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Seirex liked a post in a topic by Caius in Game Jams?
For the game idea I recommend thinking very very small, something like Tetris small / mobile / arcade game. One screen games can often be fun and easy to make.
As for tools I prefer git and any IDE or project system that allows me to use my own external editor.
All code must be under MIT License and all other works such as art and music must be under the Creative Commons Attribution 4.0 International License.
In short: open source, anyone can do anything they want with the code, art, etc. Except claim they made the original work (plagiarism), but if they modified it in even the slightest way then it is theirs.
Seirex liked a post in a topic by Caius in SDL help?
If you want to render with the GPU, then you need to use SDL_Texture instead of SDL_Surface, SDL_Texture is loaded into your video card's VRAM instead of RAM.
I have compiled this code with visual studio 2015 community edition: http://pastebin.com/A8Dc46Sr
edit: SDL will use OpenGL or DirectX internally to do this, or some other method in the future such as Vulkan.
Zero Foxtrot liked a post in a topic by Caius in The last game that awoke the sense of wonder in you?
dark souls, I know a lot of people play it for difficulty or something but I like it cause it has cool areas and the characters all speak in riddles making me want to find out what is going on.
hiatus liked a post in a topic by Caius in Joe disenchanted with the gaming industry and community?
Hey I feel like ranting cause I am bored, but you bring me to a good topic.
tldr: I think AJ realizes the current state of the gaming industry and knows how hard it is to stop them. The only way to stop them is to stop buying, but they are targeting a young audience which has no self control and does not know how the industry works and why it is bad to buy.
If you want to make money, all you need to do is follow the money. The money is with the young kids who are playing games with their parent's ipad. Since parents no longer want to parent their children they let the ipad do the parenting for them (it hypnotizes them so you don't have to deal with them crying). So now that the ipad is raising them, the publishers get to decide how to raise them (make them defend microtransactions / see them as normal, and give us more money). After all why make a quality game when you can make just as much money with a bad one? As for Joe mentioning boss battle being replaced with cutscene: If you have ever been in an arcade you will notice that you sometimes find very young kids sitting at one of the racing games and having a lot of fun even though they are not even playing because no tokens have been entered. The same idea can be applied to other games. Replace game-play with a lot of eye grabbing flashy cut scenes. This allows you to avoid putting in effort into game-play and instead have some animations that hypnotize the player and let their imagination go wild (and kids have really crazy imagination, hence why video games you played when you were young seemed so much better).
WeLiVeR liked a post in a topic by Caius in Windows 10 Impressions
Most people don't see the value in data, only in USD. Ofc Microsoft knows that the average joe knows nothing of this. Americans don't even remember who Snowden was or what he did anymore. Privacy is really at the bottom of their list. I wish that people would realize that in this day and age giving away data is like giving away money.
Caius liked a post in a topic by Legolas_Katarn in How do you value your games
Something is valuable if you were able to get enjoyment out of the gameplay or story or if you were able to appreciate the meaning behind the work. How long something takes to finish is a poor way to determine how enjoyable or memorable the experience of playing through something was. Too many developers, especially ones trying to make more open worlds like Dragon Age 3, take too much time creating tedious content for the sole reason of being able to say that their game is long and it ends up hurting the games gameplay, story, world, etc.
Puntosmx liked a post in a topic by Caius in Windows 10 - Upgrade or nah?
“Microsoft collects information about you, your devices, applications and networks, and your use of those devices, applications and networks. Examples of data we collect include your name, email address, preferences and interests; browsing, search and file history; phone call and SMS data; device configuration and sensor data; and application usage.”
“If you open a file, we may collect information about the file, the application used to open the file, and how long it takes any use [of]it for purposes such as improving performance, or [if you]enter text, we may collect typed characters, we may collect typed characters and use them for purposes such as improving autocomplete and spell check features.”
This operating system is a key logger virus basically.
Microsoft is also putting special hardware into the computers to prevent you from using Linux.
People were scared about the Kinetic spying on them but when it comes to windows 10 no one is complaining...
Jinzuro liked a post in a topic by Caius in Interesting Game Types
"I'd think that something simple would be a nice place to start and from there make manageable goals"
From a programming POV I believe that a point & click, puzzle or platformer game would be the most simple. Even more simple would be one of those console adventure games in which you type the actions that you want the player to perform.
If RPG maker is used it should be simple to make a RPG too.
Please no MMO, a MMO is essentially as hard as it gets. Edit: and costs a lot to maintain.
Caius liked a post in a topic by erraticvector in Share your Game Projects
Either finished, unfinished or just parts (art, music). Its good to share so we can see what others are doing.
To start off; I made Scrapped, the forth game down on the list, for The Arbitrary Game Jam
The game play video really brought to light some problems with the level design
Caius liked a post in a topic by Ghaleon in Share your Game Projects
I just recently got rpg maker from humble bundle, and it's my first time trying this software. I know c++ programming but never got around to making my own game because muking around with directX, win32/mfc/whatever just *KILLS* all drive/passion I have for any program I make.
I don't know ruby, but I'm not even touching rpg maker until I understand ruby and feel like I can just make a game with ruby and just save myself time doing the graphical elements using rpg maker pretty much...
That said, I'm still in the planning stage as I study ruby, but what I do know is I plan on making a highly strategic turn-based dungeon crawler rpg. Combat is like a traditional rpg, no grids or anything, but it will feature large parties, swapping characters around to put them on standby to heal more than actual healing abilities, making suring you have ones out that can take a hit during the enemies' turns as much as possible, etc. Kinda like etrian odyssey only with a party member switch command and less healing during battle.
However...The big thing that I want to do that will be hard to balance (but fun imo), that I've never ever seen another rpg do... No enemies will drop materials, equipment, or anything other than straight up currency. That and the town you have access to for the whole game (like in etrian odyssey), will have a full library of things for you to buy right from the beginning.. end game weapons and armor (and I intend to make armor important like weapons) can be found right at the start...You wont be able to afford them though.
That's the thing. I want this game to make money feel like it really matters, and I want players to really have to think about what they need to buy next, and really feel like buying something new really matters, and don't just take for granted finding a new set of gear in the shop, getting it all, and moving on feeling like nothing happened because the enemies always scale at the same rate as new gear as given.. what's the point of having gear in shops at all like that?
I also want to add as many consumables that cost significant enough to make the player want to avoid buying more than a few at a time, and punish them if they buy too few as possible. But I don't want healing consumables since I think easily accessible healing during battles is what turns most turn based rpg battle systems into something far too simple. There WILL be healing spells from certain characters, but they will NOT be capable of just sitting out there healing whenever is needed for the duration of a tough fight, and I don't want healing consumables there to trivialize the value of healing spells.
I also want to rekindle the importance of hit and evade in jrpg style combat. I don't know why most developers seem to dump it completely instead of just fix it. I mean yeah sure having hits and misses only is boring stupid and annoying at times. My plan is to fix it 2 times over. First by making it so virtually every attack has multiple hits (like disgaea)...only unlike disgaea, each portion of that attack rolls its own hit or miss%.. instead of all hit or all miss (wtf is the point then? seriously). This way missing 5 times in a row when your hit% is 90% isn't so effing frusterating cuz that 5 times equates to 5 entire damn turns of missing. In addition, I plan to incorporate critical hits, hits, and evasion as one formula.
For example you can "Barely hit" for 1/4 damage, "partially hit" for 1/2 damage, regular hit, "Good hit" for 1.5 damage, and solid hit for critical damage. And having a low hit% doesn't just mean more misses, but less criticals, and more 1/4 and 1/2 strength hits, and actual misses do occur more often yes, but not by as much you would first assume.
Obviously, this will not be an rpg for people who want a story, or simple combat. I want it to be very technical, for people who like theory crafting for themselves, and/or looking at tables and graphs...so no, I don't expect it to be some amazing hit to most people. But I do expect it to be an amazing one of a kind for me personally, and I hope there are at least a few souls out there who crave the same thing I do and hasn't yet got it...
Early planning, so wont be out for years, if ever =P. I'm not a quitter or anything, and I'm extremely patient and stubborn, but who knows.
Caius liked a post in a topic by Vinterdraken in Share your Game Projects
Currently working on a rpg inspired by the 16 bit era JRPGs for mobiles and pc´s called Steam Tale. Its gotten pretty far along in development as we have completed most of the story and code parts of the game. Got a bit of a problem getting hold of someone who can do graphics for us right now, been trying to raise some money via a crowdfunding campaign but we will have to see how that goes. Has been hard to get the word out about our game.
If you want to know more check out any of these links or just give me a poke. Im allways up to talk about the game.
FundedByMe (Crowd funding site)
Caius liked a post in a topic by trexrell44 in Share your Game Projects
If the Dev Log section was open I would definitely love to post updates there but here is my project.
Demon's revenge is set in a Sci Fi fantasy world. You begin your Journey on the planet Hasphal where prejudice has seem to tear the world apart since the beginning of time. Humans have proclaimed Jehts, the native beings of Hasphal. Disfigured, dangerous and unworthy of living on the same planet. Believing them to be monstrous creatures from Remerin(Hell), they decreed them to be Demon's and hunt them down in honor of their Gods. Join Sen as she finds herself thrust into the middle of conflict, discovering the mysteries about herself and the true history of Hasphal and its inhabitants. Everything is not what it appears to be as religion and life itself unfolds in this exiting adventure Fight Epic Battles Turn base fully animated Battle system with environmental interaction. Explore our world Engage in platforming and discovering secret areas and puzzles. Experience the Story Motion comic cut scenes set the pace for this epic adventure.
Variloh liked a post in a topic by Caius in Share your Game Projects
I entered the last ludum dare 48 competition: http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=37177
In the game you are placed in a upward scrolling grid of tiles which you can mine by running into. Depending on the amount and type of ore in the tile you just mined, you are given a certain amount of points. If you go above the top of the window or below the bottom you lose.
I did not spend the whole 48 hours making it though. The game library I used was Slick2D (LWJGL). I would not use those libraries next time and instead use libGDX, if I would to make another game in java because Slick2D and LWJGL have some annoying problems that I can not fix that make the game unplayable for some people.
The physics are done with a java port of Box2D. Box2D was not needed for this game, but I wanted to use Box2D just because.
erraticvector liked a post in a topic by Caius in From Couch to Game Jam
A very nice tutorial to have here in this section, and put together very well. I like the idea of taking a tutorial game and tweaking / modding. It is a great way to learn.
Though I believe you still are programming with the tools mentioned above (that is not a bad thing); they use visual programming languages (VPLs) which is really good for beginners.
For those wondering what a VPL is:
Caius liked a post in a topic by erraticvector in From Couch to Game Jam
A short cut into games development
image taken by @andy_mui
So you want to get into Game Development? What do you do? Where do you start? There are always different answers to these questions depending on who you ask but here, I will show you my own answer.
To boil it down to two words, the answer is: Game Jams.
I know there are many other routes but I want to show you how to get from sitting on your ass to completing a game in record time!
Now, I want to have no pretences here so before I start anything I want to tell you that: YOUR FIRST GAME WILL BE CRAP. And possibly your second and third game too.
Game design is still a nebulous field with no perfect way to do it yet so my main philosophy with this is to fail fast, fail often. You will learn so much faster by participating in Game Jams than taking a course or reading books or watching youtube videos .
On an additional note, in this guide I will focus on making a digital game for a Game Jam where you will be a core element in the creation of the game. Many game jams now allow board games or card games to be made too.
And now to start...
Step 1: Find your talent/strongest skill
"What are you good at?" is usually the question you'll be first posed with and "Is this useful for Game Development?". This is where most usually stop and give up on Game Development, before its even started.
There are so many skills that are useful to Game Development that I could fill half the page with a list but I will focus on a few specifics that most are capable of learning the basics of (the minimum to get a game made).
Basic Logical processes (basic Mathematics or Management skills) Basic Drawing (in MS Paint) Ability to use various types of Software (therefore able to learn new ones pretty fast) These are all you need to make a game. Thanks to some powerful software, it's no longer necessary to be a programmer.
One more thing that you need to have in order to make games; you need the passion and drive to do it and finish it. No point in continuing if you don't really want to do it. Like everything, it will have its ups and downs so be ready to commit!
Note: If you are joining a team be sure to outline your skills, regardless of what they are, to the rest of the team. This way, your team can organize how best to use your talents.
Step 2: Install some game making software
This is where it all begins. Grab one of the following:
Game Maker: Studio
Now you should already be handy enough with using software so these should be quite easy to pick up. They all have fairly simple UI's. Which one you pick is up to you but each have their own benefits and draw backs. In general, the first 4 are for graphical games and the last one is for text based games. Test them all out if you can make the time.
Mess around with them now if you like, otherwise, lets get stuck into the next step.
Step 3: Make a Game
Before you start thinking that this is too much of a task, I'm talking about using a tutorial or references. All the software listed above have plenty of tutorials on their websites or youtube for making a basic game (video tutorials are usually the easiest to follow). Do the simplest one you can find, follow it step by step and then come back here.
Step 4: Tweak your game
This is where things will get interesting. Here you will take your tutorial game and start tweaking numbers, changing sprites and modifying other attributes.
This is all about playing with the game to see if you can do something interesting with it. This is a great way of learning some game design also as it teaches you what works and what doesn't.
For example; say you make Pong. What can we tweak here? Well lets see. How about the ball velocity? or the paddle velocity? We could allow the paddle to be moved closer to the centre or even shrink or enlarge the paddles. Even better, how about we add multiple paddles we can control separately? and instead of the paddles moving up and down, maybe they curve or move in a circle. You can see the possibilities here I'm sure.
Step 5: Repeat Step 3 and 4
Repeat these steps until either a Game Jam starts up or until your confident to start creating something yourself.
Important: Ensure you get very familiar with your chosen piece of software. If you have started doing small games yourself, get used to how the art and music need to be done as well using previous examples.
Step 6: The Game Jam
The home stretch. You should now have all you need to make something for a game jam. They happen all the time online and there may even be something locally you could join so investigate this. I will have some links at the end to sites that track game jams.
Preparing for the jam - Solo From your tutorials you should have a good idea what type of assets you need to make a game. Images, text, sound, etc... You will need to know where to get these without breaking copyright (that is if your not making them yourself). Use sites like freesound.org and opengameart.org to find Creative Commons copyrighted assets, and don't forget to credit the creators of the assets you download in your finished game!
Preparing for the jam - Team The main difference with teams in game jams is that assets are generally going to be made by individual team members (mostly). I think it is vital that all team members have their own tasks or individual contributions. This means, if the team happens to be 4 programmers, ensure only 1 is programming the game while the others do art/music/writing etc... Things just get too messy otherwise. Decide this beforehand if possible or at least have a good idea what everyone is capable of.
How to participate There is a basic structure to the Game Development process everyone should know when doing a Game Jam. It is essentially a cut and paste version of the Game Development process in large scale games.
Brainstorming Prototyping Building Playtesting* Polish Deployment and Publishing
* = Playtesting should be done throughout but more heavily as the game nears completion
So the theme is announced and its time start. Brainstorming will be the shortest thing you do but should be done for at least 30 minutes. Come up with several ideas/concepts and write down how they will work. Don't linger on one idea for too long!
Next start prototyping your ideas. Now this does not necessarily mean "build the game", it just means test out the idea in some practical way, quickly. The more minimalistic the better. This can be drawings, paper cut outs, bullet points or primitive game building in your software. With this, you can eliminate the ideas that don't work or are too big for the jam.
Important: Possibly the most important decision you and/or your team make in the jam is the scope of the project. What I mean here is how complex or minimal it will be based on your current skills and the time frame you have allotted. This can be very tricky to get right, especially at first and is probably the number 1 reason why so many Game Jam virgins fail the first few times.
Once you've picked an idea that works and is within the scope of the jam, its time to start building! Always start out by getting something playable on screen asap, if you haven't already done that that is. If solo, it would probably be best to get the core mechanic of the game working perfectly first before worrying about other mechanics or assets. Playtest constantly or if you have a team member not making assets, make them do it, it's even better with feedback from someone else.
Keep an eye on the clock while doing this as you want to make sure you have enough time towards the end of the jam for the polish section.
Once everything is working and all the assets are in, time to polish. This can mean adding UI elements (scores/healthbars) or sound effects or additional animations or title and credit screens. It's all about making it look presentable and understandable. Sometimes it might even be a good idea to get someone not on your team to playtest it and find out if it makes sense to them.
Finally there is deployment and publishing. Whatever platform you making this on, make sure that once you deploy that exe or flash file or whatever it is, ensure its working on another computer. No point in distributing it when it only works on your pc! The publishing arrangements will usually be provided by the Game Jam organizers and have instructions on what to do. But remember there are always sites like kongregate and itch.io which can host your game.
Step 7: Post-mortem
This is the term for dissecting the development of past games and it is good practice to perform one on a game jam game you have just made. You can do this privately or publicly, which can always benefit others. You will need to analyse the game thoroughly and ask yourself some questions about what you've done.
What went wrong/right? Did the game stay true to the initial idea? Did others find it too hard/easy? Was it balanced correctly? Can you envision the gameplay being improved upon? Were there any decisions you made early on which made development more difficult later? There are many ways to look at a game jam game in retrospect but it always a good idea to keep in mind the reactions/feedback of others played that game. This will help you make better design decisions in future.
And that's it. Congratulations! You have completed your first Game Jam! I'm sure you are so much wiser now because of it.
What's next? Well this is up to you. There are game jams happening all the time nowadays so you can increase your skills further by doing more. Or maybe the team you worked with want to work on something together, perhaps a longer term project? Or maybe you like you game jam game so much you want to see where you can go with it by developing further.
I feel Game Jams provide the perfect kick starter method for any aspiring game developer to get into the industry, whether its triple A or Indie. Game Jams can fill your portfolio and demonstrate to others what your capable of. The advantages out way the difficulties you may come across when starting out in my opinion.
Be happy and make games.
p.s. If I have missed anything or made any errors don't hesitate to contact me for a correction.
Game Jam Links:
Global Game Jam
One Game a Month
Indie Game Jams
Game Jam Central
The Game Jam Survival Guide
This guide got featured on Gamasutra on 25/04/2014
Caius liked a post in a topic by Tons0fun in AJSA Game Development Team
Hey guys, Tons0fun here. I feel bad that we haven't been able to get you a properly setup forum, unfortunately our web guy is very busy and the system in place is delicate. That being said, I am going to do a stopgap solution by creating a barebones forum for you guys to get rolling and it will get upgraded with permission and such when I can lock down some time with our web guy. The forums will be up by this weekend.