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1  Jobs / Offering Paid Work / Re: [Filled] on: February 28, 2013, 12:43:30 AM
[Resolved.]
2  Jobs / Offering Paid Work / Re: [Filled, thank you!] on: February 28, 2013, 12:42:32 AM
Although it's not a valid excuse, this is why I wasn't able to pay Alex the remaining amount for a long time:


Our game earned much less than our advisors thought it would, and I tried to get a job for 5 months, but I wasn't able to. For the period that I wasn't able to send Alex his remaining payment, I had trouble finding money for food. I find the cheapest way to eat is to eat mostly dried rice and beans.

I did once post for a project that had funding, but it was 2 years ago, and it was for a different company. I told Alex in the beginning that I would pay him interest also as soon as I could.

By the end, I concluded I could get the money fastest to pay Alex if we just launch another game using what we learned from our last game.

I'm currently working with partners in which we all have profit-share, not salary, and it's going very well. I do have years of references from other team members, including my main partner on my last game, who can vouch for my reliability.


I know I haven't given a valid excuse, and I've made a lot of mistakes, but all I can say is I've tried many different things that seemed like they would work, but they didn't.

I'm sorry.
3  Jobs / Offering Paid Work / Re: [Filled, thank you!] on: February 28, 2013, 12:26:58 AM
I've sent Alex the remaining money.

In our last email, he said I could pay him by the end of February, and I've done that.

I'm not sure why the email to me would get rejected. I tested it and it seems to work.


Sorry for the delay.  I'll reply more to explain soon.
4  Jobs / Offering Paid Work / [Filled, thank you!] on: December 08, 2012, 10:20:32 PM
[ Filled, thank you! ]
5  Hidden / Unpaid Work / [Filled, thank you!] on: October 16, 2012, 01:44:17 PM
[Filled, thank you!]
6  Jobs / Offering Paid Work / Re: Programmer needed for 1 month game project (We're in SF but you can be anywhere) on: October 15, 2012, 11:30:22 AM
Rudy, mobile and flash would both work well, but for the right programmer we'd consider other platforms as well.  Thanks.
7  Jobs / Offering Paid Work / [Filled, thank you!] on: October 15, 2012, 12:19:58 AM
[ Filled, thank you! ]
8  Jobs / Offering Paid Work / [Filled, thank you!] on: March 19, 2012, 12:17:10 PM
[ Filled, thank you! ]
9  Jobs / Offering Paid Work / [Paid] Pixel artist needed for small characters on: October 31, 2011, 02:39:53 AM
We need a great pixel artist to create 30 sci-fi characters like space marines.  We'll need work for subsequent projects also.
 
• 55x45 pixel characters; No animations needed.
• The coding and other art is completed, so we're just waiting for the character art.
• The game is a tactical RPG for iPhone, and it's awesome Smiley
• The art style will be your choice.

Payment: Paypal or wire transfer.

Contact: Please send your portfolio link to brandon [at] wispora [dot] com


Thanks!
10  Jobs / Offering Paid Work / [position filled] on: April 10, 2011, 01:02:38 PM
[position filled]
11  Community / Jams & Events / Re: GDC 2011 :: Tuesday meetup/hangout at the library on: February 27, 2011, 02:09:12 AM
Sounds fun!
12  Developer / Technical / Re: RPG combat equation? on: January 28, 2011, 03:52:54 AM
Sounds to me like you want something like a Sigmoid function.
[...]

J. Kyle Pittman, interesting. Thanks for the suggestion.  

It seems, though, that the equation (the 2nd one you gave) yields different results depending on whether the player or enemy has the greater score.

(100%) * (1 / (1 + (300^((15 - 10) / 10)))) = 0.05
(100%) * (1 / (1 + (300^((10 - 15) / 15)))) = 0.87

Am I doing something wrong?


Also, the Difficulty variable seems better much higher than 1.7:
   
(100%) * (1 / (1 + (1.7^((10 - 15) / 15)))) = 0.54
13  Developer / Technical / Re: RPG combat equation? on: January 28, 2011, 03:51:11 AM
JWK5, thanks for the suggestion. It's interesting to see how Pokemon and Kongai do it.

Netsu, a formula with chance seems to work better for our design, which is very fast and simple gameplay, but I think you have a good point in general about the appeal of pen'n'paper-style mechanics.

Chris Pavia, thanks for the reminder of Desktop Dungeons.  Fun game... I'm looking forward to QCF Design's future updates.
14  Developer / Technical / Re: RPG combat equation? on: January 27, 2011, 03:44:26 AM
Thanks for the suggestions, guys.


Mcgrue, in our case, this is just very quick, simple combat.  The core of the game is elsewhere. Do you have any suggestions?

William, I think you have a good point about making sure games have enough skill involved, but, depending on the style of the game, luck can often have a role to play.

Netsu, I would think there'd be a single equation that could work, but this isn't an area I have much experience in, and you make an interesting suggestion to use a different formulation depending on whether the player or enemy has the advantage.
15  Developer / Technical / Re: RPG combat equation? on: January 27, 2011, 02:33:22 AM
Interesting. Thanks Marcin.


That works great when the enemy outmatches the player, but not so much when the player has the advantage:

10^3 player strength / 8^3 enemy strength * 50 = 98% chance of winning.


Is there a way to make the curves the same when either the player or enemy have the advantage?
16  Developer / Technical / RPG combat equation? on: January 27, 2011, 02:14:20 AM
Can anyone offer advice on an equation for simple RPG combat?



Test equation:  We tried this equation:
10 player strength / 10 enemy strength * 50 = 50% chance of winning.


The problem:  The chance of winning doesn't change enough when scores are uneven:

For example:
10 player strength / 15 enemy strength * 50 = 33% chance of winning.

33% is far too good a chance when the enemy's strength is 50% higher. 
It'd be a better playing experience if the chance of winning when that outmatched is more like 5%.


Consistent scaling:  A main necessity is that the equation will need to scale consistently from when the player is weak to when he's high level.



Can anyone with more experience offer advice?
17  Jobs / Offering Paid Work / [Paid] Experienced iPhone, iPad, or Android programmer needed on: September 01, 2010, 10:30:13 PM
We're looking for a great programmer who's completed at least one game for the iPhone, iPad, or Android.

In your response, please link to the game(s) you've completed.


Schedule: Flexible contract work
Location: Any
Compensation: Flat fee & royalties


We'll be able to provide you at the start of the contract all the art assets, completed.


Based in the San Francisco Bay Area, California, we're a privately funded company about to publish our first 2 games. We draw from a diverse background in cognitive psychology and literary theory.

We're interested in great team members from a variety of backgrounds and styles, so if you're interested or have any questions, please drop us a line!

Best wishes,
BrandonAlter
Creative Director
brandon [at] oceanautstudios [dot] com
www.oceanautstudios.com
18  Jobs / Offering Paid Work / [Paid] Art Director needed on: July 06, 2010, 10:16:53 PM
We're looking for a great Art Director to lead the artistic vision for our games and direct our artists.

Schedule: Flexible
Location: Any
Compensation: Flat fee & royalties

You'll need the necessary experience with gaming to be able to recognize what our audiences will like and what they won't like. You'll need to be able to effectively communicate your creative ideas in detailed sketches.


Based in the San Francisco Bay Area, California, we're a privately funded company about to publish our first 2 games. We draw from a diverse background in cognitive psychology and literary theory.

We're interested in great team members from a variety of backgrounds and styles, so if you're interested or have any questions, please drop us a line!

Best wishes,
BrandonAlter
Creative Director
brandon [at] oceanautstudios [dot] com
www.oceanautstudios.com
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