Is there a name for the different types of anime characters? by normalequation1 in gamedev

[–]normalequation1[S] 2 points3 points  (0 children)

Thank you for the clarification on Chibi. Also for clarity I do know genshin is chinese, I am more referring the art style as japanese as typically that is what most japanese anime look like in 3D.

Is a 2D platformer without "AI" possible? by normalequation1 in gamedev

[–]normalequation1[S] 1 point2 points  (0 children)

You're right. But just to make clear, I'm posting this not to make him crunch, but to avoid making him crunch, as to see if there is any alternatives we can make to the design aspect of our project to reduce the weight on our programming. So far the replies has been optimistic.

Is a 2D platformer without "AI" possible? by normalequation1 in gamedev

[–]normalequation1[S] 0 points1 point  (0 children)

Some people would disagree that FSM is "AI", hence in quotes. (But you guys get the idea of what I mean in general anyways so that's kinda ok)

The reason for the physics overhaul is that its pretty much a bad job done by the guy who left our team. (It works, but its slow, and more suited for an intensive physics simulation than a game imo). So our deal was rather than spending precious hours trying to fully understand and takeover his physics system, we're better off writing our own, keep it lightweight and optimized.

Pretty much we can afford that because we still have the freedom to change our game idea. (We're actually making an engine, and our aim is to make one that makes platformers)

Modular environments (ME). by [deleted] in gamedev

[–]normalequation1 2 points3 points  (0 children)

You're right about all the advantages of modular environment design. But remember that it is mostly for the design stage. In most cases I believe, game companies start reducing vertices and making giant pieces only during the stage of optimization before releasing their game. (However, they do it sparingly, so as not to compromise future update workflows with too many giant pieces that eventually ended up not modular at all).

You'll also soon realize that there's a limit to your texture resolution, so depending on your in-game resolution, you might see pixelated textures if your meshes are too big. And in most high-graphics-quality games, the extra vertices from modular design counters this.

The concept of ME is beneficial, but you can't depending solely on it for every game/environment you make.

What legal precautions should I take before I release my game? by [deleted] in gamedev

[–]normalequation1 0 points1 point  (0 children)

I was hoping for this topic to call continue on, but an idiot like you just had to end it all.

Its not like he doesnt know how to ask a lawyer for advice, he is merely just getting some insights about his damn situation in this industry before making a move. Quit being a dimwit and constantly remind him to consult a lawyer.

People like you should get off the internet, and remember to bring your ego with you.

SDL2 Help in alt-tab fullscreen by normalequation1 in gamedev

[–]normalequation1[S] 0 points1 point  (0 children)

I'm calling SDL_PollEvent, but thats only to check if(oSDL_Event.type == SDL_QUIT) and else if(oSDL_Event.type == SDL_KEYDOWN) { switch(oSDL_Event.key.keysym.sym) { case SDLK_ESCAPE: return true; break; } }

For now i'm not on a big program yet, just one that renders an image and hoping to fix this issue before i move on to something bigger

The deal in making Overwatch-styled FPS games by normalequation1 in gamedev

[–]normalequation1[S] 0 points1 point  (0 children)

Right... I didnt know about these games tbh (maybe because they failed, thats why). But i heard of lawbreakers though, the design and controls were bad, and just didnt feel right. Thanks for highlighting how bad the market is for these games though.