Jump to content
  • Advertisement

Anri

Member
  • Content Count

    706
  • Joined

  • Last visited

Community Reputation

1030 Excellent

About Anri

  • Rank
    Advanced Member

Personal Information

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I've spent the last two years programming in Assembly and C for retro computers such as the ZX Spectrum and Megadrive, and OOP just did not make sense there at all. One quickly learns - the hard way - that memory is a rare commodity and processing power is almost limited to addition and subtraction, with multiplication and division coming in at a very high premium... Your program and its functions( or in an object's case "methods" ) need to be split into data preparation and processing, in a top-to-bottom fashion. Calling even a single function can sometimes bring the program to its knees in terms of performance - local variables and passing data are not free-of-charge where memory is concerned. And code...boy it takes far more code to do even the simplist of things... Returning to OOP is like Marty McFly returning to 1985 - we have an abundance of processing power and memory, and boy are you glad to have kickass sound and graphics hardware to match! We missed you 3D soooo much! But because we visited the past, we now understand how sloppy we have been with OOP in the present - treating objects like primatives, and creating them on the fly during method calls that are being called during a game loop... I can say this with 100% confidence; if you spend time learning a structured language( C for arguments sake ) on limited hardware, alongside your OOP, then you will not go wrong with OOP. For giggles, I was interrogated as to why I was using C instead of Assembly for ZX Spectrum programs. It was very much like how this thread has played out!
  2. Its been a few days now and so far crash-free! Thank you all for the help and your time. Cheers. Steve.
  3. Anri

    Self Publishing Advice?

    If you have 100% faith in your game then I say do it. However... ...if the game is up to its eye-balls in program-breaking bugs, has controls that are broken or awkward, or is so frustratingly difficult due to poor level design then definitely dont release it.
  4. Just a quick update as the problem now seems to have been solved, but I'm going to give it another 48 hours of testing before I edit this thread as solved... Basically, the project was not being saved when I assumed it had been. The error message "The saved project does not match the launched editor" was persisting even though I had saved the project previously and then reloaded it. So, before the crash kicked in, I altered a minor option which was the colour of a cube and then saved it. I assume that by making a small edit that Unity then allows the project to be saved... I have put back all the C# scripts that were deleted before and it now seems to be working fine. Visual Studio works as expected too.
  5. Thanks for the info on the Xbox dev mode( I certainly didn't mean to hijack the thread ). Consoles have always been a frustration but I guess the situation is better now than it was years ago. The success of the mobile platform has made the console companies think twice about snubbing the smaller developers( lone wolves and indies ). By the looks of it, Microsoft are leading the way on this as Nintendo has its own indie-friendly program where the Switch dev kit is just a pricer version of the retail unit, and games are made with Unity. Personally, if I could make games for the XBox just using a regular unit for testing - and releasing XBox games on their app store with minimum fuss...I'd be a happy bunny. Thats all the "console dev" a bedroom coder could ask for...
  6. I've been living under a rock! A "Developer mode" for the XBox One? 😱 Before I rush out and buy a second XBO purely for development...whats the catch?
  7. In that case definitely get on the C++ Builder forum. Oh, don't forget to check out stackoverflow to see if your issue has been solved previously. Best of luck with the project!
  8. Many of us took up game development with the goal of creating our own game, unaware of how long and difficult it could be. After many years we discover we gravitate towards certain areas and distance ourselves from others. What were your goals when you first took up games development, and where are you now?
  9. Personally, if you are already comfortable with command line( and make files? ), I'd stick to it and use SDL for this project. That said, you seem to have your heart set on C++ Builder. I assume you have a reason for that?
  10. Anri

    Money or passion?

    Hello Kossad. If you do go into the mobile market - bring your personal touch along with you! Not every person with a mobile device is waiting for a bus. They could be in hospital waiting a day or two for an operation and thus a mobile game with depth might be all that keeps them sane. Candy Crush or Temple run is not going to cut it...but an adventure will. So long as you engineer that game so it can be paused and resumed later with ease there is no reason you can't make a mobile game with depth. The biggest challenge with mobile are the controls; touchscreen is simply useless for fast-paced action games requiring multiple button inputs. Some games are just not suited to the mobile platform unless you have a bluetooth controller and Its at that point where a PC or console game makes a lot more sense...
  11. Yes. The main setback for a programmer was having to develop tools such as level and sprite editors, which was a distraction from coding the game itself. For the artists they were willing to push-the-boat-out and learn some scripting but not languages such as C++. "Dammit Jim, I'm an artist not a programmer!". That said, project maintenance is what holds many developers to their own engines. You have only yourself to blame and are at least in a position to fix it. With a program like Unity you are relying on it's developers to do their job right and if they haven't then you could find yourself in Admiral Ackbar's shoes... But going forward in games development, these engines+editors will only improve in time.
  12. Out of curiosity, is the game pre-rendered 2D or full 3D?
  13. Anri

    Struggling to fill 3D city themed game

    Love the work so far and also second kitbashing, which combined with your modelling experience thus far will save you time. Keep going!
  14. Nypyren, that has at least given me something to consider and try. Cheers!
  • 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!