Lava Member Posts: 1905 From: Registered: 01-26-2005 |
This is why, Realm, you needed to make a NEW thread lol! But eh Sometimes you gotta do it yourself.
quote: This is something I have been waiting to see happen on this board for a long time. I would like to help you on your project, and even though I have school and 2 other gaming projects. I would still like to be part of this, somehow, someway. Strings attached? You bet, I want to HEAR your ideas first before I make a decision, but I have FAITH, that you will have some ideas. I want to help, I'll probably do freelance artwork (like I did in Bible Dave, do something here, do something there), or even if I oversee the project to make sure it comes to fruitition. Since unless you make it in BlitzBasic (which I HIGHLY doubt you will do ), I will not be doing programming. Thouhg my only advice for this project is to use BlitzBasic, I know I know, C++ is professional, legitimate etc, but it's a good language and using it would mean a better chance for your project to finish, IMO. ------------------ [This message has been edited by LAVA (edited November 30, 2006).] |
Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
A: sure I'll give you an idea B: DOUBT it will be done in BB? Dude, thats like the only language I KNOW!! I need programming help because I'm not to good at it. (Sure, I know some Java and some C++ but I'm like to lazy (and they arn't installed on my system yet) to do anything about it, though I hope i Will soon).
Hey lava, do you have flash? Using Flash ups the quality of artwork like crazy, and there's a ton of stuff you can do with it. I highly reccomend it, even though all of my drawings are mainly cartoon-fashion. ------------------
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Lava Member Posts: 1905 From: Registered: 01-26-2005 |
quote: Ok, good, I'm proud of you
quote: Ok, since it's BlitzBasic, I can help. Most of the time people want artists more than programmer, but I will do programming. It will be like what I said about doing artwork, areas here and there
quote: No I don't, but since I will most likely help with programming, I probably won't need it. But before I commit to anything officially just yet, I want to hear your ideas. If people hear your ideas, no matter how crummy you think they are, there will be more chance of them joining your project, because that way they know what they will be doing and if it will be finished ------------------ [This message has been edited by LAVA (edited December 01, 2006).] |
Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
I'll cook up a preview list-thingy for my latest "stroke of genius" (*cough*lol*cough*) I'll PM anybody interested.. ------------------
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Lava Member Posts: 1905 From: Registered: 01-26-2005 |
DISCLAIMER: This is all just OPINION from PERSONAL observation.
quote: You can PM me. BUT, that will only work for me and people like me, who have alot of faith in your project. I see alot of people on GameDev.net, who post saying "recruiting people for my game, email me if you're interested and we'll talk about it", and I don't think that works, you're making someone take a leap of faith where they dont want to go. Why is it a leap of faith? For all they know they might not like the idea and not be so interested in your project after all, and feel like they've wasted their time finding out. But what if they DO like your idea? How will they know? For all they know you could just be like the rest. You yourself as a possible team leader has to take a leap, you have to go out of your comfort zone, you have to take a risk that no one might like your idea. But who is going to people for help? I honestly believe that you can't go to people for help, but then make THEM go to you to find out why they even want to help. People join your project mainly because of your ideas, that's where they'll get ethusasim, where they'll start to think of possibilties. My advice? Post your idea here. For other people, not for me. I am already interested ------------------ [This message has been edited by LAVA (edited December 01, 2006).] |
Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
I'm not afraid they won't like it (The ideas gold )... If this idea gets stolen from me, your going to be lava-with-cememt-feet. http://69.10.167.26/My%20web%20page/FlashMovies/SPACEBALLdiscuss.swf
[This message has been edited by Realm Master (edited December 01, 2006).] |
Lava Member Posts: 1905 From: Registered: 01-26-2005 |
quote: You're not??
quote: Then why did you say this?? But anyways, I'll help you with the game. I got a few things I would like to know: 1. How much of the graphics are done? 2. How far is the programming? 3. Do you have anyone else helping you at the moment? (besides me) 4. When do you *hope* to have this done? (a rough estimate or guess is fine, any idea) ------------------ [This message has been edited by LAVA (edited December 01, 2006).] |
Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
quote: ...ookay... I dunno why I said that... hmm... 1. zip. zilch. 2. no coding done at all 3. My hands, they do all my typing 4. I just hope ot ever have it done!
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Max Member Posts: 523 From: IA Registered: 09-19-2004 |
RM, his point is that it's good to have some general info before asking for a team. I have TONS of ideas, but nothing else supporting it. I love this idea, it's really cool RM. I would state things like It's generally best to avoid saying things like people will love it, or that your ideas aren't good enough. The concept should sway them. Not much I can do to help, RM, so sorry in that aspect. If I ever get around to learning more code I'll let ya know. ------------------ Blind belief is dangerous. - Kenyan Proverb Computers are useless. They can only give you answers. - Pablo Picasso |
Lava Member Posts: 1905 From: Registered: 01-26-2005 |
quote: You hit the nail on the head
quote: Haha
quote: That's perfectly fine with me.
quote: Ok, got it.
quote: This doesn't really give me much of a gaurantee as a coder. You see, I'm not effected by the fact that, you have no coding or artwork done. It's not alot to work with but it's SOMETHING to work with. But the fact that you don't know when it will be done gives me no gaurntee that my efforts won't be in vain. How long did it take you to make Pong: Homeworld? I think you could base some code off of that. And it's a similar concept. So my last 2 questions are this: 1. How do I know my efforts won't be in vain when helping you with this game? 2. And 2nd, where do I fit in? What do you need me to do? (not that I will do 100% of the work, I'll do stuff here and there.) I just need my role to be sketched out. Because I mean your programmer\big cheese\artist\leader of this project. So I am guessing YOU will be the primary programmer, correct? If so, what do I do? Like Max said, what SPECIFIC help do you need. ------------------ [This message has been edited by LAVA (edited December 01, 2006).] |
bennythebear Member Posts: 1225 From: kentucky,usa Registered: 12-13-2003 |
i was just wondering how you're using flash graphics in blitz? i know this isn't helping you, but i'm a very curious person . i would really like to help, but similar to max, my skills are insufficient. one more question, what's your goals for this game? just to finish it, to sell it, to make it open-source...? ------------------ proverbs 25:7 www.gfa.org - Gospel for Asia www.persecution.com - Voice of the Martyrs |
Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
You export flash images into graphics... ------------------
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Hey Realm! I went through your idea, and it sounds pretty cool. Did you see space game I started making? These dudes shoot lasers that bounce the other ships around when you you hit them, it wouldn't be too hard to make them bounce off again. Torque Game Builder has an integrated physics engine that is perfect for quickly making things like pinball or billiards games -- I think it would work very well for your situation. I know you're settled on Blitz -- but I just wanted to put a bug in your ear. In case you're curious, here's a downloadable demo that I wrote in a couple weeks just to play around with a dynamically scrolling camera and AI ships that fight each other (kindof like what you were asking for): I love space games like what you're describing -- I think it could be a lot of fun. Cheers! --clint |
Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
I refuse to use a phiysics engine. I'll do it myself! ------------------
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
haha, okay. That's perfectly understandable -- I used to code all of these things by hand when I was younger and had more time. But now I'm shorter on time, and I find myself wanting to make games rather than just building half-finished frameworks all the time. That's the reason I've taken to using game engines lately -- but I totally understand the desire to write more things from scratch. This game isn't so confusing though that you couldn't write your own physics engine -- it's decently simple collision stuff, so I'm sure you could do pretty good. I look forward seeing where y'all go with this! --clint |
Mene-Mene Member Posts: 1398 From: Fort Wayne, IN, USA Registered: 10-23-2006 |
RM: Good idea, but somethings need to be considered. In a couple of games I've played, there was so much going on, and moving so fast I got frazzled, and it was difficult to control everything by hand, that is the beauty of Player AI. (AI on the side of the player) Even with a TBS, it still can get hard, (Alpha Centauri for example, even with the option of Computer Controlled men it can get frustrating so how do you plan to make this a fun experience, but allow the player to have control without the franticness? Also, even a vague timeframe would be helpful, for example, I am giving my game 1 - 1 1/2 yr. Of course, most games go over date, or under, but regardless, even a little timeframe is helpful. Ex. You want me to help you on your game, but then its realized that with the scope of compining, a RTS, RPG, Arcade, FPS, that it takes 10 yrs to make, I'm in for a surprise, and may not be as likely to help as if it was a 2 month Arcade. Get the point? ------------------ |
Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
There's only a few points I'm concerned about: Collision Physics: In BB I have a vague Idea that I can toy with, but most often my wondeful programing ideas fall through the roof, but i could be wrong about this one. Rotating An Object And Keeping Distance and Angle Proportions: long phrase made even longer: When i rotate, say, a capital ship i need to know how to keep the turrets in "the same spots" or basically i need to know 2d Pivots. I have another vague Idea, but i'm not sure about it at all... even vaguer than the idea above (wich in all reality since the beginning of my typing has become kinda clearer)... I'm thinking of having "Orbits" which would aslo propose a HUGE problem for me, or maybe not, another vague idea is formulating.
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Lava Member Posts: 1905 From: Registered: 01-26-2005 |
quote: Haha, gotcha covered I am in physics right now, so between now and June, if you need to know something that I can answer, I got my physics book on my desk I can just look in and answer your question ------------------ [This message has been edited by LAVA (edited December 02, 2006).] |
Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
Okay, we'll I've got my own idea, tell me if im close.
Get the distance from the center of the ship and the center of the object colliding with it, then for new direction. SHIPS Stuff: shipx = shipx + shipvecx*shipspeed then you transfer all of the collidign ojbects stuff to the ship phgysics feilds shipx = shipx + physicsvecx*physicspeed but you don't od that, you have to combine them somehow. phsyicdirection*physic...
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Lava Member Posts: 1905 From: Registered: 01-26-2005 |
quote: Ok, in phyiscs speed is basically how much distance is covered per time amoumt or distance divided by time, like miles per hour or Miles \ Hour. You could clock speed in Blitz by doing a number of things, like set up your own clock (either by using the Millsec commands or just typing in something like My_time=My_time +1, with My_time you would put it after the while not command so it continuously counts) and then setting your object's direction value (like object_X) to equal your time value, or have it be divided or multiplied by it, depending on how much distance you wanna cover per time value. So like say you want your object to move to the right but 5 times as fast, it would be Object_X = My_time * 5. Hope that helps ------------------ [This message has been edited by LAVA (edited December 02, 2006).] |
Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
Thanks lava. (P.S. trying the my_time=my_time+1 can be faluty, tired using that for a timer in bible memory and when the processing went really slow, so did the timer. lol) ------------------
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