• Content count

  • Joined

  • Last visited

Community Reputation

973 Good

About Anri

  • Rank
    Advanced Member

Personal Information

  1. What Program should i use

    It would help to know what kind of game you are expecting to make. Simplified, "Indie" is just financing the production yourself, and is not much to go on. Perhaps we could start with what influences you are under? What game stands out most for you? Did that game reach out of the monitor and slap you round the chops while screaming "YOU ARE GOING TO BE A GAME DEVELOPER!"?
  2. How to learn from Quake source code

    Mr Carmack's source code could be useful to a beginner as an example of well written code, but as to what the code does overall...not so much. I certainly do not dispute the quality of the code, but it is very complex code to comprehend. In hind sight, I would start off with just learning Raycasting, ensuring you know your trigonometry and matrices. If you can comfortably follow something like Permadi's tutorials - even implementing floorcasting then you know you are ready to move onto the next step, which is proper 3D. You see, its not just the 3D rendering you have to worry about, but also the "physical" world you move around in - the one that requires collision detection, and the AI of the characters that inhabit that world. If you start with the simplest thing first, you can only go forward. But with something like Quake you'll need to pause often to learn something fundamental.
  3. Hello D40. I'm not leaping in on the offer, but when you say you "was a programmer and worked with some graphics software", what did that entail? I'd hate to see you sell yourself short.
  4. Grown out of playing games

    Ah, Panzer Dragoon. Now there is a very swanky game! They made another game called Crimson Dragon for the XBox One. Never got round to playing it, but its considered a spiritual successor.
  5. Grown out of playing games

    I can certainly relate to that. I still play games, but sometimes I wonder if I'm only playing them because I enjoyed a previous entry when I was younger. Agreed on the time required for an RPG! Friends have chewed me out for not finishing Mass Effect 2, but honestly feel like its too demanding in terms of time and concentration. I joke about being stuck trying to swoon Kelly on the bridge - "no matter what I say or do I just can't get anywhere with her!". Its usually met with "Just play the ****ing game, you GOON!"
  6. Lets take a look at two very successful might have heard of them... Resident Evil. Some one at Capcom loved the old Zombie movies of George Romero, and so you had the basic theme of the game; Zombies, classic b-movie monsters such as giant spiders and snakes thrown in for good measure. The lack of music in some sections adds an errie atmosphere to the game - even with hilariously diabolical dialogue. But all that is only second to the game itself - an improved Alone In The Dark. I can only assume someone had played AITD and loved the basic gist of it, but wanted to make a few adjustments. Tetris. Inspired by a physical, classic children's block game? I don't think it has anything to do with a film in the slightest, but in some versions theres images of really hip mushroom buildings you'll find in Russia. Dunno if those were in the original version of the game, though. The point is, the gentleman who made the game, looked to something in the real world - not the silver screen. Possibly more successful than Resident Evil... So, no, an interest in film is not required to make a game. By playing other games you get a feel for what games you enjoy playing and those you enjoy developing. You also get experience of what you absolutely hate about playing games - no matter how they are dressed up. That said, theres certainly no harm in looking to a film to make your game cooler... Top Gun. After Burner. Nuff said!
  7. I would say Aria of Sorrow and Portrait of Ruin were the ones I was most fond of after SOTN. The others were still decent games. Harmony stood out at the time because of the more considerate colour palette when used with an original GBA, as it lacked a back-lit screen. A very pleasant entry I would say, and I still come back to it once in a while. Aria was a very strong game. Probably as close to SOTN as we could have hoped for, and I enjoyed the solar eclipse story. At the back of my mind I was still longing for another SOTN with the power of the PS2, but one could not complain about Aria. Loved the way Soma( was that his name? ) would fashionably teleport to another part of the castle. If anyone is reading this and loves metroidvanias - stop what you are doing and get it now! Although you didn't ask, but still Castlevania related, I have just got to the Metroid Queen in Samus Returns, by MercurySteam who made a Castlevania or two. I never played those, but I have mixed feelings about what they've done to this M2 remake. I love the visuals and enjoying the new control scheme, but damn, the first 80% is repetitive, boring and easy, then all of a sudden we're in Megaman country which totally ruins the game with a nasty difficulty spike. If their CV games are anything like Samus Returns then I think I'll stear clear of them...
  8. Nightbreed on the ZX Spectrum. If it weren't for the tiresome cassette loading for each of the game's three main sections, it would easily gone down as one of the greatest Spectrum games of all time. Thank gawd for Speccy emulators! I honestly believed Clive Barker was a games developer for a long while until I realised it was based on a movie which was based on a book he wrote! o_O Tie Fighter by LucasArts. Bloody awesome game where you join a Grand Admiral called Thrawn to hunt down a traitor fleet led by another Grand Admiral who has decided to wage a technology war against the Emperor. Although you play on the "Dark side", your role is about putting a stop to the traitor fleet's rampage throughout the galaxy. Seemlessly adding in elements from Timothy Zahn's "Thrawn Trilogy" and LucasFilm's Shadows of the Empire media project, Tie Fighter is just a stunning tour-de-force of Space Combat Simulator combined with great atmosphere and story. At a very young age, I felt like I was living a double life of an ace space pilot in a suave galactic navy! Happy days! SOTN. Went through an emo-stage in my late teens back in the late 90s, while watching too much Interview with the Vampire and The Lost Boys. Alucard is one cool-ass-muddy-funster. Face it, Alucard even dismisses Death's warnings as if he is washing his socks the next day. Would YOU do THAT with a dude dressed in a black robe holding a nasty looking Sythe? Nah, I didn't think so. Not even after 20 years of searching both castles high & low, have I given up the search for that elusive bottle of Old Spice that Alucard has stashed away...I know its there! Oh, and Metroid is a big thing for me too. Its like going on an adventure with your super cool auntie who plays paint-ball at the weekends with Captain Phasma. I usually let her handle the Metroids though, because they are rather scary! O_O
  9. I would say there is merit in making such a simple game in Assembly for classic computers such as the C64, Amiga or ZX Spectrum. The cpus and memory maps are much easier to learn - especially the 8-bit machines. The communities for those machines also appreciate new projects.
  10. Even if it didnt have the connection to the first Blade Runner, it would still be a good sci-fi movie in its own right. Ryan Gosling is great as an..."alternative" Blade Runner agent, and despite the trailer suggesting a "war breaks loose" movie, it turns out - once again - to be a crime drama dealing with the issue of slavery. Its a shame it hasn't exactly stormed the box-office as it does derserve to do well. Only thing that held it back was the connection to the original film. I couldn't help but think "Battlestar Galactica"...without giving too much away. But yes, its a good sequel.
  11. Just getting started

    This is going to sound a bit strange, but I recommend holding back on C++( just for the time being ) and learn C instead. C is perhaps the most fundamental language there is. Here is how I would crack it... 1) As you learn to write C code, also learn to write "Make files", and for the small programs you write use a garden-variety text editor and build using command line. The big "gotcha" with learning C or C++ is that most books do not cover how to compile or link object files nor how to instruct the compiler where to find libraries or headers. They just assume that you are using an IDE to build single-source file programs by clicking that lovely green arrow, and then when it comes time to learn SDL, DirectX, OpenGL or whatever, you are completely in the dark as to why you have all these linker errors showing up.... 2) Program or read your programming-related books daily. Don't worry how much time you put in so long as the ball is always rolling... 3) Consider learning SDL. So long as you look after your C skills and can produce make files, you should be able to make pong with a bit of effort. I recommend Jazon Yamato's book on multiplatform development... 4) If you can make Pong with SDL at this point you are definitely ready to begin learning C++ and confidently moving towards that goal you wish to achieve. *** I usually recommend writing a small text-based game before attempting any graphical stuff. If you can select menu choices and save'n'load game data then you're pretty much ready to move on. Sorry for this long winded reply, but I think this would be the ideal "road-map" for you. C++ is great and a professional's language, but it can be unforgiving for the complete beginner. Yet C is simplier and provides a fantastic stepping stone for learning C++ - or any other language out there. Best of luck and god speed!
  12. Without knowing the specs of your current machine( it could be from the late 90s for all I know )... If your laptop has its own dedicated graphics card, can run the OS smoothly...yeah, just stick with it. Just about any computer from the last five years will allow you to achieve any level of skill you wish to obtain. When using 3D/2D packages like Maya/Blender/Photoshop/GIMP then just be mindful of your system and video memory. Oh, and don't forget to back up your work on separate storage such as a second or external harddrive. All the code you write is your life work - the cost of losing that is far more than the cost of a new laptop... Hope this helps!
  13. Hobby: How do you finish your projects?

    "Little and daily" seems to work well for me. For those days I really don't feel in the mood, I just give 10 minutes and in some cases that can extend to hours on end( once I put in 15 hours! o_O ) as I quickly settle into the "zone". At the moment I've got several projects on the go, and this really helps a lot. If I do one project in the morning and go out for lunch, I then take on another project for the afternoon. Right now, I'm working on two Android games, a ZX Spectrum game and getting to grips with OpenGLES 2.0. Oh, and learning to read and write Japanese scripts( or "Kanji" ), for fun...which is done within the first 15 minutes of waking up... For me the question is never "when will I ever finish this project?" but instead "has the ball stopped rolling?". If its come to a halt, then I just make a little time to work on a small part of it. I guess its a case of "the jouney is more important than the destination"...
  14. At what time do you sleep and wake up?

    Insomina is horrible and I solved it by just sleeping between Midnight and 7:30am. The alarm is always set to go off, but I usually wake up before it goes off. Most nights, I'm in bed chilling just before 00:30am. The rest of my life has followed suit and most things are now done on a daily routine and far more productive.
  15. I'm new here and would like to say Hello!

    Welcome to GameDev 'Flinte, and enjoy!