Jump to content
  • Advertisement

ace4016

Member
  • Content count

    38
  • Joined

  • Last visited

Community Reputation

281 Neutral

About ace4016

  • Rank
    Member

Personal Information

  • Role
    Game Designer
    Programmer
    Writer
  • Interests
    Art
    Business
    Design
    Education
    Production
    Programming
  1. ace4016

    Advice on Starting a Prototype

    I think it's different for everyone, but I personally have found the following as a decent process that has resulted in things actually getting done: 1) Break your game down in phases. Start with boilerplate/basic infrastructure that is necessary for the core of your game. Next, work on the core mechanisms and features. By that second phase, you'll have a lot running quickly, but as with most things, the devil is in the details. Following "phases" should be about testing, tweaking, and incorporating those lesser features and mechanisms (assuming they've survived your constant review of eliminating that which is not necessary). 2) Within a phase, work on a feature/mechanism/task one at a time. Set deadlines for yourself and a realistic amount of work for that time frame. Bit by bit, you'll start building something more and more cohesive to your end goal 3) Constantly re-evaluate how things are going. Be like water ( ). You may find that it's quite difficult to implement certain features, and when you get down to it, they're not really that important to the game. You may find simplifications to a system you thought up of before. And with all that tweaking and testing that you should be doing sooner, rather than later, you should have a clearer picture of what needs to stay and what can go. 4) I'm not sure what your skill sets are, but if art and music/sfx/etc. are planned, get placeholders in ASAP (the closer to end goal functionality, the better), and in one of the earlier phases, try to get the artist, musicians, folely (sp?) artist, etc. involved early to integrate things. You may find tools that need to be developed, or certain technical limitations that are getting into the creative forces' way. Best to nix those earlier rather than later. This may also affect what comes out of #3. General-ish advice from an eternal hobbyist, so take with a grain of salt. I tend to work best with an end goal in mind and breaking it down into what needs to happen to meet that end goal (top-down approach). Some people don't work that way. So find what works for you.
  2. ace4016

    2D Climb Wall Question

    You could go that route, but would have to figure out the animation path (should be fairly static), but sometimes people will utilize more space for the set of frames within the sprite sheet. For example: (https://opengameart.org/content/the-awesome-possum-ultimate-smash-friends) Notice that for the jump/kick animation and the punching animation, the artist dedicates a bit more real-estate on the sprite sheet to animate the movement in-place to simplify the movement logic. Not all frames need to be the same size, though you will have to account for it. Hope that helps. Additional example of different sized frame spaces: https://opengameart.org/content/low-pixel-fighters-top-view
  3. That video for CrossCode was an early demo and doesn't get into other situations. Though I haven't paid much attention to how they implement their animation blend trees. Most 2D games of the 3/4ths view type usually create animations for 8 directions (4 really, and then mirror them). You can generate more if you'd like, but end up with a lot of animations; which seems to be what you're trying to avoid. Some games go about it by pre-rendering a 3D model into a 2D sprite. A single animation rendered as many different views (or half of the different views as you can usually mirror). There may be some methods of scaling the sprite to fake the angles in between the 8 cardinal directions, but that's as far as I can guess you can reduce animations. If the tricks to get the different views aren't enough, have you considered moving to 3D instead? Apologies if I'm misinterpreting what you're trying to do.
  4. Landstalker: Ys: CrossCode
  5. ace4016

    I wanna create a Rimworld-like game

    1) As you're just starting, a popular engine in whichever language you find easiest to use. As for which language to use, either pick one of the common ones (C++, C#, Java, Python, JS), or try a few out and see which one you like best. You can also go vice versa and learn the language for the engine you choose (Unity[C# or JS] and UE4[C++] being the most popular engines). There might be a way to make said rimworld clone in something like gamemaker as well, so that's always an option too. 2) Assuming you mean people joining your project for help, experience for hobby stuff has been: people will come and go, and you may find awesome friends for life or make one hell of an enemy. Most hobby projects seem to fall off into oblivion as people tend to get silly because they have a team and making a "serious" game requires a bit more commitment and effort than most people are willing to put in as a hobby. Of course, if you're just asking for advice or running into trouble with something, this community, and others out there are pretty useful. There's also a plethora of information out there to learn from. Hope that helps.
  6. jeebus your profile is dull...
  7. ace4016

    dragon

    Looks good; but one suggestion: the bottom jaw could use a bit more thickness and the entire jaw a little less...cubed at the end. Not sure if it's possible, but could you also post a wire + shaded view (and slightly bigger :P)?
  8. ace4016

    Untitled

    @Prinz Eugn Heh, iirc, 4" around isn't that big... Heh, yea, the last medical average I heard was 6" long. I've also heard that 6-8 is fine, but when you pass 8, you start scaring some girls ^_^ . Then, there are some girls who won't waste their time with you if you're not atleast 9".
  9. ace4016

    A second quiz

    1) - 1. a is a pointer to a Base object - 2. a is now casted to a SubBase2 object pointer - 3. b is a pointer to a SubBase1 object - 4. b fails because SubBase2 isn't derived from SubBase1 - 5. calls SubBase2::Arr() - 6. calls Base::Arr() 2) - 1. the variable p would be a pointer to a type T - 2. the variable a would be a generic pointer so that container can hold the T class and derived classes(?) And I know i got none of them right :( EDIT: I used MSDN (not that it helped much).
  10. heh, i have a feeling i'm going to get a few wrong but... 1) The second line is syntatically valid but semantically wrong. The second line would point to one memory address "slot" past p. Legal operations on the third? -- and ++? 2) 10910; a is printed out as is first, then --a does it's magic and makes it 9 and since a++ executes last, it goes back to 10. 3) 4; and I don't know which ones get called. 4) I don't know
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!