Opinions on Google Code?
Opinions on Google Code?
I'm a fan. I used it for my 360 chatpad driver project. I haven't used it for extensive source control though.Opinions on Google Code?
Wish it supported Git. GitHub is better for me, more social too.
I thought they added Git support 6 months ago?
Checking the FAQ, it seems to support Mercurial, SVN, and git. I don't know that the hosting and downloads are always fast and reliable though. Editing the wiki pages also seemed kind of clunky to me since I don't think you can host your own HTML pages.I thought they added Git support 6 months ago?
Wow! Thanks a lot for this great advice! Cheers!This is a good question, and it's one that a lot of people have.
1. Don't narrow down the options to just "hire a programmer" in terms of working with others. There are plenty of programmers who would love to collaborate with you on a project or hear your ideas. All you need to do is look in the right places. For example, TIGSource's forums have a specific section for those looking to collaborate.
If you don't want to work with a programmer, then I'd suggest you start messing around with code. Try it out, follow some tutorials, etc. It's a lot of fun, but you need to be open-minded about it. Math definitely helps with programming, especially when coding specific parts of a game; however, being amazing at math is not at al required in programming. There aren't really any other good options for making a game if you aren't willing to learn to code or to work with others.
2. Game Salad is somewhat flexible. It's got a really low barrier of entry and is simple enough to work with. It's definitely something great to start with, but there will still be programming involved. They use their own language for Game Maker, and it is very similar to many other scripting languages. Game Maker does have its limitations. These aren't anything you'd run in to immediately, but it's something to think about.
My advice to you would to simply try making a game. Whether it be by yourself or with a few others. Everyone thinks that they have some great ideas and concepts for games. That's awesome, really! What's makes the difference between having an idea that you think is good and having an idea that everyone thinks is good is the execution. That's the different between people who want to make games and people who make games.
There is a lot that goes into making a game, from the design, to the art, to the code. It's a much lengthier and difficult process than most people think. I wouldn't suggest diving into making commercial games for iOS or Android from the start. I'd suggest trying out some free and open resources that exist on the web. Off of the top of my head, I would say try one of the following if you're interested: FlashPunk, Flixel, Unity, or Love2D. If it's too much code and is overwhelming, then look for someone to help you out or some tutorials online.
I'm a fan of bitbucket. Unlimited free repos if you have less than 5 devs.
I'm a fan of bitbucket. Unlimited free repos if you have less than 5 devs.
Thanks! Which one do you know?
Indie Dev Brother Brawl?
Opinions on Google Code?
Opinions on Google Code?
Almost done with ours!We've recently finished the gameplay trailer to Nono and the Cursed Treasure.
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We hope for it to be out for PC and XBLIG in the next couple of months.
I've started getting a bunch of ideas about a strategy game, and there are so many decisions! I'm like, I should poll people on GAF for what things they enjoy in games, but then I realize no, focus groups are a bad idea and I should stick with my Artistic Vision (tm), and should I add a story to a strategy game campaign, but if so who would write it, but if I did write it, wouldn't people laugh at it as a lame videogame story...
...ultimately I guess I'm making a game that I'd want to play. Maybe that's always a bad idea, however.![]()
Can you tell I barely have any programming training?
Considering Unity is across iPad now, it should be pretty trivial to bring your demo across to it.I haven't because when it was created the Ipad was only really just hitting it's stride and the Iphone was still a device for quick fun gameplay mechanics. I always envisioned it as a game to be slowly absorbed rather than 5 minutes here and there on a train. Now you mention it though i think the Ipad has developed into the kind of device where this could work.
It was developed using Unity.
...I just realized that I haven't used a single while loop in my code outside of the main game refresh loop, and that using a few in the animation functions might actually simplify some things I've been struggling with
Can you tell I barely have any programming training?
Considering Unity is across iPad now, it should be pretty trivial to bring your demo across to it.
Maybe worth looking into as a side project, collaborating remotely to bring out a scaled down or first chapter of the game.
Just saw on the Unity forums that DAZ has some of their programs available for free for the month of February: http://forum.daz3d.com/viewtopic.php?t=182532&flatnum=1
I don't think you'll find much use for Bryce or DAZ in a Game Dev context, but Hexagon should at least be a decent Sub-D Modeling package for anyone frightened to death at the sight of Blender.
It looks pretty solid, but I IMMEDIATELY thought of Cave Story...Almost like I was looking at a recoloring of the tiles.
Just been doing some work on the my tileset how this looking?
old
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new
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To be completely honest, I'm not sure the overly detailed and contrasted tiles fit well with the simpler tints you used for the characters/interactive objects.
well I was thinking about changing too this
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I really respect what you're doing with the project and all, but the similarities between your sprite work and Cave Story are just too much for me to see it as anything but a Cave Story fan game:
E: That being said, it's not a BAD thing, and it may have no relation to Cave Story. And I'm also not saying it will be a bad game.![]()
maybe its the white skin i was going for a emo kid thing
one last go lol
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Just saw on the Unity forums that DAZ has some of their programs available for free for the month of February: http://forum.daz3d.com/viewtopic.php?t=182532&flatnum=1
I don't think you'll find much use for Bryce or DAZ in a Game Dev context, but Hexagon should at least be a decent Sub-D Modeling package for anyone frightened to death at the sight of Blender.
Does anyone have any experience with cloth physics in Unity3D and/or Blender? I'm designing a character right now that's supposed to wear a cape, but I'm not sure what the best method would be for this.
Thanks! Hexagon looks easier to use than blender and the sculpting looks better.
Right now I'm working on a quadtree for my engine. Something tells me this would be a bitch to implement in C++ because its hard for me right now. A lot of recursion which is a bitch. There are quadtrees out there, but I want to improve my grasp of recursion so I'm doing this myself.
The problem I have right now is that I set a max of one 1 object per node. I add 2 objects into the quadtree. When I count the amount of quadtrees i have it shows 21. The amount of nodes should be much less. Don't know if I'm counting the nodes wrong are if I something is wrong with my insert. Both of the methods require recursion of course so I am trying to figure it out.
Usually, you would have one quadtree that consists of a root node.
Each node can then have up to 4 children (or 8 if it's an octree) and a list/vector/array of objects, with each object being added to the node that fully encloses the objects bounding box.
I'm a bit confused that you have multiple quadtrees with only a single object per node. What do you want to use your tree for?
I think I just fixed it. I have a limit of one item per node. I inserted two items into the tree on opposite ends of the screen. The root divides once and has 4 leafs and none of the leaves subdivided! So I have 5 nodes total and it looks like it works.
I'm just testing the tree for now. I want to use the quadtree for broadphase collisions and culling.
Sounds good, but why do you limit the number of objects a node can have?
Also, if you're making a 2D game then a simple grid structure might be interesting for you.
Your world would basically be a 2D array, and based on your camera position you would directly know which grid spaces to render or check collisions in without traversing a tree and wrapping your head around recursion.
...I just realized that I haven't used a single while loop in my code outside of the main game refresh loop, and that using a few in the animation functions might actually simplify some things I've been struggling with
Can you tell I barely have any programming training?
Question for Feep or anyone else who got a game on Steam:
1. Did you make any games before Steam, or literally finish your first game and submit it to Steam once you felt it was "done"?
2. Did you release your game via some other sales mechanism (like XBLA) before submitting it to Steam?
I feel like I have lots of ideas going for once, but I'm really not sure if I should literally go "Hey, my goal is to start now and have a game on Steam by like, the end of 2012."