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1  Game Development / Newbie & Debugging Questions / Re: LIbgdx: Tips on best practices for tilemap (Polygon?) collision detection on: 2014-07-25 18:39:17
His polygons are convex if he separates them intelligently.

You're either going to need to do complicated math (like SAT, as mentioned), or you'll need a physics library. There really is no other way around it. You could also use the Area class if you want to do things as inefficiently as possible. :-P

You could also do pixel-based collision, which is easier to understand for non-mathy people and is fast enough on low resolutions to be good. It's basically tile collision at a very tiny level. Generally you'd do a bounding box collision first, then do pixel-based collision if a BB collision occurred.
2  Game Development / Newbie & Debugging Questions / Re: Tile rendering FPS lag on: 2014-07-25 18:35:06
You should make sure to only render tiles that are onscreen.

Also your rendering algorithm could be slow. What are you using? OpenGL? Swing? Drawing stuff in Swing sucks horrendously. You should transition to LWJGL and you'll get literally 10000x multiplier in terms of the number of sprites you can render at once.
3  Discussions / Miscellaneous Topics / Re: PlanetsĀ³ - a 3D open-source voxel-based RPG on: 2014-02-25 23:41:20
I will buy this game from you.
4  Games Center / Featured Games / Re: Minecraft on: 2013-11-05 16:48:46
Cool to see Jeb saying hello. Too bad Markus hasn't come back too. Smiley
5  Discussions / General Discussions / Re: What You Do When You are Burnt Out on: 2013-08-17 01:14:17
I go to work and program anyway.  Pointing
6  Games Center / Featured Games / Re: The Intergalactic Trashman on: 2013-07-09 18:44:30
Very very pretty. A couple critiques (just from the video):

- The physics looks a little too floaty to be as satisfying as it could be
- It's not clear what you can jump on. It would be better maybe to blur stuff that's pure background, or put a common outline color over standable ledges.
7  Game Development / Game Play & Game Design / Re: Mini Universe? on: 2013-07-03 01:46:02

position: x, y, z

Draw at a different radius depending on distance from the camera. To be cool, draw as a line based upon the change in the camera's position and the star's position. A la Star Wars.

That's how I did this:

The main difference is that you need to do a little bit more geometry since my camera is on a one-dimensional rail.
8  Game Development / Game Mechanics / Re: How to shoot from the tip of a rotating gun? on: 2013-06-28 20:25:45
Here is a very simple way of seeing it:

First, have an angle in radians.
Then, use Math.cos( angle ) to get the X amount, and Math.sin( angle ) to get the Y amount.

Cos always is X, and Sin always is Y.
9  Game Development / Game Mechanics / Re: Creating a command line similar to MS-DOS. on: 2013-06-28 20:23:19
Well you can always just generate simple Java and run that straight from your code. I did that for an RPG and it worked pretty well. Because Java uses a JIT, you can do this with no issues.
10  Discussions / Miscellaneous Topics / Re: Green!!! on: 2013-06-28 20:16:54
San Francisco, CA, USA

11  Game Development / Game Play & Game Design / Re: An evolution-esque Idea on: 2013-06-28 20:10:45
I've tried that sort of thing a couple times, once with a WC3 Map and once for a Ludum Dare. My idea was that you go gather various creatures that have advantageous stats, then you breed them. Through mutations, you can evolve the best creatures possible.

The big glaring problem in both implementations was feeling like you had no control. In the former, it was extremely difficult to even convey what all the stats were (due to WC3 limitations), and in the latter it felt very random and it wasn't clear the best way to do things. Certainly either problem could theoretically be fixed, but the common theme is that it's very difficult to communicate how to do what you should.

Your idea of just a couple interactions might be pretty gold. I've had a rather great time with this genetic cars "game" even though I have as close to zero control as possible. I sent the same seed out to several people at work and we "competed" over who reached the highest distance.

Anyway I think there's vast potential in the evolution space, but it's a very very difficult balancing act.
12  Game Development / Game Play & Game Design / Re: Just something to think about while you go about your lives. on: 2013-06-28 20:01:14
Yeah, very cool idea. I definitely agree that one way is to create a sense of loss as a result, whether it's through story or gameplay perks.

One other way that might be interesting is to make it in the same vein as Brenda Romero's Train game. In that case, the user was doing some fun task but was unaware of the broad context. Once they became aware, most people left in disgust. For those who don't want to read the article, it's a board game where you load people onto trains as efficiently as possible, all the while responding to orders from a typewriter. Eventually you realize you have been loading Jews onto trains to concentration camps. The point of it was mainly to make people think about blind order following and how even normal people can do terrible things without thinking about it.

Personally, if I were to make a game where the ending was bittersweet in some way, I would not go Romero's route or a path where I make the player character seem evil or something. To me that kind of ruins the whole point of a video game, unless you're trying to teach something like Romero was. Instead, I would probably go the route of a sacrifice. You kill yourself or lose stats or whatever to benefit the greater good. That can be an impactful ending, and it also still leaves the feeling of accomplishment.
13  Game Development / Newbie & Debugging Questions / Re: Beginner-Advanced Developer on: 2013-06-28 19:43:49
My very first game (and program) was a text-based arena fighting game on the TI-83 graphing calculator. When I learn a new programming language, I often make a simple text-based RPG as my own personal "Hello World." The number of things you need to know how to do are minimal. They could be a great place for you to start.

public class Entity
    private int hp;
    private int damage;
    private int chanceToHit;
    private Item weapon;
    private Item armor;

public class Player extends Entity
    private int xLoc;
    private int yLoc;
    private int level;
    private int xp;
    private int gold;
public class Enemy extends Entity
    private int xpValue;
    private int goldDrop;
public class Level
    private Room[][] map;
public class Room
    private Enemy enemy;
    private Item item;
    private int gold;
14  Game Development / Articles & tutorials / Re: Game loops! on: 2013-06-28 17:53:25
Good point about that. I usually don't put window listeners into my games because I'm a lazy Mac OS user and don't expect closed windows to quit anything. You're right it should definitely be there in this case.
15  Games Center / WIP games, tools & toy projects / Re: SF Citybuilder- Buildings/Concept Art on: 2013-05-23 18:58:11
I don't think you should outright simulate every single micro settlement. You would need a way of approximating that is very simple, for example there are X banks so it generates X gold per turn. And run the more complex sim each time you are about to zoom in on a settlement in order to update it. It doesn't need to exist until a user views it.
16  Game Development / Articles & tutorials / Re: Game loops! on: 2013-05-23 17:59:48
Hey there. Glad this has been helpful for you.

1) Yeah, sleep can go wonky on some systems. If you don't use it, then your loop is going to max out your CPU, if you do then your CPU usage will only be what you need but on certain systems your frame rate will fluctuate a lot (older Windows mostly, I think). You could always include an option on which to do (for laptop users it really sucks to max the processor, your battery use goes haywire). Timer is just not the best way to do things, it specifically says its accuracy cannot be guaranteed. Would be fine for non-gamey things, though.

2) Fixed timestep is not "more accurate" than variable timestep. You should do whatever works for you. Or even just do both. Fixed timestep is very useful for stuff like physics simulations and networked games because you know everything is updating at specific intervals. Variable timestep can result in a smoother experience for very high frame rates and doesn't give you a frame of latency like fixed timestep. Neither is more accurate or more processor intensive.

In fixed timestep, your update loop is supposed to happen at even intervals every single time. This normally would force your renders to happen at exactly the same times as the updates. That means you're updating way too much or your FPS is way too low, generally. By making the renders variable (and one frame behind), you can update to any FPS with no issues, and still keep your fixed timestep.
17  Games Center / WIP games, tools & toy projects / Re: SF Citybuilder- Buildings/Concept Art on: 2013-05-08 00:28:14
To come back to what we were talking about macro vs micro:

If the macro has a different timescale than the micro, then you should simply slow time while you're zoomed in, and speed it up while zoomed out. Then say 10 years pass, you could zoom in again and a lot would have changed. If the AI is sensible with building or even better if the player is able to set broad trends it should follow (I want emphasis on industry, I want emphasis on research) then it would continue down those trends in the player's absence. Also, if you're building in California or Japan you don't need to see all 25 million or whatever residents. Just show the important stuff. Military / science buildings, food facilities, etc. And maybe you could also say it's just representative of the larger whole.

For example, in Master of Orion 2 you would only do anything based on groups of a million people. They might look like 1 person, but fictionally they were 1 million. That works fine.
18  Games Center / WIP games, tools & toy projects / Re: SF Citybuilder- Buildings/Concept Art on: 2013-03-18 23:39:27
I don't think the two game types necessarily conflict with each other. I think you just need to keep them relatively independent. For example, you could have the country-to-country stuff happening at an extremely slow time scale, and have some aggregate of local stats affecting the country stats.

Here's an example of what I mean:

In the modern world, each person controls a country. So there's the US and EU and Russia and whatever. Connections between these countries are tenuous and diplomatic. If you want to attack another country, it will involve a bunch of small-scale battles, except for some macro-scaled weapons like nukes. When you drill down to the economy in California, for example, you'll find it has a lot of software studios built, farmland, whatever. You can increase the farmland in a given area to increase the overall output California gives, which affects aggregate incoming food for the US. Then you can trade wheat with Japan to get more computer parts.

If you decide to invade Europe, then you recruit your army from your country and go to attack Portugal. This is a zoomed-in point of view in Portugal, where you are able to destroy military supply depots, or civilian areas (lowering the macro opinion of other countries of you).

etc. etc.

The game would require a massive amount of balancing and would take a whole lot of time, but as long as you keep the macro simple, like of like in Crusader Kings 2, then you are okay allowing more detail at the micro scale. A player could theoretically never do anything to a micro region and just leave it running as-is, but if he decides he needs more wheat or whatever he can go in and manually build some more farms.
19  Discussions / Miscellaneous Topics / Re: The Next Game Boss on: 2013-03-15 14:06:08
when he sticks his arms out like a bird when falling.

You don't do this? You need to parkour more.

He used to do wonky backflips. I have no animator on the team, so everything is paid for or canned. Makes it really hard to do iterations on animations.
20  Discussions / Miscellaneous Topics / Re: The Next Game Boss on: 2013-03-07 22:44:41
Here is the first gameplay trailer.

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
21  Discussions / Miscellaneous Topics / Re: The Next Game Boss on: 2013-03-07 22:41:42
Yeah, we plan on ramping difficulty much better than the demo does. And the slow-mo in the 3rd level is super easy to add all over (as well as cinematic camera effects), we just haven't put them anywhere yet. Theoretically the game and levels will feel much more alive in the final version than it does now.

We also have plans to make levels where you are looking Bones in the face while something is chasing him, and you need to use walls and jumps to slow the thing down. Plus one where he opens a chest and you're sort of tower defensing him. Lots of possibilites to use that mechanic!
22  Discussions / Miscellaneous Topics / Re: The Next Game Boss on: 2013-02-28 01:28:30
Yep, I agree with both you guys. The setting is pretty lame and the programmer art is quite crap. But most Unity games don't have programmer art unless they're unfinished games... many of my Java games have programmer art.

You can try out our demo here:

And here is the second to last episode:
<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
23  Discussions / Miscellaneous Topics / Re: The Next Game Boss on: 2013-02-22 05:18:33
The walls are rainbow because that has been my temporary programmer art since the 48 hour prototype.  Yawn We're replacing them finally like right now, actually.

The vote right now is for who you want to be kicked off, not for your favorite. That's why Cheap Shot is so far ahead. It's just a much less developed game than the other 3, and he didn't do exactly what the judges asked in the overnight.

My challenge actually was not "make it less frustrating," that's just what they felt like putting there. It was, "improve the flow, reduce back-and-forth" which was partially due to challenge (walls suddenly killing you without warning, etc) but was largely just due to level design. That's why for the challenge most of what I did was just build a new level, and refine a few things (like make crushing walls just always activated so you can see them beforehand).

@cheatsguy, yep I totally agree. Honestly it had more of a plot going into that but I hadn't bothered with it due to having a 60 second presentation, and wanting to focus on gameplay. The main character is a dummy but he's meant to be lovable and he risks his ass in order to save his missing wife. Nothing groundbreaking, but the interesting bits should be in the details. There won't be any spiders or beetles in this, and the temple locale is just one of 5. You also go into a government facility (think Metal Gear), a crypt / castle ruins, Atlantis, etc.
24  Discussions / Miscellaneous Topics / Re: The Next Game Boss on: 2013-02-20 22:44:34
Here is the overnight challenge.

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

And have a look at the new Kickstarter.
25  Discussions / Miscellaneous Topics / Death Boulder Bones is up on Kickstarter on: 2013-02-20 22:43:31
Hey friends! I've put my game up on Kickstarter:

I would be oh so happy if you'd pass this along to your various networks and / or back it. Help me realize my indie developer dreams and quit my job working for the man!

And please retweet this.
26  Discussions / Miscellaneous Topics / Re: The Next Game Boss on: 2013-02-18 21:20:59
pitch to Capcom, Sega, and more (for publishing)

Is there an official way of doing that ?
How do you know if they are even taken you seriously =/

Its really odd with games. With books you have publishers up the ass, not implying its easy to get published, but you got a lot of options. All this self promotion is really annoying for a developer so a clear road to publishing would be great. Well... obviously.
And now Steam Greenlight does that, however you have to be so ridiculously popular ALREADY, it kinda defeats the purpose.

Sorry for offtopic Cheesy
I think for the most part you need to know people. My boss at that company had worked with a big guy from games who was able to make the connections. But even without those, I'm pretty sure you can send it an application like you can to anything else. The big difference between games and books I think is that you only need to pay one guy to write and you don't need to create any assets or anything. The cost of making a book is also relatively cheap (although promoting it is just as expensive as anything else). Games require massive teams and a whole lot of money. My boss was asking Capcom etc. for $500,000 up front and then a percentage of the profits. This from an untested studio. Most publishers were pretty cool to us, but Sega was super frank about it. They took us into another room and said, "this is the sort of game we publish" and indicated The Conduit in all its beauty.

I don't think it helped that I was the main engineering representative at these talks, and I was 22. Our lead engineer, who had worked on Halo and a number of other high profile games, worked remotely.
27  Discussions / Miscellaneous Topics / Re: The Next Game Boss on: 2013-02-15 00:23:47
The guys working on Cheap Shot are enjoying all the "WTF" reactions to them winning and are going to bill their game as the worst ever. Could work. I worked at a company once where we billed out game as the "dumbest game ever" and brought that pitch to Capcom, Sega, and more (for publishing). We didn't get published. Smiley
28  Discussions / Miscellaneous Topics / Re: The Next Game Boss on: 2013-02-12 22:34:05
Well that's what happens when a game is in development for 5 years. Smiley But I actually had an extremely difficult time figuring out how to play the game (that was within 2 minutes, however).
29  Discussions / Miscellaneous Topics / Re: The Next Game Boss on: 2013-02-12 21:11:05
Episodes 3 and 4. I'll be in the next episode (coming out in 7 days).

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
30  Discussions / Miscellaneous Topics / Re: The Next Game Boss on: 2013-02-01 18:21:51
And as I said when I posted Unity's "made with" list there is a ton of stuff there that doesn't look like Unity either. This is why I said it was an ignorant thing to say. But as someone who is currently using default shaders and particles, I don't think I'll be in the group that is different than the norm.

As for indie games taking risks and such, I agree that's BS. But, I think indie games are able to take a single vision and really go for it, which can never happen with big publishers. There is constant compromising and many decisions made for the sake of time and money, rather than to make the game better. An indie in his garage can theoretically release a game whenever. I think this is a simplification, but it ends up causing more interesting games to come out of indies.

But you can't tell what's interesting about these games from the episodes, anyway. Certainly you can't from mine. So the viewers are complaining before they even know what they're looking at.
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