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Deban

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  1. Great! That is really useful. So... my game designer opinions: That depends in how much time you have to finish your project and your budget. Multi-player takes a lot more time and resources. Of course it will add life time to your game, but if the core of the game suffers because of the amount of efforts that the multi-player demands, then it's not worth it. Even if you have a multiplayer game, you need some sort of single player part, at least for the beginners to practice and sharp their skills (like playing with bots in a MOBA). As a note, a single player game with a multiplayer o
  2. Octree and quadtree are the same thing, the former is a 3D implementation of the last one. Let's see... For what I understood, you use the shapes to check if they collide. Collisions are divided in 2 phases. The broad phase and the narrow phase. The broad phase is checking what can possible collide, the idea is to avoid using a free 4 all check (everything with everything). The common way to do this is by spatial partition, dividing the space in sectors. In 2D the common approaches are: a common grid (also called hash table), a quadtree, binary space partition and sweep and prune. Spatial
  3. That sounds awesome. It looks like you actually can make it real. It's really rare that people come with ideas and actually have the resources to be able to make them. About recruiting. You can post an ad here. As an alternative, you can post in general game development forums, like here, here and here. Remember to give as much information as you can. You probably need to ask someone about the technical details. Some examples are if your game will be 2D or 3D. What engine/frameworks are you using. How much liberty the programmer is going to have vs how much his code needs to be adapted t
  4. Deban

    Scoring engine

    How about plus and minus? var availablePeople = 0;When a room is created: availablePeople += 2;You can give each room a requirement of necessary free/available people to be created. Bedrooms have 0 as requirement for example. And then a room can generate/consume people. function OnCreation() { availablePeople += this.peopleGenerated;}function OnDestruction() { availablePeople -= this.peopleGenerated;}It's consumed if peopleGenerated is negative. If you have different pools of people to consume, create different variables. Treat it like resources, mana or gold.
  5. I'm sorry, I don't really understand (specially the pseudo code). Where you have the grid? What does it represent? How do you code that grid? I will try to help, but probably it won't be really useful (with the 3d mesh you completely lost me). This are examples to give you ideas, change it as you see fit. The grid code: var grid = [];var rowsAmount = 10;var colsAmount = 10;for (var x = 0; x < rowsAmount; x++) { grid[x] = []; for (var y = 0; y < colsAmount; y++) { grid[x][y] = new Shape(/*Chose type here*/, x, y); }} The shape constructor: function Shape (type
  6. Usually people don't like idea guys. You need to ability to create it yourself or the money to pay other people to create it. What I'm trying to say is that people won't join your project because your idea is cool, ideas are worthless without the power to make them real. If you want people to join you, you need at least to have a working prototype of your game; and even then people won't like if you are giving ideas while others work. The other way is paying them, contract people to make you game. You can even work by they side, but people won't usually work for free. That is called
  7. That are not programming questions, they are game design. It's great that you answer them before asking the programmer to code them, but you programming knowledge has nothing to do with it. As a side note, if you are making your game in HTML5, it's cross-platform already. And even works in mobile, not great because of the different screen sizes, but works. Maybe knowing about how programmers usually behave will help you deciding. This is how it usually works, the stereotype, but there are lot's of types of programmers. Programmers won't create levels for you. They won't create a GUI eith
  8. There is no best tool to make games fast, otherwise we will all be using it. There are two different things that helps making games faster: 1. Having a problem already solved. For example a rendering engine like Pixi, or collisions and cameras with Phaser and GMS. 2. Expressing what you want to do. The first one can be really useful or not a big deal at all, depending if your goal is set at short or long term. In the long term is not that of a big deal because you solve a specific problem just 1 time (like d13 mentioned). It's faster if it's already solved of course, but it's faster just
  9. That could be true, but it can also become a real nightmare. Some games are really complex, so it depend in what game you are making. Also take in mind that with games you are handling a lot of things that have nothing to do with programming it self, like images, sound, loading files, keyboard, mouse, etc... I think when they say that, they mean more a snake or a minesweeper. The easy way is: world position of the character / size of tiles The size of the tiles is 32 but the world position of the hero does not exist in your library. By world position I meant the position respect of the
  10. The most probable thing is that you turn base game won't be pure turn based. I meant that there should be sounds and music running and even animations playing. That means that your game have 2 parts, the one that updates it current state regardless of whose turn it is and the one that what for the player. The first part is like a normal game, with a game loop. That part you should know how to make. What it's generally done for the turn based is events. You wait for a specific event (like a click in done) and then inside that function is where most of the code regarding of the turns resides
  11. You seems to don't understand JavaScript. tileset is an array. tileset.state does not exist. An array is a group of things put together in one place. You can see an array as a street with lot's of buildings in it. You are trying to ask if the street is a specific building (if the array is a specific tile). That doesn't make sense to the program, of course a street will never be a building. The building is that street? yes, but is not the street itself. You are using the array and not what it's inside the array. You need to specify directions in the array. Say which is the address you wan
  12. Remember that setTimeout has a minimum time of 4ms in HTML5 and in some browsers before 2010 it's 10 ms (source). And good luck.
  13. You are using x-y in your for, and i-j to access the array.
  14. Your steps are weird. Basically that is not a game. It's interactive, right, but won't give you any skills you will use to make more common games. And going from simple painting to colouring book is adding an image that you paint over that is almost no change at all. Normally people go with things like this: http://www.emanueleferonato.com/2010/05/07/6-games-you-must-be-able-to-make-in-less-than-a-day/ Or something close, like recreating the history of gaming (easier to complex). Pong, Pacman, space invaders, etc... But, it seriously depend in what types of games you are planing to m
  15. First try to say which line is the problem, and please remove the things that doesn't do anything (like gravity). Going through all your code to find what you want to do is not fun. In your library: this.collidesWith = function(sprite){ //check for collision with another sprite....}And then in your code: if (character.collidesWith(tileset) && (tileset.state == 0)){ character.hide();}tileset is an array, and you should send an image. I thing that what you want to do is something like: character.collidesWith(tileset[Math.floor(character.x / tilesize)][Math.floor(character.y / til
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