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Some recent topics started on our forums |
Machines at War Multi Platform RTS - Technical Details and Mini Post Mortem
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Machines at War has been my full time project for the past year. I created versions for Windows, Pocket PC, Smartphone, and Mac. I did 100% of the design, programming, gui, graphics generation, and portions of the soun |
Posted October 17, 2007 4:21:01 PM
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PAID - Artist Needed to Create Modern Military Warefare Scenes
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I need some scenes for my real time strategy game featuring modern/future military aircraft, subs, ships, tanks. I want battle scenes that are artistic and evoke an emotion, and a scene that I can use for the title screen of the game (I will add the... |
Posted December 8, 2009 2:14:01 PM
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The Best Rendering Water Tutorials
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So I am looking for tutorials for rendering really cool looking water (like in Crysis or Bioshock), and can only find articles from several years ago which are out of date. Does anyone know of any good tutorials for rendering water using the la... |
Posted February 19, 2008 11:08:16 PM
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should I code the master server in ASP or C++?
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Well, I am pretty much done adding network coding to my game, now its time to move onto the master server. I have 2 ideas right now, code the master server in ASP to run on my webserver, or create a small custom exe using the same networki... |
Posted August 30, 2007 12:01:27 PM
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turn based strategy game
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I am adding multiplayer network support for my turn based strategy game and was wondering what network libraries you recommend I use? I need it to work on Windows, Windows CE, and Mac OSX, so I think a low level library might be my best bet, su... |
Posted August 2, 2007 3:00:47 PM
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which memory allocator/pool to use
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I am developing a game for PDAs, if you know anything about them you know their memory allocators are super slow and suck, so I need a custom memory allocator. A drop in replacement for new/delete would be ideal, and which doesn't use STL. I have f... |
Posted May 5, 2007 11:52:10 PM
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Which RTS design is better?
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1) 3 weapon types, RPS style, each unit class has 3 types. weapon1 beats weapon2, weapon2 beats weapon3, weapon3 beats weapon1.
vehicles - weapon1, weapon2, weapon3
aircraft - weapon1, weapon2, weapon3
turrets - weapon1, weapon2, weapon3
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Posted April 19, 2007 10:06:09 AM
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creating a matching picture theme
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In my game I have around 40 technologies for the player to research. For each technology I have a picture which goes along with it. The problem is the pictures are all of different subjects, have different lighting and colors and they don't really... |
Posted April 11, 2007 3:39:10 PM
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statistical significance and sample size to improve AI
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I am making an RTS game and trying to improve the AI. The AIs behavior depends upon many variables. I am running simulations with different values of variables to see which ones yeild 'smart' AIs to increase the AI difficulty. What I am wonde... |
Posted April 7, 2007 6:03:53 PM
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Please help - ASSERT not working in VC6 something to do with WinSxS I think
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I have been using VC6 for years just fine, then somewhere in the last few months ASSERT stopped working. Now when I call ASSERT(0); all that comes out in the debug window is the following, the program continues and doesn't bring up a dialog or anyth... |
Posted April 3, 2007 11:58:06 AM
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Some recent replies made on our forums |
Machines at War Multi Platform RTS - Technical Details and Mini Post Mortem
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The iPhone version is RELEASED !!!
"Great game. Controls are amazing. Reminds me of the first total annihilation game. This is my favorite rts on the app store right now." -Moonmist118
Command a force of thousands of units into s... |
Posted May 28, 2010 8:42:57 PM
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Machines at War Multi Platform RTS - Technical Details and Mini Post Mortem
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Hello, I have finally released my sequel to Machines at War! I am working on the Mac version the last week and it is pretty much done, doing final testing today. I will do a post mortem for it as well, but not until I'm done with the iPhone an... |
Posted February 11, 2010 5:05:22 PM
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The 7 Deadly Sins of Startup Companies
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Great article, I've been doing indie dev for around 10 years now and every one of your points is right on. I would add create a game you know has a market, when your small every game matters, and one flop won't necessarily kill you, b... |
Posted January 30, 2009 10:14:40 AM
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The Daily GameDev.net
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Voice acting will NEVER be able to demand royalties because there is nothing special about a voice. A movie actor can demand anything once they are popular because they are unique and impossible (currently) to duplicate because their medium is... |
Posted May 22, 2008 3:05:55 PM
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Why such an aversion to the Singleton Pattern?
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It depends what you are using it for, is this for your one man game that when done will never be touched again, or for your engine which will be used in every game you make, or for a company game or engine which many people will be working o... |
Posted February 6, 2008 2:30:34 PM
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Early RTS prototype
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Quote:Original post by PaperFace
Thanks.
My plan is to get all the basics done then optimize it like crazy before moving onto anything else. Just need to figure out this selecting a spot on terrain (threads in general game programming)... |
Posted October 31, 2007 3:24:47 PM
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Project: Ara Fell Screenshots
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It's beautiful :) Some technical details about the game would be cool, such as are you still using RPGMXP for the engine? How many artists are working on it? What do you use to create your artwork? How many quests, characters, and spells are... |
Posted October 25, 2007 11:45:00 AM
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Machines at War Multi Platform RTS - Technical Details and Mini Post Mortem
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cdoty: I choose GDI because the code is small (about 100 lines), stable, and fast enough for my games (a blit to a 1280x960 window takes about 1.4ms). The main reason though is since I have to do all of my blits internally because there was no graph... |
Posted October 18, 2007 11:53:07 PM
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SunAge - finally final
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This is awesome, I know what it takes to make an RTS, one with all the features you have is a ton of work. I have a few technical questions for you:
It looks like you have really big units and small units, how did you do the pathing for unit... |
Posted October 18, 2007 9:22:43 AM
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Machines at War Multi Platform RTS - Technical Details and Mini Post Mortem
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Hi guys, thanks for the comments :D
To answer some questions:
Smartphone = Windows Mobile Device (a smartphone is a Pocket PC without a touch screen and with phone capabilities) this means the game is fully controllable by using only 16 phon... |
Posted October 18, 2007 9:17:22 AM
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