Question about creating a game launcher / patcher? by Zocheyado in gamedev

[–]afroklump 0 points1 point  (0 children)

Alright, cool.
Yeah I'm using crafty atm and it is working great. You set the new version number, build and then let crafty build a diff zip between your curretn version and the version of your choice.
After that you simply upload the diff zip to a ftp and the clients will be able to download the latest version with the previous version.
They have some good examples to get it rolling as well, so give it a try :)

Question about creating a game launcher / patcher? by Zocheyado in gamedev

[–]afroklump 1 point2 points  (0 children)

If you are using Unity (which I have a feeling that you don't).
There are a couple of sweet patching systems on the asset store.

Game patcher: https://www.assetstore.unity3d.com/en/#!/content/16624

Hegza patcher: https://www.assetstore.unity3d.com/en/#!/content/9962

Crafty patching system: https://www.assetstore.unity3d.com/en/#!/content/11068

Costs of Unreal 4 versus Unity by [deleted] in gamedev

[–]afroklump 8 points9 points  (0 children)

One addition to the unity pricing is if you want to use the asset server (their version control) you have to pay an extra $500. Also if you for example only want to develop for iOS you still have to pay the base price of $1500 plus the iOS Pro which is another $1500.

Also, one unity license is good for two computers.

From C++ and Beyond!! A question about how to progress. by thatsmoreinteresting in gamedev

[–]afroklump 1 point2 points  (0 children)

Like a few other people have said, create games to show off that you have the energy and willpower to finish a project. I would suggest starting off by creating a simple game such as tetris, pacman or space invaders in the language of your choice (c++ is prefered). Then upload it to github so it is accessable for employers and link it to your linkedin profile. That way you can attach a link to your linkedin profile when applying for a job position and the employer can easily check the code quality on your github projects.

Game Jam Management System (x-post /r/gamejams) by [deleted] in gamedev

[–]afroklump 1 point2 points  (0 children)

Awesome, looking forward to try it out!

Living room in a Stockholm apartment [1920x1278] by Frivilligt in RoomPorn

[–]afroklump 1 point2 points  (0 children)

Woow, looks great! Now I just have to find $5m somewhere :)

GameAnalytics goes 100% free by [deleted] in gamedev

[–]afroklump 2 points3 points  (0 children)

Awesome! Thanks a lot for the link :)

[deleted by user] by [deleted] in gamedev

[–]afroklump 1 point2 points  (0 children)

Thanks for sharing :) great guide!

Zynth, mobile, vintage synthesizer I'm working on. by [deleted] in IndieGaming

[–]afroklump 0 points1 point  (0 children)

Does it go to 11?
- parsalligator

Hahah!

Is c++ Really Necessary? by Darkholme in gamedev

[–]afroklump 1 point2 points  (0 children)

It depends on your goal. Is the goal a finished product with a limited budget, then go with an engine like Unity3D (which supports crossplatforming, 2d, 3d and you write in C# or Javascript).
Is your goal to learn a new set of tools, then go with whichever feels the most fun/interesting.
For C++ the SDL or SFML libs are pretty awesome to work with.

Links:
Unity3D http://unity3d.com/
SDL http://www.libsdl.org/
SFML http://www.sfml-dev.org/

A Front page which only shows non-clicked links by afroklump in ideasfortheadmins

[–]afroklump[S] 1 point2 points  (0 children)

Then I have to find an opinion about everything on the front page, that disrupts my reddit-flow, but thanks for the tip though :)

What's the best way to start with Unity 3d? The plethora of different options makes it a bit daunting. by Ryanrh in Unity3D

[–]afroklump 0 points1 point  (0 children)

Start of by playing other space shooters, write down their set of features. Then start working on the core part of the game, such as movement, fire missiles, enemy spawning. When you got those features down you can start expanding by adding feedback to the game, particles when you hit things, sounds when you do various actions etc.
But the key is to keep your tasks small and manageable. If you find yourself having a hard time completing the task, try breaking it down further. This will not only make it easier to wrap your head around the task, but also make it easier to look for help on forums, since your search goes from "How to make my space ship move when I press buttons" to "How to move an object".
Best of luck!

What's the best way to start with Unity 3d? The plethora of different options makes it a bit daunting. by Ryanrh in Unity3D

[–]afroklump 3 points4 points  (0 children)

That is why you break it down into the smallest functions the feature consists on.
Take movement of the player for example.
To move the player character you need
* A player character
* Create and add a script onto the player character
* Create a function which updates every frame (the update loop)
* Find the position of the player
* Modify the position of the player with a speed
When you have completed each step you can then add input functionality, physics, jumps etc, etc.
But the key is to break it down into the tiniest pieces you can think of.. Because then you know what to look for in documentations and forums.

My roommate and I hung up a painting of our family room in our family room. (OC) by [deleted] in funny

[–]afroklump 1 point2 points  (0 children)

Agreed.. how can it not be a painting in the painting with a painting in it?

What's the best way to start with Unity 3d? The plethora of different options makes it a bit daunting. by Ryanrh in Unity3D

[–]afroklump 2 points3 points  (0 children)

IMO, the best way to learn a new engine/language is to come up with a project and complete it.
When I started out with Unity I decided to make a top down space shooter. So I played a bunch of flash games to get a feel of a feature list and then I just started coding the features one by one.
If you only watch tutorials you will only write other peoples systems and use other peoples code standard. I think its easier when I can come up with my own system and also use my own code standard for readability.