FLYINGJESTER'S PROFILE

I am the Jester.

I make games using JavaScript, C, C++, Mercury, Java, Assembly (amd64 and UltraSparc) and Python. I used to use Sphere a lot, but I'm more into C/C++ and Mercury nowadays. I still use JavaScript and embed it sometimes, and I usually use Python for build systems and system management.

I wrote TurboSphere, which is a recreation of the Sphere Game Engine with a number of major improvements. I'm not really working on it anymore.

I'm surely going to finish making a game someday. I mean, sooner or later, it's bound to happen. Right?
Athena
turn-based strategy game of war and city building

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Latency (also known as lag)

Intel Atom CPUs are less powerful per GHz than any other modern x86 processor, besides.

Why your name?



Because it's the best game in the world.

Do you remember a time when games just needed to be games?

I remember.

It was nice when a game was designed solely and totally to be fun. No licences. No sequels that trick you into buying them because they bore the original's name.

And back then, there was certainly a creative freedom that came from not needing to explain anything, it can just be the way it is.

1sentence

author=Shoobinator
author=FlyingJester
author=Shoobinator
Hm, you might as well make this thread, "Which type of conflict is most important in my game?"

  • Man vs Man

  • Man vs Society

  • Man vs Self

  • Man vs Nature

  • Man vs Machine
What if the game has no conflict?
Games can have no story, but I assumed this thread was targeted towards those types of games. Moreover, a story with no conflict would probably be really boring.

You could theoretically make a story for a game with no conflict. And if the story was actually interesting, that would be a very unique story for a game, wouldn't it?

Discussing Original Classes

Bear in mind I always have to build my own battle systems.

I usually make stat systems that have four or six stats, kind of like this:

Strength - Physical attack
Endurance - Physical Defense
Agility - Special Attack
Dexterity - Special Defense
And maybe:
Intelligence - Magic Attack
Willpower - Magic Defense

Generally, I like to make each class have one strong type of attack, and one strong type of defense, and have them not be the same kind. Like high Physical Attack and high Special Defense. It's a nice and simple way to give every unit a good strength and weakness at their base.

"Game got denied" Need better understanding of why and explain somethings to me

I take no offense. Ever.

If your game is denied, just try harder. Look at it this way: They know you can do better. So do better. Do your best. And if that is denied, I'll bet you can do better. Do your best. And then do better.

They only want you to reach your potential. They only want the best you can do. They only want you to succeed.

"Game got denied" Need better understanding of why and explain somethings to me

Don't hit enter to add line breaks in posts. The forums and browsers wordwrap your text correctly for everyone's individual screen size without added linebreaks. With them, your post is almost unreadable.

1sentence

author=Shoobinator
Hm, you might as well make this thread, "Which type of conflict is most important in my game?"

  • Man vs Man

  • Man vs Society

  • Man vs Self

  • Man vs Nature

  • Man vs Machine


What if the game has no conflict?

Disallowing the use of other programs

Here's what you do to be sure no one hacks your game:

Write the engine yourself. And write parts of it in different programming languages. Very different languages, that use different technology in their compilers, like C in Visual C and DarkBasic and Mercury transcompiled to compiled to Java compiled by the MingW/GCC. You'll probably want more languages involved than just three. And write several complex functions in assembly. Better if you use unusual instructions, like making use of SSE2 and MMX for things they aren't really for, in a way that most compilers would never do. Then embed a scripting language, a weird one. Or two, that's better. Have your engine use JavaScript and Python together, for example, or Pawn and GameMonkey. And then have half the scripts be embedded in an encrypted dynamic library, with the key taken from some mathematical translation of some property of the files themselves, like their MD5s or something. And use some arcane encryption, like Camilla.

Then, use a hex editor on some of the final binaries (obviously not the MD5'ed ones) and change portions of the PE header to cause misdirection by strict compliance, but still work under windows (that will throw off some debuggers and memory walkers). Same with the comments section.

Then, it will take a decent amount of work to crack into your game. Still not as much work as you put into obfuscating it, but more than normal.

Camstudio Recording Issues

Just use Audacity. I use it even when I use Fraps (which is most of the time) because then I can have a clean signal for both commentary and the game. Even if they get out of sync, there are easy ways to fix that in Audacity--but they shouldn't become out of sync. Audacity always records perfectly in real time, no matter what (it just may look like its lagging).