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  1. That is really good input, thank you all.   To clarify: I basically am looking at it as a hearthstone-type encounter. You would be paired up with a stranger (or a friend) and play a game, after which point it's over.  However prompting 'would you like to play another match?' would probably work great ... so that people can have a rematch if they both choose to. The reason I'm thinking to work within time bounds is so that the game is manageable as a quick game before sleep or before work, or on a break.  There might be some in-between activity in game, sort of like hearthstone has of crafting cards and making decks - truthfully the game is very much inspired by hearthstone (without cards though). Aiming for casual, not hard core play, but i'd like to have features which would give hardcore players advantage.
  2. I am working on a concept for now of a PvP game which would be limited to phones and possibly tablets.  The game will pair two people for a real-time game. I am not sure if the game is similar to anything in particular, i'm modeling it after two styles - tower defense and card games.   My question is how long should the game take - my gut feeling is it shouldn't be over 5 minutes, perhaps 4 minutes on average?.  This would include all rounds, though I am trying to not have rounds.  Game won't be fixed to that amount of time, but I need to have an average time in mind to figure out how gameplay should work.
  3. Hi,   I have a question about attribution license, for example https://creativecommons.org/licenses/by/3.0/us/   In an android game, where exactly do I need to provide credit for the assets (pretty much all the assets I have use this license). For now I have a screen in game where all of the assets are listed along with links to where I got them from.  I also have a website for the game, where all the assets are listed with same links.   I have not seen other games list assets in-game, so is it enough to just list them on website? and could I remove the screen from game?  I am not sure if it looks good to have a huge list (few screens full) of assets.   Thanks.
  4. Hi Guys, I just added a Halloween theme to the game, please check it out. The video is not the best quality, but you can get a sense - there's a ghost and skeleton in the "Halloween theme".   [media]http://youtu.be/nFUKvJ2c1S4[/media]   It would really help me if I get some constructive criticism.   https://play.google.com/store/apps/details?id=com.mildspring.maze
  5. I want UML to work, but I haven't really seen it work.   I haven't ever tried it for solo projects.
  6. In AAA games performance is important, so C++/C will have to be the answer for low level stuff. Big studios already have people working there who are experts in the language, and they have code from prior projects that has to be maintained, and can be reused. There would have to be some very significant reason (besides making employees work long hours) for changing language.   People who are working from home in spare time have a very good reason to compare time that it takes to write a game based on language they choose. For example I started with plain google android SDK, and spent a lot of time making a very poor engine for 3 games I did in it. Then I moved to Corona engine ... it was way better than what I wrote. Now I'm on Unity (I don't want to compare them, but my preference is with Unity at this point).   Game engines save you time, so if you're coding an engine, then you shouldn't really worry if it will take longer in Java or C, because you can just get a better engine now (unless you're expert in engines, then maybe you'll make a better more specialized engine).   In general, the more high-level code you have, the less time you'll spend coding. For example it's a lot easier to make a list in C#, than in C, just because there's no standard structure for list in C (yes, there's in C++, but not in C I believe).  Also if you don't have to worry about memory management, it means you will never spend time debugging a bug related to it.   I'm using C# in Unity, and very happy with it. Compared to how long things took me in Java in Android SDK, there's a huge difference. I don't think the difference is in C# vs Java, but rather my own engine vs. Unity (most time in Unity is spent looking up which function is appropriate, but they work very well once I find the one I need).
  7. My recommendation would be to go through unity tutorials, I recently made a game in Unity - the tutorials are awesome.   The tutorials will show you how to structure code, and how to get things working, I think they are a lot better than just opening someone's project and poking around.   In my opinion, the best thing is to go through few tutorials in sequence and implement everything they are talking about - keep pausing youtube tutorial and implement what they are teaching, even if you're not interested just in case it teaches something you'll need in the future. If you get tired of sequential tutorials you will probably already have enough information about how to start on a project, then you can look for specialized tutorials for your specific project.   That's basically what I was doing, I coded a first person maze (you can look through my post history to see it if you'd like).
  8. Maze in first person https://play.google.com/store/apps/details?id=com.mildspring.maze   Built in Unity3D - in the past I've built a game in Corona SDK and Google's Android SDK (3 games)     All levels are dynamically generated for unlimited play. Every time you play, you will get a different maze.   You have unlimited time to finish each level. But, finishing the maze quickly will grant you stars.   Each new level offers a bigger/tougher maze.  Find the key to unlock the gate.       If you ever feel stuck, use the path-arrow button to get arrows on the floor showing you the way. A path-arrow is awarded for each new level, spend them wisely as the game gets harder with each level.   No Ads in Maze Unlimited. In-App Purchases let you buy more path-arrows - 3 at a time. You do not need these to finish the game. If you feel stuck, you can exit the level and try again in a newly generated maze.     Can you be the first one to beat the first 60 levels of Maze Unlimited? Add a comment and send us a screenshot so we can post your name on our blog and add more levels for everyone!   Please download and rate here: https://play.google.com/store/apps/details?id=com.mildspring.maze      
  9. Hi,   I'd like to introduce a new game. This is my first game in Corona, previously I used android sdk.   This is a physics based game. There are three pairs of balls (6 balls total), and you are supposed to match them by color.   It would help me a lot if I could get some feedback. You can post here, or private message me, whatever.   Here it is in google store: https://play.google.com/store/apps/details?id=com.mildspring.BouncyMatch   This is what it looks like (the brown rectangles rotate in game and push balls around)    
  10. Hi, I didn't go through links yet, but they are greately appreciated.   The paths will not be in terms of any function. The paths are going to represent roads from one point to another. During level creation, I'd define them as makes sense for the level.
  11. I am wondering how the game https://play.google.com/store/apps/details?id=com.namcowireless.flightcontrol&hl=en makes planes follow the path drawn by player.   Does anyone know of a simple algorithm to do this?   I am thinking of a game where there are predefined paths, which is kind of similar to the game I linked, but more like this:   So I want to go from one box to another, but following the paths. Please help. The paths would not be dynamic in my game.   edit (not sure if it's better to add post or update original, so doing both): The paths will not be in terms of any function. The paths are going to represent roads from one point to another. During level creation, I'd define them as makes sense for the level.
  12. Thank you for your input, I'm figuring out which idea to use for a next game, and I just don't feel I can seriously go up and talk to an actual company without a successful track record (or even a single successful game actually).   So I'll stay away from this idea for now.
  13. Lets say I need a truck for a game. Is it legal for me to buy a toy truck, take a picture of it, possibly manipulate it to fit game, and use that image in game?   Same question for toy soldiers.  
  14. I am looking at 3 SDK's for cross-platform (iOS and Android) development.   So far narrowed it down to: http://www.coronalabs.com/products/corona-sdk/ http://giderosmobile.com/ http://getmoai.com/moai-faqs.html   What I'm looking for is this: 1 - works for iOS + Android 2 - free as long as I don't make money - if I have to pay when app makes money, that's fine. So for example Corona's 100k revenue limit on free version sounds fine 3 - splash screen is ok 4 - language doesn't matter, they all seem to be LUA, but it's not very relevant, I would just like to write code once instead of multiple times, and also I'd like to make use of ready packages, than coding everything from scratch.   I believe I can chose from any of those 3 based on my requirements. Perhaps there are other differences I should worry about? Is one platform has more bugs than another? Is one getting more support, and others are no longer in development? Any suggestions which one to pick? or perhaps there are more than just those 3?