Games....Games....Games....we need more Games
Right now, I'm a one-man-army game developer. For my FPS, I'm in the process of designing the geometry of the first level. Once that's done, I can work on more of the game mechanics and perhaps put out a tiny demo. My fighting game is a good two years away from a playable demo, let alone a complete game.
We all live in a yellow subroutine.
(\__/)
(='.'=) Copy bunny into your signature to
(")_(") help him gain world domination.
(\__/)
(='.'=) Copy bunny into your signature to
(")_(") help him gain world domination.
@Nodtveidt
sry to tell you but starting with the media stuff isn't a good way of doing it.
I did it once, too, and finally spent so much time on modeling that i lost interest in the project. You should start with some so called programer art and rather focus on the game mechanics than on the graphics. That way you got a at least playable version of something very soon.
sry to tell you but starting with the media stuff isn't a good way of doing it.
I did it once, too, and finally spent so much time on modeling that i lost interest in the project. You should start with some so called programer art and rather focus on the game mechanics than on the graphics. That way you got a at least playable version of something very soon.
We're programmers. Programmers are, in their hearts, architects, and the first thing they want to do when they get to a site is to bulldoze the place flat and build something grand. We're not excited by renovation:tinkering,improving,planting flower beds.
I looked at using Irrlicht for an idea I have but I discarded it for the sole reason of poor performance. Ok, so the other reason is that I just don't have the time anymore to develop a game, but I like to chisel away at it bit by bit and maybe once my daughter grows up and leaves home I'll have time!!!
What does the debugger tell you? You did use the debugger, didn't you?
The contest is helping make games, have more contests!
I am planning a big project but with so many things to consider doing it alone will take a year maybe, so that is out of the question.
In the meantime I do make small project when I am bored, e.g Thermal in Project Announcements
What is this about beginners quiting early? They suck they need more determination! Or start with something simple like Flash Games with Action Script
Anyway I agree with Sudi make more games, if you dont I will have to make some!
PS: Sudi, your games are nice, three is a big number in the Irrlicht communiy! (I like bomberman wooo)
I am planning a big project but with so many things to consider doing it alone will take a year maybe, so that is out of the question.
In the meantime I do make small project when I am bored, e.g Thermal in Project Announcements
What is this about beginners quiting early? They suck they need more determination! Or start with something simple like Flash Games with Action Script
Anyway I agree with Sudi make more games, if you dont I will have to make some!
PS: Sudi, your games are nice, three is a big number in the Irrlicht communiy! (I like bomberman wooo)
actually i made more but i can only add three such long liks to my signature....
We're programmers. Programmers are, in their hearts, architects, and the first thing they want to do when they get to a site is to bulldoze the place flat and build something grand. We're not excited by renovation:tinkering,improving,planting flower beds.
Enjoy Warboard then my friends.
http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=14941
Lets celebrate this minor release.
http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=14941
Lets celebrate this minor release.
Warchief's Warboard 3D Now hotseat release
It's the way I've done it for 22 years. I've only used filler graphics once, and only when I knew the work would be similar to what I was going to use in the final product. It's virtually impossible for me to work with filler material because it feels like I'm wasting my time so I don't do it. Everyone has their own methods, and this method's the one I work best with. Also, my projects tend to be a bit more ambitious than most, so they have to be approached from a different angle anyways.Sudi wrote:@Nodtveidt
sry to tell you but starting with the media stuff isn't a good way of doing it.
I did it once, too, and finally spent so much time on modeling that i lost interest in the project. You should start with some so called programer art and rather focus on the game mechanics than on the graphics. That way you got a at least playable version of something very soon.
We all live in a yellow subroutine.
(\__/)
(='.'=) Copy bunny into your signature to
(")_(") help him gain world domination.
(\__/)
(='.'=) Copy bunny into your signature to
(")_(") help him gain world domination.
I'm both a good coder and modeller (even if i say so myself) but as with many people.. I lack the man hours , i often wish i could clone myself like 5 times.
Perhaps its an idea to start a recruitment forum ? or even better a projects page on irr main where one can view screens,progress and apply to join a team. Recruitment forums usually dont work. Good progress by the initiator , is usually inviting for other to join rather than:
I know no coding but me have awesome idea for mmorpg with guns and thingies, but i dont know what int float or vertex mean , can u help me ? i started modelling this afternoon look *some 3 polygon model supposedly wizardmodel*
Perhaps its an idea to start a recruitment forum ? or even better a projects page on irr main where one can view screens,progress and apply to join a team. Recruitment forums usually dont work. Good progress by the initiator , is usually inviting for other to join rather than:
I know no coding but me have awesome idea for mmorpg with guns and thingies, but i dont know what int float or vertex mean , can u help me ? i started modelling this afternoon look *some 3 polygon model supposedly wizardmodel*
nice one!!!Warchief wrote:Enjoy Warboard then my friends.
http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=14941
Lets celebrate this minor release.
downloading it right now. but what about simply using a zip file instead of a installer.....make a installer when the game is done and finshed...because i think we all know how to unpack a zip.
We're programmers. Programmers are, in their hearts, architects, and the first thing they want to do when they get to a site is to bulldoze the place flat and build something grand. We're not excited by renovation:tinkering,improving,planting flower beds.
Well, not sure if some users know what a zip is.Sudi wrote:nice one!!!
downloading it right now. but what about simply using a zip file instead of a installer.....make a installer when the game is done and finshed...because i think we all know how to unpack a zip.
Btw, read the Warboard thread for information (the config shortcut is not working and u need to apply it at least once).
Indeed a zip file wouldn`t have that problem.
Warchief's Warboard 3D Now hotseat release
i actually chose irrlicht as my engine AFTER planning my game. my only goal with irrlicht is to use it for a completed game.
i think most people work on sandbox type projects that arent necessarily worth posting. alot of learning is going on though. there are certain things about irrlicht that make it unsuitable for many games, but i think this will get worked out as the community matures and more games are made.
give it some time.... and for those who are working on sandbox projects... i dare you to make a game!
i think most people work on sandbox type projects that arent necessarily worth posting. alot of learning is going on though. there are certain things about irrlicht that make it unsuitable for many games, but i think this will get worked out as the community matures and more games are made.
give it some time.... and for those who are working on sandbox projects... i dare you to make a game!
I'm a novice programmer (very little C++ experience, but 2 years of VB experience), so I'm tackling the Irrlicht API and semi-learning a new language. I have a game idea, but right now I'm just getting the engine to do what I need it to do for a small demo.
My team currently consists of 3 others. 3 of my best friends are going to be making the Textures, Music, and Storyline (for the Main Character, and for several in-game NPC's).
I'm a decent modeler/mapmaker so after I get the engine to a playable state, I'll be making a demo map with NPC's.
I'll try to keep everybody updated to my progress, as soon as a working demo is available.
My team currently consists of 3 others. 3 of my best friends are going to be making the Textures, Music, and Storyline (for the Main Character, and for several in-game NPC's).
I'm a decent modeler/mapmaker so after I get the engine to a playable state, I'll be making a demo map with NPC's.
I'll try to keep everybody updated to my progress, as soon as a working demo is available.
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Irrlicht is an engine for noobs. I mean that in a good way; I'm a professional developer, and I still find Ogre (and Crystal Space and Lightfeather and...) royal pains in the proverbial to set up, compile and modify. Time spend figuring out configuration is time wasted, as far as I'm concerned. Irrlicht compiled second time out of the box (apart from the DX8 legacy garbage), is very simple to modify, and has decent examples and tutorials.
So if you want to quickly start developing a project and seeing the results on screen, I think Irrlicht is very hard to beat. However, it does have some serious shortcomings, which I won't list here. So perhaps the problem is that anyone who does stick with development for any length of time finds themselves either giving up completely in frustration, or migrating to Lightfeather, Ogre or another renderer.
So if you want to quickly start developing a project and seeing the results on screen, I think Irrlicht is very hard to beat. However, it does have some serious shortcomings, which I won't list here. So perhaps the problem is that anyone who does stick with development for any length of time finds themselves either giving up completely in frustration, or migrating to Lightfeather, Ogre or another renderer.
That was an interesting read, rogerborg. It's great for quickly going from no code to graphics fast. It does need more wrappers (like physics, input, sound, etc.) to speed up/ease development burden.rogerborg wrote:Irrlicht is an engine for noobs. I mean that in a good way; I'm a professional developer, and I still find Ogre (and Crystal Space and Lightfeather and...) royal pains in the proverbial to set up, compile and modify. Time spend figuring out configuration is time wasted, as far as I'm concerned. Irrlicht compiled second time out of the box (apart from the DX8 legacy garbage), is very simple to modify, and has decent examples and tutorials.
So if you want to quickly start developing a project and seeing the results on screen, I think Irrlicht is very hard to beat. However, it does have some serious shortcomings, which I won't list here. So perhaps the problem is that anyone who does stick with development for any length of time finds themselves either giving up completely in frustration, or migrating to Lightfeather, Ogre or another renderer.
For game development, game framework is a must. Once we have a good/mature game framework (like irrWizard), then we'll see game projects flying left and right. Updating from one version of irrWizard to the next is a bit cumbersome at the moment.
Once irrWizard adds in support for physics, input, different camera system, and scripting, it would be the de facto suite to use to develop irrlicht-based games.
I've tried Ogre briefly. The learning curve is steep and things can be annoying at first. I had a go with Crystal Space a long time ago when it was called genesis 3d. I remembered it being so hard that I gave up on it.
The problem for me is that I have a full time job and free time is rare.