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Messages - SmartBoy16

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Off-Topic / Re: Concentrating on an old game
« on: 2011-08-16, 11:57:33 PM »
The 12-year development cycle was probably the worst of the problems, because if they had stuck to the original game engine, it would look like Duke Nukem 3D.  Which wasn't bad for its time, but now?  Well, that's probably the reason they kept changing game engines.  In the case of game developers using SGDK2, I think that anybody working on a game for 12 years straight might find that their measly SGDK2 engine doesn't stand a chance against SGDK9 ;)

That's not always the case. I hear from many of my classmates who have developed in Unreal Engine before college that they like using UT2004 over UT3. From personal experience, I can see where the engine developers gave up on a few features and never fully implemented them. For example, you can only make ladders facing North or they will not work properly, even after rotating them. Also, some of the terrain editing options are just eye candy and don't even have a function (they have names though :P ).

Unfortunately, that's how the real world works and you just have to work with what you got.

Off-Topic / Re: Concentrating on an old game
« on: 2011-08-14, 11:16:35 AM »
Three words: Duke Nukem Forever.
Just because you give up on a project now doesn't mean you can't pick it up again later.  Duke Nukem was picked up a few times by different developers over its 12 years in development.

Also Team Fortress 2, which the series itself started from a Quake mod which Valve hired the original developers to make the game in their own engine and called it Team Fortress Classic which then TF2 was beginning development which became one of the more famous vaporware until 2007 when TF2 was made. #wikipediaAllNight

Off-Topic / Re: Concentrating on an old game
« on: 2011-08-10, 02:28:44 PM »
*stop working when it's easy or fun / keep working through the hard times.  This one I sort of stumble upon by accident.  I realized that when I invest a couple of hours on my game, it's important to stop this work session when what you are doing is fun or easy (even if you don't want to), but never stop working when what you're doing is annoying or difficult.  This way, when you have time to work on your game again, you know that it will be easy and fun right away, you will want to continue working on this as soon as possible.  But if you know that what is waiting for you is difficult or annoying, you're going to postpone and find excuses not to work on the game.

Hey, I never thought of that! It's kinda funny that that's kind of how RANAT ended, it crashed on me, I never made backups, manually deleting the bad parts was a pain to correct at the time (Converting the files to XML and using notepad to edit it...except at the time (Windows ME) notepad would only work with documents up to 2 MB), and I was too mad to even think about finishing it. Now that I look back at it, I shouldn't have let a ridiculous mistake like that stop me because now I have little to no time to start anything! Maybe once I'm done with college I can finally start on my older projects.....*sigh*

Off-Topic / Re: Concentrating on an old game
« on: 2011-08-09, 07:53:43 PM »
This will happen for every game you develop, you WILL get bored of it. It's just something you will have to deal with and move right along. There are a few things that can help you overcome this:

* Use concept art so you will know exactly how the gameplay and graphic elements to your game will go. This will reduce "down times" because you will know exactly how something should go.

* Show off what you do to others; the internet and real-life friends are the best examples. It will make them excited for what you are doing and you have set yourself a goal to show off your work. And if it's really good, your friends will show it off to other friends and they will show it to their friends. Word of mouth is THE best way of determining exactly how great a game will be (Like Minecraft, for example)

* See if you can get others to help you out. Working by yourself is very boring especially for something as long and tedious as developing games. Working as a team will help out with most of these issues and it may turn out better in a shorter amount of time. Although it may seem more impressive to develop games strictly on your own, working on the same thing for 5 years in a row is a really long time.

* Set goals for yourself. Try to piece together each part of your game one part at a time, do not try to do it all at once. This way, you can focus on keeping a schedule while getting progress done.

* Playtest, playtest, PLAYTEST!!! This is THE most important part of your game. If the graphics are impressive, but the gameplay is flawed, nobody will play it. Not only do you have to play your game yourself, but have others like your friends, family, even those who are not really interested in games, and the internet to help you out with this. This is also the time where you can iron out bugs in your gameplay and get ideas from others. One way to playtest is to let the person play the game and have them figure out how to play without the use of manuals and not telling them how to do ANY levels or puzzles to see what you can do to improve on them.

* MAKE BACKUPS! Almost, if not, all game engines will crash and lose data. Make sure you have regular (daily, even hourly) backups ready in case this happens (one of the reasons that I halted RANAT).

It is hard to develop games using any engine. There will be times where you will be bored of it. You just have to keep at it and in the end it will be all worth it.

With love, hatred and respect,
Joel Green
AKA SmartBoy16

Off-Topic / Google+ Accounts
« on: 2011-07-29, 07:36:12 PM »
So I just got a Google+ account.

If you would like a Google+ account and want an invite, send me a PM of your email so I can send you one.

Edit: Speaking of which, you know that we have to option to add out MSN, AIM, ect to our profiles? Is there a way you can update the forums to add more choices such as Skype, twitter, YouTube, ect, BlueMonk?

Projects / Re: Legacy of Kain: Revival beta
« on: 2011-07-15, 10:23:30 PM »
Ah, time zones, yes that's possible.  Did you set the ad on Minnesota timezone?   I'm in Montreal, in the Eastern timezone, so I'm probably an hour earlier.  I look at a timezone map, the states aren't on it, but I guess the timezone changes between Wisconsin and Minnesota?

Here's a more detailed map.

Game Development Artistry / Re: An idea for a new console
« on: 2011-07-01, 10:56:16 AM »
I guess you're right about that.

Game Development Artistry / An idea for a new console
« on: 2011-06-30, 08:21:17 AM »
With the announcement of the Wii U and it going to HD, this made me think about the fact that all 8th generation systems will be in HD which will be more expensive to produce leaving smaller companies little chance of getting noticed in the home console department. One idea that I have is there should be a least 1 SD console in the market that game companies and consumers can afford. In the 7th generation, the PS2 was still popular enough to do this as well as the Wii wasn't in HD. What do you guys think?

Game Development Artistry / Re: E3 2011
« on: 2011-06-08, 07:14:30 PM »
I am liking that Rayman Origins.

Me to, I'm especially interested in the engine they are using for it. It's hard to find games that are as artistic as the Rayman series.

Game Development Artistry / Re: E3 2011
« on: 2011-06-08, 03:20:00 PM »
 I guess I can officially call myself the official Nintendo fanboy here.  :crazy:

Game Development Artistry / E3 2011
« on: 2011-06-06, 07:40:01 PM »
So who here is excited for E3? Personally, there are a few games that I am overly excited for this year:

Rabbids (Kinect)
Rayman Origins
Minecraft (Xperia Play)
Zelda: Skyward Sword
Zelda: Ocarina of Time 3DS
Zelda 3DS (hopefully)
New Pokemon (maybe Gray? for the 3DS?)
Mario 3DS
MarioKart 3DS
Luigi's Mansion 2
Mario Party 9
Wii U

I haven't seen Microsoft's Press Conference, but from what I hear they're making Halo 4 and not by Bungie?

Ubisoft's was probably the most exciting conference I've seen so far this year, especially when they demo'd the Rabbids game

Sony's is ongoing as I type this, but now they're calling the NGP the PSVita  (which I'm having a very hard time pronouncing)

I'm not particularly interested in EA's, so I might not be watching that.

Nintendo's isn't until tomorrow, but I can't wait to see what they have in store for the 3DS, Wii and Project Cafe/Wii2/Stream/ect.
NINTENDO! You blew my mind this year! :surprise: :surprise: :surprise: Wii U, 3DS, Zelda. YOU GUYS ROCK!!!!

So what do you guys think?

Game Development Artistry / Re: Some college projects
« on: 2011-05-07, 06:22:25 PM »
Personally, I like Unity a lot better than Unreal. Unity can be used for a larger variety of platforms suck as Adventure, RPG, side scroller, FPS, ect. Unreal is best for FPS games (Although it can be for 3rd person). Although it is claimed that Unreal is the most stable engine, Unity has yet to crash on me. It's unfortunate that at my college the demand on how to make FPS games is much higher than other genres which is why Unreal is taught there early.

Game Development Artistry / Some college projects
« on: 2011-04-19, 09:51:09 PM »
Hey, it's been a while! Just wanted to stop by and show some recent college :educated: projects I've been working on. it is.......I'm still trying to think of something worth while to say.....lemons?

The playlist:

But anyways, I've discovered Unity and I thought that one of my games that I made up before I started using SGDK might be perfect for that engine, so I just might start developing that game (eventually) once I learn how to use it.

Projects / Re: Legacy of Kain: Revival beta
« on: 2011-04-11, 08:13:46 AM »
Word of mouth is the best way of advertising. (Note the success of Minecraft). Try to find some LoK fans and see if they will be able to spread the word.

As for my review, it looks very good. If I didn't have college work and stuff, I'd play it more.

Help, Errors, FAQ / Re: Help isn't working ??
« on: 2010-12-02, 09:52:27 AM »
Have you tried using 2.1.7? This has been confirmed to work well with Windows 7 compared to 2.0 where Vista was just released.

And to use the help file, you need to open the folder that SGDK was installed in and right click the .chm file, hit properties, then at the bottom of the window click "unbock". It should work fine after that.

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