Kitanga Nday (NDAY Games)

Members
  • Content count

    36
  • Joined

  • Last visited

About Kitanga Nday (NDAY Games)

  • Rank
    Advanced Member

Contact Methods

  • Website URL
    http://ndaygames.com
  • Twitter
    kitanga_nday

Profile Information

  • Gender
    Male
  • Interests
    Video games, psychology of gamers in video game, Retro games (Metal Slug!!!!), web development, JavaScript

Recent Profile Visitors

381 profile views
  1. GitHub or BitBucket (Comes with free private repos, also just acquired Trello. Looking forward to how they work together) for not just storing stuff as back up but also version control. LMMS for creating music. Great alternative to FL studio
  2. Visual Studio Code, really amazing open source editor. Brought to you by Microsoft. Comes with many features such as Key Maps from other editors (so you can have sublime text key maps in vs code), GIT is implemented right in there (you can commit, switch between branches, see file history, stare at vs code in awe, all without the CLI), there's also a terminal built into the editor which can also be edited (i.e. you can make it use Git Bash instead of Powershell/Command Prompt.), amazing themes you know and love, extensions, and it's built using web technology (html, css, javascript, and some Electron magic). So yea, vs code's pretty awesome.
  3. I agree with @craymanbruce, it does depend on the game and your preferences. By the way yigitozdemir, I'm where you are: I create the nuts and bots of the game, but can't find what I want the art (or paint if you still going with the previous phrase) to be. This is why in my current project I decided to go minimalist using a black/darkGrey background color with geometric shapes as the player/enemy/powerups/etc. (it's an endless runner with the spawner already created, just cleaning up the code, then going straight into the art) Getting back to your question @yigitozdemir. Whether to do your own art or outsource. I feel like you should try learning how to create your own art. This is what I've decided to do myself, and I plan on using the games I make as practice. Intensifying the art related workload as time goes by. It will also mean that I could sell graphics assets for games later on and (hopefully) sell myself as a contractible graphics artist. So more revenue sources. So yea, there's something to think about. But then again like I said it's up to you. What I mean by this is that do you want better graphics or better gameplay? And are you willing to put in the work for the better graphics? It's really difficult to balance gameplay and graphics, you usually have to pick which one you want to spend more of your time on. This is of course true when you work alone and try to release a game each month (to pay the bills and all). But if you choose to outsource, then that's a whole different story right there. You could work on the gameplay (you being a programmer and all) and give someone else the art workload. Of course, you'll have to pay the price (literally). Please read through the above mentioned tutorials first. Then try and copy a style(s) from one of the asset stores or from a site you find/know. I found it really helpful. For example, I started with this image (this is for a prototype I plan on releasing far into the future) of a football pitch: See I couldn't find a picture of a football pitch in the perspective I wanted and with no license attached so I created the following (created using GIMP 2): It's no Leonardo Da Vinci work of art, but it's something, no? I studied other images of a football fields in this perspective and experimented a lot with different filter effects. Very simple, yes? You can do the same by just practicing and studying others work. you'll most probably beat this example above. But whatever thing you choose to do, get GIMP! or PiskelApp (Executable) Checkout the asset sites mentioned above/below my comment and try and copy the styles of some of the artists there. Also read up about pixel art. An amazingly simple style to adopt, but a pain to master. Pixel Art Tutorials: http://pixeljoint.com/forum/forum_posts.asp?TID=11299 http://www.pixelprospector.com/the-big-list-of-pixel-art-tutorials/ http://www.hongkiat.com/blog/pixel-art-tutorials/ http://makegames.tumblr.com/post/42648699708/pixel-art-tutorial http://pixeljoint.com/forum/forum_posts.asp?TID=706 Game that uses pixel art: Hyperlight drifter (ok looking at the files used to make the game's art, it's a whole lot more complex than just pixel art)
  4. @namel Thanks I'll send a request immediately, but I haven't been on slack in a long time. So I don't know. And I spend most of my time with the Phaser guys anyways lol. Actually, a lot of my initial knowledge about game networking came from reading gafferongames' articles. Came there looking for the fixed step algorithm during js13k (2016). And I don't know why, but I hate reading books (ebooks to be more exact), I prefer tutorials and much shorter articles. But, yes, thank you for the advice I'll look into it.
  5. Of course unless your game has a large player base from the start thanks to hype (e.g. Titanfall 1 is fully online, no offline game mode). But I get what you mean and agree with it. Especially for the HTML5 games industry. Actually, I was thinking of adding bots later to the game, but after this comment I'll implement it along with the multiplayer mode. So players can practice or just have fun playing against bots. My game only needs two players so it's all good. I also plan on adding an invite feature for those who want to play with friends.
  6. @namelWell now it's 700. but still no client side predicting. I don't know why I want that so badly lol. Probably, because I don't want to implement it myself later on lol. But anyway, I'll find better internet and definitely try it out. But tell me, I believe I saw some bots running on the server some time ago. So please share your experiences, was that very cumbersome to implement. Like were there any issues with running those bots' calculations.
  7. Yes I'm aware of these issues. This is exactly why I choose a turn-based game instead of a fast paced game. So that I could practice the basics before heading to more advanced techniques like Client-side predictions. Your api sounds great, but I had trouble playing the demo (ping of 300+). OK so my ping most probably was the cause. But one thing I noticed was how there isn't any client side prediction. My ship would just sit there and not move at all. And when I pressed the fire button it just plays the sound. EDIT: I noticed when I played the heroku app that it started to show client side prediction, that with a lot of teleporting. I plan on making games that take the bandwidth into consideration to the point that one could argue that the type of internet connection I'm expecting could be what determines the game itself. I might folk it though, so that I can use it as a foundation
  8. Actually according to Newzoo web games have been receiving less traffic compared to the last years (I'm talking about casual web games). And this is apparently due to people moving to mobile apps and the like. Actually in-app purchases aren't bad. It's when you design the game specifically to frustrate players so that they pay up, this is when it's bad. Riot games is one example of a company that's doing things right. You pay for skins and champions but still can play without ever buying with real money. Call of Duty is another one that's doing things right with their Supply Drop system. I personally love it. The issue with most developers is that they forget not everyone is rich and that they should offer alternatives for the less fortunate. You find that those same players could end up buying just because they are enjoying your freemium game so much (me when I used to play League of Legends)
  9. @rgk thank you for that list, I'll see if I can peruse through the libs and see what they are good for.
  10. @rgk are you willing to share a little more. Mine is mainly client-server and it's pretty simple to implement. I'll tell you about it as soon as I finish it. Are there any tools you recommend?
  11. Yes I'm using socketio and have a lot of the connection stuff ready. Have you by any chance done match-making? What caused you to take a year to perfect your multiplayer game. Please share your experiences here.
  12. Goodness, I don't think I have that much time
  13. What about the Web App Manifest: MDN article: https://developer.mozilla.org/en-US/docs/Web/Manifest W3C Spec: https://w3c.github.io/manifest/ Caniuse: http://caniuse.com/#feat=web-app-manifest So the idea is that you can specify this file in a <link> tag and it will allow the user to install it onto their device. It will also look like an actual app by the way (thumbnail and all). You can also specify the app to open in fullscreen. So actually, tell your friends to get Chrome on their mobile phones and install your game lol. Ok, so from what I read on the google's guide for this, the user has to use your app for at least 5 minutes. You can read more about https://developers.google.com/web/fundamentals/engage-and-retain/app-install-banners/ Here's an example of me installing this website onto my pc.
  14. It's a turn based game with a max time of 17 seconds per turn. So as for latency I know I'll be good. There will be some predicting done on the client side, but I will not truest the client at all. I'm starting now (hopefully) to implement some of my ideas
  15. It's pretty obvious why PayPal are pushing for that lol (I'm guessing someone in the PayPal team has been hearing this song in their head lol. But then again, we say this). But yea, on a more serious note, if you remember the touch event api, I'm pretty sure that started with Apple and then everyone started adopting it. Most browsers would benefit from having this API running on their software 'cause it keeps the users on their browsers. But anyways, like you said, this is will most likely not happen.