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About BlackWind

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  1. Hi,   Is it possible to predict LTV for a game before launch?  at least Worst-Average-Best scenarios?    
  2.     Hello! We are very excited to announce our upcoming game (May 31): Robo Jungle Rush (iPhone & iPad --Free). Hope you like it and all your comments are most welcome!   Robo Jungle Rush :: Official Launch Trailer (Youtube)   [media][/media]   Key Features * Fast-paced, engaging gameplay for both newcomers and experienced players. * Exciting power-ups like turning enemies into gold or blasting everything in your path! * Hop into incredible vehicles and master their own challenges! * Play a casino style mini-game for additional boosts and prizes. * A wide range of costumes available for your character. * Collect unique trophies and fill the jungle cabinet! * Tons of missions! * Full Social integration with Facebook, Twitter and Gamecenter. Compete with your friends through local leaderboards, and then take on the rest of the world! * Share your best moments with the video-replay system. Upload your best moments to facebook, twitter, youtube, or via email. If you liked the trailer, connect with us via Facebook:  
  3. for videogame trademarks?

    Thank you Brian. I'll keep that in mind.
  4. for videogame trademarks?

    Thank you Tom. I already contacted them. My question was more oriented to how reliable were they (or legal zoom, which seems to be cheapest option, but i still havent know someone who registered something with them).
  5. for videogame trademarks?

    Thank you Tom. Have you use any of those? Which one would you recommend? We are only interested in registering the game name, via the less expensive (but trustyworthy) way
  6. Hi, Can anoyone here share experiences or articles if it would be better to pay a PR Firm or pay for Ads on websites like touch arcade for marketing an iOS games?
  7. Hi, Has anyone used to register your videogame trademarks? Would you recommend it?
  8. If you have ever played new super mario bros (both Wii or DS), it has something that make most people laugh when dying (and almost most of the time). Why? Which are the elements that produce this event? How can we achieve this in our games? thank you!
  9. What to do when the project is delayed?

    Thank you. Great ideas!
  10. What to do when the project is delayed?

    Thank you guys. [quote name='SimonForsman' timestamp='1335208969' post='4934207'] Don't allocate time on a programming task based on how long it [b]should[/b] take [/quote] By this you mean do something like Tom Sloper said? (if they say "2 hours" double it and multiply it by some number?) Or how ? [quote name='Tom Sloper' timestamp='1335209083' post='4934208'] You also have to play a psychological game here. If everybody knows you're adding 33% to their estimates, they might ease off on the gas pedal to fill the available time. So you might need to find a way to incentivize (bug-free) early completion of a task. [/quote] Thats a good observation. Any ideas to incentivize early completions?
  11. Hi, This question is what to do / talk with your team members when the project is delayed due to constant delays on the development of the planned tasks? We are using scrum, and we are estimating times for sprints. Short tasks, short sprints. But developing the tasks are taking far more time than the original estimated time. We have only been 6 weeks in production and the project has already "2 weeks late". The problem is only with the progamming department. Art and Design is going very well. What should we do? What tips / recommendations do you have? Thank you in advance.
  12. Hi, This was exactly part of the problem i just solved in my thread. The last 2 posts has the solution you need.
  13. Reading a bit more on the subject, i found that this operations is called "change of base". However, in most books it only comes the mathematical expression, which is enough if you are only dealing with vectors (directions). But when dealing with points it needs a little extra works (since we need to keep in mind scaling and new position) Also i must add that the real formula uses the Inverse of the matrix (V* M^-1 ) In my case, the transpose will always work, because rotational matrices are orthogonal. And the inverse of the orthogonal matrix is its transpose. This operation seems to be called Orthogonal coordinate system change!
  14. Hi, Afters many hours of analyzing and proving, i finally i got the formula and logic behind. I consulted many books but the only one i found it talks explicity about this is "3d math primer" , but even they do not explain the whole process. First, for transforming from object space relative to anothers world space. The direction is simple, we just multiply the current direction times the rotationMatrix. Since direction is not affected by position or scale, we only need that multiplication. Direction = ObjectVector*RotMatrix Points do get affected by scaling. So we need to keep in mind that. In my case, i dont scale never, so i didnt "solve" the problem for scaled points. So after doing the vector*RotMatrix, we add the translation needed to be relative to the reference objects world space. We dont need to rotate the orignal referencePoint, since if we rotate it and then add, we would be moving in some sort of object space. But we want world space. So the "formula" (without scaling) would be like this: NewWorldPoint = ReferencePoint + (ObjectPoint * RotMatrix) My guess is that if we use scaling, the formula would be something like this: NewWorldPoint = ReferencePoint + ((ObjectPoint * RotMatrix)*ScalingMatrix) But i'm not really sure, since i didnt make a test. Now, for the inverse operation, transforming from world space to be relative to anothers objects object space, its only the opposite procedure. For example, if we moved to the right and up for transforming to world space, now we have to move to the left and down for transforming to object space. So for direction, its almost the same process, except that we use the transpose of the rotationMatrix. localDirection = objectDir * (RotMatrix^T) (where ^T denotes the transpose of the matrix [img][/img] ) Finally, for the point (without scaling) NewLocalPoint = (ReferencePoint*(RotMatrix^T) - (ObjectPoint * (RotMatrix^T)) Here we use both rotated because we want object space. So we need the points in object space. The transpose is needed because it would be the "opposite" operation (or equivalent to rotate counterclockwise by the same amount). We do a substraction instead of addition, because its the opposite. I tested for all the possibilities (withouth scaling) and it seems to be working perfect. Also now it makes a lot of sense to me all these operations. Problem solved
  15. Hi Ripiz, I do understand that. my first question, is why (in the first example i posted, when we rotate 90 degrees around Y), if we transform the enemy point of players object space, to world space, we use the (2,5,-10) point to make the sum (the rotated 90deg around "Y" of (10,5,2)) . And not the original (10,5,2) ? (since for the other part of the sum we use the original (5,0,0) of the player). In other words, we use: (5,0,0) + (2,5,-10) . My first question would be: Why not (0,0,-5) + (2,5,-10) For the local it makes a little more sense to me, since we use both rotated points (0,0,-5) of player, and (-2,5,10) of enemy. But why the negative sign in (-2,5,10). Why not (2,5,-10) ?? In other words. We have to do this: (-2,5,-10 ) - (0,0,-5). My second question would be: Why not (2,5,-10) - (0,0,-5) Why for localToWorld we use the orignal player position and the rotated enemy position? (instead of using both originals). And for the worldToLocal we use the negated enemyRotated position instead of the original rotated Enemy position. Whats the logic behind that?