Search found 123 matches

by Van-B
Fri Jan 27, 2012 6:38 am
Forum: General/Off-Topic
Topic: Julien-K "We're Here With You"
Replies: 11
Views: 2864

Re: Julien-K "We're Here With You"

Pretty awesome track, and I could certainly see it going with an AIGD video... maybe with a good old development montage!
by Van-B
Fri Jan 27, 2012 5:59 am
Forum: Game Development
Topic: Worst part of game development?
Replies: 29
Views: 13434

Re: Worst part of game development?

I find that I solve a lot of bugs, just by getting away from the computer for a bit, usually when I'm walking to get something for lunch, mind wanders, and end up debugging code instead of watching for traffic etc :D. I often play videogames in my sleep, like if I play a lot of BF3 theres a good cha...
by Van-B
Thu Jan 26, 2012 9:31 am
Forum: Game Development
Topic: Worst part of game development?
Replies: 29
Views: 13434

Worst part of game development?

Hi all, thought I would raise this topic as I'm currently in the worst part IMO - final polish and debugging. Every week I think my game is practically done, I submit it for testing, and get another dozen issues and tweaks and tinsel to add to the damn thing. I think the QA tester is too good at his...
by Van-B
Wed Jan 25, 2012 7:42 am
Forum: Programming Discussion
Topic: Your view on software design
Replies: 7
Views: 1720

Re: Your view on software design

Agile software development does seem to be better for small teams, especially if they are still learning for the most part. I see it kinda as if your game idea is a cookie - you can eat the whole thing yourself but it might take a while, or you can break it into pieces and share it, or you can pass ...
by Van-B
Tue Jan 24, 2012 6:49 am
Forum: General Gaming
Topic: "Dreamcast Revival"
Replies: 4
Views: 2865

Re: "Dreamcast Revival"

Why triangle? Seems that it would just waste a lot of shelf space, I mean what can you do with the space you have leftover!. Making a thin little DC, or an undoubtably epic handheld would be great, but that design just seems pointless. If SEGA had any balls, they'd do something with the DC, hell com...
by Van-B
Tue Jan 24, 2012 4:44 am
Forum: Programming Discussion
Topic: Your view on software design
Replies: 7
Views: 1720

Re: Your view on software design

For me it depends on what the software is, and what language I'm writing it in, and also how much experience I have in that language. If it's a windows application, I would probably use PureBasic, as I really like that language, but also even though it's Basic, it's more like a cross between basic a...
by Van-B
Thu Jan 19, 2012 4:25 am
Forum: Art, Music, and Design
Topic: Gay characters / Homophobia in games
Replies: 15
Views: 19194

Re: Gay characters / Homophobia in games

Jeez, gays need to man up. When people use the term gay, especially when it's teenage kids, it tends not to target sexuality, because you are a voice and an avatar in a videogame at best. If your playing with kids, and they say that your gay, and you get offended, then switch the bloody game off and...
by Van-B
Wed Dec 21, 2011 9:21 am
Forum: General/Off-Topic
Topic: Someone posted on Reddit about AiGD
Replies: 10
Views: 2293

Re: Someone posted on Reddit about AiGD

Even your new shit is old by now! - just saying, would be nice to see a new video from you guys, maybe even just a short catch up video.
by Van-B
Tue Dec 20, 2011 10:08 am
Forum: Programming Discussion
Topic: Bullet keep following mouse please Help c++/sfml
Replies: 8
Views: 1874

Re: Bullet keep following mouse please Help c++/sfml

I'm not sure if your DirectionX etc variables should be private... but that might just be me. I prefer to use STRUCTs, and compile GL meshes based on the struct arrays. That way the variables are easily accesible for other systems, like particle effects for instance that use a struct array. I think ...
by Van-B
Sun Dec 04, 2011 4:36 am
Forum: Game Development
Topic: Loading 2D Tile-Based Maps?
Replies: 9
Views: 2459

Re: Loading 2D Tile-Based Maps?

Why is that better than using an array?

What happens if you want to scroll backwards? - seems like loading tiles like that is pretty limited. For one thing, you shouldn't draw your tiles one by one. For another thing, that would really fricken complicate the level editor.
by Van-B
Thu Dec 01, 2011 6:07 pm
Forum: Game Development
Topic: Loading 2D Tile-Based Maps?
Replies: 9
Views: 2459

Re: Loading 2D Tile-Based Maps?

Using CHAR or byte values is quite handy for storing maps. For instance, you could make a tile set, a grid of 16x16 images. That tends to be plenty for most level graphics, 256 different images. With that, I would tend to make a byte array for whatever grid size the map is. Then saving and loading m...
by Van-B
Tue Nov 08, 2011 4:32 pm
Forum: General Gaming
Topic: Falco's Biweekly Game Purchases
Replies: 74
Views: 63261

Re: Falco's Biweekly Game Purchases

Some of the dreamcast peripherals were really well made - I mean look at that thing!
Puts all this expensive shiny black plastic crap we have nowadays to shame.

Shame about the dreamcast mouse, damn that thing sucked.
by Van-B
Tue Nov 08, 2011 9:24 am
Forum: Game Development
Topic: Where to start ... (C++) ?
Replies: 29
Views: 8901

Re: Where to start ... (C++) ?

Personally I think your a victim of procrastination. If you know the basics of C++, then C++ is waiting on you to start using it - you shouldn't be worried about the specifics, because you need to know what the specifics are first. Too many people avoid starting game creation in C++ because it's som...
by Van-B
Fri Nov 04, 2011 7:15 am
Forum: Art, Music, and Design
Topic: New Game Concept hit a brick wall
Replies: 7
Views: 3800

Re: New Game Concept hit a brick wall

Your probably right to be daunted, especially when looking around here, because folk here tend to be at a higher coding skill level than most indi/hobbyist developers. I would firstly decide if the game is going to be 3D or 2D, because that can make a big difference in which language and engine you ...
by Van-B
Fri Oct 28, 2011 5:31 am
Forum: Programming Discussion
Topic: Edit
Replies: 14
Views: 2945

Re: Detecting collision: tiles + pixels

One method I often use, is to pass an X and Y coordinate and a radius, then do a check on 4 corners against the map array. So stepping through 45, 135, 225, and 315 angles at the specified radius, each time checking that location against the map array. Sliding collision is easy to implement with a f...