Servant of the Lord

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About Servant of the Lord

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    C++ programmer

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    JaminGrey
  1. Check out this new JRPG

    Your marketing pitch needs a huge deal more work, in my opinion. Your main Kickstarter video should be captivating or at least intriguing, but instead it's just three or four people talking. And even if you have people talking, they should be good at talking, but the video comes off as very flat as if most the speakers aren't very good at speaking (hey, I'm a pretty awkward introvert, and I'd absolutely suck at narrating a video. Which is why I wouldn't narrate the most important video needed for the success of my game). So then I look for a gameplay video, and all I see is a fly-through of an area without any sound or music. Kickstarter isn't really a place where people support the games they want to see succeed, it's actually a place where people pre-order games they want to exist - at least, that's how most backers behave. As such, you really need to to make your Kickstarter videos and page as polished as you would any other marketing video. Even your post here: "Dude we are making the best turn-based JRPG since FF7. if you don't believe me... check for yourself." comes across as either a marketing lie, or delusion. I wouldn't want to give money to people who aren't realistic about the state of their own game. Passion blinds a little, but this extreme exaggeration is utterly unjustified. I would be alot more careful about how I present myself and my project. And the titles you give yourself (CEO, CFO, and COO) are utterly unwarranted for small studios. It comes across as an attempt to pretend your studio is bigger than it really is, whether you intend that or not. Chief Financial Officer? Really? How many Financial Officers do you have that you need a Chief over the other Financial Officers? It also doesn't help that your ""chief financial officer" can't even say his title without looking up into the corner of his eyes and stating it in a monotonic voice. "Hello. I am. Wayne. the. chief. financ-ial. off-ice-er.". None of this lends likability or encourages trust in a moonshot of a project. And finally, you linked to your Facebook page. It took me clicking on three different links to get to your KickStarter. Why are you trying to promote traffic to Facebook? If it was your own website, I'd understand, but if right now your objective is your KickStarter goal, why drive traffic to Facebook? Each additional click you may lose viewers along the way. This is my opinion and critique; I wish you success on your project.
  2. C++ Figuring out where we are on a curvy path

    Thank you, that definitely helped get me going in the right direction.
  3. Octagon-Square tiling for world map

    But not if you rotate the tiles... ("Tiles can be rotated 8 ways"). If you have a square, unrotated, then the top needs to tile with the bottom, and the left needs to tile with the right. If you permit rotating of the square, then the top needs to tile with the bottom rotated 0, and the right rotated 90, and the top rotated 180, and the left rotated 270. For seamlessly tiling *rotated* octagons in eight rotations, you'd have to get every side to line up with every other side, which A) might make tiling more noticeable, and B) would be hard to make the diagonals line up with the axial lines. Octagons are cool in other ways, if you can do it (8 movement directions is much better than square's 4 directions, hexagon's wonky movement), but I think you'd simplify your graphical work alot if you just limited octagons to rotating in 90 degree increments, rather than 45. Maybe I'm thinking of it wrong, though.
  4. So, I'm kinda confused about how I should create, store (in structs at runtime), and interpolate along potentially curvy paths. Suppose I have a path of, say, ten points. And I want to move an entity 200 units along that path. Those ten points aren't an equal distance from each other, even linearly. How do I know where 200 units into the path is? If I have a vector of ten points, how do I know 200 units of movement along that path lies between point 6 and 7? I could store the distances between each point *also*, and do: float segmentDistance = totalDistanceThrough; size_t i = 0; while(segmentDistance > pathSegmentLength[i]) { segmentDistance -= pathSegmentLength[i]; ++i; } We are between: pathPoint[i] and pathPoint[i+1], ...but the iterating over every path segment length subtracting from the distance seems dumb. I'm pretty bad at math, but there has to be a more elegant way. What's a better more-common way to store paths and move along them? For example, what information do you store alongside your path control points?
  5. Octagon-Square tiling for world map

    Oh jeesh, wouldn't it be a huge pain to draw tile textures that tile seamlessly in 8 directions?
  6. Infinity Battlescape

    I didn't know you - and Infinity:Quest for Earth - were still alive! Glad to see this still exists.
  7. Node Graph UI for Accidental Noise Library

    That output window is incredible.
  8. Node Graph UI for Accidental Noise Library

    It seems like for some formulas, the number of nodes might explode dramatically. Have you considered a node where you can execute a single line of math, similar to Excel's cell formulas? If you already have scripting in your engine, you could leverage the same scripting backend. (Note: the math in the box is dumb and meaningless)
  9. Node Graph UI for Accidental Noise Library

    That's very neat! What do all those arrows and buttons on the Output node do?
  10. Education I wrote a Physics Engine and Articles for Beginners

    Thank you for this. I'm not in need of one now (I'm working on 2D games atm and, coincidentally, using ^^^ that guy's ^^^ 2D collision library), but I've bookmarked it for when I move to 3D in the future. I had a glance through some of the articles you wrote, and they seemed very clear and straightforward.
  11. Dr. Steamlove or: How I Learned To Stop Worrying And Love The Review Bomb

    I dislike using DMCA's as a method of policing Let's Plays. It's too easy to be abused. Actually, it already has been abused by indies AND major studios - one indiedev making crappy games has had a reputation of DMCA'ing negative reviews of their games, and Capcom infamously DMCA's Let's Plays of some older Megaman games just to clear the search results for trailers of a new Megaman game. That said, Valve's review change is pretty cool. I think it also has the benefit of more accurately showing modern reviews vs older reviews. Sometimes, especially near launch, a game gets plagued with bad reviews from bugs or glitches that later get fixed. And with indie games that release their games in alpha, bad reviews from the alpha era shouldn't punish a game for the rest of its life once it's finally released in full. Displaying a history of reviews is a good solution. Even better would be slightly weighting reviews based of age (i.e. newer reviews get slightly more weight than older reviews, based on actual dates).
  12. OpenGL Using glTexImage3D() for Texture Arrays

    Ah, that makes sense. I wasn't thinking of it as a 3D image, but that function has it's interface designed for 3D images. But when I'm generating mipmap levels for 2D textures that aren't arrays, I do need to call glTexImage2D() once per mipmap level, right?And so when generating mipmap levels for "3D textures" / 2D texture arrays, I need to call glTexImage3D() once per mipmap level? (I was mistakenly thinking that since I have to call glTexImage2D() once per mipmap, I needed to call glTexImage3D() once per array layer and per mipmap)
  13. When I create a Texture Array using glTexImage3D() (instead of glTexStorage3D()), am I supposed to call it for every texture in the array, or call it just once? glGenTextures(1, textureID); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D_ARRAY, textureID); //Configure the details of this texture object. glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 0); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, (mipmapLevels - 1)); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, /* blah */); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, /* blah */); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_R, /* blah */); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, /* blah */); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, /* blah */); //Allocate every texture in the array. for(GLint arrayIndex = 0; arrayIndex < this->details.textureLayers; ++arrayIndex) { //Allocate the texture on the GPU, with uninitialized data. glTexImage3D(GL_TEXTURE_2D_ARRAY, 0 /* mipmapLevel */, format, width, height, arrayIndex, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); }
  14. Is Sublime Text a valid option for C++ development?

    In theory, yes, but for anything other than tiny projects, you don't want to have to manually pass all 100+ filepaths to the terminal for your .cpp files, and don't forget proper library linking order, compiler settings, and in some cases conditionally including or excluding files based off of platform you are building the project for. This is what makefiles are for. But makefiles are terrible to write and maintain, so people use other intermediary formats that are more human-friendly to use, that then get converted to the makefiles that then generate calls to the compiler. CMake is very popular, though I use QMake for my own projects (mostly because I use QtCreator as my IDE - but I also like the QMake system on its own). Boost has its own, and Visual Studio uses their own without using the GCC makefiles. So yes, Sublime is fine for programming as your IDE, but you'll still want CMake or similar, for your "project" file (which is a plaintext file you can edit from within Sublime), and you'll still need a compiler (MinGW or Clang, for example) to actually do the compiling. Sublime also costs money, so if you don't want to pay, Programmer's Notepad 2 is free and fairly nice. It might not be as slick as Sublime, but it certainly works well-enough, so you might want to give that a try and see if it suits your needs before deciding to go with Sublime.
  15. Olympic Committee: Video Games Yes, Violent Video Games No.

    I guess the Olympic Committee is trying to boost viewership with newer generations - likely they will soften their stance to non-military non-bloody games, so they can do Super Smash Bros and League of Legends, but I doubt they will pull off any significant audience gain over existing game-dedicated events. Don't forget Olympic pistol, rifle, and shotgun shooting!