BLACK AMERICAN PSYCHO
Junior Member
Okay since I've never programed before in my life. ( I did ruby once but that was for editing a Pokemon rom I think.) Should I start off with game maker? Or should I just learn C#/C++ so I can use unreal/unity?
Is monogame ( http://monogame.codeplex.com/ ) any good?
Nice thread, subscribed.
I've been messing around on a little co-op platformer game after playing a lot of Kirby's Adventure and Mega Man.
It's not much to look at but I've never been that bothered about spending loads of time on graphics.
Are you going to do that for every developer fulltime? That will be rough. (Notch used to do that but only part-time)Football Heroes
With Football Heroes' Kickstarter, Run Games is doing something no other game developer has EVER done before. You'll get to see how games are really made, unfiltered and uncut!
Developers will have their workstation's screen streamed to the Internet in real-time! This means in addition to seeing what the developer is working on at any given time, you'll also get to listen to whatever they're jamming, and you'll be able to interact with them with live video and text chat.
Vlander Build 13
Start small. Choose a language of your choice and implement the basic gameOkay since I've never programed before in my life. ( I did ruby once but that was for editing a Pokemon rom I think.) Should I start off with game maker? Or should I just learn C#/C++ so I can use unreal/unity?
Pretty useless. People think by watching others they will learn something... Run Games is doing something no other game developer has EVER done before[/B]. You'll get to see how games are really made, unfiltered and uncut!
Developers will have their workstation's screen streamed to the Internet in real-time! This means in addition to seeing what the developer is working on at any given time, you'll also get to listen to whatever they're jamming, and you'll be able to interact with them with live video and text chat. ...
@chubigans said:
Totally redesigned some Cook, Serve, Delicious menus based on beta feedback. Man I love betas. #screenshotsaturday http://twitpic.com/auwo5d
@chubigans
That is an awesome resume man. I love rally racers. And Motorstorm AE was the best game released last year, hands down. I'll definitely pick it up!
@UncadeGames said:
You are really selling xna short. Not just for hobbyist. It's not a toy. Plenty of great games done using XNA like Dust: An Elysian Tail, Fez, Bastion...
If you want to go mulitplatform then port using monogames.
I'm not posting my game ideas here... Zynga might be trolling about.
I've finally decided to give up on game development (Actually, I've been done for months and it's way to stressful), so I figured I may as share what I did end up with the end (eh, I'm bored waiting for black mesa to download, so don't mind me if I try to get a bit of enjoyment out of this):
This was my game, called Solar Storm. It's feature complete and was halted at about the half way point of the beta phase. I did everything alone and by myself. It's completely playable, just buggy and horribly balanced.
It uses game maker 8.1 beta, and pushes the software way past its limits, so porting to the studio version is sadly just not an option. I chose game maker because I know GML and all the little quirks of that engine by heart, so it would vastly decrease my development time. It took me about 2 1/2 months of development time, working ~10 hours a day with no days off. I took a half an hour Gaf break here and there for lunch or something.
The issue with game maker is it doesn't handle large maps (rooms) well. I had to come up with a dynamic streaming system for everything. That includes tiles, their positions and states, lighting, static items, interactive items and their states, ect. This eats up a lot of performance. The larger the screen, the slower since everything has to be hard coded to be as efficient as possible when loading in new terrain and deleting the old.
Anyways...
General:
If I had to describe the game, it would be a mix between: Borderlands, Terreria, and of course, Metroid.
Features:
- 180 unique gun models with 13 different classes of weaponry from revolvers to plasma rifles. Guns have unique properties and are randomly generated in a loot system with meaningful changes for a total of some ungodly number of weaponry that I don't care to give out. Most guns are based on real life guns weighted with statistics that revolve around their real life counterparts. You can get an AA-12 for example that shoots like a real AA-12 would (in 2d of course). Every single gun is modeled and visible on the player.
- Each individual gun is customizable with multiple parts that vastly change the behavior of the weapon, or add different damage types like freezing.
- 4-player online coop. Play the entire story in 4 player coop with friends. It is a drop-in/drop-out system.
- Class based RPG system. Gain abilities and powers as you level up and collect experience. Follow an upgrade tree to gain different abilities and take different paths to make a unique character that suits whatever you want. Find different armor and armor upgrades. Every single piece of armor is visible on your player.
- Map is randomly generated. Use your drill to dig down and work your way deeper fighting stronger enemies as you go. Gain upgrades and enhancements to open up the path to new areas of exploration. Find lootable chests of varying quality guarded by strong enemies.
- Boss attack mode after you beat the story with a high score functionality.
- Add your own music. Every single track is easily replaced in-game with your own custom music. You can even make playlists too.
Usually non-advertised features:
- Save and load system for the map.
- Save and load for a character.
- Multiplayer streaming of the map.
- Dynamic sound that changes upon your location. Shooting a gun outside will actually sound like you shot a gun with proper reverb and echo (as opposed to a dry sound booth most games sound like).
- Hud opacity and reticle color changes
- Other general PC tweaks like resolution, ect.
Story:
You are found laying in front of a cryogenic chamber inside of a dark room. You wake up and have to escape. Once you reach the surface, you realize you are in the future, inside of a dyson sphere. An evil army that has harnessed the dark power of the sphere has transformed themselves into pure energy. Basically, are you a bad enough dude to stop the dark lord leader?
That's really about it. I love Borderlands and Metroid, and felt Terreria did a fantastic job with its shooting mechanics, so that's why I chose what I did. It was fun to work on for the first month when I was making the terrain engine and such but then it just dragged on and on. I forced myself to get as far as I did for 2 reasons:
1. I hoped I would make some money to pay off my crazy debt.
2. I wanted to prove I could.
I failed at #1, but I'm happy with #2. Too bad it was a stupid challenge that basically cost me my sanity and left me with lingering panic attacks. It was ultimately a waste of time because I despise anything programming and want to pursue other things with my life. Haha, that's life though, right!?
Some other screens (I didn't feel like starting up my laptop for the development build and I don't remember my debug codes so I couldn't show weapons, sorry)
And before I get gripe about pixel densities, your art sucks, blah blah blah; I'm not an artist! I'm not a sound designer. I'm not even a competent programmer. I just took my shot at it, that's all.
----
I can give general advice to people in here about development (not that anyone wants it) and avoiding Development-hell. Good luck everyone, it can be quite the ride.
START SMALL!!!!!!!!!!!!!!!!
Indie devs use simple pixel graphics FOR A REASON.
Good luckVery exciting, I know. I'm still prototyping and I'm still a rookie :lol
I've finally decided to give up on game development (Actually, I've been done for months and it's way to stressful), so I figured I may as share what I did end up with the end (eh, I'm bored waiting for black mesa to download, so don't mind me if I try to get a bit of enjoyment out of this):
This was my game, called Solar Storm. It's feature complete and was halted at about the half way point of the beta phase. I did everything alone and by myself. It's completely playable, just buggy and horribly balanced.
It uses game maker 8.1 beta, and pushes the software way past its limits, so porting to the studio version is sadly just not an option. I chose game maker because I know GML and all the little quirks of that engine by heart, so it would vastly decrease my development time. It took me about 2 1/2 months of development time, working ~10 hours a day with no days off. I took a half an hour Gaf break here and there for lunch or something.
The issue with game maker is it doesn't handle large maps (rooms) well. I had to come up with a dynamic streaming system for everything. That includes tiles, their positions and states, lighting, static items, interactive items and their states, ect. This eats up a lot of performance. The larger the screen, the slower since everything has to be hard coded to be as efficient as possible when loading in new terrain and deleting the old.
Anyways...
General:
If I had to describe the game, it would be a mix between: Borderlands, Terreria, and of course, Metroid.
Features:
- 180 unique gun models with 13 different classes of weaponry from revolvers to plasma rifles. Guns have unique properties and are randomly generated in a loot system with meaningful changes for a total of some ungodly number of weaponry that I don't care to give out. Most guns are based on real life guns weighted with statistics that revolve around their real life counterparts. You can get an AA-12 for example that shoots like a real AA-12 would (in 2d of course). Every single gun is modeled and visible on the player.
- Each individual gun is customizable with multiple parts that vastly change the behavior of the weapon, or add different damage types like freezing.
- 4-player online coop. Play the entire story in 4 player coop with friends. It is a drop-in/drop-out system.
- Class based RPG system. Gain abilities and powers as you level up and collect experience. Follow an upgrade tree to gain different abilities and take different paths to make a unique character that suits whatever you want. Find different armor and armor upgrades. Every single piece of armor is visible on your player.
- Map is randomly generated. Use your drill to dig down and work your way deeper fighting stronger enemies as you go. Gain upgrades and enhancements to open up the path to new areas of exploration. Find lootable chests of varying quality guarded by strong enemies.
- Boss attack mode after you beat the story with a high score functionality.
- Add your own music. Every single track is easily replaced in-game with your own custom music. You can even make playlists too.
Usually non-advertised features:
- Save and load system for the map.
- Save and load for a character.
- Multiplayer streaming of the map.
- Dynamic sound that changes upon your location. Shooting a gun outside will actually sound like you shot a gun with proper reverb and echo (as opposed to a dry sound booth most games sound like).
- Hud opacity and reticle color changes
- Other general PC tweaks like resolution, ect.
Story:
You are found laying in front of a cryogenic chamber inside of a dark room. You wake up and have to escape. Once you reach the surface, you realize you are in the future, inside of a dyson sphere. An evil army that has harnessed the dark power of the sphere has transformed themselves into pure energy. Basically, are you a bad enough dude to stop the dark lord leader?
That's really about it. I love Borderlands and Metroid, and felt Terreria did a fantastic job with its shooting mechanics, so that's why I chose what I did. It was fun to work on for the first month when I was making the terrain engine and such but then it just dragged on and on. I forced myself to get as far as I did for 2 reasons:
1. I hoped I would make some money to pay off my crazy debt.
2. I wanted to prove I could.
I failed at #1, but I'm happy with #2. Too bad it was a stupid challenge that basically cost me my sanity and left me with lingering panic attacks. It was ultimately a waste of time because I despise anything programming and want to pursue other things with my life. Haha, that's life though, right!?
Some other screens (I didn't feel like starting up my laptop for the development build and I don't remember my debug codes so I couldn't show weapons, sorry)
And before I get gripe about pixel densities, your art sucks, blah blah blah; I'm not an artist! I'm not a sound designer. I'm not even a competent programmer. I just took my shot at it, that's all.
----
I can give general advice to people in here about development (not that anyone wants it) and avoiding Development-hell. Good luck everyone, it can be quite the ride.
START SMALL!!!!!!!!!!!!!!!!
Indie devs use simple pixel graphics FOR A REASON.
Collision detection has been kicking my ass for at least two weeks now. I'll work out the kinks someday (I hope), but until that time, it's the bane of my existence.Good luck
It's been a couple of years since I did proper C++ coding. Decided to write a simple game to dust off my C++ skills.
Such a simple thing and yet collision detection is not stable
How much are you earning? Sounds like you would benefit from hiring a tax advisor.Yo guys just a question:
how much of your revenue goes away in taxes?
in my case (italy) about 55%
Anyone doing any work for the Adventure Time Jam ?
I'm doing my final papers for university ... but all my creativity gets changed to thinking about games when I know a game jam is happening, even if I never did a game for one =/
Another option for selling your game:
Indievania is an online indie game marketplace for independent developers to sell their games directly to players, no DRM client required, where 100% of the cost of the game goes to the developer. This allows developers to give the best promotions and deals possible to gamers. Customers can purchase games directly from the developers own merchant account, supporting the original developers and helping fund further development.
http://www.indievania.com/
Does anyone have opinions of Pygame and Pyglet? Which do you prefer, why, etc.
Wow, had no idea that was going on. Would have loved to have gotten in on the ground level.
I'm also curious about this since that seems to be the last post they made. Was it considered advertising without asking the mods first? Can any mods chime in?I'll add this...but why was fin banned? That sucks.
Telling me man. I made this jpeg of the resolutions of the devices I can test on...[/URL]
Too painful for words.
Thanks for the recommendations. I still have the huge "Artificial Intelligence: A Modern Approach" Russel/Norvig book sitting around unread...but by now I'm guessing my edition is dated. I still have hopes that if I ever get around to AI it will prove to have some useful things in it.Anyway, I'm studying some AI concepts right now between work on our next title. It's really interesting. A very talented colleague had once recommended this book to me, and I must say it's fantastic. Right now I'm almost ready to start doing blends and arbitrations between different steering behaviors to do something fun like flocking I'll put up a new video entry when I do.
Oh, and on books - I had put this in a previous thread, as well as my channel there, but Game Engine Architecture by Jason Gregory is seriously boss. It's the first tech book I was able to recommend wholeheartedly to any game programmers/engineers. Everything in plane english, and most importantly, gives you an overview of the entire stack inside an engine. If you've ever felt dizzy at the enormity of content you need to understand about a game engine (from content pipeline, to hardware devices, all the way to gameplay logic) then give this a read!
Is monogame ( http://monogame.codeplex.com/ ) any good?