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997774 Posts in 39122 Topics- by 30525 Members - Latest Member: andyman404

April 16, 2014, 11:10:40 AM
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31  Developer / Business / Re: Worried about copyright? on: December 26, 2011, 02:00:50 PM
..if it gets to be altogether too similar in a great many ways..

Quote of the day
32  Developer / Business / Re: Indie Link Exchange on: December 26, 2011, 10:40:40 AM
Just add a footer at the bottom of the page saying "Our Friends"

seriously this is a stellar idea. I'd suggest filtering what sites you link to. for example if I'm putting a half-ass effort on a project and the website is disorganized. Then that one link could jeopardize the legitimacy of "all" other links to the casual browser. This also applies if their projects are blatantly silly or unappealing. eg: "arf scarf" or anything a big game company wouldn't promote.

Just some notes.
33  Developer / Business / Re: Legal Use of Visual Studio on: December 26, 2011, 10:25:34 AM
I code mainly with C and void pointers. so VSC++ is heaven on earth. I dont want to 'risk' upgrading to 2010. I've tried it on another computer and it slowed it to a crawl.

Check this out. That guy was an MVP but not really microsoft staff. But being an mvp he would know..

Bizpark looks like gold. I wonder how long it would take for a Canadian corporation..? Best thing is I see his post was recent.
34  Developer / Business / Legal Use of Visual Studio on: December 25, 2011, 10:13:33 PM
Is it legal to use Visual Studio Express to make and sell your program.

I hear some folks talking about "Standard" edition (vs express) but I'm thinking its because they want 'perks'.

In the first paragraph of this Wikipedia link it states:

"The idea of Express editions is to provide streamlined, easy-to-use and easy-to-learn IDEs for users other than professional software developers, such as hobbyists and students."

So would a person who wanted to sell their software automatically fall into the  "professional developer" category? or would programming in your spare time qualify you as a "hobbyist".

The license should be under $1000 so its not the end of the world. but I want to know what exactly is necessary and if for example you can purchase the license after production. Or if you even need to. and from where?
35  Player / Games / Re: RTS vs TBS on: October 05, 2011, 07:41:17 AM
...RTT has been a somewhat overlooked genre, often mistaken for RTS, ...

But isnt RTT a subset of RTS. for example in an 'RTS' I could build units then go to the feild as though it where RTT. But in an 'RTT' I couldn't possibly build buildings, econ or whatever else RTT apparantly lacks.
I think they're just labels, but we should be carefull what they mean. I'd say RTS and TBS are the two major sets. I'd say its real time, if it 'can' be real time.
36  Player / Games / Re: RTS vs TBS on: October 04, 2011, 04:16:58 PM
so essentially theres no game being played at that time, even if players are able to issue orders.
This makes no sense to me. Issuing orders IS playing the game. Are you seriously trying to argue that something like Frozen Synapse is an RTS?
maybe you're right. but I think the definitions of genres come from the games' "Running State".
nevertheless its like you said 'step based' but I think PBS sounds better Noir
37  Player / Games / Re: RTS vs TBS on: October 04, 2011, 03:35:46 PM
the point is that pausable realtime is NOT realtime.

He's right, it is actually realtime. because once paused. its paused for all combatants, all players, so essentially theres no game being played at that time, even if players are able to issue orders. It could be called though "Paused Base" but it would be tough to promote that genre.

More votes from readers please, if you're familiar with either.
38  Player / Games / RTS vs TBS on: October 04, 2011, 09:57:48 AM
Purely subjective and personal. But please cite some reasons, if possible.
39  Developer / Art / Re: Call for "Mug Shot" Art on: September 11, 2011, 09:08:54 PM
I see how none of these random mug shots are white. and also predominantly blue haired people
40  Developer / Creative / Re: What percent % of each day is spent working on "your project(s)" on: September 10, 2011, 12:22:40 AM
On the average day, I spend about 70% of my non-eating/sleeping time on my academic work, maybe 20% on my game and devblog (shameless plug) and the remaining 10% on other general leisure stuff. I mean, I count programming as leisure time, but still.

And most of that time is programming, and relatively little of it writing. Of course, nearer the initial release, more of it will go towards word-spreading, but I'm programming a fair bit each day. Probably two or three hours, on average. Of course, I'm not yet into the major workload of my course, so maybe that'll have to decrease as time goes by, but we'll see...

whats the meaning of Ultima Ratio Regum" in latin. Is there a build?
41  Developer / Creative / Re: Need Advice on "When to Stop Adding to a Project" on: August 23, 2011, 07:00:53 AM
but if you must then the way to do it is by setting deadlines and obeying them above anything else.
42  Feedback / DevLogs / Re: Owlboy Development on: August 21, 2011, 12:35:00 AM
Nice work on the demo. this is a fantastic game. lots of detail on the art.
The only thing I could say for critique is the fact that the crosshair (aim) can go off screen and be 'lost'. I think it should be bound to the screen. especially when enemies jump out at you or in boss battles. otherwise everything is superb from the demo.

Some interesting BG art here I'm sure y'all must of commented in debug, but just what the hell is that in the background in the temple. lol.
nice color scheme also.

Best line from the demo: "Bullets wont do anything, you have to run!"

The ending was great. when is the release?
43  Developer / Creative / Re: Can I finish my game in a week? on: August 18, 2011, 03:16:02 PM
The quality of the map deserves better sprites. imho.
The sprites are tiny and look like ms paint sprites. plus they'll be moving fast.
44  Developer / Creative / Re: What percent % of each day is spent working on "your project(s)" on: August 18, 2011, 06:29:56 AM
i never understood or felt the addictive aspect of minecraft; it's an interesting game, and fun once in a while (i've played it about five times), but i don't understand how people find it addictive. it doesn't seem like an addictive game to me
Its the same reason we make games. Most of the addicts are kids, they can't program or anything and here is something that they can create their own world any way they wish. As a game dev your doing the same thing and an identical addict.

Working out helps a lot!
If you work out, your blood flow increases and your brains work better / you get more energy / after that workout, you take shower and you are fresh - ready to work on! Smiley
I get the same effect by disconnecting from the internet.
love it  Coffee

45  Developer / Creative / Re: Can I finish my game in a week? on: August 17, 2011, 07:08:23 AM
1 month like that and you'd be garaunteed to finish, between the both of you.
A week is a bit too intensive, and you'd be skipping out stuff and saying "good enough" alot.
then updating and reworking later.

But it depends on the current state of the game. If you felt the need to make a trip, then it cant be very far I think.
I'd say work on it till september, if possible
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