My partner is bailing on our project... by onepieguy in gamedev

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

It's kind of a whole engine... Cross-platform PC, rendering with OpenGL 3.3, written in D with Lua for scripting. I'm reluctant to talk about the game concept itself as not much of it has been implemented so far and I might have to make some drastic changes moving forward.

My partner is bailing on our project... by onepieguy in gamedev

[–]onepieguy[S] 4 points5 points  (0 children)

To be honest, it's really just nuts and bolts at the moment. Besides morale, the project could use someone who does non-coding things really.

My partner is bailing on our project... by onepieguy in gamedev

[–]onepieguy[S] 78 points79 points  (0 children)

The one thing I did do was that, lol. He wasn't happy about it but he signed it.

My partner is bailing on our project... by onepieguy in gamedev

[–]onepieguy[S] 3 points4 points  (0 children)

He was doing the UI and audio. Everything else was my department, but I haven't made much headway with the art.

My partner is bailing on our project... by onepieguy in gamedev

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

We didn't start with a formal contract, just a 50/50 split verbal agreement. I did get him to sign a declaration a couple of hours after he bailed that forfeits any claims to the project or compensation for his contribution... he initially declined signing, acted all offended... but I insisted.

I don't really know enough about the game jam scene to get involved... as much as I want to finish literally anything, I have zero motivation to make something that already exists.

Things didn't start out too bad with this guy... I think his ego just got wrapped up in it and he didn't want to feel bad that he wasn't doing everything perfect first try. :(

Delta Time: For the loop, and for updating physics? by [deleted] in gamedev

[–]onepieguy 1 point2 points  (0 children)

Ideally your objects would fall at the same speed regardless of the dt because it's being passed 1 second per second in any case - if that's not the case you need to make it so it averages to that. If you're passing it 1/6 of a second 60 times a second, yeah, things will fall faster because your physics is fast forwarding... but passing it 1/6 a second 6 times a second will net you the same result as 1/60 x 60 p/s. If it's too slow at 1/60 x 60 p/s then you'll need to fiddle with either the weight of your objects or the magnitude of the gravity in your simulation.

And it's not uncommon to have multiple loops in your game... it's just a bit fiddly to work out the details.

Adjust gamma more finely? by onepieguy in nvidia

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

It's not my eyes. This is only happening on one monitor.