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View Full Version : New GameDev Guys site - 2 new games



jverkoey
04-28-2006, 02:23 PM
Hey everyone, it's been a while since I've updated the GDGuys site, but it's finally done and we have all five of our games on there now.

Before I move the new site to the root domain, I wouldn't mind some opinions: typos, things that should be changed, tips on better images, etc...

http://gdguys.thejefffiles.com/new/

Thanks, and enjoy the games too! Hunger Strike! is our latest game which we took 1st place for in the last game development competition.

Perspective
04-28-2006, 02:46 PM
Site looks great. I like how the "theme" changes as you select games and things. My only complaint is that the content window is quite small. It should take up more of the space IMHO

Ken Fitlike
04-28-2006, 02:50 PM
Where's the non-javascript menu?

jverkoey
04-28-2006, 03:59 PM
I haven't added any support for all the low-end browsers yet. I have to take in to account quite a few things like no iframe support, no javascript, etc etc...I'll get around to that all eventually.


Site looks great. I like how the "theme" changes as you select games and things. My only complaint is that the content window is quite small. It should take up more of the space IMHOWe might be able to increase the size of it a bit. Right now it seems to fit the content decently so if we get many more people saying it's too small it won't be too hard to bump up the size in the psd.

Ken Fitlike
04-28-2006, 04:22 PM
>>I haven't added any support for all the low-end browsers yet.<<

What's a 'low-end' browser?

BTW, I don't have javascript or java enabled for any browser I use as a personal preference; if a website doesn't provide an alternative interface that meets my needs then, generally, I'll go elsewhere.

Other than that, the page I was able to see looks fine, other than its small size as Perspective already mentioned.

jverkoey
04-28-2006, 04:27 PM
Text-only browsers I would classify as low-end. The way the site's set up right now it'll be very easy to have multiple versions of the website ranging all across the board.

Ken Fitlike
04-28-2006, 04:32 PM
>>Text-only browsers I would classify as low-end<<

I see. Thanks. :)

Perspective
04-28-2006, 04:38 PM
I want a version optimized for my PSPs screen resolution... and one for my cell phone too.... and a pod cast of the content...

jverkoey
04-28-2006, 04:47 PM
*dies in a burning room of fire*

Ken Fitlike
04-28-2006, 05:06 PM
>>I want a version optimized for my PSPs screen resolution... and one for my cell phone too.... and a pod cast of the content...<<

Now you're just being silly. :)

This (http://jeff.bagu.org/) is a great site - clear, succinct and content driven with a nice, simple, clean interface that's very usable, aethetically pleasing and all accomplished without a trace of javascript.

Maybe if you ask the designer of that website nicely it might be possible to get it to work on your PSP, cell phone....pod cast..... :p

Perspective
04-28-2006, 07:03 PM
oh god, thats what Karma is ;)

VirtualAce
04-29-2006, 12:18 AM
I'm impressed with your games and moreso the completion of them. After my current project I would love to talk to you about perhaps helping you on any upcoming projects. I'm running into a lot of issues on my end now that have more to do with the fact that the designer, artists, and so forth know next to nothing about actual game programming but moreso nothing about how it all has to fit together.

It would be so nice and much smoother to work with a team with some experience and at least an idea of how to get the job done.
On this project I feel as if my programmers from this board (Shamino, Ahluka, Shakti and myself) can more than get the job done, but we have almost no direction because of a lack on the design end. How do you guys overcome these hurdles? Also how do you design the game w/o making an editor for everything? I'm running into that issue now and have created several tools just to get the data in the format we need to load into the engine. All this takes a whole heap of time.
I hope my team didn't mind me mentioning their names on here since this project is no big secret.

How do you guys go about organizing who does what and how do you ensure the code bases are compatible? It's very difficult when we all have full-time jobs, different time schedules, and live in completely different areas of the globe.

jverkoey
04-29-2006, 12:13 PM
How do you guys go about organizing who does what and how do you ensure the code bases are compatible?This doesn't really apply to our team, seeing as I'm the only programmer and then Josh always does music, and then we have a different artist every time.


It's very difficult when we all have full-time jobs, different time schedules, and live in completely different areas of the globe.So true, which is why we do the 72 hour competitions to touch up our skills.


As far as teamwork goes and dishing out jobs for people, we've gotten that down to a science as far as managing our time wisely (which is why every single one of our games is complete and relatively bug-free). We start off the competition brainstorming ideas until we have determined what we want the game to be like. Then once we have a firm idea in our minds of what type of game we would like, we start building the game using a bottom-up approach, starting with the most general engines and over time focusing on the more detailed engines.

For example, in Roidian: Final Hour, I started off by making the enemy ship patterns, arguably the most detailed part of the engine. This moved on to making backgrounds and then collision detection with the player's ship.

Editor-wise, for the sake of time I incorporate everything in to the engine by hand, so for example in Roidian's case, to make a level this is what I did:

Level 1 snippets


struct wave
{
float pts[8];
int numShips;
int type;
int FIs;
int FIgap;
int waitAllGone;
int forceText;
};

const wave waves[5][39]=
{
{// level 1
{ { 0,0,0,0,0,0,0,0 }, 0, 0, 0, 0, 0, 0 }, // Empty
{ { -32,-32, 800,300, 200,400, -32,632 }, 10, ENEMY1, 170, 20, 0, 0 },
{ { 832,-32, 200,300, 400,100, 832,632 }, 6, ENEMY1, 170, 20, 1, 0 },
{ { 400,-32, -32,300, 800,300, 400,632 }, 6, ENEMY1, 170, 20, 1, 0 },
{ { -32,300, 100,300, 200,300, 832,300 }, 3, ENEMY1, 300, 50, 0, 1 },
{ { 832,500, 700,500, 600,500, -32,500 }, 5, ENEMY1, 300, 50, 1, 0 },
{ { -32,300, 200,500, 600,550, 832,632 }, 6, ENEMY1, 150, 50, 0, 0 },
{ { 832,300, 500,500, 200,550, -32,632 }, 6, ENEMY1, 150, 50, 1, 0 },
{ { 300,632, 350,300, 450,300, 500,632 }, 10, ENEMY1, 150, 20, 0, 0 },
{ { 200,632, 200,632, 200,-32, 832,632 }, 4, ENEMY1, 190, 30, 1, 0 },
{ { 600,632, 600,632, 600,-32, -32,632 }, 4, ENEMY1, 190, 30, 1, 0 },
{ { 0,0,0,0,0,0,0,0 }, 0, 0, 0, 0, 0, 1 }, // End
},


const int waveTimeWaits[5][40]=
{
{// level 1
6000,
2500,
1000,
6000,
1000,
800,
500,
200,
3000,
0,
1000,
500,
-1
},


const int textTimeWaits[5][7]=
{
{// level 1
2000,
0,
-1,
-1,
-2,
},


const char textTexts[5][6][256]=
{
{// level 1
"WELCOME TO THE ROIDIAN COMMAND POST\nRECRUIT. HERE YOU WILL BE TRAINED IN THE\nUSE OF YOUR ROIDIAN FIGHTER.",
"THIS IS A ROUTINE TRAINING MISSION, SO\nIT SHOULD BE A BREEZE FOR YOU.\nIN A FEW SECONDS, A WAVE OF ATTACK\nDRONES WILL FLY BY. ELIMINATE THEM.",
"CONGRATULATIONS RECRUIT. NOW SEE IF\nYOU CAN HANDLE THE NEXT FEW WAVES.\n",
"GOOD JOB RECRUIT. YOU'VE COMPLETED\nBASIC TRAINING! MEET AT THE BRIEFING\nROOM FOR YOUR NEXT MISSION.",
},

That's the entirety of level one, described in numbers and text. If you play through level one you'll see all of these events taking place.

As far as incorporating this data in to the engine, the engine itself is very complex and needs to work out many things such as which stage it's at, the correct timing, etc... so there's a lot of thought that goes in to designing these engines.

Aran
04-29-2006, 01:56 PM
I have a question for you, jeff. Why is that table based?

You could do it so much easier if you just used CSS to lay the text for the links and the iframe over one image that has all of the background stuff in it.

jverkoey
04-29-2006, 04:43 PM
Because I was too lazy to click "CSS" in ImageReady, heh. That's actually about it.

-edit-

More accurately, I forgot that ImageReady had CSS support until I was halfway through the site which made changing every page seem like quite a hassle.

jverkoey
04-29-2006, 06:27 PM
There's a javascriptless version available now. If it detects that you don't have javascript it takes you to an identical version of the page without javascript. Hurrah php!

http://gdguys.thejefffiles.com/new/index.php?njs=1

Perspective
04-29-2006, 06:46 PM
>http://gdguys.thejefffiles.com/new/index.php?njs=1

I see a URL not found in the content window after clicking menu links.

jverkoey
04-29-2006, 07:45 PM
Oh, sorry, that's your cache showing an inexistent site, I moved it to the root domain now.

-edit-
and now it's back to the original place. I guess we're going to add a lot more features to the site before we officially go public with it.

BobMcGee123
04-30-2006, 11:11 AM
Is it just me, or do you just keep getting sexier every year?

Yoshi
05-02-2006, 04:11 PM
I want a version optimized for my PSPs screen resolution... and one for my cell phone too.... and a pod cast of the content...

I thought all non-IE browsers have it! User / no-CSS / Simple mode!

http://img439.imageshack.us/img439/7718/capture0016mv.jpg