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GhostCurry

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  1. Seirex liked a post in a topic by GhostCurry in What to do?   
    Can't really give much advice towards programming, as I'm more of a computer networks guy, but more general job advice.
     
    When finding a job, it's a good idea to do some research on the company/organization and the position they need filled. Ask yourself if they line up with what you're trying to accomplish and if you believe that you can be successful there. 
     
    A lot/most of the good jobs you're going to find will want people with experience. This means less down time down with someone newer to the industry, bringing them up to speed, and familiarizing themselves with the business. Despite this, even if you don't think you'll get it, get a good resume together, and send it in. Since you're in college, see if there are any workshops available to help you develop a good one.  A well-structured resume can get you a job. The worst they can say is "no" or just not contact you back.
     
    Also, make sure to follow-up with you're potential employers, and relatively quickly. Just ask if they've been able to look over your resume and what they think about it in terms of the position that you applied for. If the company takes the time to speak with you, but turns you down, ask why. This can point you in the right direction of where you need to improve, or let you know if you just bad luck. Showing interest on your side is noticed and can be vital in getting the step up over your competitors for the position. 
     
    When you speak with a representative of a company, always be sure to thank them for their time, even if they turn you down. No need to preemptively burn down bridges so early in a career. 
     
    There is also the chance that when you're resume is looked over, it might get passed off to another department/group that has a need for new employees. 
     
    Obviously, you want to show what you're capable of. Create a portfolio. I would recommend that you keep it updated as you gain experience and show potential employers what you're capable of. 
     
    Don't be afraid to take a lower position than what you're aiming for. At the very least, you can get experience working in a similar environment and gain valuable experience, connections, and reputation with the company. Given time, you may be able to move up withing the organization to the position that you're wanted to get into in the first place. 
     
    Don't pass up opportunities for things like internships for the same reason as taking a lower position in a company. This is also extra things you can put on your resume. 
     
    Especially in the realm of computers, remember one thing...you have entered a field of change. Never stop learning or trying new things. Keep studying, get certifications, and meet new people. 
     
    Good Luck.
  2. Seirex liked a post in a topic by GhostCurry in AJSA Dev Team Starting Point   
    For those who are interested in forming an AJSA Community Dev team, we need to decide where to start. After some discussion, I've decided to try to gauge our group's opinion and help us decide where we our starting point is.
  3. GhostCurry liked a post in a topic by tobiderfisch in Team Fortress 2 AJSA community event preparation   
    I'd love some highlander or some casual custom games. I don't think I will have time to play on a official AJSA team or something like that. Also time wise weekends are generally good for me we just need to make sure that it works with the timezone difference between Europe and the US (I assume most AJSA members are from those continents).
  4. GhostCurry liked a post in a topic by Doctor_GLaDOS in What is 6on6 competetive   
    Welcome everybody to the "What is" 6on6 competetive gamemode !
    Basic's
    Standard and most common 6on6 formation is:
    Medic
    Demoman
    Pocket -  Soldier
    Roamer - Usually Soldier
    2 Scouts -
    Medic and Demoman never change classes within a game, while rest of the classes sometimes do.
    The most common Offclass is scout turning sniper or pyro.
    Roles:
    Medic is the most important class in the team, Healing has obvious benefits of keeping team members alive and overhealing helps your allys winning fights thanks to having more hp than your enemy. However with all his benefits medic is also the easiest target to kill and the worst damage dealing class in the game.
    Demoman is the big gun of almost every team fight, his burst damage and mobility provides great support and slowing enemy's pushes gives huge tactical advantages. However he is vulnerable to up-close damage and should be guarded by a scout. Demoman is also used as pocket when medic takes kritzkrieg.
    Pocket is the guardian angel of medic, his job is to make sure nothing happens to him. Pocket can also be the most powerfull gun in the neighborhood when his medic fires ÜberCharge.
    Basic setup:, , 
    Roamer is an assasin, with his rocket jumps he can SMITE his foes like a thunder coming from nowhere. 
    Basic setup:,,
    Scouts are considered the most effective utility, they are fast and they can easily pick injured enemys with their scuttergun.           However they are most usefull capturing points and patrolling flanks. Scouts should also be guarding demoman and helping roamer.
     
    Early game:
    Early game is the crucial part of the match. Team that reaches middle point first gains huge advantage.
    Medic must start healing demoman instantly after respawn, than overheal scouts than heal roamer till you reach middle where you must heal pocket and than switch back to demoman.
    Demoman has to jump out of the spawn and reach middle point as fast it is possible.
    Pocket must damage himself and run to the point with Escape plan
    Roamer have to rocket-jump all the way to the middle point.
    Scouts well, they just run. Nothing complicated here.
     
    Middle/late game:
    No matter if you won or lost middle point setup works the same, pocket goes to medic roamer tries to kill someone and scouts guard flanks, captures points and defend demoman.
     
    Thank you for reading and please comment below !
  5. GhostCurry liked a post in a topic by NativeShnit in Mortal Kombat X Tower Challenges   
    Pretty self-explanatory if you have the game send me a tower challenge and I'll be sure to send one back.
  6. GhostCurry liked a post in a topic by Bullslayer in Shade (unconfirmed title)   
    https://drive.google.com/folderview?id=0B5VfjpfirxYwfjVBZUs0SjRxbjBLaElOeWJzbDFLWEt2WXlIZjRuMDRMSklhMEd4ZFV0ZFE&usp=sharing
    I decided this will be the last time I update my demo folders, I want to focus on finishing the game I probably won't do anything with this post for a while. I'm hoping to have the darn thing done by end of next month but "best laid plans" and all that shanazz, can't promise something won't come up to delay it, after all, it is only me working on this though i feel like i've done ok so far.
  7. GhostCurry liked a post in a topic by Bullslayer in Shade (unconfirmed title)   
    Before I do my game brief, I am aware that there is a dev log subforum for this but it won't let me post it there. Ok, that being said, I am very much still a noob when it comes to game development, as a matter of fact this game i am working on will be the first game i have ever planned on publishing (took 4-5 years learning unity game engine and building up the courage to work on a publishable title).
    Title: Shade (this is what i am calling it for now but its unconfirmed whether or not i can actually use that name)
    Genre: Action Horror / FPS / comedy
    Plot: Sci-fi game set in future where mankind has colonized different planets. Because the colonies are mostly ran by private corperations the united earthen government bio engineered special Dog like super soldiers called Shades to act as enforcers of specific colonization laws it laid down for companies to follow. As one of these soldiers the player is sent to investigate a mining colony that has gone dark after sending out a destress call. Turns out the colony was recently invaded by the planets local residents (Giant Alien Bedbugs...thats where the comedy part comes in). The Shade, Cyball and her partner and computer hacker Izzy must work quickly to save the surviving colonists and evac the sight. The company that owns the colony doesn't want word on the bugs getting out so of course they take their own measures to make sure you don't leave the planet. Been debating on having a rag tag group of mercs show up at some point but still debating that. 
    AI: Im trying really hard to make NPCs be useful when they are with you rather than just follow around and the bugs use an AI script i wrote to resemble behaviors the Alien had in Alien Iso...yes i know that is kinda of a tall order for a noob dev to fill but i actually have that AI working on a basic level. Bugs will patrol areas randomly moving between set locations and will actively check if they can see you or not. Specific noises like the player shooting their gun will attract near by bugs attention and they will move to the sounds location to investigate. Shooting one with out it seeing you will cause it to stop in its tracks and wait to see if the player comes in range or not, I may remove this feature as it does create a conflict with their ability to hear and investigate sounds. Spawners are actual objects in the game that look like dirt piles, they will spawn more bugs if the the player makes too much noise next to them. Each area will spawn a random number of bugs from 1 up to 4 max at start. The Spawners then wait untill they "hear a noise" and role a chance to spawn a bug, each time this is done and a bug is not spawned it will increase the chance for the spawner to create a bug next time. Avoiding a spawner's area or simply being quite will cause the spawner chance to decrease gradually, basicly think of it as the more activity you do in an area the more attention the bugs collectively pay to that area as bug tunnels conduct sound quite nicely. This creates my own version of the whole "Noise brings the Alien" thing. 
    I had issues trying to link photos from my Unity dev post so i'll just paste the link and see if that works. 
    http://forum.unity3d.com/threads/shade-title-un-confirmed.293055/
  8. GhostCurry liked a post in a topic by CaptainFoxButt in Test Your Might...   
    I had so much fun! Thanks for hosting :3
  9. GhostCurry liked a post in a topic by Chumbry42 in News/Announcements   
    This thread will be used for myself or Native Shnit to post announcements koncerning the fighting game events, such as changing time or day if necessary. We may also post other things koncerning our fighting kommunity as well.
    Anyways the first announcement will be that this friday's event may need to be moved to Thursday, or later Saturday/Sunday night so as not to konflikt with our BF4 or Neverwinter komrades.
    We will send out a message to those who have provided their gamertags on the details as well as post it here. Until then, assume normal day/time.
    Fight On!
    (PS if making all the "c" into "k" to make it more kombat like gets too difficult to read or annoying, just message me. I dont want to exclude anyone because english is not their first language)
  10. GhostCurry liked a post in a topic by Chumbry42 in Favorite Retro Fighting Game?   
    The original super smash bros on N64, and budokai tenkaichi 3. Put more hours in those than I probably put into skyrim
  11. NativeShnit liked a post in a topic by GhostCurry in Favorite Retro Fighting Game?   
    Super Smash Bros. 64. I wasted many hours trying to unlock all the secret characters and to play as Master Hand...
  12. GhostCurry liked a post in a topic by NativeShnit in Favorite Retro Fighting Game?   
    Found an old gem from my childhood recently, "Def Jam:Fight For New York" for the Xbox original. Love this game. Anyway I'm curious to know what your favorite retro/old fighters are. Maybe try mentioning some not-so-popular/ Sleeper hits other than the usual like: Mortal Kombat and Killer Instinct.
  13. Doctor_GLaDOS liked a post in a topic by GhostCurry in Current AJSA Dev Skill Pool   
    If the AJSA were to have its own team, or have one that simply interacts within its community, what would we have to work with?
  14. Doctor_GLaDOS liked a post in a topic by GhostCurry in Let's Organize Shall We?   
    My programming knowledge goes a bit farther than that, but if I'm being honest, I'm just meh. There's always more to learn and I'm on the lower end of the spectrum at this time. So technically we are a programmer and map designer. So we need to find a modeler/texture artist and a coordinator. I know a couple artists, but not sure about a strong leader. If we do go through with this and need to delegate a leader, I think we should have someone who is willing to learn bits and pieces of each other position or already knows about a few of them so we always kinda know where in development where we're at. 
     
    //Ghost Curry
     
    #include<iostream>
    #include<string>
    using namespace std;
    int main()
    {
    char star = "*";
    cout << "Hello World" << endl << endl;
    star.assign("*", 25);
    cout <<  star << "Let's hope we don't epic fail!" << star;
    return 0;
    }
  15. Eiousx liked a post in a topic by GhostCurry in Let's Organize Shall We?   
    While looking over the forum, I've noticed a lack of a defined leadership. Some scattered devs are kina off and doing their own thing. I think that If we are going to go through with something as ambitious a creating a video game(s), we must be well organized to do so. The first step in this is get more people active on the forums and start talking with each other, if only to introduce ourselves and feel more comfortable discussing projects/ideas with each other.
     
    The purpose of the next few polls is to get a general idea on the forums of how we would build a game and the actual amount of interest in the community to do so. We should be asking ourselves things like, will we be building from the top to bottom or bottom to top? Will we use an engine already in existence such as the Unity or Unreal engines or something custom? The Angry Engine? What genre will be start with? What platform will be build for? How will we begin development? How about the business end of things? Where do we even start with that? Who will we put in charge of that? What will the billing model be for the game?  
     
    I noticed that there was already a poll made a while back that asked who would be interested in making a video game. I'd like to re-submit that poll and ask that only those who believe that they will be able to help push development.
     
    I know I may be sounding like I'm taking this too seriously, but we all know what happens if you go into a project half-cocked and not be able to follow through. One day, I'd love to see this forum become a riot of activity and bring our own vision of gaming to the industry!
  16. Doctor_GLaDOS liked a post in a topic by GhostCurry in Let's Organize Shall We?   
    Not at all, after all, we have to start somewhere. We just need to garner interest and get goin' a bit. Any other ides in modding specifically of where to start?
  17. Doctor_GLaDOS liked a post in a topic by GhostCurry in Let's Organize Shall We?   
    Of the roles you listed, which do you believe that you could fill? I guess we should try some recruiting. I hope that we can catch some eyes with at least an idea for now.
  18. Doctor_GLaDOS liked a post in a topic by GhostCurry in Let's Organize Shall We?   
    If we do decide to move with Source, we just then needs to come up with our first project. Something simply to start with, then work our way up.
  19. GhostCurry liked a post in a topic by Doctor_GLaDOS in Let's Organize Shall We?   
    I'm not a dev myself but I have few things to say in this topic.
    In my opinion the best way to start making a new game is to mod an existing one.
    And don't get me wrong, best ideas are made this way.
    Source Engine provides very nice environment to create First person games,
    You may start as Half life 2 mod and end up developping full time-standalone title.
    Example: http://store.steampowered.com/app/224260/
    I Hope I didn't misinterpreted the subject of this topic.
    I'm currently working on a portal 2 map set in angryjoeshow theme.
  20. Eiousx liked a post in a topic by GhostCurry in Let's Organize Shall We?   
    While looking over the forum, I've noticed a lack of a defined leadership. Some scattered devs are kina off and doing their own thing. I think that If we are going to go through with something as ambitious a creating a video game(s), we must be well organized to do so. The first step in this is get more people active on the forums and start talking with each other, if only to introduce ourselves and feel more comfortable discussing projects/ideas with each other.
     
    The purpose of the next few polls is to get a general idea on the forums of how we would build a game and the actual amount of interest in the community to do so. We should be asking ourselves things like, will we be building from the top to bottom or bottom to top? Will we use an engine already in existence such as the Unity or Unreal engines or something custom? The Angry Engine? What genre will be start with? What platform will be build for? How will we begin development? How about the business end of things? Where do we even start with that? Who will we put in charge of that? What will the billing model be for the game?  
     
    I noticed that there was already a poll made a while back that asked who would be interested in making a video game. I'd like to re-submit that poll and ask that only those who believe that they will be able to help push development.
     
    I know I may be sounding like I'm taking this too seriously, but we all know what happens if you go into a project half-cocked and not be able to follow through. One day, I'd love to see this forum become a riot of activity and bring our own vision of gaming to the industry!
  21. GhostCurry liked a post in a topic by Sol Omega in AJSA Fighting Community   
    Slower than the one of last renditions of Guilty Gear XX (Accent Core Plus).
    Not many of the original characters.
    Some moves were taken out.
    Mechanics changed up.
    English dub can be shitty, didn't bring back the previous cast.
    DLC characters already.
    The Instant Kills take a lot of time to prep and execute.
    Needs some tweaking and it has some Network issues, but as far as I know, they've been actively patching and either already solved these issues or currently in the works.
    Has a story mode. Guilty Gear's story is long and convoluted... and ret-cons some parts from the last game (chronologically speaking in terms of the game's ingame time line).
    Playstation Exclusive.
     
    But.
     
    It's so friggin' tight....
    New mechanics really are nice here, and as always, you can get around any situation with the tools they teach you.
    The tutorial is nice, one of the best I've seen in a fighting game.
    The characters are even more stylized and unique in both design and gameplay.
    Feels great, plays like a Guilty Gear game and as fast as them.
    60 FPS with 720/1080p is so gorgeous...
    What they did with the Unreal engine is... unreal. All those 3D sprites looking all 2D... Woah...
    STYLISH AS FUCK! EVERYTHING LOOKS COOL AND AMAZING!
    New faces are nice, Leo Whitefang, woo!
    Brought back a lot of the old japanese voice cast, so there's that.
    The instant kills look absolutely amazing and hype, and some of them activate unique dialogue between the characters!!!!!!!!!!!!!!!!
    Has a story mode!!!!!! Just read up the Guilty Gear lore and character backstories from wikipedia or the Guilty Gear Wiki site.
     
    Fighting game of the year (2014) for me.
  22. Sol Omega liked a post in a topic by GhostCurry in AJSA Fighting Community   
    I'm curious. How much of us in the AJSA like to play fighting games? and which ones are do you play the most or are most excited about?
  23. GhostCurry liked a post in a topic by Phill in Special fun night this Sunday!   
    TF2 Fun Night!
    =============================================
     
    I think since we've gotten quite a lot of regulars playing every Saturday, I think we can have the bi-weekly fun nights, the first one we're going to do is really simple, we're going to play on some jump maps! We'll learn how to rocket/sticky jump and soar across the maps to reach different points! After that we'll go into some Halloween maps to unwind should anybody stick around long enough!
     
    If you've joined the server or the steam TF2 AJSA guild, you'll know about this a week in advance! But for those who need more info as to where the server is located along with the steam group, please click this link: http://angryjoeshow.com/ajsa/topic/17601-welcome-to-the-official-ajsa-tf2-group/   Hope to see you guys there, and let's have some fun!
     
    =============================================
  24. GhostCurry liked a post in a topic by DarkChaosReign in The TF2 Spray   
    Hey you! Yeah you. Ever wanted a good looking TF2 spray that's full of swagness to represent the clan? That's good man, that's real good. I introduce to you the AJSA TF2 Spray.
     
     
     
    After 30 minutes of fidling around, I finally made the spray with transparent background and non-pixely texture. Now get out there and show the Army that you so love.
     
    Download: https://www.dropbox.com/s/fg0t99vpak4dlw7/ajsatf2spray.zip (Instructions in the zip file)
  25. GhostCurry liked a post in a topic by SeeJay in AJSA Competitive TF2   
    Hello TF2 players of the AJSA!
         My name is SeeJay, a competitive player in the tf2 community. My topic I want to adress is that I would like to try to start competitve nights or tounraments for AJSA members that have an itch for some slaughter. Leave a comment below and see if you would like to help or join!
         -SeeJay
         AJSA Member