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About Journey

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  1. Well I've certainly thought about it. But the problem is I need a job to sustain myself, and I want to get real world experience first working for a top developer (eventually), using Flash as a stepping stone for getting into a traditional game company that works in C++ for consoles/PC. That has been my dream for ages. So starting out doing Flash seems like a good idea to get my feet wet and not have to work eternally doing boring (IMO) web stuff so I can save enough to start my own company. By any chance, do you ask that because you get the impression that I'm well prepared for such a step? That would be a great compliment.
  2. I'm looking for a job as a remote programmer doing Flash games. I live in South America so my aim is to find a job that can pay either in dollars, euros or GBPs. I was told that I needed to show a finished game as part of my portfolio at the bare minimum, so I went ahead and made the best two Flash demos I could think of, an interactive flag physics demo and a fully functional rubik's cube game with a real solver. I have my Flash work now in addition to my previous work done in C++, DirectX and OpenGL. All I need now is a good strategy to show it to potential employers. How should I set up my resume? How should I set up my portfolio page? I have my Flash demos on Newgrounds, so should I just link to those or host separate files on my own portfolio website? How should I present the information visually so that employers get to see the important stuff right away? What should I NOT show? I'd like to know as much as possible in order to approach Flash game companies properly. Bear in mind that my goal is to work remotely from home, since I can't afford to relocate abroad. Below are links to my two Flash demos. This one is my flag physics demo: Venezuelan Flag And this one is my real time Rubik's Cube game: Cubehead I have other work in C++ to show, but since it's a Flash job I'm after, I wanted to get straight to the point. Thank you for your time.
  3. Oh yeah, the charts don't really do anything, they're just for show. Only five buttons are functional. Scramble, partial solve, full solve, Credits and sound toggle.
  4. Yes, you can click and drag around the cube and move it, and clcik and drag inside the cube to move it's slices. There are also three large buttons on the top left that scramble, solve 1 step, or solve the whole cube
  5. This is my second post for Cubehead, this time I'm posting a new design with two variations in the look of the cube. This is a screenshot of the first design: Design 1 And a screenshot of the second one: Design 2 And here is the link for the game with the first design: Game with design 1 And the link for the game with the second one: Game with design 2 I would like some opinions on both variations, if possible, and on the overall design. Thank you.
  6. And like I said before, other games don't even use solvers, the just apply the moves in reverse, and remove a couple of redundancies.
  7. The code is based on Greg Schmidt's KCube source code, which is publicly available online. I actually had to get rid of some of the data packing used by the algorithm to make it faster, so the data structures are larger in the end but take less time to get generated. KCube takes a shortcut by storing the tables on disk, but I don't have that luxury on someone else's computer. And they would have to generate the tables the first time anyway. There's really no other way that I know of to generate just the necessary depths of the tree and then generate others as needed, because there's no way to predict the initial state of the cube, it depends on how scrambled it is. The depths are based on the number of moves away from the solved configuration. The algorithm takes the cube's current state and turns it into an ordinal used to index the tables, so you don't know which part of the tables are the first ones needed. So if I created the tables in real time, filling in the values as needed, I believe it would end up being much worse, as each solve process would be incredibly slow until you executed it enough times repeatedly so that the table values are already generated.
  8. And btw, there are no threads in Flash sadly. Also, if I made it download the tables from somewhere else, it would be more than 60MB to download. Also I would need a permanent hosting service
  9. Try it out again. I was using the DEBUG version! Now it's certainly much faster
  10. Well that's funny. I programmed it so you could only select contiguous cubes from a single face. You can't select accross different faces, so I'm puzzled as to why this is happening to you. In fact I just tried it right now, it doesn't seem to be showing the behavior that you describe.
  11. The loading is the Kociemba algorithm generating more than 60MB worth of tables. It's needed for that kind of solver. There's really no other way around it but to CHEAT and apply the moves in reverse :S Sorry to make you wait.
  12. Thank you bzroom. All feedback is appreciated. I would like to know what you think about the visual aspect too.
  13. DISCLAIMER: Before you click on the link mind the fact that this takes a while to start up, because it uses a REAL cube solver, instead of just applying the moves in reverse like other games do. During this time, your computer may freeze in short periods a little as it's a very processor intensive task. This is a game I've been working on for quite a while now to put on my portfolio. It's a rubik's cube game. I'm posting it here to get some feedback on the background and buttons I painted. So far most people have HATED IT. They think it's weird and that it doesn't fit the rest of the design. Strangely though, I still like it myself. I wanted it to have a dystopian/darkly humorous look to it, as though the cube is inside a chamber in a factory or research facility. And it ended up pretty much as I envisioned it. I did all the programming, art and sound "design" myself. No third party engines like Papervision or Sandy were used whatsoever. All the code is done from the ground up. I'm looking for an honest opinion here also as I'm not looking for "emotional support". If you hate it too, please say so. I would also like to know, if it is indeed a bad design, the reasoning behind it. Why is it a bad design? Do I simply have bad taste? Is it something about the buttons? the colors? the weird shapes? Or is it simply the wrong theme? Perhaps dystopias and rubik's cubes simply don't mix at all? I would like some honest opinions on this. Here's the link to my freewebs page with the game THE GAME Thank you for your time.
  14. Thanks guys, your support has meant a lot to me. It's a hard lesson to learn, but hopefully I will prevail. It's going to be hard though, I've constantly had problems with people since I was little, saying the wrong things and such. I do deserve the chance that is for sure. I've always wanted to work at a company like Bioware or Bethesda, and this job was going to be my ticket there. I'll probably have to work on Flash webpages now, since there are no more companies like this in the country, and the only local game company being fully staffed currently, which is hard to swallow (I hope I can get a job doing Flash games over the web, hopefully getting payed in dollars :) ). If you guys have any more advice, you are more than welcome to give it. I know I will need everything I can get. I would like to be sure about the "document everything" thing, since a poster advised against it.
  15. In GDI+, you pass a matrix to a Graphics object, which is the one that does the drawing. The interface to the library was as follows: Graphics MyGraphics; Matrix Mat; Mat.Scale(Width,Height); MyGraphics.SetTransform(&Mat); Object.Draw(&MyGraphics, ClipRect); Which meant you had to have all the transformations on a single matrix. And each object's Draw function sent new matrices to it's children concatenating them with the current matrix. But each object had only that matrix, so in the event that it had to figure out it's rotation for instance, it had to use all three coordinate systems. As to that method you posted, I have never heard of it. And nobody at work even suggested it.