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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.

BlueSalamander

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  1. Well, since you're a fan of the SSI games, my game KotC might scratch your itch. Just click my signature and try the free demo.
  2. You can try downloading and re-installing the Net Framework 4.0 Client Profile, Net Framework 3.5 and Net Framework 4.5.1 from Microsoft. The macros in VS 2008 depend on the net framework so if you uninstall one of those things, they may stop working and you won't know why. At least that's what happened to me once.
  3. Hello there, I've just released my second game for Windows, a 2D real-time strategy game called Battle of the Sands. With this game, I focused on simplicity and ease of use. Please try the free demo if you liked games like Dune 2000 and Red Alert. Thanks!   Game information: http://www.heroicfantasygames.com/BOTS/BOTS_Introduction.htm   Screenshots: http://www.heroicfantasygames.com/BOTS/BOTS_Screenshots.htm   Download page: http://www.heroicfantasygames.com/BOTS/BOTS_Download.htm  
  4. The crazy thing about progress bars is that their very presence slows down the process that they are informing you about. I use one in my new game for the process of loading file & folder names inside a given folder. But the process is much faster if I don't display the progress bar.
  5. [quote name='darkhaven3' timestamp='1355935655' post='5012486']I have to say that in my opinion object-oriented programming is relatively worthless to me.[/quote] I used to think like that but there are some examples where OOP is clearly beneficial. For example look at the scroll bar. With procedural programming, a scroll bar can be implemented with a function plus one or two global or static variables. If you need several scroll bars, you can copy and paste the code and create more global variables. You get more code and you can't change the style of all scroll bars easily. With OOP, you can implement the scroll bar with a class. If you need several scroll bars, you just declare several instances of the class. You don't need more code or more variables. You can change the style of all scroll bars by modifying the class, and you can create new scroll bar styles easily by using class inheritance. OOP also helps breaking long functions into small pieces by creating more places where you can logically put the code in. That being said, I think most roguelike games are made with C and they're not small projects. The advantage of procedural programming is that you can focus on getting tasks done quickly without having to worry about how to package functions and data inside classes.
  6. I agree with the original comment. I see the policy as par for the course for the UK government. Politicians in general do not do anything unless they perceive a benefit for themselves. Maybe they think of the prestige, maybe they want to appease nationalists, or maybe they just like the idea of having more control over game production. Concerning EU state aid rules, as far as I know national governments have full powers to set their own taxes. A tax cut is not a subsidy. It's not free money, just a reduction in the amount of money stolen from each company. I don't think a sector-wide tax cut would be a problem with the EU. But if it can't be done without the EU complaining, the UK can still introduce an economy-wide tax cut, or say bye-bye to the EU. The EU rightly gets blamed for a lot of things but national governments are the main culprits for their own poor policies. The new plan may even be going against the EU spirit of not discriminating against companies on the basis of what EU state they come from. Some of the criteria of the test (points 4 and 5 for example) concern the UK exclusively. Anyway, all of this probably doesn't matter as the cut is likely to be something like 0.1%...
  7. Thank you for this interesting blog. Your AI looks like a worthy opponent now. The AI in Advance Wars was quite good but it ignored the fact that one of the units was absolutely better than the rest: the heavy tank. In the final battle the AI had tonnes of money but it did not use it to buy lots of heavy tanks and that was its downfall.
  8. I've played it and I liked it. A real throwback to the days of the Vectrex. Instead of the 'teleport' function with the down arrow, which I think is confusing, I would have given the player three bombs that clear out the screen. I liked the sound effects, music and 3d background. Well done.
  9. Mario Bros Game & Watch handheld (1983): [url="http://www.youtube.com/watch?v=--zl4Fl5IqU"]http://www.youtube.c...h?v=--zl4Fl5IqU[/url] Pyjamarama (1985): [url="http://www.youtube.com/watch?v=9kJzBLIGT4s"]http://www.youtube.c...h?v=9kJzBLIGT4s[/url] Interphase (1989): [url="http://www.youtube.com/watch?v=vrfm85F6foA&feature=related"]http://www.youtube.c...feature=related[/url] Omnicron Conspiracy (1990): [url="http://www.youtube.com/watch?v=jbfyIqS5L3o"]http://www.youtube.c...h?v=jbfyIqS5L3o[/url]
  10. High-res text is perfectly acceptable in a low-res game. Try this for an example: [url="http://www.realmofthemadgod.com/"]http://www.realmofthemadgod.com/[/url] or my own game at [url="http://www.heroicfantasygames.com"]http://www.heroicfantasygames.com[/url].
  11. When you switch from a finite number of iterations to an infinite number of iterations, the square with cut corners becomes a perfect circle and the perimeter changes from 4 to pi without warning. From http://news.ycombinator.net/item?id=1927096: "The question is about the sequence of approximations to that line: why the length of the approximations doesn't converge to the length of the limit. And the answer is that it doesn't have to, because even though the approximations are very similar to the limit line in one respect (geometric closeness), they are all very different from it in another respect (directions and angles of travel). If we had a sequence of approximations whose direction of travel converged correctly, the length would converge correctly too."
  12. Quote:Original post by Prefect If you posit that somebody would work more after a tax cut, then that implies that this person is willing to give up free time to earn more money.I posit that almost everyone is willing to give up free time to earn more money. I suppose priests who have made a vow of poverty would be the exception. What changes from person to person is how much they value the free time that they have. In other words, how much money they demand for working overtime. Quote:Original post by Prefect why didn't they already work more before the tax cut?Because they were not offered enough money. For a given rate of pay, one may be willing to work part time but not full time, or full time but not overtime. The value we place on free time increases as the amount of free time we have decreases. That is why overtime rates are higher than normal rates. I didn't say that a tax cut wouldn't change anything. I think it can encourage those who work part time, or have the option to do overtime, to work more. It can also encourage those who are unemployed to look for a job since a tax cut would increase the net pay across the board.
  13. Quote:Original post by LessBreadThe claim: "When people are allowed to keep more of each dollar they earn, they are likely to work longer and harder." The question: Why would a person work longer and harder when they can take home the same amount working shorter and softer?You may say that we're not talking about two different jobs, but in fact we do: your current work hours represent the first job and any overtime hours that you decide to do represent your second job. You decide whether to do the second job depending on its rate of pay. When the income tax rate is cut, you get a pay rise (from your first job) *and* the rate of pay of overtime (your potential second job) increases. All else being equal, people are more willing to work for a well-paid job than for a poorly-paid job. I don't see how anyone could doubt that. If you were asked to wash the cars in a garage during your holidays, would you be likely to do it for $1 per hour? for $10 per hour? how about for $50 per hour? If you said 'no' to $1 per hour and 'yes' to $50 per hour then you agree that with a high enough pay, you are willing to do extra work. It works at any level of income: even highly-paid doctors are willing to work overtime just to get a higher rate of pay. They value their evenings and weekends but they also appreciate the ability to collect more money for big-ticket purchases or their retirement. Now it is clear that many people don't have the flexibility to increase or decrease their work hours at will. Their contract is fixed at 40 hours so that is what they will do. But people who work part time, or have the option to do overtime, may decide to increase their work hours if a significant reduction in taxes is introduced. When income taxes are progressive (the more you work, the higher the percentage of tax you pay) there is a real incentive not to work as hard as you could. In my case, a 20% reduction in work hours results in a pay cut of just 11%. Has anyone ever said after receiving a pay rise "Thank you for the rise, Sir. Now, I'm going to reduce my hours, so that I keep getting the same amount of money each week!" Has anyone ever said after receiving a bonus "Oh thank you Sir! This bonus represents two days of work, so I'm going to take a two-day unpaid leave to compensate!" I don't think so. What they may say if the rise was substantial is "Thank you Sir, I will stay with your company and I'll do my best!"
  14. Quote:Original post by Prefect What you can measure is the volume of trade and the price, true. That is a point in the volume/price diagram. What makes you so sure that it is the point of intersection of some meaningful curves? As far as the question of drawing curves a-priori is concerned: I'm just the messenger. That's the way it is presented in economics textbooks. As for the labour market, perhaps you have a different diagram in your head, but the one I have seen from classical economists is this. They have a graph where hours worked is the x-axis, and wage is the y-axis (of course you could exchange the axes). They postulate that the supply curve (labour offered) starts at 0 and is then monotonically increasing, while the demand curve (jobs offered) starts somewhere and then is monotonically decreasing. Both postulates are just bizarre to meWhen representing the demand and supply, I would put the price on the x-axis rather than on the y-axis. In my view, a certain price determines a certain level of supply and demand, rather than the opposite. The price then moves to the point where supply equals demand through the bidding process, in a market with perfect competition. Imagine you're making a video game and you need art. You advertise the job. You then receive three offers from artists. Obviously, each artist will ask for a different amount of money for the work. Let’s say the lowest-price offer is at the price p1, while the middle price offer is at p2 and the highest-price offer is at p3. From this you can see that the labour-supply curve ascends in function of the price. At the price point 0 (or anything below p1), no artists are willing to do the work. At p1 the offer of labour is just one artist. At p2 the offer of labour is two artists. At p3, three artists are willing to do the job. Now you consider your budget, and you see that at the price point 0 (if artists were willing to do the job without pay), you would want a team of four artists and you would have enough work to do lots of cutscenes, lots of enemies and lots of background graphics. At price point p1, you can hire three artists and these would be able to do some cutscenes as well as the enemies and background graphics. At price point p2, you can hire two artists and they would be able to do enemies and background graphics. At price point p3, you can hire only one artist and he would be able to draw only the enemies. From this you can see that the labour-demand curve descends according to the price. At price 0, your demand is four artists. At p1, it is three. At p2, it is two. At p3, it is just one. At any price above p3, you cannot hire anyone because the price is too high. If there is a minimum wage p4 above p3, your project is priced out of the market. Now you review this data and you deduce that your best course of action is to hire two artists at the price p2 (assuming you pay all your workers the same wage). At a price below p2, not as many people would be willing to do the job. At a price above p2, you would not be able to afford as much labour. p2 is the price where the two curves intersect. In a situation of perfect competition, a low wage does not attract a high labour supply because most people already have a better-paying job or are able to look elsewhere for a better job. A single company cannot influence wages for the entire market; if it offers low wages people just look elsewhere. In a situation of monopsony (only one company can hire), the company sets the wage for the entire market. It can profit by paying low wages because people will still have to work just to survive.
  15. Telling the interviewee 'we will let you know the outcome shortly' when they don't intend to?