tunepunk's Forum Posts

  • I used to work at DICE (EA), and other gaming companies with no degree. I never heard anyone required a degree. Some of our best coders were self taught and so were many of the artists.

    Artist = Portfolio is king. If you make awesome art, no degree is required.

    Level Designer = Portfolio is king or a pupular game mod, or maybe your own game (Maybe a C2 made one) to show your skill.

    Developer/coder = No degree is required if you know what you're doing and are a complete nerd.

    Even if a company doesn't use C2, completing a full good game with it, will show you have the knowhow about the fundamentals of the game design process, so it's always good.

    It all depends on what position you're aiming to get. You wanna make game engines? Then u better learn some proper coding language. Games industry has tons and tons of positions, some doesn't even require any particular skill at all. My team leader at EA used to be a carpenter before he decided to work in gaming. But as a team manager, just project managing the development. Many companies also use their own in-house tools and editors, so you have to learn new anyway.

    So all in all, depends what you wanna do, or rather how hard you are willing to work to get there.

    A degree can help in the more technical positions but besides from that, not really required.

  • Nice to see things are moving along niceley. I like the achievments part, gives the game a bit more replayability, and something to hunt for. In terms of achievements it's always good to have a description on the one's you didn't earn yet, so you know what you have accomplish do to get them.

    I had an idea in my last playthrough, about the judges. Maybe they could be different tiers. Where they get gradually more picky. Tier 1, (Family and friends, that are not that picky) Tier 2, Local cooking competition, Tier 3, Michelin judges. etc etc where end goal could be to earn a Michelin star, or something. At least it gives you something more to aim for. Just an idea i had.

    Doesn't really cost a lot to get some decent hosting, although a bit tedious having to use FTP to upload all the time, but it's ok, if you don't constantly upload new versions.

    There are some other alternatives though, but not sure if they support it. Maybe worth to check out.

    OneDrive, Box.com, Copy, CloudMe, Sugar Sync, Amazon Cloud Drive, Team Drive, Wuala, Spider Oak

  • Sorry for the lack of updates. Me and wife lost our kid at birth, so I havn't really been in the right mindset for working on games lately, but feeling i'm gonna get back on to it in the coming days. Continuing on the stuff from my previous post.

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  • Pathfinding I'm not exactly sure what you could do with. I havn't looked in to that. But you should be able to just sync the start and end positions. But only have 1 actor trigger. You can check the lowest actorNr to be sort of the Host, that handles all the pathfinding, the rest of the users, don't calculate paths, otherwize there will be conflicts probably.

    If you want to create 100 objects. Send with the event the ammount to be spawned as well. For example 100, then. Then when the actors recieve the event.

    Repeat (Photon.PhotonData) times. - > Create objectSprite

    The best is to send the content of an array through photon as JSON. Then you can send a lot of stuff in 1 event. Check the Photon examples, (I think it's the fish tank) there's example of how they do that.

    Using this way you can send X, Y Rotation, Speed, whatever you want in one single event, just populate the array with everything you need to send at 1 time.

    If you're spawning something randomly, make sure only one of the actors triggers the event, then send all the random positions through photon to the other actors. If all actors calculate random positions they will all have different random positions. (Not synced)

  • I can't even get any further than the title screen, and move the arrows. I've tried every single button to start a new game, but nothing happens.

  • I doubt there will be any performance difference, but If you want to bundle graphics you can add more to the same sprite in different animations/frames. But can be harder to work with that way. I use this method for most of my UI elements and level sprites.

  • Sorry, I can't give you a complete solution for your replay feature as it sound very complex, and I don't know how your game is built. Just gave you some ideas how I would try to do it. I'm sure you'll find a way, or Try the plugin that 99Instances2Go mentioned, maybe it can do the things you requested.

  • Every time you ask your units to do something. Record the action and what time that action happened. If the opponent is AI, u can record the AI commmands also. Something like that I would go about.

  • you dont neeed to record xy positions every tick. Maybe just once every 5 seconds for the last 30 seconds so you have a starting point for the playback every 5 seconds. From that startingpoint as newt said you only raplay the commands. Mouse clicks, buttons presssed etc etc..

  • UPDATE: Bug has been confirmed by Microsoft and has been assigned to someone to look at it. If anyone else want to follow or report to the same issue you can do it here.

    https://developer.microsoft.com/en-us/microsoft-edge/platform/issues/8075745/

  • Hmmmm a bit tricky i guess, but I think I would try to use an array to record all the unit positions and commmands, for the last few seconds. (depending on how long playback do you need) if only a few seconds i think array would be fine, but if you want to record the whole game you probably have to output to a log file or something, then replay the log in some way. I'm pretty sure it can be done.

    It seems like you're always winning if you don't double. If you want the player to feel exited to win you need to lower the chanses to win. If you plan to pitch it to a casino company, or sell IAP for more coins you need to calculate an RTP of around 94-95%. RTP = Return to player. Which means, in the long run, lets say over one million spins, the payout to players in only 94% of the money spent. Otherwize you will go bankrupt...

    I work in iGaming (online casino bussiness) at the moment, so if you have any other questions let me know.

    Otherwize the game is good, but you need to build suspension, by having some no wins, some small wins (lower than the bet) and a very few big wins.

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