I am old school where variable name length actually hindered performance.
What language was that?!
I am old school where variable name length actually hindered performance.
What language was that?!
JavaScript runs horribly on IE and fire fox .. Chrome and safari are the best.
Man, I haven't worked on my games in a while. I think I'll start working on them this weekend. Getting an email from Nintendo telling me they will be in touch with my kinda jump-started my motivation again!
Huh? http://arewefastyet.com/
What are you doing that's slow? What version of firefox are you using? I worked on an HTML5 game a few months ago, and while nothing compared to the performance of Chrome, Firefox was easily in second place above the rest.
I'm genuinely jealous. Wii U or 3DS?Man, I haven't worked on my games in a while. I think I'll start working on them this weekend. Getting an email from Nintendo telling me they will be in touch with my kinda jump-started my motivation again!
Eh. I think everything there is pretty well named except for "i" and "j", but I always use those letters to iterate through my soldier list (which I do on an unbelievably frequent basis). I suppose I could call them "currentSoldier" or something, or use an iterator, but I'm pretty consistent about it.Reminds me of the Perl code I wrote to make a Pokemon Online Battle Simulator when I was a teenager. No or few comments, variables named j, jj, k, l, etc. My code was horrifying.
As someone who now spends a lot of his life maintaining or extending old code, I respectfully recommend you reconsider your variable names, code, and/or lack of comments, but I suspect either this is test code or you don't want to. If you're the only programmer, you're only hurting yourself at any rate.
Wii U. Them making Unity and the HTML5 stuff really peeked my interested.I'm genuinely jealous. Wii U or 3DS?
Of course I haven't finished the custom game engine I started working on back in February. No sense in having a developer license if I wouldn't actually produce anything with it.of last year
haha, guess it would make sense to mention what exactly I'm talking about.
Ah. I think I'm far more interested in the straight-up SDKs since I'd probably wish to port my own engine than use Unity or HTML5l. When I started messing with iOS development, it gave me an indescribable rush seeing my App running on the iPhone I was holding in my hand for the first time. Having that same thing happen with a handheld game console or on the TV would probably beat it ten-fold.Wii U. Them making Unity and the HTML5 stuff really peeked my interested.
If it makes sense to you and is self-documenting, then maybe it works for you. You're certainly way more successful than me at game developing so who am I to judge. Just so you understand that we're not criticizing the code because we want to be mean or bring you down, we're just warning you from experience that this sort of thing CAN end up biting you.Eh. I think everything there is pretty well named except for "i" and "j", but I always use those letters to iterate through my soldier list (which I do on an unbelievably frequent basis). I suppose I could call them "currentSoldier" or something, or use an iterator, but I'm pretty consistent about it.
Makes sense to me. (shrug)
True. I may do a big refactor at some point, but at least in terms of overall hierarchy, Unity is actually helping me keep the big framework stuff pretty organized.If it makes sense to you and is self-documenting, then maybe it works for you. You're certainly way more successful than me at game developing so who am I to judge. Just so you understand that we're not criticizing the code because we want to be mean or bring you down, we're just warning you from experience that this sort of thing CAN end up biting you.
Thank you!
And the answer is yes, the damage numbers are there to help you determine the effectiveness of your given weapon vs. the given enemy. There are some incidental specific case differences, as well as more sweeping differences -- For example, the rail shot is particularly effective against organic targets, and the ionic blast is particularly effective against anything mechanical.
There are also incremental damage modifiers/upgrades to be found, and you have a crit rate, all that stuff. I enjoy teaching people that an area might not be the place to go yet not always by there being a door you can't pass, but maybe there's an enemy you can barely dent. Certain types of enemies I've set it up so that if your damage rating is below a certain threshhold, you get an additional damage penalty against them. The idea being, conceptually, your damage rating doesn't just represent some even curve, but some kind of overall proficiency as well.
The bigger orange number is a crit.
Jobbs, all those gifs look beautiful. Nice work.
It's been a long time since I posted in this thread. I've made a few small games since then, working on a puzzle game right now. Pretty simple, given two silhouettes on the left and right, you have to build the 3D structure that projects those two shadows.
The build I'm working on right now is still kind of messy, and my latest public build is really old. hope to get something playable (and recent) up here within a week. I'd love to get people to test it out, especially if they've got a low spec computer. I want to see just how low I can reasonably get.
screenshot:
gif of paradoxes:
Hey, I'm a graphic designer/illustrator looking for a project. I've just been doing stuff off elance for a bit, but I'd like to see a more serious project through. I do mostly 2D, some animation, UI, etc. I have some game design experience and I love puzzle and strategy games. Shoot me a PM or email (preferable) if you want to discuss stuff.
Portfolio: http://www.seaofleaves.net
Puzzle game stuff I'm working on now:
Isometric/pixely stuff:
True. I may do a big refactor at some point, but at least in terms of overall hierarchy, Unity is actually helping me keep the big framework stuff pretty organized.
If another programmer ever comes in (a distinct possibility), I'll being sitting down for a week or two and doing a massive comment infusion.
someVariable = 1;
someOtherVariable = 2;
GameObject.Instantiate(blockPrefab , new Transform(i , 0, 0), Quaternion.Identity);
GameObject.Instantiate(playerPrefab, new Transform(i + 1, 0, 0), Quaternion.Identity);
I do this!Another quirk I copied from a workmate was spacing lines of code that did something similar in the exact same way, like:
Code:someVariable = 1; someOtherVariable = 2; GameObject.Instantiate(blockPrefab , new Transform(i , 0, 0), Quaternion.Identity); GameObject.Instantiate(playerPrefab, new Transform(i + 1, 0, 0), Quaternion.Identity);
I do NOT do this. It makes the opening and ending curly brace not on the same horizontal line, which makes it harder to see where blocks of code begin and end...One last thing I tend to do is leave the opening curly brace in the same line as the statement that belongs to it rather than adding a line break in between them, like "if (x > otherX) {".
Ah. I think I'm far more interested in the straight-up SDKs since I'd probably wish to port my own engine than use Unity or HTML5l. When I started messing with iOS development, it gave me an indescribable rush seeing my App running on the iPhone I was holding in my hand for the first time. Having that same thing happen with a handheld game console or on the TV would probably beat it ten-fold.
Someday (I hope)!
I do NOT do this. It makes the opening and ending curly brace not on the same horizontal line, which makes it harder to see where blocks of code begin and end...
I
I do NOT do this. It makes the opening and ending curly brace not on the same horizontal line, which makes it harder to see where blocks of code begin and end...
someFunction(var 1...var n)
{
//some code
}
^ I'm serious, I'm a rocket scientist! xD Thank you!
Yo my man
Code:someFunction(var 1...var n) { //some code }
4lyfe
can't stand the other way.
Doesn't having the curly brace on a new line cause problems sometimes in JS or something?
Doesn't having the curly brace on a new line cause problems sometimes in JS or something?
Hey everyone, I realize this thread is most likely bombarded with these types of questions daily but I don't really know any other community. With that said, I'm interested in making a game for fun. However, I'm a bit lost as to what program's best for me. I've been making games on RPG maker since like 4th grade elementary. A couple of years ago I started using Game Maker. Although I started by using the drag and drop interface, I quickly switched to the code side of things because not only I felt it was more interesting, I figured it would eventually be the more rewarding experience on the long run. I ended up abandoning the use of Game Maker because I own a Mac, and the only version there was was FULL of glitches and had far less options than the windows ones (and from what I gather from the OP, is no longer supported by GM). I'd like to try a program that let's you use code but that also has a lot of beginner support (like a community with many tutorials...) because I'm still really new to this, but I think I'm ready and motivated. Also, I only plan on doing 2D games, so to my understanding Unity is not for me (at least not right now).
Awesome, really! I like it very much. :+ What was the program you composed
Awesome, really! I like it very much. :+ What was the program you composed
this song with again?
I would like to be enlightened if this is the case, but I've never used a curly brace language that had problems with a brace on a new line. *edit* Oh, it seems like that could be the case in Javascript because lines do not have to end with semicolons.Doesn't having the curly brace on a new line cause problems sometimes in JS or something?
Doesn't having the curly brace on a new line cause problems sometimes in JS or something?
return
{
"message": "Hello"
}
or
return
"hello"
Jumping on the GifCam train:
Neat! What engine is it?
Btw, how do you guys make those animated gifs?
lol (no offense razu - I'd be happy to get your numbers)
That was just GarageBand.
Well, I am still somewhat far off from posting gif movies here, but here is a little update on Steel Storm 2:
P.S. Is there a way to use html code here to make thumbnailed images with links to larger ones
[URL="image_address"]thumbnailimage.whatever[*/URL]
Wrong wrong wrong wrongYo my man
Code:someFunction(var 1...var n) { //some code }
4lyfe
can't stand the other way.
Adding a little bit of polish on the shoreline and water. The shoreline animates really cool.
Impressive!
Anyway not necessarily impressive but I finally got some sort of procedural generation going.
Yo my man
Code:someFunction(var 1...var n) { //some code }
4lyfe
can't stand the other way.
My kickstarter campaign begins tomorrow (monday). I think I'll launch it in the evening EST (unless someone has a better idea).
If my KS doesn't meet its goal I'll probably shift my focus to working with C2.
Hello, my name is Elijah! I have this thing called senior project coming up for school and I wanted to build a video game. I need a mentor who will help me develop the game. Would anyone be willing to help me? Here is my email if you want to contact me: elijah_k_hines@yahoo.com
I want to develop a small indie game for an ipad or pc