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Messages - InCreator

#41
thanks :smiley:
#42
How do I put this parabola into single line of code (function)?



Want to make a shop in my RPG experiment where strength of a horse is tied to its age. Age 8 should be the peak for strength
#43
General Discussion / Re: GTA V
Thu 19/09/2013 15:38:01
Quote from: Crimson Wizard on Sat 14/09/2013 12:33:20
I don't own a console, and have no plans on getting one, so I keep wondering if they will release it on PC anytime in the future :-\
+1
#44
Yes, but I'm wondering about what is physically behind it, why you cannot simulate everything for 5000 players?

Or let me rephrase
Why is Doom II from 1995 more or less at same level from technical standpoint (like number of players) as games in 2013? Why haven't we moved forward? Technology sure has! And enormous maps aren't anything new either, think GTA or ARMA, for example
Sounds like there's some weird limit here technology hasn't passed... for 18 years

I've been thinking about it all day (without doing actual research) and tried to crack this down. Only simple explanation that makes sense me goes like this:
Player 1 shoots a gun
Server relays that information to player 2
Server relays that information to player 3
...

and if relay takes 1ms and there's 5000 players, last player would have 5-second lag. Because software/processor does linear operations which means it cannot relay to everyone at once

How far is that theory from truth? Or is it just reduced by faster server/connections?
I cannot really imagine how fast could a server relay anything, but I guess speed of light should be the top limit (if we'd have directed lasers instead of cables and thus no electric resistance or something)

Design standpoints I know. For example, player models in 3D games tend to take up most of the poly budget. The more players, the heavier drawing gets.
And of course server with 5K players is harder do moderate and whatnot
#45
There's a question I cannot google answer for:
Why do multiplayer games still have super low player limit? I mean, usually it's 32..64 players for any first person shooter, 8 for strategy games and so on.
Yet MMOs do exist. So what's that different about them, or in other words, why aren't games like Chivalry: Medieval Warfare 5000 vs 5000 player ones and numbers like this pretty much standard by now?

I just want to understand technical side of this. In age of 100Mbps internet speeds, is such amount of players still a problem? Surely amount of polys for so many characters might be, but connection-wise?
#46
Well, gotta make one of my own then. Not Bourne one though :D
#47
QuoteTechno-thrillers (or technothrillers) are a hybrid genre, drawing subject matter generally from science fiction, thrillers, spy, action and war. They include a disproportionate amount (relative to other genres) of technical details on its subject matter (typically military technology); only science fiction tends towards a comparable level of supporting detail on the technical side. The inner workings of technology and the mechanics of various disciplines (espionage, martial arts, politics) are thoroughly explored, and the plot often turns on the particulars of that exploration.

What I'm looking for is basically Jason Bourne: The adventure game.
There surely can't be that few..?
#48
I'm looking for adventure games that have techno-thriller'ish story. Governments, conspiracies, '24' and mature stuff and so on.
All I could think of is KGB aka Conspiracy, which doubles as one of my favourites -- music and mood is extremely spot-on.
Does anyone know any more?
#49
General Discussion / Re: Game Developer? Why?
Sat 11/05/2013 11:56:08
Urge.
No other way to explain this.
Urge.
#50
Does anyone know how does CG mastery happen?
I mean these breathtaking 3D and 2D digital painted pictures found in 3dtotal.com or cgsociety.org... how did those people achieve such incredible levels?

I do believe that I can draw and model, yet at my very best, it feels like millenia of endless training away compared to what those people do.
And they dare to call their work imperfect, while yet feels like something impossible for human to do.
Are art schools/courses truly that effective or do those artists just have insane amount of talent and free time?
Some of those people reside among us -- here, too.
#51
The one used in Mafia II (lmb - quick strike, rmb - hard jab, hold space to evade next attack) would work perfectly for Indy. You can scrap rmb if you want, and just have buttons to attack and block.
And successful dodge will leave enemy open for quick strike combo.
It's a bit on an easy side and rather simple to master, but adventure game doesn't need too hard arcade sequences anyway.

AND you can always modify how often enemy dodges for difficulty curve, OR just add stamina/energy to the formula for more complexity.
For example, holding space also drains stamina (like in Chivalry: Medieval Warfare) so the easy "just hold space until opportunity opens"-approach is discouraged due stamina loss.

Sounds perfect to me -- no need to reinvent the wheel.
On a tablet, if multi-tap is supported (all new tablets have), it would look like this:


You hold thumb on a dodge button or tap hit one. And control movement with other hand.
OR, you could even make "back up" movement as dodge key IF enemy is attacking, and "hit" one as attack IF you're nearby, otherwise to move forwards. Then you'd need only 2 controls instead of 4.
But this would sound too much like simplified quick-time event game then. I'd go for 4 controls.
#52
Wikipedia gives me headaches. I cannot understand a symbol on this page :(

Anyway, given that "engine" was just few creatively wasted hours on experimenting, I think it turned out pretty lovely :)

http://www.youtube.com/watch?v=ZhxImIat0uI&feature=youtu.be
#53
Nice, my little tile-based light engine (sort of) works now.
Edge falloff still feels rough, but I don't think formula's to blame, but redrawing same area


E: Yeah, a bit of adjustment and it's perfect.

Thanks!
#54
Simple and quick:


What's the formula for this graph?
y = ...?

What for:
to change the value of a variable from 1 to 0 as represented with this curve in a for-loop - starting off slowly, then quicker, and then slowing down again. Note that X goes steady +1 in every cycle.

P.S. I hate every math teacher I had: stuffing my young brain with this crap BEFORE I actually got into game making and found actual use for it. And now I don't remember squat.
#55
No takers? Why :(
#56
Quote from: Ryan Timothy on Fri 02/11/2012 04:03:44
Really? As a fear that you dislike them or are they a challenge to you?
I cannot even explain this. Selective/virtual arachnephobia?

IRL, I'm not that afraid of spiders, just not very comfortable around them. Probably because spiders where I live are generally tiny and non-poisonous. I don't even kill them -- people say it's bad luck -- even though close encounter with me means death sentence to most other insects - unless they pose zero threat. I would freak out if one landed into my hair though.

However, in games, I really, really despise any encounters with spiders. Especially if in the dark. And if they jump. And are big and hairy. I almost got heart attack in Penumbra: Overture at the section where you crawled under floor or something, pitch dark and spiders EVERYWHERE making noises and attacking... OH GOD OH GOD

Skyrim spiders weren't as awful as I feared from trailers, but still I tried to dispose them as quickly as possible and not look at them.
But spider tunnels in Half-Life 2: Episode 2 (i think) were quite bad, even despite heavy weapons to deal with them.
#57
I fail at Elder Scrolls. There's not a single new character playthrough where I wouldn't resort to cheating for 999999 gold.

It just makes no sense to me. I've travelled over enormous land to find a merchant with weapon I like and now I have to grind dozens of dungeons with crappy sword just to acquire gold needed to get this gear..
Strange, never had such dilemma in other RPG-s. Maybe because ES dungeons are more or less predictable, very long and rarely bring anything new and exciting to the gameplay.
I preferred Ayleid ruins (with cool lights and traps) in Oblivion strongly to much more boring dungeons of Skyrim, but with Oblivion, there was rarely any point to spend hour exploring the dungeon just to get 30 gold and inkwell or whatever useless crap chests had. Skyrim sort of improved on this front, but still, I guess I lack the patience to play fair.

I still prefer Oblivion to Skyrim, because I sort of enjoyed my virtual walks in pretty always-summertime forest. And cared more for the NPC's and their problems. Skyrim has shitty landscape (counts double since I live in as cold country I guess) and boring factions everywhere so no fun in that. They even managed to make crafting boring and tiresome...

Spoiler
Also, Oblivion had none of GODDAMN SPIDERS
[close]
#58
Project:
Hamster Time (working name) - A 2D scrolling platformer with 16-bit era feel

Details:
Hamster Time is a platform puzzler, which I plan to release on multiple platforms, so far PC, Android and IOS. Game has somewhat SMB3 and Terraria feel, with different kits for protagonist to use for extra power and puzzle solving. Also, if interested, make sure to check out my youtube channel (in my signature) since I've added some making-of videos.

Positions Available:
I need someone to help me with tilesets. Everything's pure pixel art, and tilesets are either sets of 48*48px pieces or it's lower power of 2, depending on necessity. So far I have made one to show off game and such, but I feel that I'm not competent enough to make unique sets enough. I plan to have at least 6 different locales or "game worlds", so basically it's 6 tilesheets complete with graphics for both walkable and decorative stuff. I can also layer different tiles on top of each other and so, so restrictions on art are quite loose. However, I likely won't recruit anyone whose art is too different from mine or would clash with rest of the graphics too much.

Deadline:
There's no deadline per se, but I would love to get game at least to a beta stage by start of 2013.

Comments:
Interested parties can reply to this thread or contact me via PM.

There's no payment and I'm operating on zero budget, but since project is intended to be commercial, I could offer share in project up to 15% of profits, should there be any.
Considering what I have so far and game being multi-platform, my hopes for success aren't too low.
#59
Tried about 10-11 times. It feels impossible to win the final battle (second encounter), the game's just too random.
Once you reach few last sectors, it's perfectly clear if you should try to complete game or just restart immediately: it's all about what you found (and could afford) in stores. Don't have enough power, quit.

Still, this game is well worth its price. Pity there's time pressure and you cannot roam (truly) freely to build up your forces.
#60
1) Make game
2) Add graphics. See that there's no graphics mentioned in point #1. Use random stickmen and stuff until you have a game.
3) Add everything else

Never start with intro video, or all you end up with is half-finished intro video
People often suggest to plan everything out, write hundred pages of story, etc.
For some, it works. For me - never. Game must feel like a game from very beginning: you have to have something to PLAY asap.

Then, everytime you work with your game, you're adding something to something you already can play and while testing, you're actually playing and having fun in the proccess... as opposed to closing AGS/MS Word/whatever and playing some other game.

Also, if you get over GAME part, everything else is bonus.
Even if you get fed up, you can still RELEASE A GAME and while maybe not looking as cool as could and not having this awesome intro video, it can still be played and enjoyed.

Long scripts, videos, plans, etc tend to get boring/doubtable in quality quick and kill projects. And during making the game, you'll make heavy changes most likely anyway, so half of the design may become wasted, while other half might be more than you can chew.
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