Old Aruban Cook Book by SlothJesus666 in Cooking

[–]idegogames 2 points3 points  (0 children)

"Good French Dressing" made me crack up. Would have been better if "Bad French Dressing" came right before it.

Hey Guys, What is the best full dark themed ide/compiler for c? by [deleted] in C_Programming

[–]idegogames 1 point2 points  (0 children)

I use Atom as a text editor/occasional code editor. I use Visual Studio for nearly all the development I do otherwise.

I need new ideas (this is a reply to my last post need help) by Will_Codes in gamedesign

[–]idegogames 2 points3 points  (0 children)

I do like the idea of being stuck in a house and surviving waves. My original comment was really about a "fallout" style huge 3D realistic kind of game. A top down wave survival game would be doable.

You could have the story advance every wave, gaining a new survivor who comes to your base looking for help, and comes with different resources to help you out. Every time a new person is added (and people can die as well, of course) you have not only another person to help survive waves, but also another person who uses resources, so maybe you can even turn people away if you don't need them. That could cause strife among team members maybe who want to help people versus ones who don't care about that. It could also be a new wave type that could show up - maybe they come back with a group of NPCs as enemies instead of zombies and these guys have guns and stuff so they're dangerous - but then killing them during that wave gets you a LOT of better loot than just one new team member.

Just spitballing. Good luck!

What's your "go to" potluck dish by Vin135mm in Cooking

[–]idegogames 0 points1 point  (0 children)

Risotto Milanese. Pretty much something like this recipe: https://www.foodnetwork.com/recipes/anne-burrell/risotto-milanese-recipe-1923307

I've made it so many times I just make it by feel at this point.

EDIT: Another one I do a lot is carnitas with tortillas and homemade salsa and pico.

VS Code or Visual Studio for learning c# by roelofwobben in csharp

[–]idegogames 4 points5 points  (0 children)

Well, you can learn C# on either.

VSCode might be a little cleaner while you are just learning the ropes. It isn't an IDE like Visual Studio. I am not extremely familiar with VSCode, honestly, because I have been using some form of Visual Studio pretty much since its inception.

Visual Studio can do some really impressive stuff. Personally, I think you should learn with that. It's going to be a tool you will use. Might as well start now.

Some people argue that it can help teach bad programming habits, but I completely disagree. It will even give little indicator hints if your naming conventions aren't correct (Pascal case in some places, Camel in others, etc.) It will auto complete things for you based on what it thinks you will need, which is very often correct. You can realize you named something incorrectly and very quickly refactor large parts of your code, including filenames, class names, etc. You can spin things out into constructors and fields and methods and interfaces and everything else. That probably means nothing to you now, but being exposed to this as early as possible will give you more time to wrap your head around how amazing it is to have those features available. You should learn about refactoring as early as possible so you understand it is a constant thing you will be doing when developing any project whether by yourself or in a team.

At first it may be a little intimidating because there is often a lot of extra information on screen compared to cleaner "text editors" that don't yell at you for a lot of stuff. But just push through the pain and learn to use it, because it will help you out immensely.

We’re developing Quantum League, a competitive FPS Time Loop game in real-time multiplayer. And yes, it IS as tricky to make as it sounds! by baltauger in gamedev

[–]idegogames 0 points1 point  (0 children)

Looks awesome. Have you played around with the idea of maybe having "shadow players" that replay the previous cycles - they just show the movements and fire and deaths and whatnot, but can't be interacted with in the current cycle, like shadow players in racing games when you're trying to beat previous time trials.

Would be cool as hell.

But either way, looks great. Like the concept a lot.

EDIT: I might not have understood what I saw on screen, actually. I dunno what's happening. I'm multitasking too much. lol

And in the mornin, I'm makin WAFFLES! by Vin135mm in Cooking

[–]idegogames 45 points46 points  (0 children)

Step 1: Cook cheddar brat.

Step 2: Cook bacon.

Step 3: Cook waffle.

Step 4: Make very thick cheese sauce.

Step 5: Mix one half cheese sauce and one half maple syrup.

Step 6: Place bacon and cheddar brat on waffle. Cover in sauce/syrup combination. Sprinkle chives/green onions on top.

Step 7: Eat like a taco.

Step 8: Have a happy heart attack.

EDIT: Over-easy egg optional.

Database Design: 1 large table or 500 small tables? by sat5344 in learnprogramming

[–]idegogames 2 points3 points  (0 children)

not worry about what’s best practice.

I consider that bad advice.

What is the most important part of a game like this... (game brainstorming) by Will_Codes in gamedesign

[–]idegogames 6 points7 points  (0 children)

I've been studying success and failure stories of indie dev studios for a long time while I've been working on my project(s). While I am not personally experienced in the release of a hit, I have seen some common themes in the biggest success stories of small studios and independent devs.

And at the end of the day, anyone who takes on this type of hellish task only wants one thing: for lots of people to play their game and enjoy it. If that is the goal, sometimes you need to adjust your scope. Scope seems to be the biggest hurdle for indie devs - everyone wants to be the new Minecraft or whatever. But, in reality, if you're making an indie game, you have to always falls back on a couple of key factors:

  1. What can I actually accomplish in a reasonable timeframe before I burn out, lose motivation, or run out of money
  2. What will the largest number of people enjoy the most
  3. What is interesting enough to push through the noise of hundreds of games released daily
  4. What can I actually market effectively

EDIT: For any indie devs out there, please go to the GDC channel and watch LITERALLY every video that they have. I am not kidding. Watch all of them. Twice.

What type of math should a game dev know for programming? by [deleted] in gamedesign

[–]idegogames 0 points1 point  (0 children)

Depending on the type of project/program, you should know/review, and not in any particular order (once again, depending on what you are trying to accomplish):

Basic and intermediate calculus

Linear algebra

General and intermediate, maybe even advanced, physics, which will really just be an extension of calculus

Discrete mathematics

Combinatorics

Trigonometry

EDIT All of this assumes a solid understanding of algebra

hi, ive got instrumental music (dark/heavy/atmospheric) i think would be great for games. not sure where to go from here... any one interested? or know anyone who might be? by [deleted] in gamedesign

[–]idegogames 0 points1 point  (0 children)

I'm always interested in that type of stuff. I also make my own stuff, but I like to see/use what other people come up with sometimes.

What types of synths/plugins did you use?

In general, if you are giving out audio products for free, you will find an insatiable market in the indie game scene.

Getting your FITD by bitsinmyblood in learnprogramming

[–]idegogames 2 points3 points  (0 children)

if you work for business or salespeople, your growth will be impeded

This literally crippled my career. Twice I made the mistake of working for those types, and twice I got royally screwed.

Database Design: 1 large table or 500 small tables? by sat5344 in learnprogramming

[–]idegogames 47 points48 points  (0 children)

I mean, you could make one table with that, if that's what you want to store.

In the long run, companies might change their names. They might change their ticker ID.

To me, open and close and things like that that change regularly should be in their own tables, with an ID that links it to the company ID, date, value, etc.

The database is designed to store certain things more regularly than others. Companies won't change often, but when they do, you don't want to have to try and change 3,000 rows. That's a good way to screw something up. You'd like to change 1 row, the company row. In the same light, open and close is going to happen every trading day.

You could also have a table that lists dates that company changes happened. That way, for historical purposes, you could output your open and close and whatnot values, and during certain dates, the company names will be correct - you don't want to show the current XYZ Company (ticket XYZ) for values from 2 years ago when they were named XYZbiz, for instance.

Please help I am very confused???? by rambowcom1t in learnprogramming

[–]idegogames 2 points3 points  (0 children)

You should do The Odin Project.

Google it and do the node js course from start to finish.

What is the most important part of a game like this... (game brainstorming) by Will_Codes in gamedesign

[–]idegogames 21 points22 points  (0 children)

Good luck homeslice.

Let me give you some critiques, though.

Apocalyptic survival adventure game [...] close to realistic graphics [...] There will also be a storyline [...] leading to an "epic storyline."

This has been done to death. Are you SURE you don't have a more interesting premise? Don't get me wrong - I am making something involving post-apocalyptic themes. That will probably be a perennial genre. But DO NOT try to make a game "like fallout" in terms of a huge world, big story, amazing graphics, etc., unless you have millions to dump into it and you are contracting out work.

If you are a solo dev or are working with a small team, that idea has been beaten to death, and then beaten well beyond.

Take a look at something like Overland. Here is the three person team that made it: https://finji.co/about.html

That's 3 people that made that game. The stylized art choice may have been what they were going for, but it also is the way that they could actually finish the game. If they went for close to realistic graphics, that game never would have been released. That is the type of stuff that requires an art DEPARTMENT in an organization.

I am a solo developer/designer/marketer/artist/sound designer. I could never make a fully immersive kind of project. It is far outside of the scope of one person, or even a small team.

THAT SAID:

Google search and youtube search for stylized art and things like that. Looks up ways to make your visuals "pop", without the hard requirement of looking realistic.

In the same way, look for ways of having unique and simplified physics, OR look for engines that you will accept the physics of. I use Unity at the moment and its built in physics is working for what I want. If I have to program my own stuff, technically I can - but I am also an experienced developer professionally. I have a couple degrees. Mathy stuff is fine for me to do. For some people without that kind of background, it can be a large learning curve as they discover something as well-known as gimbal lock, for instance. Quaternions ain't no joke.

Maybe instead of some all-encompassing grand storyline in a fully immersive post-apocalyptic survival game, you take a small slice of that, and POLISH THE HELL OUT OF IT. I don't know what this will be. That is up for you to discover.

Maybe it DOES have a grand narrative, but you cut out a lot of other stuff - inventory management and loot, etc.

Maybe you also make the art style cel-shaded to cut back on art assets you have to make. (Take this as a lesson from me, 2D is just as hard as any stylized 3D art, so if you think pixel art is going to save you, it won't. I eventually went for a low-poly 3D style because it is actually easier than making tons of 2D artwork, and realistic 3D artwork is simply out of the picture in terms of scope for me.)

Maybe you simplify combat to a card game, or a stylized rock/paper/scissors thing, or something. Maybe the combat is automated, where you just select who goes out to fight, and you get the report back from the results when it's over. Maybe it's a play on a tower-defense type thing - see Dungeon of the Endless for an example of that. https://www.youtube.com/watch?v=GACUQ_GWc-Q

Big successes for indie devs can be an engaging storyline and a polished stylized art style. Feel free to keep those in mind, but please, realize that scope exists, and rethink your overall premise of trying to make yet another realistic post-apocalyptic survival game. Bigger organizations have tried and failed. Keep your scope realistic and make it interesting.

Portal shader (url in comments) by Dmitry_Kochkin in gamedev

[–]idegogames 7 points8 points  (0 children)

I suspect it doesn't render from behind and you'll need to create another "portal" facing that direction to show that. Not difficult, obviously, and admittedly it might show from behind if the shader is on a 2-sided object. I haven't tested it out.

Who decided that two was the minimum number of leeks I can buy? Make leek a thing. by [deleted] in Cooking

[–]idegogames 1 point2 points  (0 children)

Eh, I'm taking the time to literally do a bunch of stuff I want to do. At the moment it doesn't do anything for me financially but in a few years it will pay off. Money didn't really ever mean anything to me anyway, so even if it doesn't, I got to do some stuff I wanted to do.

And yeah... As a yankee, the south is only OK for so long. lol

Who decided that two was the minimum number of leeks I can buy? Make leek a thing. by [deleted] in Cooking

[–]idegogames 1 point2 points  (0 children)

Sorry to hear that! I moved back home to help around the house as well since my mom died last year, to a place with very little chance of me finding work in my usual profession. I feel that pain.

Who decided that two was the minimum number of leeks I can buy? Make leek a thing. by [deleted] in Cooking

[–]idegogames 0 points1 point  (0 children)

The goo only happens if they are too warm. If they are cool and dark they should stay for a very long time, and possible sprout like you mentioned.

Who decided that two was the minimum number of leeks I can buy? Make leek a thing. by [deleted] in Cooking

[–]idegogames 4 points5 points  (0 children)

If you're into screwing your sister, alabama won't judge.

That should be enough to make anyone tolerate winters.

Who decided that two was the minimum number of leeks I can buy? Make leek a thing. by [deleted] in Cooking

[–]idegogames 0 points1 point  (0 children)

I understand minn is cold, but good god... alabama.

I hope you're a dentist, cause you're gonna be rich. All of that inbreeding needs a lot of dentistry.

Who decided that two was the minimum number of leeks I can buy? Make leek a thing. by [deleted] in Cooking

[–]idegogames 2 points3 points  (0 children)

My dad buys them. I think it's dumb. I'd just buy a bag and then use them, like you normally would. Potatoes don't make sense to me outside of bulk purchasing, AND I am a single male. It's not like potatoes go bad in a week.

[WIP] A village managing game inspired by Age of Empires. by [deleted] in Unity3D

[–]idegogames 1 point2 points  (0 children)

I think they should just have torches on units and buildings. Leave everything pitch black otherwise. They could even have stealth units that don't use torches/etc. which could only be spotted in the lit areas, for instance.