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About Anri

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  1. Must have been about 2000 and just wanted to make games. Whenever I got stuck this was the place to ask. Sometimes I check in to help beginners know where to begin. Strange but true.
  2. Anri

    No market for 'good games'?

    People have different phases in their life where they are more open to ideas and morals than in others. There are times when we need to be selfish in order to survive, but other times we have plenty yet those around us are struggling and we need to make sure they are okay. Remembering an old japanese cartoon; "sometimes we fight as five individuals, others together as one." A good deed is still found - and rewarded - in some violent games. In Star Wars:Republic Commando, your role is to guide and recover your team, in order to accomplish a goal and to ensure their survival. Sometimes in order for them to accomplish that, you need to think more about yourself. A good deed in a computer game is believeable when the player can apply that same deed in the real world and have a positive impact. Sometimes we manipulate others for their own good, yet as a result will resent you for having done so - with the best of intentions or not. There is definitely an old saying I believe in; "No good deed goes unpunished". If your players detect this in your game, then they will find it far more believeable. Good deeds are born out of sacrifice; you give up your time, effort or money to do something good for others. In that respect, can we truely say we find it rewarding doing a good deed? As for hoping your game can change someone; a game allows someone to experience something if the real world is not allowing that. For example, in my early years I was not given an opportunity to manage money for myself, but one day I came across Sim City for the ZX Spectrum. It wasn't my kind of game at all, but it was the first time I was given a chance to be in charge of money and be responsible for it. It became one of my favourite games and carried on with Simcity 2000, which I play to this day. I'd actually say that Simcity is the reason I became better with handling my own money, which in turn has allowed me to help others. Oh, Warcraft 3 is another great example of a beneficial game in violent clothing! If you rely on just one gold mine at a time, your money dries up quickly and you have to find another - usually end up fighting for it, but if you can open up another much earlier - even with just one minion doing the mining on that second mine, it produces a healthy income stream. This taught me the concept of passive income! Anyway, thats drifting off the topic and I hope it helps! Godspeed! Steven.
  3. The programming position is a bit vague. What kind of duties would your candidate expect to be doing?
  4. Take part in a few collaborative projects. In some projects you'll discover that you are struggling to keep up with your team mates, while on others you may find that you are the only one doing any work. You may even say sod this for a game of soldiers or really enjoy the experience where you only give a monkeys so long as you can put food on the table... It will at least give you some experience to go by.
  5. There is something to be said for that. A loyal user base that values quailty over quantity is enough to sustain a business, and to a point customers are willing to pay for that quality. The Apple platform seems to be profitable enough - regardless of what Android is up to. But keeping in mind the subject of this thread, Arcade is not going to make much of a mark on the current Android climate - aside from Google's inevitable response, unveiling their own technology thus putting the situation back to square one again. While Apple has boasted more comfortable development of apps, Google pushed forward with Android Studio to even the odds. With Arcade looking good, I would not be surprised if Google has its own cake in the oven.
  6. Yeah, I'm not one for abandoned projects myself. You dont mind so much about the rewards at the end, but rather so long as the game is finished and out there. At least with that you can put your name to something for future work. I'm just starting out with others in a collab, but its too early to judge where it ends up. That said, it seems legit enough... Happy hunting! Steve.
  7. Hello Antony. My name is Steven and I am currently working on a personal project for the Oculus Go. I'm a programmer at heart but also practice 3D modelling as a hobby. If provided with concept art( or the "rough gist" ) I'd like to help out with prop-modelling duties. As far as rewards go a credit in the game as prop modeller would be nice... Cheers.
  8. Looking on the apple site the only affordable gaming device they have is the iPod Touch(32GB) at £200. Meanwhile, in Android land you can pick up a decent smart phone for the same price. Until Apple addresses this issue developers will have to go where the money is, and that is with the consumers - not the platform they prefer to develop for. And the majority of users own an Android device because it is more affordable and - where it counts - is good enough for their needs. What complicates things further is that one requires a Mac to develop for iOS. Android can be developed on any platform, but iOS requires workarounds at best to run on Windows or Linux. But even if there was an Apple device that delivered "bang-for-buck", both Android and Apple still do not have devices with a built-in, solid-button, game pad(there are some but certainly not enough to matter). Sure one can connect a blu-tooth controller, but developers cannot develop a game around an input device that is not the standard. Stalker and Morrowind seem to be action-based first-person games which require at least a gamepad to function... That said, Arcade can only help the current iOS game market. My experience is with Android, but over the years word around the camp fire has always been that iOS is less hassle to develop for and play on. Anything that strengthens that can only be a good thing. Since the passing of Steve Jobs, I've not had much faith in the future of Apple. Whether one could afford an apple product or not, there was no escaping their existance thanks to the man who made sure we knew about them! Sadly, I honestly could not tell anyone what apple is up to these days - last I heard there was something about a TV wrist-thing and that they set up a large round building for the next generation of Apple workers to feel more comfortable in. I guess I'd have to Google(Ha-HAAAAAA!) it to find out more... ...sorry, that was bellow the belt...😉
  9. Tip 7 is epic facepalm. Should have given her a complementary jiffy-bag with Carpenter's The Thing and Cronenberg's The Fly while he was at it. "Don't you worry, now - it'll be finished in time for Christmas!" 🤣 Being serious though, this article speaks the truth. Making games on your own is hard, as you simply don't have the support of others...
  10. Anri

    Doom-Style Animations: A Custom Unity System

    Gotta love the old 2D sprites from yesteryear. Keep up the good work!
  11. Anri

    Happy New Year from GameDev.net!

    Thank you to the GameDev team and community. Happy new year! Steve.
  12. If using anothers work still bothers you then pay it forward. Perhaps someone will use the assets you make, someday.
  13. 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!
  14. Anri

    Goodbye chibi Brawl

    Don't beat yourself up over it. You at least explored the idea and learned some valuable lessons that can be applied as wisdom in future projects.   No matter how upset your team mates are, give thanks to them and at least give yourself credit for making a decision to close the project rather than muck everyone involved around with "maybe...maybe not". At least they know where they stand, which is important as they can move on - as well as you.   Speaking of which. After such a draining experience, give yourself time to reconnect with your passion. Maybe look at a smaller project that you know you can complete with about...80% confidence.  The goal: to have fun!  Eliminate the stress - financial gain, and all that business nonsense, and just set out to have some fun.  Its the best way to get back up on the horse, so to speak.   Best of luck and I wish you the very best for the future.
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