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Developer / Technical / Re: Preferred way to link/use 3rd party code?
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on: May 17, 2013, 07:04:18 AM
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It depends on if you plan to modify those libraries yourself. If yes, then sure, why not. If not, definitely use them as is, doesn't matter if dynamically or statically. Otherwise you would not get new features, bugfixes etc.
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Developer / Business / Re: Poll on F2P: Does a game being F2P make you view it as less hardcore?
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on: May 11, 2013, 01:55:32 PM
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It's not always like that. You just trade money for time in most games.
I play Tribes sometimes and tbh you can rule just fine with the standard gear if you put some time in it to get a few of the upgrades you get automatically when playing. Someone who just starts the game for the first time and buys all the "better" gear will still get killed a lot and won't have many kills.
All the gear you can buy (and you can buy it just fine with normal ingame earned money) works mostly only a bit differently but hardly "better". In fact, it seems to me mostly that the "better" weapons have lower splash and higher direct damage and that is only useful to someone skilled anyway who would be just as deadly with the basic gear because of higher skill/better aim.
Blacklight Retribution is very similar. It's all about the playstyle and you still need to play the game to get a higher level before you can buy the better gear.
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Developer / Technical / Re: Why LUA?
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on: May 11, 2013, 01:43:12 PM
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What kind of examples are there out there to see how other games incorporate Lua? I'm more interested in the pattern of usage than the actual implementation, I can just figure that part out. I want to see what aspects of the game get "outsourced" to Lua.
World of Warcraft uses it for HUD system and the user addons. In Second Life, all the user stuff is programmed in Lua. Server side in EVE Online is written in Python which is also a scripting language albeit much more complex than Lua. Dunno about indie games though.
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Developer / Technical / Re: The grumpy old programmer room
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on: May 10, 2013, 12:00:13 PM
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What a mess. SFML 2.0 relied on an outdated GLEW version and had to compile SFML from source. Cmake wasn't exactly a walk in the park either. Then there was learning how to properly install a library (sudo cp -r lib /usr once it was compiled). This probably goes in the Happy Programmer thread too, but the heck if this didn't leave me feeling grump and not so grump in the end.
cmake make make install ? Or if you use Debian-based bistro, you'd better use checkinstall (as root) instead of the "make install" to get a .deb package automatically installed, so you can easily uninstall later. Copying the libs manually is definitely not the right way to do it 
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Developer / DevLogs / Re: 3LIND game
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on: May 04, 2013, 06:48:51 AM
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Looks nice. You should show a few solutions to the puzzles in the trailer though. Right now I have absolutely no idea how you could solve them and therefore how the game actually plays.
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Player / General / Re: Game Pirates get Pirated
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on: May 03, 2013, 07:51:52 AM
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What's doubly hilarious is that putting these "trolls" in likely costs dev-time and money, and have to be tested. (unless you like literally breaking your game for legit customers on release day) Wut? The pirate and customer versions were completely separate. Probably a #define somewhere in the code which changed a few lines. Also, the pirate feature is in the regular customer version too but it's a bit different in that you have some options to fight it. In the pirate version, you can't do anything.
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Developer / Business / Re: Investing in Publicly Traded Game Companies
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on: April 19, 2013, 03:20:08 PM
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Buy investment gold now, the prices have dropped a lot but gold is still gold and it will steadily go up. Or invest in luxury, but I mean real luxury and as that kind of thing (Patek Philippe watches, old wine, Munch's Scream etc.) is unreachable for an indie developer (a typical one, not Notch...), you can at least invest in LVMH, BMW or Porsche stock 
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