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1  Discussions / General Discussions / Re: Your thoughts on DRM. on: 2013-03-19 03:40:44
I was thinking less of a license file and more like required code. It would be seamless, like steam's install before release thing where the files are encrypted until the release date. I'm not thinking of any of these options for a product im putting out, just talking about it in general. I'd like to know what is acceptable and what isn't. Personally I think there has to be something, if it is available to pirate, people can and should pirate it. The company is soley responsible for protecting their (digital) products from piracy and should not hide behind laws(you can't tell me I can't download something when my torrent client says otherwise, you have to physically prevent me from doing so). That said it has to be fair and give the benefit of the doubt to the consumer if there is an issue.
2  Discussions / General Discussions / Re: Your thoughts on DRM. on: 2013-03-19 02:59:14
Steam is definitely good, though not all games(or other creative content) can or should be released on the platform. Will there be a point where online requirement is ok for most things? Nearly everyone has internet these days, its only a matter of time before EVERYONE has it, or at least the companies core audience will. In the case of the recent Sim City BS, personally I think the online requirement to play is terrible, but saving the games in the cloud is an interesting idea that requires and authenticated user account to access(granted still essentially requires an internet connection). What about 1 time internet required applications that download some type of encrypted file necessary to play thats different for every person and that works forever?
3  Discussions / General Discussions / Your thoughts on DRM. on: 2013-03-19 02:45:16
For a long time I have been conflicted on my thoughts for DRM. On the one hand, it helps prevent piracy, on the other its usually at a huge disadvantage to legitimate customers. Now I love downloading the latest overpriced AAA game for free as much as the next guy, but as a business man myself obviously I wouldn't be ok with that if people could easily download my hard work for free. However, I do believe that I should not try to hide behind laws to prevent this. It is my responsibility as a product creator to build it in such a way that that is not possible, hence DRM (in it's current form its still rather trivial to hack and get passed). What I'd like to hear is your thoughts on DRM as it is, as well as what it could be. If I had a say I would propose these guidelines be followed in order to allow DRM technology to be implemented in the first place on a product:

  • Playable demo of the game (a good portion of it, 5-10% of the entire game, or at least enough to experience everything that is to come)
  • Functions on all devices a user could possibly play the content on. I think this is the biggest fault in DRM today, mostly for movies. (Hello 1997 DVD players)
  • Online requirement of multiplayer portion only.

Can anyone think of other things that could help DRM work as intended without screwing legitimate customers?
4  Discussions / Business and Project Management Discussions / Re: Setting an Inde Game Studio on: 2012-03-04 19:40:41
No problem, good luck! I am on the same path at the moment. So far I have 1 collaborator (ra4king) and we will bring on graphics artists in the near future and once the game is nearing completetion I will spend a weekend or so getting the website up at http://warmongerstudios.com but its just going to be blank for now. Its hosted on a VPS at Linode and setup with Google Apps for Business. Once we're closer to launch I will also setup as an LLC.
5  Discussions / Business and Project Management Discussions / Re: Setting an Inde Game Studio on: 2012-03-04 19:21:29
I would first find some friends or people from this site to help you collaborate on producing something worth selling. If you can find people that are really interested in your project, then it wont really cost anything to get started.

As for protecting your stuff, generally you release with a licence(GPL, Apache, or one of the less open source ones, im not incredibly aware of whats out there).

As for donations, you'll need to give people a reason to donate. Proof that you can actually create a game, or actually having something to release thats worth their money is generally good.

Selling them is just as simple as a donate button with paypal, however by the time you are ready to release a product you should have a decent functional website with a backend that can seemlessly use Paypal or Google Checkout to accept payments.
6  Discussions / Business and Project Management Discussions / Re: Pre-Startup Indie Game Studio Need Coders and Graphic Designers! on: 2012-03-04 10:18:52
Ra4king and I have started making some headway into the project. We are using libGDX as our graphics library, however the two of us are more logic geared than rendering. If anyone happens to be really good at that, we could really use your help Smiley
7  Game Development / Newbie & Debugging Questions / How do you "wrap" your games? on: 2012-03-02 03:37:33
I'm starting a project that will start at a login screen, move to a lobby system, and then the game will start. How would you guys go about designing the flow of your application? Would you have a Game class with the main method your game loop and your different menus? Or would you have a MainApplication class, that will only create the window, and have that create a LoginScreen, which calls the Lobby, which calls the Game class?
8  Discussions / Business and Project Management Discussions / Re: Recommended Server Hosting? (Dedicated or VPS) on: 2012-02-29 18:41:10
I wouldn't suggest anyone else but Linode for a VPS. I have been with them for about 2 years on and off now as my wallet allows and I love everything about their services.
9  Discussions / Business and Project Management Discussions / Re: Pre-Startup Indie Game Studio Need Coders and Graphic Designers! on: 2012-02-29 18:39:48
Haha no I did not but I'd be glad to read over it xD Is it on this site?
10  Discussions / Business and Project Management Discussions / Re: Pre-Startup Indie Game Studio Need Coders and Graphic Designers! on: 2012-02-29 07:23:36
Lol well I guess it couldn't hurt if you told me more about yourself Tongue Not completely opposed to younger people, I always hated the age restrictions when they applied to me as well. Lets just think of the game for now and worry about the legal junk later Tongue
11  Discussions / Business and Project Management Discussions / Pre-Startup Indie Game Studio need libGDX coder and Graphic Designers! on: 2012-02-29 07:10:34
EDIT: Just to be clear, I am currently looking for volunteers, however if everything goes well with this game launch I would love to start sending some paychecks Smiley

Hey guys, I'm kinda new around here but I can't think of a better place to start looking for perspective colleagues to develop a new RTS Game to be the flagship game of an Indie Game Studio Start-up called Warmonger Studios. A little about myself: My name is Aaron Blankenship, I'm a 20 year old mostly self-taught jack-of-all-trades, master-of-none kinda person. I have experience in java programming, web development, video editing, and plenty of entrepreneurial ideas to play with.

I am in the market for a person or persons to fill in the gaps where my skills are a bit lacking to help me bring this game to the masses sometime this year, hopefully much sooner. I need people who have a general interest in creating this game, as well as getting the game studio off the ground. Selected persons should understand that being a start-up, cash is short so the quality of this game will mostly be determined by how motivated we are to create and launch something amazing. However, once we get this thing launched, we will work out some contracts so everyone earns their cut.

Some skills that I know I need off the bat are Java servers/game networking and Graphic Designers(Game Textures/Web Front-ends), so if you can do any or both of those that's a huge plus. You don't have to be a pro either, I am still learning game design myself and I think half the fun will be learning together.

Some other bonus points would be if you are a similar age and/or located in Ohio. These aren't a necessity but could help. Also, skype is good too.

I'm really easy to work with and open to any and all ideas, however I will make a lot of the final decisions in the game mechanics since I already have the basis of the idea in my head. As of now there are no deadlines to hit, however I do like to work as quickly as possible. If you can do something at least every few days that's fine.

So yea, if you're still reading you probably have at least one of the skills I mentioned above so post below or PM me and introduce yourself, point out some of your skills, link to some past work, whatever you want and I will get back with you as soon as possible. Thanks for your time! Smiley

EDIT: Also, we will be using libGDX, so skills there are another plus Smiley
12  Game Development / Newbie & Debugging Questions / Re: Best built-in graphics renderer on: 2012-02-29 00:12:40
I just saw the syntax of Slick.. im switching now. Lol Thanks.
13  Game Development / Newbie & Debugging Questions / Best built-in graphics renderer on: 2012-02-28 23:07:25
I have a game so far that loads a map of 64x64 tiles all across the screen, and you can pan around the map, thats about it. Currently I am using AWT I believe to render my graphics, and only the visible map tiles are rendered(+2 on each side of the screen for smoother scrolling)but it doesn't seem that that's going to cut it, at least the way I'm rendering only the map so far. Panning around the map creates space between the tiles and its just all around too laggy.

So, before I get much further I guess I should figure out a better method of drawing. I would really like to use only built-in classes to do so since I want to learn to create my own engine for future use.
If I am correct, that leaves me with either AWT, Swing, or OpenGL. I would prefer OpenGL for the speed and flexibility, but I really hate how messy it makes code(my game is 2D, so maybe its not as bad as 3D).

So what are some of your guys favorites?
14  Game Development / Newbie & Debugging Questions / Re: Catacomb Snatch design questions on: 2012-02-28 16:57:45
I was watching this game being created and it made me want to get into game design too(Also donated for the games). From having no knowledge of game design yesterday(Although a few years of java knowledge), I now have a game loop that renders a map with a character I can control. Also noticed that Notch is a (still active?) member of this site! So thats cool too Smiley Best of luck with your games!
15  Game Development / Game Play & Game Design / Re: 2D Tile Map + Camera on: 2012-02-28 15:24:21
Thanks for the reply, that should be very helpful!

Here is sorta my structure so far, I am trying to create my map first and then I will worry about getting its positioning with a camera developed. So far, my main Game class(where my loop is) has an update method which controls logic for the game, and a render class which then renders all graphics, using the render methods in each class that I deem worthy of needing to control rendering. So my Game executes the render method in the Level class, and the level is made up of a 2d array of Tile objects. So far a tile just has an ID which the Level's render method will determine which texture to draw for that tile's location.

I'm usually a backend guy so I'm not really well versed in graphics drawing. Is this how I should set up drawing the map? Do I draw it on my Camera object that extends rectangle? Should my level class take care of drawing tiles, or should each tile render itself? I'm thinking it would be more efficient for the Level to render a tile, only needing to load the texture file 1 time, cutting it up, and then deciding which to draw based on the tile id.

EDIT: I have the map class done the way I described above and it seems to work, however its constantly using 25% of my 3rd CPU core as well as 150MB of memory, even though I'm not moving anything at all. I assume this will be an issue once things actually start to animate. My Texture image as well as the minimap that the map is draw from(which should be discarded after the array is made) is about 7KB. Turning off the rendering uses 0 CPU and 35MB memory. So maybe I have a leak somewhere?

Heres my map class:

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package com.warmongerstudios.RTS;

import java.awt.Graphics;
import java.awt.image.BufferedImage;
import java.io.IOException;

public class Level {
   public Tile[][] tiles;
   private BufferedImage[] mapTextures;
   public final int tileSize;
   
   
   public Level(String map, String textures){
      this.tileSize = 64;
      loadMap(map, textures);
   }
   
   public void buildLevelArray(BufferedImage mini){
      int w = mini.getWidth();
      int h = mini.getHeight();
      tiles = new Tile[w][h];
     
     
      for(int i=0; i<w;i++){
         for(int j=0; j<h;j++){
            int rgb = mini.getRGB(i, j);
           
            switch(rgb){
               case 0xFF000000:
                  tiles[i][j] = new Tile(0);
                  break;
               case 0xFFFFFFFF:
                  tiles[i][j] = new Tile(1);
                  break;
            }
         }
      }
   }
   
   public void cutTextureSheet(BufferedImage textures){
      int y = textures.getHeight() / this.tileSize;
      mapTextures = new BufferedImage[y];
     
      for(int i=0; i<y;i++){
         this.mapTextures[i] = textures.getSubimage(0, i*this.tileSize, this.tileSize, this.tileSize);
      }
   }
   
   @SuppressWarnings("all")
   private void loadMap(String minimap, String textures){
      BufferedImageLoader loader = new BufferedImageLoader();
      BufferedImage bi1 = null;
      BufferedImage bi2 = null;
      try {
         bi1 = loader.loadImage(minimap);
         bi2 = loader.loadImage(textures);
      } catch (IOException e) {
         //Do Nothing
      }
     
      buildLevelArray(bi1);
      cutTextureSheet(bi2);
   }
   
   public void render(Graphics g){
      int w = tiles.length;
      int h = tiles[0].length;
     
      for(int i=0; i<w;i++){
         for(int j=0; j<h;j++){
            g.drawImage(mapTextures[tiles[i][j].getType()], j*this.tileSize, i*this.tileSize, null);
         }
      }
   }
}
16  Game Development / Game Play & Game Design / 2D Tile Map + Camera on: 2012-02-28 06:40:17
Hey guys, first post here. I felt like learning something new today and landed on game development which lead me here. So far I have been able to create a canvas on which to draw on, except key input and move a character around the screen. Pretty awesome so far. Anyway, I am now at the point where I need to create a map. I plan on loading a small image of the map, looking at the color of each pixel on that, and then determining which texture to place in that location/array based on that color.

I am trying to make an RTS style game, so the way my map needs to work is the map will be drawn out in the space, and I'm thinking I will need a Camera class that I can click and drag around so I don't have to move all the objects manually. Upon searching I didn't manage to come up with anything that seemed to be what I need, however I could have missed something.

If I could get a little nudge in the right direction that would be great Smiley
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