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josh1billion

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  1. Hi guys,   I've just released my first Android game.  Wooo!  Took just under a week to develop, start to finish.   It's a puzzle game with 90 levels, ranging from Easy to Medium to Hard.  It also includes a random level generator, which challenges you to complete as many consecutive, randomly-generated levels as you can before you need to give up.  If you're in the mood to stump a friend, it also includes a level editor for creating your own puzzles.   Screenshot: http://oi43.tinypic.com/x4rvir.jpg Android market link: https://play.google.com/store/apps/details?id=com.joshforde.superblackout_free   Also available is a paid version for $1.99, which removes the ads and allows you to change the graphics theme.
  2. I'm a game developer --> turned web developer --> turned both developer --> turning game developer, so I have a strong understanding of both the world from which you're coming and the world to which you wish to go. [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] Since you already have a background in web development, I'd recommend jumping into HTML5 game development. Extensive experience in JavaScript will be extremely helpful to you here, so you already have an advantage. Writing HTML5 games is also easier than programming games for any other platform (in my opinion), so it'll be a great starting place. HTML5 games utilize the HTML canvas element, so just google for some HTML5 canvas tutorials and you'll quickly learn how to utilize 2D graphics for your games. You likely already know how to handle input, given your background, so that's easy enough. Playing sound effects is easy as well, as you'll see when you go to add them. Other than the ease of use, HTML5 game development also offers another benefit: many of the concepts you'll learn there will also carry over into other 2D game development. Drawing sprites (a process known as "blitting") is done the same way when programming 2D games in many other languages, for example, so the little blitting tricks (example: scrolling) you learn will be nice to know later. [quote name='Ford2012' timestamp='1343171009' post='4962771'] I bought Sams teach yourself c++ in 24 hours [/quote] Wow, nostalgia! This was my first programming book ever (back in 2003).
  3. [quote name='sunandshadow' timestamp='1334811298' post='4932691'] The difference between the player and the designer is just that the designer has put time into thinking about design, and with that time has probably acquired a broader experience and more developed conceptual framework of what a game is and how it functions. With that experience and theoretical foundation the designer has mental tools to test ideas (and how they fit with other ideas) that an ordinary player doesn't have, and the designer also has the habit and mental toolbox to produce more ideas faster. [/quote] Very well said. [quote name='sunandshadow' timestamp='1334811298' post='4932691']Every designer has to _be_ a player, just like every writer has to be a reader, every musician has to be a music fan, etc. If you're not consuming it you could make random attempts at producing it but you're not going to have any feel for what's functional and enjoyable.[/quote] One possible counter-example to consider would be Shigeru Miyamoto. Despite arguably being the world's most famous and successful game designer, he reportedly spends very little of his time playing games. I'm sure he plays the games he's working on, so your argument may still hold in that regard, though it would seem that one can still theoretically be an incredibly successful designer without actually gaming regularly. (But don't get me wrong: I'd certainly agree that playing others' games would have a much greater benefit to a designer than not doing so.)
  4. I'd be curious to see whether psychologists have studied, and given a name to, this particular phenomenon: the disparity between what individuals [i]think[/i] they want and what they [i]actually[/i] want. The phenomenon is certainly not unique to just games. [b]Edit[/b]: [url="http://en.wikipedia.org/wiki/Introspection_illusion"]Introspection illusion[/url], perhaps. Further reading: [url="http://uxmyths.com/post/746610684/myth-21-people-can-tell-you-what-they-want"]http://uxmyths.com/p...-what-they-want[/url] [b]Edit again:[/b] I'd forgotten all about this -- Malcolm Gladwell has a great TED Talk on this very idea: [url="http://www.ted.com/talks/malcolm_gladwell_on_spaghetti_sauce.html"]http://www.ted.com/talks/malcolm_gladwell_on_spaghetti_sauce.html[/url]
  5. What you need to learn depends on what type of game you want to develop, and it also depends on which platform you intend to target. For example... - browser-based, tick-based games: learn a web programming language like PHP (and MySQL will help, too) - real-time, 2D games deployable via browser: learn Flash/ActionScript - real-time, 3D games deployable via browser: check out Unity, or learn Java and deploy via applet - downloadable 2D games: use Game Maker, or learn C++ and a 2D library like Allegro or SDL, or learn Java, or learn ____ (many different options here) - downloadable 3D games: learn C++ and a 3D engine like Irrlicht or Ogre, or learn Java and look into 3D graphics - mobile games for Android: learn Java and check out the Android SDK, or check out App Game Kit There are many other options for each type of game, of course, but those are a few examples. To offer a starting point, we'll need to know more about what type of game you actually want to develop.
  6. Mindblowing stuff. Can I ask roughly how long it took you to create it, start to finish? Just curious.
  7. [quote name='krez' timestamp='1295252117' post='4759993'] PayPal offers a micro transactions option, which charges you $0.05 + 5% (which is cheaper for small transactions). [/quote] Oh nice! I didn't know that. Thanks for the heads-up, I think I'll use that.
  8. Hi all, I'm currently working on an online, multiplayer Facebook game, and it's well on its way to a playable state. The client is written in ActionScript 2.0 (yes, 2.0.. but it's the version with which I'm most familiar, and I have tight time constraints to work with). At some point in the coming weeks, I'll need to start implementing microtransactions, as that is the business model I've been planning all along. Microtransactions will include both unlockable features and consumable items, mostly about $1 or $2 each, with a few around $5. Lately, I've been researching payment-handling services for said microtransactions. There are a few options here, each with advantages and disadvantages: [b]Social Gold[/b] Advantages: Low fees (10% of transactions, no base fee, but given credit card fees, I have to wonder whether the player's purchase has a minimum dollar amount attached somewhere in the process). Possibly able to integrate most if it into the Flash app itself. Disadvantages: Integration into the Flash app itself may only be for AS 3.0 games (the documentation implies so but isn't 100% clear) [b]Mochi Coins[/b] Advantages: Integration into the Flash app itself. Disadvantages: High fees (one source says 30%, one says 40%.. not sure which is accurate, but either way, yikes!!). Seems to require player registration on Mochi Media before payment can be made, but I'm not sure. [b]Facebook tokens[/b] Advantages: Players would be more trusting of the service, given that it's run by Facebook. Disadvantages: High fees (30% of transactions). Currently in closed beta, with little chance of getting in unless you're a big name like Zynga (which I'm not, obviously). Even then, it'd only be possible to get into the program [i]after [/i]the game is launched, because the application requires the Facebook company to review each game on an individual basis. [b]PayPal - integrating directly[/b] Advantages: I'm experienced with PayPal integration, so it'd be a quick and easy process for me. Also, PayPal is very well-known and highly trusted by consumers. Disadvantages: High fees -- the $0.30 base fee (plus 2.9% of the transaction) could end up being a fairly high percentage in the end, considering most transactions will be $1 to $2.. some will be $5 or so, though, so perhaps it'd work out, especially if I were to implement a virtual currency system? [b]Authorize.net - integrating directly[/b] Advantages: Lots of customization options, and I have some experience in integrating it. Disadvantages: High fees - a monthly fee of ~$30 is required as a base operating expense. Also, players would be passing their credit card information to me directly (to be passed onto Authorize.net), which they would certainly feel uneasy about, so this option is pretty much out of the question for an indie developer. [b]Bottom line...[/b] My question for you all today is this: which of the services do you think would suit my game's needs most effectively (and be likely to produce higher conversion ratios)? I'm mainly gearing this question toward people who have used such services in the past, but if you've done your research, feel free to chime in.
  9. I love the new forums, personally. Avatar support for everyone, along with the changes to signatures (enabled by default and styled differently from post text), offers a more social experience. No longer are users seen as "just text." While it can be argued that this distracts from the content of the post, I think it's for the best overall.
  10. It'll take a little getting used to, but I like it so far. The addition of avatars for non-premium accounts is a very welcome change.
  11. Looks great. Thanks for taking the time to post it. :)
  12. I'm not sure if you're aware, but there are several multiplayer mods for San Andreas available. One such mod is MultiTheftAuto, which happens to be open-source. Perhaps you should take a look at its source? I'll be honest with you, though. If you don't have even a firm grasp of C++, this sort of project is bound to be FAR beyond your current level. Learn C++ thoroughly, and get some experience in smaller projects, and then come back to this idea when you have the knowledge and experience to pull it off.
  13. From my experience, designing on paper is the way to go. When I created Super Orbulite World, a 2D platformer, my levels that turned out best were usually the ones I drew on paper beforehand.
  14. Hello again. :) Quote:Original post by soitsthateasy Who would let a 14 year old make their website? If you can prove your ability to them, I don't see why not. Quote:Do I know enough / the right languages? PHP+MySQL, HTML, javascript (Ajax too), and CSS will be enough to drive a powerful dynamic website. Beyond that, it's a matter of what the particular client wants. You might find a client who would rather have their website built upon Ruby on Rails instead of PHP, for example. Non-technical clients shouldn't care at all unless their webhost only offers one and not the other (since PHP is so popular, I wouldn't worry about that much). Assuming your graphic design skills are up to par (as they'll be used extensively in your work), the only big skill I'd suggest adding to your repertoire is Flash/ActionScript. As I'm sure you've noticed already, many clients, especially business websites, love flashy little Flash animations embedded within their pages. Some clients will even prefer their navigation menus to be designed in Flash, and a few clients may even specify websites that are designed COMPLETELY in Flash. Quote:Do I need something like Dreamweaver? (I've been using Notepad...) For freelance work, probably not. If you try and get hired at a company to maintain an existing website already created in Dreamweaver, some familiarity with the application will help. Quote: What I think I'll do is make a couple of websites for clubs/groups that I'm involved in for free and then if someone asks to see what I can do, I can show them those websites. How many of these free websites should I make or should I go a different way altogether?r Not a bad idea. Go for quality over quantity, and make sure you showcase all of your abilities and try to show a broad range of concepts among them (a prospective client will be looking at your websites and might be trying to find something that looks a little like what they had in mind, so that they can say to you "I want something like that one"). I've seen strong portfolios with only ~3 websites, but more couldn't hurt. Remember: quality and professionalism. You can also tack on a small line at the very bottom of your clubs' websites saying "Website designed by Connor ____", with your name linking to your website, if your client (club) is okay with it. You might end up with some new clients that way. Good luck. :)
  15. Awesome game; I enjoy it a lot, despite that I normally don't like puzzle games. :) The level of polish you have here is very impressive: I think the presentation is a large part of what makes the game so enjoyable (the graphics are perfect as is, in my opinion), and the well-organized, graphical presentation of your forum post is what drew me to download the game in the first place.