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Indie Game Development Discussion Thread | Of Being Professionally Poor

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hoverX

Member
Pretty much this. To my dismay everything has been going close to how I predicted with my classmates. They start targeting C++ for everything, they bring back and start pushing DirectX, they Kill Silverlight, they kill XNA, they will now bring in Managed Direct X again. It is annoying though. Why does Microsoft keep on burning platforms that work perfectly fine. All they are doing is forcing everyone to learn a new language/API set.

This is why I dislike working with Microsoft stuff. They kill things so easily.
 

hoverX

Member
I'm guessing not a lot. It might be useful for apps where you can use a bunch of standard menues etc, but for games there's really not much point. I did a bit of java code for android before realising the NDK existed, and it was just horribly slow. Just go the C++/OpenGL route, that's the only real cross platform alternative.


In the documentation it says that it's not worth it to develop in c++ as you won't see any performance improvements. I guess this doesn't apply to games? (I have no actual android experience, but plan on learning soon)
 

Miutsu

Member
Does anyone know how many Android games ACTUALLY get coded in Java? I assume most games are created through things like GameMaker or Unity for cross-platform.

I'm a Java/C++ programmer. I have an idea for a small game for Android and possibly iOS to get started in game development. Still need to plan how I should make it.

Well you can use a cross-platform Java library like LibGDX, recently iOS support has been added (through mono) so it supports every desktop platform plus the two mayor mobile platforms, but of course it isn't Unity where you can port to everything under the sun.
 

b0b

Neo Member
Pretty much this. To my dismay everything has been going close to how I predicted with my classmates. They start targeting C++ for everything, they bring back and start pushing DirectX, they Kill Silverlight, they kill XNA, they will now bring in Managed Direct X again. It is annoying though. Why does Microsoft keep on burning platforms that work perfectly fine. All they are doing is forcing everyone to learn a new language/API set.

my post may be biased, so don't take it personally ;)

honestly, what did you guys expect? You are using their proprietary stuff and expect it to run forever?
C# is a nice language and everything but you need all this crap in order for it to work (virtual machine and the .NET libraries). This is "fine" just for Windows (even when the .NET-framework-updates takes ages, they are too big and like everything else in Windows bloatware), but not for other platforms. XNA is long time dead (and I don't get that was so great about it). Oh yeah - and why exactly is XNA using a right-handed coordinate-system and DirectX a left-handed one?
Mono and MonoGame are silly projects. It's good (from a technical perspective) that creators of Mono/MonoGame *could* program .NET/XNA-like implementations, but WHY are they doing it in first place? Why would anyone want to chase a big company and reimplement the same things, just because this big company doesn't bother to support *your* platform?

Silverlight was horrible from the beginning. It's just one of these Microsoft-things that are supposed to do the same like existing projects/standards but MS-only. It's the same shit like Adobes Flash Player. I'm glad MS switched to standard HTML5/CSS etc lately.

They won't kill DirectX through. DirectX, the god-damn "Registry", the NTFS-file-system and the letter-based-drives-mapping are going to stay forever!



FunkeeFresh said:
Does anyone know how many Android games ACTUALLY get coded in Java? I assume most games are created through things like GameMaker or Unity for cross-platform.

I'm a Java/C++ programmer. I have an idea for a small game for Android and possibly iOS to get started in game development. Still need to plan how I should make it.


if you really want to program it yourself and if you already are an experienced C++ programmer - go with it... and if not - learn it. Forget about Java. If you want to support iOS at some time, you don't have that much choices -> C and C++. Forget about Java if you are targeting iOS and forget about ObjectiveC(++) if you are targeting anything else when Apple Systems.
You would need to write some little wrappers for Android and iOS to call your C(++) code from it. It's not that complicated.
 

borius

Neo Member
It'd be nice if Microsoft, for the Next Box still had XBLIG but opened it up to Unity ... !

it could be.. Unity has already a deal with Nintendo and Microsoft could need a framework/engine for their indie platform but they don't want to develop it themselves like they did with XNA



Anyway:


My editor made with Ogre3d is progressing

Video: http://www.youtube.com/watch?v=Phraw82KFqg


It will be a simple editor for rapid prototyping concepts and levels and will be open source when released (but I will use my codebase for other projects later)

Twitter
Devlog

newicons.jpg
 

AlexM

Member
Mono and MonoGame are silly projects. It's good (from a technical perspective) that creators of Mono/MonoGame *could* program .NET/XNA-like implementations, but WHY are they doing it in first place? Why would anyone want to chase a big company and reimplement the same things, just because this big company doesn't bother to support *your* platform?

I work mainly in C++ but I love C#/Mono. When you factor in Unity/Monotouch/Monogame/Sony PSM/OpenTK it works on just about every platform that a game developer would consider.

My work output in C# tends to be much higher. It's a wonderful language with a great built in library. I don't have to spend nearly as much time managing cross compiling and libraries.

C and C++ are great but to think they are the only way to go is IMO foolish.

Whenever someone asks me what language I work in I say "All the C's".
 

beril

Member
In the documentation it says that it's not worth it to develop in c++ as you won't see any performance improvements. I guess this doesn't apply to games? (I have no actual android experience, but plan on learning soon)

yea that's a massive lie. I read that too when I discovered the NDK and almost considered sticking with Java. It was somewhere around a 10x difference when switching to native.
 

hoverX

Member
what did you guys expect? You are using their proprietary stuff and expect it to run forever?
No, but MS develops and drops projects way too easily.

you need all this crap in order for it to work
YOu need to download the .net runtime. That's it.


Mono and MonoGame are silly projects.
Why is it silly to allow people to compile their apps for other platforms easily?

I'm glad MS switched to standard HTML5/CSS etc lately.
I agree but it still sucks to be a developer who has devoted lots of time learning a technology only to see it abandoned when it doesn't turn out to be exactly what they expected.

You would need to write some little wrappers for Android and iOS to call your C(++) code from it. It's not that complicated.

I think it's a little more complicated than you are letting on. Especially for a beginner.
 

ThatObviousUser

ὁ αἴσχιστος παῖς εἶ
yea that's a massive lie. I read that too when I discovered the NDK and almost considered sticking with Java. It was somewhere around a 10x difference when switching to native.

I thought the party line with the NDK was "use it for self-contained tasks where performance is crucial, otherwise use Java." Which was basically a big honking "USE THE NDK IF IT'S A GAME!" sign to me. :p
 

hoverX

Member
I thought the party line with the NDK was "use it for self-contained tasks where performance is crucial, otherwise use Java." Which was basically a big honking "USE THE NDK IF IT'S A GAME!" sign to me. :p

Here's the page in question: http://developer.android.com/tools/sdk/ndk/index.html (That's how I read it too)

The NDK is a toolset that allows you to implement parts of your app using native-code languages such as C and C++. For certain types of apps, this can be helpful so you can reuse existing code libraries written in these languages, but most apps do not need the Android NDK.

Before downloading the NDK, you should understand that the NDK will not benefit most apps. As a developer, you need to balance its benefits against its drawbacks. Notably, using native code on Android generally does not result in a noticable performance improvement, but it always increases your app complexity. In general, you should only use the NDK if it is essential to your app—never because you simply prefer to program in C/C++.

Typical good candidates for the NDK are self-contained, CPU-intensive operations that don't allocate much memory, such as signal processing, physics simulation, and so on. When examining whether or not you should develop in native code, think about your requirements and see if the Android framework APIs provide the functionality that you need.
 

Margalis

Banned
Programming language / platform advocacy is pretty silly. It's really not worth getting bogged down in - Minecraft is written in Java and made a zillion dollars, meanwhile the guy who is convinced that X language is the way to go has 15 downloads.
 

razu

Member
Woo, work-life balance had to be addressed!

Working 9-5 for clients, then working in the evenings/weekends can only go on so long!

I've got 3 weeks left on client contract, so I'm going to do 1-2 hours max on any given day, and reclaim my evenings! Then I'm going to work full time on Chopper Mike to get iOS/Android finished. So it's going back a month to March 22nd.

I'm then going to take 9 weeks off to relax and get the PC/Mac/OUYA versions out...

I'm coining the terms 'Uncrunch' and 'Novertime' for this effort towards improving quality of life and quality of game!! :D
 

beril

Member
Programming language / platform advocacy is pretty silly. It's really not worth getting bogged down in - Minecraft is written in Java and made a zillion dollars, meanwhile the guy who is convinced that X language is the way to go has 15 downloads.

I don't think anyone here has been trying to claim you'll automatically earn a bunch more money with X language so that's not really relevant. Programming languages is definitely something worth discussing and worth being opinionated about. Also minecraft runs pretty poorly IIRC, which is more relevant when talking about programming
 

AlexM

Member
Whatever happened to PlayStation Suite?

Still my main way of making games right now.


Man for some reason the CPU on the vita right now is BRUTAL. The word on the PSM forums though seems to be that this might be some issue with the vita implementation of Mono.

My render and update efficiency switch when I move from the simulator to the vita.
 

b0b

Neo Member
I work mainly in C++ but I love C#/Mono. When you factor in Unity/Monotouch/Monogame/Sony PSM/OpenTK it works on just about every platform that a game developer would consider.

My work output in C# tends to be much higher. It's a wonderful language with a great built in library. I don't have to spend nearly as much time managing cross compiling and libraries.

C and C++ are great but to think they are the only way to go is IMO foolish.

Whenever someone asks me what language I work in I say "All the C's".

I can't say C# itself is a bad language, it's fine actually. The dependencies it has aren't.

I never said C/C++ is the only way to go. It's the first choice for me, but that's just me. I have more experience with Java than C# through, and some scripting languages like Perl, Python and Lua.

YOu need to download the .net runtime. That's it.

yes, if you are on windows and developing for a windows-platform you can consider it as "given" that your customers have .NET already installed. I don't have Windows at home, but dealing with it nearly everyday at work (IT). My Mac and Linux machines are Mono-free (but yes I tried it).
Mono itself is controversial. I'm one of the guys who questions this "Microsoft Community Promise".

Why is it silly to allow people to compile their apps for other platforms easily?

because it's reinventing the wheel. On an iOS platform vm-driven code is not allowed (Lua being an extension), so projects like MonoTouch have to "just magically convert" your Mono-C#-code in native code.

I think it's a little more complicated than you are letting on. Especially for a beginner.

he wrote about C++ and Java, having Android in mind and considering later port to iOS, so in that case C++ is just the better choice...

Yep, using the same language and API for mulitplatform development is silly. Porting a windows game to android in 30 minutes is useless. :rollseye

that's that I consider as "workarounds". It's nice sure, but for me it's nearly the same as using WINE oder Cider to "port" your windows-programs.

Programming language / platform advocacy is pretty silly. It's really not worth getting bogged down in - Minecraft is written in Java and made a zillion dollars, meanwhile the guy who is convinced that X language is the way to go has 15 downloads.

It's not really a question of programming language, more of the dependencies you require.

Besides as beryl mentioned, Minecraft's performance isn't good at all. And it had to be reprogrammed for the Xbox360...
 

razu

Member
This thread is getting heavy, and bordering on "I know more than you do..".

Can we split into talking about our games and discussing tech/languages to use perhaps?
 

nicoga3000

Saint Nic
This thread is getting heavy, and bordering on "I know more than you do..".

Can we split into talking about our games and discussing tech/languages to use perhaps?

I took a break from GM for a while. It turns out, you forget quite a bit when you let things stagnate. I tried to make a mouse controlled Breakout clone last night, but I was running into issues with collision detection and movement when the cursor left the field of view.

But!

It was a lot of fun tinkering and relearning the basic syntax again. I hate the slow burn of picking things up and trying to solve the most basic of problems, but it pays off in the end. I remember the days of Games Factory (and even GM D&D) where it was as simple as "Object leaves playing field? STOP!"

Nonetheless, the adventure continues. I really need to get a laptop that I can just chill on the couch and work with. I feel like the investment would be well worth it, just need to decide what route to go with it.
 

jrDev

Member
How's Uscript? I've been using PlayMaker for the same reasons as you since I work better visually (Art Graduate Student here... straight text too boring for my eyes >_< )
It's fascinating. It's just like coding but I can understand it much better visually. It still has some kinks to work out though (still in beta) and the documentation is almost nonexistent for now. So you would have to go to forums if you have questions.

I find it fun to create "recipes" and nodes to reuse and make production much faster. And code reflection is especially great for 3rd party tools. Though some of them I create nodes to specifically access, it's cool. I'm still learning by converting my code...
 

Dali

Member
if everything goes right, my new game Warping War Pig will be launching for Windows Phone and iPhone/iPad this week.

warpingwarpig.gif


you can try it in flash here: http://warpingwarpig.com

Not bad. Once i got the hang of it it was pretty fun. The graphics and sfx took me back like 20 years to Windows 3.x and Commander Keen, lol. Those were Doom sound effects weren't they?
 

DocSeuss

Member
I am currently working in Second Life for two classes

and it is the worst goddamn thing I have ever used.

I want to murder people ._.

--

In completely unrelated news:

I'm messing around in Unity. Any 'must have' extensions for it, like Probuilder or anything?
 

GMM

Banned
I am currently working in Second Life for two classes

and it is the worst goddamn thing I have ever used.

I want to murder people ._.

--

In completely unrelated news:

I'm messing around in Unity. Any 'must have' extensions for it, like Probuilder or anything?

I love iTween, gives you access to some fairly powerful functions pretty easily. What will you be making?
 

GMM

Banned
I'd like to create a simple Thief-style level with visuals in the vein of Thirty Flights of Loving. Seems simple and easy.

If you want to make cutscenes like the the scripted camera events in TFoL, i would recommend checking out uSequencer and dropping the 30$ if you ever want to ship something:
http://www.usequencer.com/

There is a basic cutscene in this video from my iOS adventure game project using uSequencer:
http://www.youtube.com/watch?feature=player_embedded&v=k2F3W5W7pmc
 

GMM

Banned
if everything goes right, my new game Warping War Pig will be launching for Windows Phone and iPhone/iPad this week.

warpingwarpig.gif


you can try it in flash here: http://warpingwarpig.com

Not really a fan. I can see a ton of potential here, but it just screams for polish and more consistenty in the overall visuals. If you want to go with a more sprite based look, do yourself the favor of keeping the pixel scaling 1:1 throughout the games different graphical elements, because right now it is all over the place.

If you go back and redraw/rescale a lot of elements, i think you can hit the kind of low res sprite look you seem to be going for. Also spend some time on fixing the UI, it is beyond terrible as it looks right now, especially when you take the actual gameplay style into account (especially the smooth vector text and buttons).

The visuals kinda remind me of Bonkey Trek, man that game was something different.

Edit: Oh lol, you are the guy who made Bonkey Trek, you have come some way since then i see. Out of curiosity, did the in app purchases manage to make any meaningful money?
 

MrKayle

Member
Not really a fan. I can see a ton of potential here, but it just screams for polish and more consistenty in the overall visuals. If you want to go with a more sprite based look, do yourself the favor of keeping the pixel scaling 1:1 throughout the games different graphical elements, because right now it is all over the place.

the game is intended for small screens on mobile phones. the graphics look way different (better) on small screens. the flash version is a free promotional tool.

If you go back and redraw/rescale a lot of elements,

gee, how helpful.
 

GMM

Banned
the game is intended for small screens on mobile phones. the graphics look way different (better) on small screens. the flash version is a free promotional tool.



gee, how helpful.

I am not trying to offend you in any way, i'm just coming with suggestions to the immidiate problems i see, i just think presentation is important. I personally like this style of game and especially when they have upgrades, so there are quite some elements i like in this game.
 

MrKayle

Member
I am not trying to offend you in any way, i just think presentation is important.

yeah, so, your suggestion to redraw all the graphics doesn't really make a lot of sense if you read what I wrote about how the game is finished and will be released in the next few days on multiple platforms.

it's sweet for you to let me know that I'm not that good at doing graphics though, thanks. I had no idea, it was a mystery until you came along!
 

GMM

Banned
yeah, so, your suggestion to redraw all the graphics doesn't really make a lot of sense if you read what I wrote about how the game is finished and will be released in the next few days on multiple platforms.

it's sweet for you to let me know that I'm not that good at doing graphics though, thanks. I had no idea, it was a mystery until you came along!

And if that is the product you want to release, then it is the product you release, it is not up to me to decide if you should wait with publishing your game. Most of my gripes is mostly with the menu screen and i would say they easy fixes since you already appear to be using some graphical assets in a pretty high resolution compared to others.

I never said you were at making graphics, you defitnetly hit a pretty unique style that can do a lot to make the game stand out.
 

MrKayle

Member
I never said you were at making graphics, you defitnetly hit a pretty unique style that can do a lot to make the game stand out.

you're not wrong! apple rejected the first version of WWP I submitted because of some low-quality interface graphics. I cleaned stuff up here and there beyond what you can see in the flash version. I hope that my games can be successful due to fun gameplay.

I'm trying to team up with a guy who does 3D modeling, for a 2.5D WWP HD:

BBLyACCCUAAC-_Z.png
 

GMM

Banned
you're not wrong! apple rejected the first version of WWP I submitted because of some low-quality interface graphics. I cleaned stuff up here and there beyond what you can see in the flash version. I hope that my games can be successful due to fun gameplay.

I'm trying to team up with a guy who does 3D modeling, for a 2.5D WWP HD:

BBLyACCCUAAC-_Z.png

Ah, but i would imagine you would have to leave flash behind in favor for another engine right (i know flash can handle 3D now, but i dont know how the scripting is done)?

I think a 2.5D version could be very cool because you seem to be doing some pretty fun things for the touch screen (the swiping navigation/attack is pretty cool),
 

BlueMagic

Member
I'm not sure about making my game in XNA now. I was picking up speed and getting things done quickly, and it has introducted me to some stuff that I wasn't clear on before, but the news about it dying has me doubting. I still think it works pretty well and I can see myself coding the full game with it (was going to start on March when I finish with some stuff). What do you guys think? Am I overreacting?
 

clashfan

Member
I'm not sure about making my game in XNA now. I was picking up speed and getting things done quickly, and it has introducted me to some stuff that I wasn't clear on before, but the news about it dying has me doubting. I still think it works pretty well and I can see myself coding the full game with it (was going to start on March when I finish with some stuff). What do you guys think? Am I overreacting?

The recent XNA news really hasn't had any practical changes to XNA. If you use XNA you can deploy to Xbox 360 and Windows Desktop. This will not change. If you want to port to other platforms use monogame. My experiences with monogame has been great. It's highly compatible with XNA. Porting to other platforms may take a matter of minutes or at most a few days. From my experiences with monogame it's performance is almost comparable to XNA.
 

Margalis

Banned
For Unity I use iTween and NGUI. Depending on the type of game you're making iTween could be super useful or incredibly useless. NGUI is just a time saver vs. rolling your own UI stuff or relying on Unity's terrible out-of-the-box UI.

Also chillax people!
 

Noogy

Member
I'm not sure about making my game in XNA now. I was picking up speed and getting things done quickly, and it has introducted me to some stuff that I wasn't clear on before, but the news about it dying has me doubting. I still think it works pretty well and I can see myself coding the full game with it (was going to start on March when I finish with some stuff). What do you guys think? Am I overreacting?

I wouldn't let it bother you. Even when XNA ends up losing official support, it's not like the codebase will disappear. For what it's worth I'm making my next game with XNA, this news hasn't deterred me in the slightest.
 
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