Refeuh's Recent Forum Activity

  • Part 4 of my series of articles dedicated to game production. This time I am presenting an introduction to the big list of project management artefacts essential for efficient game development.

    Article and cheat sheet : https://twitter.com/RaphaelGervaise/sta ... 2015338496

  • Part 3 of my series of articles dedicated to game production. Today we are talking about project reviews and how properly identifying deficiencies can lead to immediate benefits. Enjoy !

    Article and cheat sheet : https://twitter.com/RaphaelGervaise/sta ... 7013764097

  • Part 2 of my series of articles dedicated to game production. This time we are discussing how different methodologies can support the adaptability required to develop video games. Enjoy !

    Article and cheat sheet : https://twitter.com/RaphaelGervaise/sta ... 1177754624

  • Hi all !

    I have started writing articles focusing on video game production. Concepts and recommendations to manage game projects. Including questions we can find here regarding ways of organising the development of video games.

    Over the years I have had the opportunity to work on a variety of projects and it possible to identify reoccurring patterns, both good and bad. I publish these articles to share my experience of production.

    The first post studies the motivations for 'production'.

    Article and cheat sheet : https://twitter.com/RaphaelGervaise/status/947869060271833088

    I hope you will find the content useful

    Happy creation in 2018 !

  • It's more a musical term, meaning an "interpretation", i.e. performance ; applied to other disciplines, the concept means the "translation" of a vision into a realisation and material. Here, it's about conveying the artistic vision into the game, and preference towards pixel sprites or 3d models is not really relevant, as one or the other, or both, could be more suitable for certain types of projects.

  • Terraria is, pretty much, a 2d-minecraft. So yes, talking about feasibility, because it already exists, there is a way, it's possible.

    Though you won't find step-by-step tutorials for entire game genres ; you have to learn the different bits and piece it together to create you own modelisation that suits your game concepts.

  • They don't belong to different ages ; it's like saying "paintings" are obsolete because of "sculptures".

    Without context, there's no rational way to prefer one over the other : it's not about technique, it's about art direction and "rendition".

  • No general pattern that worked everywhere tbh, just modifying the logic slightly to demote the dependency, or some kind of lazy init where the entity isn't fully initialised after creation and needs to go through a manual init() process before it gets activated for gameplay.

    In some places, I used to do things like (pseudo-code)

    class Entity : protected SuspendableIF

    {

    Entity()

    {

    SuspendableIF::Suspend(this);

    }

    }

    (calling a factored method from a family acting as interface in the constructor)

    I just changed it by duplicating the factored code SuspendableIF::Suspend() in each "sub-class" ; and I stored specialised function names, i.e. (Entity::s_className)&_Suspend(), as member data to make it accessible in Family/Interface

  • Adding Parasite to the list of games on the Steam store :

    http://store.steampowered.com/app/434270

    The Construct 2 dev thread : parasite-a-non-linear-retro-platformer_t164426

  • Sure, wasn't really looking for a "solution" just yet, I was mostly wondering if it was a problem on my end, or an actual bug worth reporting. Maybe I should have posted in the general discussion instead of the bugs section

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  • Are you using the old Web Storage or the newer Local Storage ?

    My project was created a while ago, before the Local Storage was introduced

  • Not filing a full report yet - just wondering if others have seen this problem as well

    Save games made with r221 / NW.js 0.13 do not load consistently (desktop export)

    Saving > Loading while staying in the application actually works, BUT :

    Saving > exiting > restarting the game > Loading > the game is not in a consistent state (some objects that were destroyed reappeared, etc.)

    This all used to work with r216, the only difference was to upgrade to r221 and install the latest NW.js exporter

    Anyone else ?

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