your website? Or to any of your games? Depends on how you want to publish. WiiWare presumably. Boxed by yourself is unlikely. In that case, you have to make sure your game is small too (50Mb, right?). Depends how much money you got. Dev kits cost lots of money. You'll also be at the back of a queue of developers wanting more dev kits so it may take time to even get one. What you could do is try and develop a budget title as cheap labour for a publisher, or even a larger developer, so you can get some cash in and possibly loan dev kits from them to work on. That's what a few small devs to make them look more legitimate and to tide them over with a devkit until they get their own ...do but obviously networking and pitching are a lot of hard work.
  6. AN_D_K

    studying AI in Europe

    I can depend on if you want to do AI or do games AI. If is as postgraduate, what degree do you already have? You may be better off looking for employment or try and get work in academia as a researcher.
  7. AN_D_K

    Necessary to go to Game Dev College?

    You should really get a degree, not just because it makes you a little more employable, but it's an enriching experience. I agree that a game course isn't necessary. You'd be better off doing Computer Science. The only problem with Computer Science is that they seem to be taking a step away from teaching C++, so it would be nifty if you made games in C++ in your own time too.
  8. AN_D_K

    MSc dev engine

    Quote:Original post by yaustar I agree with the 'eh' comments as well. The module is about physics so the game engine doesn't really matter. When I did my Masters, we used the University's own rendering framework to do most of the projects. I've been posting about this on IDGA (where this question was asked too). I'd be happier if it was the university framework so he'd be working in C++ and getting more practice in it, but XNA seems the best way to get something running quickly and easily if that isn't an option.
  9. AN_D_K

    Do I know C#?

    There could be a test and then you'll be stuffed. Even after I used C++ for a couple of year, when I applied for a job I did a test and found out that actually ... I didn't know C++ as well as I thought. There were lots of little things that I was caught out on. I had to go away and learn the language back to front and know why it all works the way it works (despite being able to 'use it'). Not only do you not know C#, but we don't know how proficient you are at the other languages. I can do Hello World in a few languages. I've worked professionally on Java projects before, but if I was given a test I'd be flummoxed by a lack of experience and practice (I'd fail on the first question "do you like Java?" :D ) Only way you can know you're good at something is to be able to do it. So get doing.
  10. AN_D_K

    Games companies in the UK

    Eutechnyx have been harping on about their work placement scheme recently. I remember a fair few people going there for their sandwich year. www.eutechnyx.com/ Finding a work placement may be tricky in the current climate tho. Most companies aren't even happy having to take on very underskilled graduates and training them up, especially with the credit crunch because they could be throwing good money at bad. Try Blitz Games too. I know they have taken on work placement people in the past. You have to have buckets of potential tho.
  11. Ha! I knew I'd find some stupid reason it wasn't working. The keyboard is too complicated for a dullard like me. I forgot that function lock and a couple of other things need to be done to make the keyboard a more normal keyboard. Sorry for being a pillock.
  12. I decided to give XNA another go, so I wiped off all my VS Express 2005 stuff, XNA 1.0 and whatever DirectX SDK I had ...and replaced them with all the most recent versions (2008 SP1, 3.0, Nov.) Everything is fine except for one thing. All the keyboard shortcuts are wrong. I've checked the options and they say that they are all correct, but when I select many shortcuts like build and run (f5), something else happens instead (on default keys, it does open file and on emacs it enters a new line). I try entering new shortcuts into the options but most don't even create a change. I've noticed that it seems to be single key commands that are failing. I've tried wiping the application data and reseting via. import and export. I've tried using the files from my laptop where everything is running fine. Anyone had this trouble before? I can't find anything by googling (only getting 2005 solutions, which I attempted as best I could). If it's any help, I'm using a Microsoft Digital Media Pro Keyboard. Thanks
  13. AN_D_K

    Start-up statistics

    I know what you mean. If you don’t do this now and get a proper job you may enjoy the cushy life, the money, the lifestyle, etc and never go back to having your own company. To be honest, that’s not such a bad position to be in. If you really want to run your own company then you will no matter how cushy life already is. Ideally, you should go to a larger development company just for the training. University just doesn’t cut it. It doesn’t matter how smart you are, there is stuff you will only pick up on if you’re working with people more experienced that you. I bet you’ll learn a million things about debugging properly in your first few weeks. You’ll also learn how to deal with people on your team, get your work to work with their work, learn how to work with the company tools (I didn’t know half of these tools would exist) and use the SDKs properly. I was in a similar incubation scheme and saw a few successes. They took on the small crappy jobs no one else wanted, worked their way up and after a few years got a few decent contracts. The other companies failed or never took off at all. However, these companies had to deal with things like overtime, low paid staff (less than minimum wage), uninteresting, crap initial contracts (if they even got one) and a complete lack of funds to even survive on themselves. You have to keep costs down so a lot of them were still living with or taking handouts from parents, or just living on the breadline like I was. Some were still getting the dole (dodgy) or working part of full-time jobs to get by. They have to deal with clients looking to screw them over by piling on the work, paying half of what it would take to fund their own staff, delaying payments as long as possible …and then not paying at all for the final milestones because odds are you’ve either gone bust, you can’t afford legal costs or you won’t want to do business with them again anyway. These aren’t just the chancers getting cheap labour on the initial contracts, which your incubation scheme will have contacts to a lot of, but these are also some established companies looking to make a quick buck at your expense. I can’t really talk about it but I don’t trust incubation schemes like this anymore after having been in one. You have to deal with the other companies that are similar to yours. You have to be friendly to keep the local hub going and to pass around work or work for each other, but knives go into backs really fast and friends become enemies before you even know it. It can be a bloody nightmare. There are three things you can do now depending on how good your portfolio is: - If you can get an entry-level job then get it. I’ve seen your final project stuff in another topic so presuming you have other pieces of that quality you can show off I think you have a chance. Polish that stuff off and practice your interviewing skills. Or, there is nothing stopping you looking for work using this scheme either at these start-up companies or using the scheme to get contacts to get work. You’ll still have to undergo the indignity of low-pay (or none occasionally if they have no funds) and long hours. But hey, it gets experience on your CV and you get paid a little to build up your portfolio. And finally, you can go off and build up your company. Running a company is a full-time job… finding work, building contacts, business plans, cash-flow, taxes, dealing with clients, running projects, dealing with financial and legal issues (with trained professionals that you pay for), more dealing with clients, etc. The companies that do well tend to have someone that deals with all that while the others do the actual ‘work’. I went with option 3, when I should have gone with option 2. My uni stuff was rubbish because I found the work there to be boring as it was too …academic! I wasn’t going to get an entry-level job so I went through just over a year of this hell to build up my CV and portfolio. I went with option 3 because it can be great fun if you’ve got the knack for it. I definitely got a taste for business and I yearn sometimes to go back to it. It’s a bit more exciting than getting your paycheque every month…but in the end I had to get a proper job. I was on my own so I couldn’t run the business and do the work, I wanted the proper training you can only get at a proper games company and I started to get sick of being poor all the time because of one too many missing paycheques.
  14. AN_D_K

    Start-up statistics

    Just read your last post. You may also want to know that I went into business with a friend, but it didn't work out for reasons I can't go into. In order for the company to do well enough to at least put food on my table, I had to lose a good friend. He was undecided too for a while before we started, so I should have seen it coming. You need to have a stupid, almost dangerous-to-yourself amount of commitment for the company to succeed. And as I said before, people aren't just going to offer you game contracts if you've just graduated. You'll have to take other work to build up your reputation to be able to do that stuff. To be honest, if you're not in it to do your own stuff ...then just get a job. EDIT: oh yeah, and you'll need to sort your internet out. And a good phone contract. You're going to be spending a lot of time dealing with people.
  15. AN_D_K

    Start-up statistics

    Every business guide plan out there says, "do your executive summary last" (the bit at the front that summarises the whole report). I don't quite agree. I think you should do this first as an outline of what your company is and what your company goals are. Then do your business plan, and then completely rewrite the executive summary again once you're done. The reason I'm saying this is because you need to have a good idea of exactly what you want your company to be, and writing it down stops it being a bunch of abstract ideas that you can't explain properly. Just nailing down what you want to set out to do should be your first priority. Once you have, give us that summary and we can be more help. On another note, I started out a while back with the same problems or the scale of the company. I wanted to be a development company with staff, full game contracts, etc …but few people are going to take a chance on a graduate. So I started off freelance, with the aims to larger and larger projects and bring in other freelancers when needed, then staff. I said as much in my business plan. The pros to this are that you start getting money to pay off your basic survival costs, you gain experience for your CV/portfolio so you can get better jobs, and you make contacts with the people you work with, for or even against. The cons are that you will have to start on the very bottom rung of work. I had to do some really poorly paid, uninteresting visualisation jobs. From there I got more interesting work that was poorly paid with overtime. You’ll have to get more than one job at once to have any kind of security and you have no time to yourself (same goes with when you’re a company with staff). In the end, I got offered a cushy job with a good wage at a games company before my company was ready to take on a team contract. I suggest you skip my first few steps to that plan if you can :P
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