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Looking for programming partner. Website related like PHP and JS. To make (us) money.


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#21 SuperKuddlor

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Posted 24 July 2016 - 04:45 PM

You might want to try a homebrew NES Minecraft or use Pico-8 the fantasy console and make your own game with it. You can get HTML5 games with that and I've seen some of the games even being for sale.



#22 Neptas

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Posted 24 July 2016 - 11:50 PM

I don't suggest at all making a game in C, it's amazingly slow to develop. C++ is better but still bothersome, that's one reason C# is getting more and more used (specially with stuff like Mono that gives tons of stuff already implemented, from data storage to network).

 

 

But I disagree with Neptas about JavaScript's limits involving objects. It's very easy to do cool things with JavaScript and Object Oriented Designs very quickly. The problem is that Javascript doesn't have native 2D libraries (beyond HTML5 Canvas) unless you dig up some a 3rd party has done. Also, yah, slow. That said, I do hope to work a JS + HTML5 Canvas project this winter and will have a better idea of how it all works out for games afterwards.

 
Never said it wasn't complete or had limitations, nor it was hard. I just don't like how they are done and manipulated in JS since I learned classes from C++ then C#/Java. There are no real "objects" or "classes" in JavaScript, since, by design, everything is a function by default. 
 
JavaScript's also not made for full 2D render, its main use is still to make web pages more dynamic than HTML-only pages, so I doubt we will ever have something else than the Canvas. WebGL does good stuff in 3D rendering though. 

Edited by Neptas, 24 July 2016 - 11:50 PM.


#23 SuperKuddlor

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Posted 25 July 2016 - 11:59 AM

C# is bad because of its garbage collector. I like more malloc, free, new and delete. Might you know any language that is like C++ and which doesn't have a garbage collector?



#24 Neptas

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Posted 25 July 2016 - 09:28 PM

What's the matter with C#'s garbage collector? I've been using it a lot and never had any kind of problem with it. 

 

Sure, manual stuff is better (if you do it correctly that is), but when you start making bigger games and alone, you generally don't want to do it manually or you're again going to lose 50% of your development time in that. If the aim is to do a quick game without much time behind, C# is largely better than C++.

 

 

C# is bad because of its garbage collector. I like more malloc, free, new and delete. Might you know any language that is like C++ and which doesn't have a garbage collector?

 

http://c2.com/cgi/wi...rbageCollection (C, C++, Pascal, Objective C in the big lines).



#25 SuperKuddlor

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Posted 25 July 2016 - 11:13 PM

You can't use "delete" to delete objects and that sucks.



#26 Neptas

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Posted 26 July 2016 - 03:07 AM

Well that's the point of garbage collection, you don't delete stuff yourself cause any unreferenced pointer is automatically destroyed, making life easier. It doesn't "suck", it's just an automated process, and guess what, computers were made to make things automated and easier :P



#27 SuperKuddlor

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Posted 26 July 2016 - 12:40 PM

But having a computer think when something is important instead of one, it makes them an idiot. If I want to delete a game object, I want to do so! Not by removing pointers manually, but by using the destructor.

#28 Neptas

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Posted 26 July 2016 - 03:04 PM

The computer doesn't "think", it just delete an object as soon as it becomes useless in the program, limiting a lot possible memory leaks. And memory leaks can happen very fast when you have a bunch of programmers writing millions of lines of code and can take months to solve. 

 

I don't understand your view though. You don't want to remove pointers manually, but want to call "delete" manually? What's the difference really?

 

And I really don't see why if would make us idiots to perform repetitive stuff on a machine made to do repetitive stuff better than us...


Edited by Neptas, 26 July 2016 - 03:06 PM.


#29 SuperKuddlor

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Posted 26 July 2016 - 07:35 PM

It's just because I like to type delete rather than remove references every time instead of typing delete. References should be only removed in the destructor.

 

Also, I'm sorry if I was harsh.



#30 Hybrilynx

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Posted 27 July 2016 - 02:24 AM

I still dont know what to do if we dont speak the same language. Especially if there's not really an artist either. I can somewhat do pixel art, but I hate making art. Thinking about programming and doing art at the same time just feels like I'm doing everything myself.

 

But now that I think about it I guess we could do a RPG. I would imagine it would be easier to get a lot done. Or instead of "done", get a lot of "content". I remember once I wanted to make a game with X number of items, and every single item could be combined create a new item. That could lead to thousands of items, maybe lots of useless ones, but hey that just means people can waste time collecting stuff. If anything though, at least we can all just make tons of items for whatever reason.


Edited by Hybrilynx, 27 July 2016 - 02:25 AM.

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#31 SuperKuddlor

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Posted 27 July 2016 - 12:24 PM

I wish that the RPG could be a platformer with Mario-like block collission and I wish to work on the physics of it.



#32 Hybrilynx

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Posted 27 July 2016 - 01:45 PM

I've done no research but if we will work on something then the language or even program, should definitely be a language/program that can be both browser based, or at least downloaded, and be something that works on phones. Whether we know the language or not, if we all have our own language then we should choose the best one and learn it. Best meaning versatile.

 

I would probably guess there's plenty anyway, or maybe converters, to convert one language to another, but I know nothing.


Edited by Hybrilynx, 27 July 2016 - 01:46 PM.

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#33 SuperKuddlor

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Posted 27 July 2016 - 05:45 PM

I took a look at Haxe. I didn't try it yet, but I see that it has plenty of libraries to use. We should pick one that will be for all of us and download it and Haxe and work with it. However, it seems that I'm finding a lot of them being Flash exporters. If I won't be busy or lazy, I'll find a library for us that has HTML5+JS export. Haxe has a programming language of its own so it won't be a problem. It's similar to most languages and we're all gonna use it.



#34 Hybrilynx

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Posted 28 July 2016 - 05:42 PM

After 5 minutes messing with Haxe, I know understand that learning a new language is harder than I thought.

 

Really though, whenever I copy/paste something from their website to the "Try Haxe (directly from your browser!)" link, it just doesn't work. Which make it hard because I have no idea what I'm really doing and copy/pasting their own stuff doesn't work.

class Main {
    static public function main():Void {
        trace("Hello World");
    }
}

Like why doesn't this work in their try it page? It's from their website and it looks just as weird as their pre-made example that looks like 

class Test {
    static function main() {
        var people = [
            "Elizabeth" => "Programmer",
            "Joel" => "Designer"
        ];
        for (name in people.keys()) {
            var job = people[name];
            trace('$name is a $job');
        }
    }
}

I don't know anything about class or static though.


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#35 SuperKuddlor

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Posted 29 July 2016 - 12:22 PM

..... Okay...

Well. I just don't know. I wish there was some program we could all use. Are you sure that the game has to be for the 3DS browser?

 

If the 3DS browser is so slow and manual Javascript programming is really needed, I'm just going to work on the backend of the program; things like the game entity management and physics like I said already. I'm thinking about the game being like Zelda 2 where there's a worldmap and every enemy battle or a place is a 2D sidescrolling level. I would like to program NPC behaviors too. However, anything that has to do with graphics rendering, keep me out of it.



#36 Hybrilynx

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Posted 29 July 2016 - 06:00 PM

No a game we work on is for whatever. A game that has anything to do with 3ds browser is really only something I can do. The NES in ways has more power than the 3ds browser. For gaming. At least for anyone without experience with it.

 

I would definitely like an artist. I hate making art. Other than like drawing a flower. If we work on something we should also choose a game we like or feel interested in playing. Anyone who still kind of wants to work in a team, post games you like, that you believe you can program in some way too:

 

- Super Metroid / related

- Anything where I'm a 100% human know animal like a fox/wolf.

- 2d minecraft, but terraria felt too confusing.

- I like my Zombie Cod  game, it had a detailed weapon select menu before a certain update

- I do like Killer Instinct, but just the SNES one. I think the xbox didnt look too bad though. I hate blood though.

- I guess super mario world too.

- Some kind of farming game. Like a cookie clicker kind. Not so much for actual farms.

 

Other stuff would be 3d which I have no idea how to do. Like excitebots.


Edited by Hybrilynx, 29 July 2016 - 06:21 PM.

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#37 SuperKuddlor

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Posted 29 July 2016 - 08:56 PM

 

 

- Anything where I'm a 100% human know animal like a fox/wolf.

Wait. Human or animal?

 

I can only do platformer physics.

 

I just got an idea. Making a furry character designer game where you create your fursona and meet with other players and talk to them and hug them and fight monsters with them! :D Like a furry world. All in a Minecraft blocky world with smashable bricks and super powers just like in Super Mario!



#38 Hybrilynx

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Posted 30 July 2016 - 01:38 PM

Animal.

I really don't know how to do online multiplayer stuff. The only way I know how is pretty much slow like 1-2 second delays from player info to player. I wouldn't mind doing some minecraft-like stuff though. I want to say more but I have to work all day right now.

 

I guess something like that might be interesting in a furry community. Is there really any game popularly known in the furry fandom anyway? All I can think of is second life. I havent noticed any, but of course I dont really do anything furry online anyway.


Edited by Hybrilynx, 30 July 2016 - 08:26 PM.

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#39 domtron_vox

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Posted 02 August 2016 - 12:56 AM

Saw this thread and decided to do a bit of a knowledge dump for you guys. Just so you know where I'm coming from, I have a low- to mid-level programming background with a little bit of (very bad) art experience. I'm currently working "professionally" as a System admin (works with server backends for websites) for all of 1 year + a few months but have been programming for a while mostly focused on games. Unfortunately, I'm too flaky to keep with one project so I don't have anything playable. -.-
 
If you are looking for art, but can't find an artist you should look at http://opengameart.org/ which has lots of open sourced art assets. Biggest problem is getting enough art that all has the same look/style, but if you are just staring to develop a game then it is a good source for placeholder graphics. 
 
You could look into the Godot engine. It is fairly powerful and games built with it can be exported to linux, windows, mac, html5, android, and blackberry. A lot of things can be designed graphically and there is GDScript which resembles python. If GDScript isn't enough you can later extend the engine itself with "c++ modules." I was recently messing with it and while I like a bit more control over my projects the engine seems pretty solid and there are several games that have been made with it which are being sold. Main page: https://godotengine.org/ Tutorial: http://docs.godoteng...p_by_step.html 
 
If you have experience in javascript another game making tool/engine, that is also open source, is Superpowers: http://superpowers-html5.com/ . I messed around with it a bit and built something simple really fast. It makes HTML5 games, but has some provisions for running on a native client which is basically just a minimal browser that just plays the game. I think I saw some games make with this for sale.  
 
If you want a more Zelda like game there is an open source engine called Solaris that looks nice. I have no experience with it though and depending on the license you may not be allowed to make money off of it. Link: www.solarus-games.org
 
For Minecraft there is an open source engine I've messed around with a lot called Minetest. It uses Lua for mods. I'm pretty sure you will not be able to make money off this either since 1) the community is quite hostile towards commercialism of their engine and 2) the licence is GPL which requires you to release all related code as GPL also. Community is fairly clean though, but there seems to be a lot of internal drama. Link: http://www.minetest.net/

 

I guess something like that might be interesting in a furry community. Is there really any game popularly known in the furry fandom anyway? All I can think of is second life. I havent noticed any, but of course I dont really do anything furry online anyway.

 

There is www.antilia-game.com which I only just found out about from reading stuff in this forum but it isn't playable yet. There is also an mmo/mo game that has been around for a very long time called Furcadia. Isometic art, very heavy in the role-playing department, can play as one of several anthropomorphic species + humans. There are adult sections, but also clean areas. I played it some, but could not stand the (in my opinion) horrible controls. A third one is called tails and tactics which is a commercial card based video game. I havn't had any experience with it though.
 
And your doing an online furry forum so that falls under the category of "anything furry online" :P

 

 

 

The only game project I had concerning web-based application was a card game, an heavily-modified Uno (and pratically looks nothing like Uno anymore) that I created (physical version) like 4 years ago and always wanted an online version (using JavaScript, sometimes I'm thinking of using Unity and C# instead). No idea where the money could come from, but I'm guessing if the game has good success, you'll always be able to sell real copies or get some donations.

 
 
You could try looking into a card game engine. It is possible you only need to scan images of your physical cards and do a small amount of scripting for the rules. I don't have too much info in this area but I have run into a couple of engines. Only one that comes to mind is www.vassalengine.org is for card and board games in general. But I have run into some others in the past. 
 
In game making you either have a story idea or a particularly interesting game mechanic that you start with and you build everything around it. If it is a new or rethought mechanic then your going to have lots of programming and will probably not be able to use existing engines. If it is a story then focus on fleshing it out. Make it stand out and have a life of it's own. Once you have that look for an engine that will fit it. If you really want to make money off a game, cloning existing games isn't really going to cut it unless you think you can do it better or do it differently enough not to be stuck under the original's shadow. For example Starbound looks very Terraria like at first but does a lot to make itself completely different through it's story, art, and added mechanics. Basically  you would probably be best off trying to build a really good story and tell that story in some existing engine that needs minimal programming. 

Edited by domtron_vox, 02 August 2016 - 02:49 PM.


#40 Hybrilynx

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Posted 11 August 2016 - 12:28 AM

Okay so I will accept help with PixelGameMaker.com if anyone is interested. Requirements are to know html, css, and Javascript. I don't know how else to ask and trust for this.

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