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Adrien.
post Aug 20 2011, 10:50 PM
Post #21


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I didn't say quit any where. But I just read your survey and you are asking all the wrong questsions.....

Here are some sample questsions you could ask:

  • What types of features would you like see in a game editor, engine that doesnt currently exist?
  • What types of limitations do you currently see on game engines and or editors today?
  • What holds you back from using a specific engine/editor?
  • Would you prefer: 3d, 2d, 1d types of games and for what plat forms?
  • Which platforms do you think are the most popular in terms of todays market, hardware and cost.
  • based on the android, web, ios, pc, mac, linux systems which would you prefer to be more supported and why?
  • In your oppinion what is the key factor of a good game engine/editor?
  • In your oppinion what is the defacto standard of engines/editors today?
  • if scripting support is something you would like to see, what types of languages, API would you like to see?
  • Are you interested in an open source comunity or a closed source propriatary comunity?
  • And the list goes on...



Your thread responses, lay out, questions and what not do not read as a highly educated, trained individual that I got from your last post. It readsa s 15-17 year old who got a "how to make flash games" book or his birthday and suddenly thinks he is top dog. Your survey is not set up correctly for asking and retrieveing data based upon the type of engine/editor your making.

your willingness to quit or give up shows your maturity level is lower in these terms (not saying your an immature brat just saying not mature enough to handle a project of this scope and thats ok).

What you need is to take a good long hard look at why your doing this and think about how to get the comunity more engaged to help you build the system you want.


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Rob_Riv
post Aug 21 2011, 05:46 AM
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QUOTE (rgalvao @ Aug 21 2011, 07:13 AM) *
Maybe I should just quit. It's a big project indeed. But we have to start somehow. How about a survey? wink.gif

The fact you you have both a Bachelor's and a Master's degree and yet you're so willing to give up seems rather incongruous to me. After studying at that high a level, I don't understand why you'd have that mindset.

This post has been edited by Rob_Riv: Aug 21 2011, 05:46 AM


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rgalvao
post Aug 21 2011, 06:28 AM
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QUOTE (Rob_Riv @ Aug 21 2011, 10:46 AM) *
QUOTE (rgalvao @ Aug 21 2011, 07:13 AM) *
Maybe I should just quit. It's a big project indeed. But we have to start somehow. How about a survey? wink.gif

The fact you you have both a Bachelor's and a Master's degree and yet you're so willing to give up seems rather incongruous to me. After studying at that high a level, I don't understand why you'd have that mindset.


I won't. Not because it's a big project. I was kidding... smile.gif
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Rob_Riv
post Aug 21 2011, 06:35 AM
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QUOTE (rgalvao @ Aug 21 2011, 03:28 PM) *
I won't. Not because it's a big project. I was kidding... smile.gif

Right.

Anyway, I'm not really interested in the 3D aspect. You should have been specific as to what the link was. There's no maker. It's just a first person view of walking and jumping on minecraft grass sprites and being able to see a few of the same 2d sprite.


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rgalvao
post Aug 21 2011, 06:42 AM
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QUOTE (Adrien. @ Aug 21 2011, 03:50 AM) *
I didn't say quit any where. But I just read your survey and you are asking all the wrong questsions.....

Here are some sample questsions you could ask:

  • What types of features would you like see in a game editor, engine that doesnt currently exist?
  • What types of limitations do you currently see on game engines and or editors today?
  • What holds you back from using a specific engine/editor?
  • Would you prefer: 3d, 2d, 1d types of games and for what plat forms?
  • Which platforms do you think are the most popular in terms of todays market, hardware and cost.
  • based on the android, web, ios, pc, mac, linux systems which would you prefer to be more supported and why?
  • In your oppinion what is the key factor of a good game engine/editor?
  • In your oppinion what is the defacto standard of engines/editors today?
  • if scripting support is something you would like to see, what types of languages, API would you like to see?
  • Are you interested in an open source comunity or a closed source propriatary comunity?
  • And the list goes on...



Your thread responses, lay out, questions and what not do not read as a highly educated, trained individual that I got from your last post. It readsa s 15-17 year old who got a "how to make flash games" book or his birthday and suddenly thinks he is top dog. Your survey is not set up correctly for asking and retrieveing data based upon the type of engine/editor your making.

your willingness to quit or give up shows your maturity level is lower in these terms (not saying your an immature brat just saying not mature enough to handle a project of this scope and thats ok).

What you need is to take a good long hard look at why your doing this and think about how to get the comunity more engaged to help you build the system you want.



Hi Adrien,

Sorry for my sarcarm. I won't quit because it's a big project. Maybe I'll quit because there's no interesting market or because I couldn't finish raising money. wink.gif

These are really good questions. Do you mind if I use some of them?

R.

QUOTE (Rob_Riv @ Aug 21 2011, 11:35 AM) *
QUOTE (rgalvao @ Aug 21 2011, 03:28 PM) *
I won't. Not because it's a big project. I was kidding... smile.gif

Right.

Anyway, I'm not really interested in the 3D aspect. You should have been specific as to what the link was. There's no maker. It's just a first person view of walking and jumping on minecraft grass sprites and being able to see a few of the same 2d sprite.


Hi Rob_Riv,


The texture resolution can be increased. The use of 2D sprites is because it would make adding new characters very easy, since there is no 3D model involved.

Maybe you're interested in something like this link. This is a test also. Far from being complete. Very far. smile.gif

http://dungeoneditor.appspot.com/

To use it:

(There is a bug in chrome/safari. If you're using it, try the button 'generate')

1. Select the rectangle tool
2. Click on position (1,1) (top-left)
3. Move mouse to desired position
4. Click again to finish
5. Click on the tab named "Game"

Your character will appear on cell (1, 1) of the dungeon you created.

See the graphics and tell me if that's better/interesting...

TIA,
R.
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Kread-EX
post Aug 21 2011, 10:26 AM
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Please, don't post twice in a row. You can quote several users in the same post by clicking the "Quote" button at the bottom of the posts before clicking Post Reply.


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Rob_Riv
post Aug 21 2011, 10:34 AM
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QUOTE (rgalvao @ Aug 21 2011, 03:42 PM) *
Hi Rob_Riv,


The texture resolution can be increased. The use of 2D sprites is because it would make adding new characters very easy, since there is no 3D model involved.

Maybe you're interested in something like this link. This is a test also. Far from being complete. Very far. smile.gif

http://dungeoneditor.appspot.com/

To use it:

(There is a bug in chrome/safari. If you're using it, try the button 'generate')

1. Select the rectangle tool
2. Click on position (1,1) (top-left)
3. Move mouse to desired position
4. Click again to finish
5. Click on the tab named "Game"

Your character will appear on cell (1, 1) of the dungeon you created.

See the graphics and tell me if that's better/interesting...

TIA,
R.

Well, the original link doesn't look good. Plus, it's first person.

The second looks better, but is still first person. This isn't "RPG Maker"-like at the moment.

Would people even be able to sell games made in your maker which uses Unity?

Also, as I said before, you shouldn't need an active internet connection to use the game editor. I think it's a bad idea.


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---------------------------------------------- Unknown, The History of Lurra, Prologue
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Adrien.
post Aug 21 2011, 11:11 AM
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@rgalvao I do not mind if you use them as they are intended to be used (some are user input).

I have to admit rgalvao What scares me is some of your thread responses. I would not expect this from some one with...

QUOTE (Rob_Riv @ Aug 21 2011, 06:46 AM) *
The fact you you have both a Bachelor's and a Master's degree and yet you're so willing to give up seems rather incongruous to me. After studying at that high a level, I don't understand why you'd have that mindset.


espeically the quitting part (sarcasm or no) some one with such degreee of education would have come up with more information and know exsactly where to start. I would really think about your posts as honestly, your not coming off as with a masters or a bachlors but with a flash book he got for his birthday.


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rgalvao
post Aug 21 2011, 05:56 PM
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QUOTE (Rob_Riv @ Aug 21 2011, 03:34 PM) *
Would people even be able to sell games made in your maker which uses Unity?

Also, as I said before, you shouldn't need an active internet connection to use the game editor. I think it's a bad idea.


I have no defined plans. Those are just tests. (Well the second one I created while learning GWT 1.5 year ago).
I'm really just testing the water. Overall people don't mind selling theirs games but they, as you, don't want a web editor. That was expected, but I needed to know how hard is the rejection.

R.

This post has been edited by rgalvao: Aug 22 2011, 04:44 PM
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Rob_Riv
post Aug 22 2011, 08:39 AM
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QUOTE (rgalvao @ Aug 22 2011, 02:56 AM) *
Overall people don't mind selling theirs games but they, as you, don't want a web editor.

I think some people want the option to be able to sell their game. RPG Maker allows you to sell your game, and if your maker doesn't, I'm not sure why I'd want to use your editor.


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Adrien.
post Aug 22 2011, 11:07 AM
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I never said I didnt want a web editor. I told you as I will for the 100th time to build one plat for at a time, you have 5 systems to build, build one system at a time


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BigEd781
post Aug 22 2011, 12:15 PM
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QUOTE (Adrien. @ Aug 20 2011, 11:50 PM) *
Your thread responses, lay out, questions and what not do not read as a highly educated, trained individual that I got from your last post.


I would say the same for you, who claims to be a competent programmer yet routinely asks basic questions and shows a general misunderstanding of fundamental programming concepts. That being a separate issue though...

I see a few problems with your proposal.

1. (IMO) you are overly ambitious. A game engine that transparently works on Windows, mac, Linux, iOS, Flash, <whatever> is going to be extremely time consuming (if it's even possible, see #2 below).
2. I don't see how you are going to support the iOS feature. I am not an iOS developer, but as far as I know you have to be a licensed developer to publish to the app store. They also have very strict rules about coding standards and design. Additionally, you will need to auto-generate the code (obviously) for the editor to work, yet I highly doubt it will be good enough to pass initial inspection. Even if those two hurdles could be crossed (don't see how), do you have any idea how much time it is going to take to write a generator for 5+ platforms, especially considering you can only do iOS development on a mac? Is your server a mac? It had better be for this to work.
3. Web apps suck for this sort of thing. You need access to the filesystem, advanced UI features, etc. It may all be possible with HTML5, but it's going to be a huge pain in the ass and the quality will suffer. I see no reason why this should be a web app.
4. You are posting this here, essentially asking for design by committee (which never works well...), which tells me that you don't really understand what is needed in a game engine. This is a huge problem. You had better have a firm grasp of the domain before you write even a single line of code.

I could go on, but those are my main grievances.


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Adrien.
post Aug 22 2011, 12:36 PM
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QUOTE (BigEd781 @ Aug 22 2011, 12:15 PM) *
3. Web apps suck for this sort of thing. You need access to the filesystem, advanced UI features, etc. It may all be possible with HTML5, but it's going to be a huge pain in the ass and the quality will suffer. I see no reason why this should be a web app.


He could make it an adobe air application that sits on the desktop and interats with the web in some fashion. He would then have access to the file system, the UI features and still have access to the web for what ever he wanted to do with it.


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BigEd781
post Aug 22 2011, 12:38 PM
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Yes, there are of course ways to do it, my point was that it will be unnecessarily difficult. Most programs are still better as native apps.


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Adrien.
post Aug 22 2011, 01:04 PM
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True. I still stand by my statement of "Work on each platform one at a time, each is a system, each system has its own challanages and obsticles."


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BigEd781
post Aug 22 2011, 01:07 PM
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That I agree with. Launching with support for all of these platforms is a waste of time. Hit the big markets first and work your way down, and even then only if there is a measurable benefit for doing so.


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Legacy
post Aug 22 2011, 01:23 PM
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QUOTE (Adrien. @ Aug 22 2011, 10:04 PM) *
True. I still stand by my statement of "Work on each platform one at a time, each is a system, each system has its own challanages and obsticles."


How else do you think he's going to do it. That's usually the only way to go about it. I don't really see how your going to build for more than one platform at a time anyway... without causing major flaws the in program.

He could well be doing what im doing.. Which is building for one platform, then the next, then the next. Then putting it all together as a single software package, and then job done (and before you say it i know its not that easy..)


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Adrien.
post Aug 22 2011, 02:38 PM
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That would make sense for sure. I am just afraid as what I got was that he planned to build them all at once, or all as one software package with out seperating the individual systems.


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BigEd781
post Aug 22 2011, 02:52 PM
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QUOTE (Legacy @ Aug 22 2011, 02:23 PM) *
QUOTE (Adrien. @ Aug 22 2011, 10:04 PM) *
True. I still stand by my statement of "Work on each platform one at a time, each is a system, each system has its own challanages and obsticles."


How else do you think he's going to do it. That's usually the only way to go about it. I don't really see how your going to build for more than one platform at a time anyway... without causing major flaws the in program.

He could well be doing what im doing.. Which is building for one platform, then the next, then the next. Then putting it all together as a single software package, and then job done (and before you say it i know its not that easy..)


I work on multi-platform native code every day at work. You cannot just develop for one without thinking of the others. You need to structure your code in such a way that the high level interfaces are platform independent, but rely on platform dependent implementations. That doesn't mean that you need to implement each platform version up front, but you at least need to think about it and know what you are doing or you are just creating a ton of extra work for yourself.


This post has been edited by BigEd781: Aug 22 2011, 02:53 PM


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Adrien.
post Aug 22 2011, 03:04 PM
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QUOTE (BigEd781 @ Aug 22 2011, 03:52 PM) *
QUOTE (Legacy @ Aug 22 2011, 02:23 PM) *
QUOTE (Adrien. @ Aug 22 2011, 10:04 PM) *
True. I still stand by my statement of "Work on each platform one at a time, each is a system, each system has its own challanages and obsticles."


How else do you think he's going to do it. That's usually the only way to go about it. I don't really see how your going to build for more than one platform at a time anyway... without causing major flaws the in program.

He could well be doing what im doing.. Which is building for one platform, then the next, then the next. Then putting it all together as a single software package, and then job done (and before you say it i know its not that easy..)


I work on multi-platform native code every day at work. You cannot just develop for one without thinking of the others. You need to structure your code in such a way that the high level interfaces are platform independent, but rely on platform dependent implementations. That doesn't mean that you need to implement each platform version up front, but you at least need to think about it and know what you are doing or you are just creating a ton of extra work for yourself.


essentially what you could do, which is what you need to do, is build your buisness logic seperate from the application logic. this will allow you to use this back end code is done properly, as big ed stated across multiple platforms making the work easier and simpler when implementing other systems because the core logic of how the system should work will be essentially the same thus you just have to implement the application logic.

also I am wondering is this going to be an open source project? I would like to contribute to the web section. if it gets off the ground


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