GAFs Amateur Devs Chronicles

Slavik81 said:
It took me 15 full minutes to figure out that the reason why my code didn't work was that 3/2 returns 1 in C#.

*sigh*

3f/2f = 1.5
That's really expected behavior though in a lot of languages.
 
Wait, there are people in this thread using Construct and Game Maker? I didn't post in it since developers generally frown upon game makers. Maybe I'll post a link to my Construct game...
 
Just a quick question, is there a stigma against Partial classes?

Because I know that whenever I enjoy something this easy it has to be bad. :lol
 
Ydahs said:
Wait, there are people in this thread using Construct and Game Maker? I didn't post in it since developers generally frown upon game makers. Maybe I'll post a link to my Construct game...
do it
 
Just wondering how you guys handle cinemas/scripted events? I came up with this:

Code:
public class SomeCinema : Script
{
	Script cinema;
	public SomeCinema()
	{
		cinema = new Script ();
		cinema.add(cinema.MoveObject(user, x, y, time)); // Add is a delegate.
		cinema.add(cinema.PlaySound(sound));
	}

	public void Update()
	{
		cinema.update();
	}
}

Where a <Trigger> XML attribute instantiates a certain Cinema class such as above. I was just wondering if there were a better way?
 
dfyb said:
Roger!

Introducing... Block Forever! (made using Construct)

It started off as an experiment to try and make a platforming engine, but since I don't have the time (school - Year 12), I thought I'd turn it into a mini game.

img1.png


img2.png


ani.gif


I just posted up version 1.1. Download it here.

I'd love to see your high scores. Mine is 9840 :D
 
i've actually played one of the earlier versions of your game from the construct forum :)

for how simple the concept is, i think it's pretty fun. have you considered expanding on it? adding powerups or something?
 
wmat said:
That's really expected behavior though in a lot of languages.
It was unexpected for me! :lol

I understand why I got that, but perhaps they should have had a separate operator for int and float division. Yeah, that's right. I'm calling out the original designers of C.

After all, it's kind of weird that:
3 / 2 * Math.PI = 3.14....
Math.PI * 3 / 2 = 4.71....

(and that difference was my problem)
 
Slavik81 said:
It was unexpected for me! :lol

I understand why I got that, but perhaps they should have had a separate operator for int and float division. Yeah, that's right. I'm calling out the original designers of C.

After all, it's kind of weird that:
3 / 2 * Math.PI = 3.14....
Math.PI * 3 / 2 = 4.71....

(and that difference was my problem)
Yeah you just want to make sure that if you want a float as your result, always put floats in.

I did programming mathematical algorithms in my degree and most of my bugs would be this kind of thing. Also 15 minutes to fix a bug is nothing :D.
 
Hey guys...finally got the contest up!
PR is coming out later today but figured I'd give you guys a heads up :D

http://www.2beegames.com/
Indie Game Competition
$15K in prizes and possible publishing deals to various platforms!
Let me know what you think
 
Already received some nice entries!

How do you guys feel about XNA and C#?
We are considering opening it up since you can make an automated setup which installs .netframework and downloads the game, etc on PC.

Obviously if you want to release it on XNA community games yourself then you wouldn't need us.
We're looking for games that are looking for publishing deals ;)
 
Make sure you read the terms and conditions very carefully before you sign up. Always thoroughly read the terms. Ask the organisers if you have any doubts - the terms often sound worse than they are, but you never know.

Edit: also these particular guys are friendly and have already changed some stuff after criticism :)
 
haowan said:
Make sure you read the terms and conditions very carefully before you sign up. Always thoroughly read the terms. Ask the organisers if you have any doubts - the terms often sound worse than they are, but you never know.

Edit: also these particular guys are friendly and have already changed some stuff after criticism :)

thanks haowan.
I agree that all developers should be cautious signing up for things.
We are going to work with the legal guys to try and get them to back off a bit.
They really want to hedge against frivolous law suits and have told us that we are already taking considerable risk by having worldwide entries and music, yes MUSIC in the games.
Apparently it is heavily litigated and carry stiff penalties.
I'll keep you guys updated.
 
I'm now embarking on the indie game journey. I've had an idea for an indie game brewing in my mind for the past 3 months now, and I've unsuccessfully tried to recruit one or two developers to work on it. So now I'm going to strike out on my own.

I did some reading last night on things like Torque and XNA, and it's great that there's quite a bit of middleware out there, so I'll probably end up going with Torque + XNA.

One thing that sucks is that there doesn't seem to be an engine that combines 2D gameplay/perspective with 3D concepts such as polygons, textures, and lighting.

It'd be nice to make a 2D game that at least has the CHANCE of looking like Bionic Commando: Rearmed, SF4 or LittleBigPlanet. But from what I've read 2D engines don't feature things like advanced lighting effects, and other video special effects.
 
Hooray, I actually finished a game! It's just a simple little arcade style game, but I'm pretty happy with it.

http://www.box.net/shared/0pcuuhnrny

octagonscreen.png


I'm curious to see what you guys think. Also, let me know what your high score is. Though you'll have to remember it; I haven't yet added a high score table, but I plan on doing that eventually.
 
Slavik81 said:
I understand why I got that, but perhaps they should have had a separate operator for int and float division. Yeah, that's right. I'm calling out the original designers of C.

OCaml's got separate operators for int and float math. It can also be faster than C in certain situations. Dunno if anyone's using it for games though.
 
KevinCow said:
Did you extract it or try to run it straight from the zip file? It should work if you extract it.

Working now, don't know what the problem was. Pretty fun actually, i like it.
 
KevinCow said:
Hooray, I actually finished a game! It's just a simple little arcade style game, but I'm pretty happy with it.

http://www.box.net/shared/0pcuuhnrny

I'm curious to see what you guys think. Also, let me know what your high score is. Though you'll have to remember it; I haven't yet added a high score table, but I plan on doing that eventually.
Awesome. My first score was 34, but I felt stupid when I messed up.
Two attempts later, I made it to 45.

I like it. Keep it up.
 
I made a Contra-clone couple of years ago that I think is pretty fun. There's no learning-curve or nothing and it's pretty ball-breakingly difficult from the getgo, so most of my friends drop out at the first stage. :/ I guess they are just pussies.
If anyone is interested I can upload it when I get home from work.

11af8.jpg

36168444ps0.jpg
 
the contra clone looks pretty cool.

Wanted to update you guys that we have blown the doors open on the contest!
$10k + pub deal to winner (do not have to take deal to get the $)
$7500 to top 2 community favorites.

XNA is accepted!

http://2beegames.com

let me know what you guys think. Should be all gravy now :D

Figured i should cross-post this here.
A good article a while back that has tons of links to game creation software.
http://www.gamesradar.com/f/how-to-make-a-videogame-with-no-experience/a-2009011310166933084
 
Just thought some GAFfers would like to know as I've been very interested in this and have been following it for awhile:

Unity3D is now available for Windows. It's originally Mac only but the windows port was just released today. There's a 30 day trial and i've been taking it for a spin. So far, I'm really impressed.
 
Teknopathetic said:
Just thought some GAFfers would like to know as I've been very interested in this and have been following it for awhile:

Unity3D is now available for Windows. It's originally Mac only but the windows port was just released today. There's a 30 day trial and i've been taking it for a spin. So far, I'm really impressed.
friend of mine has been doing an interactive visual/audio piece using unity3D and maxMSP. seems like a pretty neat SDK/engine. will definitely look at it more if i want to do a 3D game.
 
dfyb said:
friend of mine has been doing an interactive visual/audio piece using unity3D and maxMSP. seems like a pretty neat SDK/engine. will definitely look at it more if i want to do a 3D game.
It's beyond neat imho, there's some pretty advanced shit in there.

Edit: Unfortunately, http://www.unity3d.com/ seems to be down. Bummer.
 
I've put my XBLA game on hold for the time being to work on a few different iPhone games seeing as I wouldn't be able to complete my XBLA game by myself for another 3-4 months and it would be nice to have a game out already making money... Hope to have my first iPhone game out before the end of the month :D
 
some really excellent stuff in this thread :D top notch.



it's been a loooong time since i did any programming, but i've been working on something for the DS. got a good start on it before being interrupted by massive breakup-housemove-etc. now things are a little more normal i've started getting back into it.

anyway i'm going for a VERY SIMPLE rogue-like game. most of my time has been spent building the graphics engine in framebuffer mode. i did this because i was lazy and didn't want to deal with the other videomodes. now i will have to for the top screen eventually, but i like my engine so it stays for the touchscreen. i'm using basic devkitpro libraries for the record (not PAlib or such)

anyway we are at the stage of having map, tile, sprite and music editors. there are bad guys who you can kill, but atm they just wander around randomly and don't fight back. & there are doors that need to be unlocked using the computer terminals. once i have a running map with start and end points and slightly less stupid AI i'll post the rom, for now you'll have to be happy with a screenshot (forgive my less-than-stellar graphic design..):

rs_img1.png
 
Does anyone know the requirements for a game to be developed for the 360? I was wondering if my asus 1000HE would be decent enough to develop and work on games for the 360 when I am away from my desktop. I upgraded the ram already but I am still wondering.
 
Game Update: After messing around for a while I found FarseerPhysics.

Some reasons why this framework rocks
  • Advanced physics functionality
  • Cross-platform (360, PC) compatible
  • TONS of samples
  • Great documentation
  • Handles lots of other basics like game input

I highlighted the "Tons of samples" point because it essentially allows you to get up and running with something function pretty much instantly. Basic things like drawing to the screen, handling inputs, meshing the graphics and physics is already done for you.

From experience I know that one of the biggest pains with Game Dev at the beginning is just getting SOMETHING up and running. Well with the samples you'll have something up and running RIGHT AWAY, and for me, I'm currently just customizing and playing around with it.

From other development experience I know that modifying something that already exists can be A LOT easier than starting from scratch. That's if you approach it with the right mindset though.
 
My on-again, off-again relationship with my idea and development is back to the 'on' position. Starting building a new SDL framework from scratch a few days ago, coming along very nicely. I think the time off from coding really helped, it's easier for me now than it's ever been.
 
Well, I've abandoned two projects thusfar, mostly due to learning how I should have designed them and not wanting to rewrite half the program to fix it, but not wanting to continue with such an awkward framework. Knowledge is dangerous.

It's sad that I've only finished one project thusfar... but I learn so much with every software project I do... By the time I near the end, the choices I made at the beginning feel so stupid and working around them is frustrating when if only I'd known X sooner.

Oh well, with school (almost) over, perhaps I'll finally get something done. I've been working on my labyrinth...

http://slavik81.googlepages.com/triangularlabyrinth
 
Well, it finally happened. Got all my stuff situated as best I can, and will now dive into the world of game development headfirst. Mined this thread and ones similar to it across the internet and GAF for links to the various programs, wikis, and tutorials, and so forth that I'll need to start gaining familiarity and potency with. I'll be starting completely from scratch on everything.

File my angle in this under Quixotic as I'll be attempting some never before done stuff---especially since I'd likely get my ass kicked by the veterans along the standard lines of things as they'd have the edge. Graphical Roguelikes are the slant, and with some developmental luck I suspect to go the one man corp/small business route down the line to squeak out enough to live on.

What all is everybody up to on their various projects lately?

Also, what're the "smart" ways to go about backing everything up for those lacking cash for managed online hosting of some sort? My PC can burn CD's, and I do have an external HD at long last that has yet to see any use. Can't I get away with sending emails of dailyish accomplishments to myself to file away online or is there a better way?

Also randomly, how do I configure Windows GIMP to where the damned windows fit on my screen? Booted it up and the left and right side windows stretch way on past down the bottom of my screen to a point where even stretching and moving them doesn't leave it to where I can see all their options and such. :lol
 
Wow, I really failed at one of my new year's resolution of keeping this thread alive and moving! Time to see if we can keep this going :)

Developers on GAF - any new developments on your projects? :)

Friendly Monster - you still out there at Ninja Theory? If so, how is that going?

On our end, the team is still plugging away at our game project. It's been almost 2 years in development now and we're finally getting to a phase where we almost have the skeleton of the levels in. Now we're going to start piecing in all the bits and pieces. I believe it's finally almost time to get that blog up for all those budding developers to share the pain of learning ;)

Let's hear status reports from everyone who is still active!
 
Okay, no activity just yet, but I'm going to keep trying :P

Montreal International Game Summit is coming up on November 16-17! There are some great speakers listed already including David Sirlin, Randy Smith, and Yoichi Wada. This is going to be loads of fun!

I will be attending with a team member. Any other developers attending? :)

The tickets are way expensive (check out on the site) but you save a tiny bit of cash if you get 5+ people to go and sign up before the 25th as early bird registration. If other people want to pool together to save a buck or two, we could get some GAFers together? So far I have myself and a team member, so we'd need 3 other people to get the group rate.

On the development side of things, we're motoring on our game and are so close to being able to show the public (ie finally announce what we're working on) that I can taste it. It tastes sweeeeet. I know we've all said this, but creating a game is a massive task :) As of this fall we've been working on this first project for 2 years! Yowza!

We're going to try and have our website and blog going before the summit in November, so I'll share it here once we get that going too :) We toyed with the idea of going as exhibitors to the summit, but it costs 3G just for a 10x10 foot space. Jebus save us all.

Enough about me - how about youuuuu?
 
Hey Jason, nice to see your game is almost ready! Congrats!

A reminder that our 2nd indie game competition has submissions open until Oct 15th if you wanna try your luck. I'm also always interesting in discussing publishing games to console ;)

www.2beegames.com

We're completely overhauling the site currently and will be announcing our first signed games soon! :D
 
On the amateur side, I've done work for my homebrew LWJGL-based 3D engine, mostly. I'm still far from actually doing things with it though. But I'm still at it when I find the time (which happens rarely).

Solved:
- Game loop, timer, events
- Input
- Sound
- GUI junk
- Collision detection
- Shaders and textures
- Import/Export/Conversion of relevant assets (particularly 3D data)
- Loading of settings, levels

Getting there:
- Animation
- AI
- Physics in general
- Collision reaction
- Stuff I forgot right now

In the next few months, I'll get into iPhone game development professionally. Pretty exciting stuff going on there. We'll see how that'll pan out!
 
Hey Toneroni, I'm glad to see you're still going with 2beegames :) Very cool!

I don't think we're going to submit for the contest as we won't have enough time to submit and we're really on XNA/Community games track at the moment. We don't really feel like doing the whole XBLA route now as we've seen so many horror stories about a) amount of cash it takes and b) the Microsoft checklist from hell ;)

Must be a lot of fun running these contests though! Really get to see a lot of great community involvement eh?
 
Finally! After 2 years I can finally reveal to you guys our little game team company as well as our first game :)

Everybody support an indy GAFer and spread the word on our team/company: Breakfall. Our first game is on there.

We'll be updating with trailers and more info as we go. I'll of course be trying to keep GAFers in the loop as well. While I'm insanely busy developing the title, I'll be sure to check in if anybody has questions here :)
 
I hate to bump a 4 month old thread, and please dont ban me mods I really need to ask this!


Luckily I can download the XNA devkit (and a 12 month access code) from my Uni for free, who have a deal with Microsoft to allow me to download any Microsoft ‘tools’ for free. I won’t have access to this once I graduate (straight after my exams) and wanted to ask which other pieces of software I should download whilst I still can?
Which other peices of software are useful in general?

Which peices of software are VITAL or even just useful for developing XNA games? (I guess Visual Studio, but what else?)

If anyone has any awnsers I will be happy :) - you really do seem like the best people to ask.
 
bobs99 ... said:
I hate to bump a 4 month old thread, and please dont ban me mods I really need to ask this!


Luckily I can download the XNA devkit (and a 12 month access code) from my Uni for free, who have a deal with Microsoft to allow me to download any Microsoft ‘tools’ for free. I won’t have access to this once I graduate (straight after my exams) and wanted to ask which other pieces of software I should download whilst I still can?
Which other peices of software are useful in general?

Which peices of software are VITAL or even just useful for developing XNA games? (I guess Visual Studio, but what else?)

If anyone has any awnsers I will be happy :) - you really do seem like the best people to ask.

Nothing is vital beyond visual studio (that you can get from MS at least), though make sure you pick up the professional version as you should be able to. I assume you did, I just wanna make sure :).

with regard to non MS software, just some kind of image editing software is all you really need. There are plenty of 3rd party tools that COULD be helpful to you now or later down the road, but nothing else is VITAL beyond what you already have.
 
Teknopathetic said:
Just thought some GAFfers would like to know as I've been very interested in this and have been following it for awhile:

Unity3D is now available for Windows. It's originally Mac only but the windows port was just released today. There's a 30 day trial and i've been taking it for a spin. So far, I'm really impressed.


I just found this too, looks really good.
 
Pandoracell said:
Nothing is vital beyond visual studio (that you can get from MS at least), though make sure you pick up the professional version as you should be able to. I assume you did, I just wanna make sure :).

with regard to non MS software, just some kind of image editing software is all you really need. There are plenty of 3rd party tools that COULD be helpful to you now or later down the road, but nothing else is VITAL beyond what you already have.

Thanks for the info, Ill pick up Visual Studio 2008 and should be good to go. I did a little research and it turns out that I only have a 'trial' access to the XNA club which means that I cant actually upload my games to the marketplace. This kills the hype a little for me :lol
 
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