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1076046 Posts in 44157 Topics- by 36124 Members - Latest Member: Fitzgerald

December 30, 2014, 04:24:43 AM
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341  Developer / Technical / Re: Luabind with Xcode 5 on: October 15, 2013, 01:06:16 PM
Thanks Ecletocrat, I actually a did just that yesterday.ithink its probably a good thing anyways, as it will really just result in me keeping bindings simple and minimal.
342  Developer / Technical / Re: How to develop unmaintainable software on: October 15, 2013, 06:53:33 AM
I think game code/engine code is certainly worth writing in a mostly clean fashion, at least if your planning on staying in the same genre, or doing sequels and spinoffs. Its my same argument for investing time into custom tool dev and pipelines as well.

However, if you jump all over the place genre wise, don't do sequels, and so forth than yeah it doesn't necessarily make a ton of sense.
343  Developer / Business / Re: Social media for dummies on: October 15, 2013, 06:47:04 AM
#FF and #screenshotsaturday seem to be effective in twitter land. I really have no clue about facebook land though.
344  Feedback / DevLogs / Re: M.I.N.T (Mecha, Infantry, and Tactics) on: October 14, 2013, 10:31:16 PM
Ah long sweet days of dev..

Lua stuff seems to be working pretty decently for the moment now. I decided to have Lua effectively push data to C++ vs C++ try an pull data from Lua. So I've ended up removing a bunch of hardcoded stuff over the last week for units, and replaced it with simple commands in Lua like:

BodyInfo_RegisterBody(1, "mech", -14, -78, 128, 128)
BodyInfo_SetFramesToCrossATile(1, 10)
BodyInfo_SetMovementAnimationFrameCount(1,10);

So right now, each unit has its own little Lua file, with that those three commands in it, that gets loaded and ran on game startup. I'm sure this will evolve as more animations other than movement get added/supported, and also the whole rendering system gets revamped for layer/parts based unit rendering. (Joys of visual unit customization)
345  Developer / Design / Re: Jump Attacks in Beat 'em Ups: Can you live without them? on: October 14, 2013, 10:23:58 PM
Yeah I suppose Dust is a bit more free then a lot of beat em ups. I was really thinking along the whole vain of these new beat em ups, that have tons of fancy combo building. Dishwasher is probably a better example than Dust.

Also yes if the game has zero jumping, thats certainly a different story.
346  Developer / Design / Re: Jump Attacks in Beat 'em Ups: Can you live without them? on: October 14, 2013, 08:15:19 PM
Yes, I can't even imagine streets of rage or xmen and such without jump kicks. Let alone the more modern takes like Castle Crashers, Dust and so forth.
347  Developer / Business / Re: Am I expecting too much or am I being scammed? on: October 14, 2013, 07:03:36 PM
Any business partner, that isn't reachable for weeks (assuming no upfront notice and emergency contacts,etc) would get dropped so quick in my world.
348  Developer / Business / Re: Pricing Guide - G.A.G. Handbook on: October 14, 2013, 07:00:27 PM
Those rates are pretty off when you factor in the global market alas. Its the same reason you have endless programmers available for poultry amounts like 15-20 dollar an hour and such.
349  Feedback / DevLogs / Re: M.I.N.T (Mecha, Infantry, and Tactics) on: October 14, 2013, 06:34:52 PM
Scripting always seems to be more trouble than it's worth.
I agree mostly, however it has its nice points especially if your allowing modding.

Anyways, more tile work today besides the starts of Lua binding.

350  Feedback / DevLogs / Re: M.I.N.T (Mecha, Infantry, and Tactics) on: October 14, 2013, 02:40:28 PM
Oh well screw luabind and its alternatives, manual lua stack and binding it is.
351  Feedback / DevLogs / Re: M.I.N.T (Mecha, Infantry, and Tactics) on: October 13, 2013, 10:37:31 PM
Is it ever easy to you? i mean... anything ..! Still hilarious thou to read, take care lad!
Hahaha! I start to wonder that myself. I suspect the answer was swordmanship, lotsa good that does me in this era though Smiley
352  Player / General / Re: dealing with unreliability... on: October 13, 2013, 08:11:56 PM
Yes and no. It sounds a bit like you may just need to interview and background check a bit more on potential contractors.

I've had good luck with most professionals, that have a proven track record of work, completed projects, and references. I'd guess probably around 80/20 or so.

Its always a huge gamble going with the less known contractor, that is still trying to prove and establish themselves.
353  Developer / Technical / Luabind with Xcode 5 on: October 13, 2013, 06:54:34 PM
Just wondering if anyone has had success with this particular combination?

I spent all day today trying to get it to work using a forked version of luabind that is suppose to support lua 5.2, but even when I manage to get everything to build, luabind crashes out at luabind:open. I'm pretty much at a dead end with it at this point, but figured a forum post might have a random chance of offering some insight.

For the complete record I'm using Boost 1.54, Lua 5.2.2, and everything is getting compiled with clang/LLVM 5.0 as x86 architecture.
354  Feedback / DevLogs / Re: M.I.N.T (Mecha, Infantry, and Tactics) on: October 13, 2013, 06:23:22 PM
And endless pain it has been indeed. Eight hours spent trying to get luabind to build properly and when amazingly actually building, to not instantly crash upon luabind::open... Well its not working yet, and I'm done. Time to start over with a different binding system I think =/

355  Feedback / DevLogs / Re: M.I.N.T (Mecha, Infantry, and Tactics) on: October 13, 2013, 09:42:49 AM
Fine I'll do it.. *prepares to embrace endless LUA pains*
356  Feedback / DevLogs / Re: M.I.N.T (Mecha, Infantry, and Tactics) on: October 12, 2013, 07:13:27 PM
Fixed all the broken pathfinding bits, that Thursday's building and layer re-order work caused.

Thinking about using LUA for data stuff again, that isn't handled by tools at least. It seems like LUA might end up in the game anyways for scripting special stuff in say single player levels. (Cutscenes and junk?)

Expecting more ground tiles soon (like dirt and grass maybe) and playing with this whole art and unit customization issue. Building units via graphical layers is the only way to go for sure, its just there is easier and harder ways of doing that, some of which waste a ton of memory. Kinda feel like abusing "Its a PC game, and PCs have tons of ram" =/
357  Feedback / DevLogs / Re: Witch Princess on: October 12, 2013, 05:53:20 PM
Ah well, don't be to hard on yourself, that's not an uncommon happening from what I know. Hurry back Smiley
358  Feedback / DevLogs / Re: Witch Princess on: October 12, 2013, 03:57:05 PM
im going to take a break from witch princess

i will come back to this, i just have felt so bored and disappointed with it and i really need to take a break from witch princess, and maybe make smaller games for a while.

sorry
Oh man, do what you need to do obviously, but I'd urge you to try an stay with it. Being able to stay with a project even when interest and love are low or negative is often such a critical part of being able to actually ship a game. Good luck, however you go though.
359  Feedback / DevLogs / Re: Screenshot Saturday on: October 12, 2013, 12:51:09 PM
Some more in-game buildings, and testing of the basic foundation tile set.
360  Feedback / DevLogs / Re: M.I.N.T (Mecha, Infantry, and Tactics) on: October 10, 2013, 10:35:54 PM
Another long day of building slicing, and testing out the new basic foundation tile set that Kawe completed.



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