it could be higher res with a linear growth, but probably steep.
I didn’t get to the end. When I realised he had limited his work to 32 by 32 pixels images, I lost interest.
He does talk about “activity in the final layer”, maybe that’s the key.
Wait until the price drops, then we will know.
At the moment it’s too damn expensive and there aren’t enough games out for it.
Plus I don’t think the games that are out are a generation better than 360 games. You saw it with the PS2, the games available for the PS2 were not as good as the games coming out on the PS at the same time. It takes developers a while to find the new features of the new console and make good use of them.
Initial games come out and basically all people have done is get their engine working on the new platform. They haven’t extended the engine, added anything new. or anything like that.
Its too soon to condemn the console, remember when everyone spelled doom for the 3ds?
one solution is use tech you know everyone has. the previous generation of tech or just flat out old tech
whoops i got it wrong :) theres no distance relationship past the first level. but the strange thing, is he does it on the last level? to what gain?? associate pixels are now not related at all, unless they are?
otherwise why did he do it? :D
the mystery is what makes programming so thrilling!
Thanks for the advice everyone!
@Reedbeta that’s a great idea! @Stainless That’s a very thorough method. One that requires many resources.
:> Ouch. Laughed so much it hurt.
Do you work for EA?
There’s a magic bullet. Refund.
At the last place we actually did PC game development, the QA department was huge.
We had 20 PC’s each with different motherboards. Each of them were fitted with a hard disk docking cradle and a set of hard disks. Each hard disk had a different operating system on it (or version of OS’s, so we might have three version of XP per machine as well as windows 2000, and several versions of Linux)
Then we would have a bunch of graphics cards.
Before release a game would have to pass QA on ALL combinations
This is why I hate PC games development, give me a platform where I know what hardware I have to run on please.
The only solution I have is make sure the end user has up to date drivers for all hardware, get him to send you a list of hardware and drivers.
Then either go to their site and have a look, or buy an equivalent setup. There is no @magic bullet@
its a pain for sure, a solution would be to use the most popular hardware, because it is a bad problem that happens with software.
You can always ask the hardware vendor to do some testing for you. They probably have a variety of configurations available for their own internal testing and they might be willing to help you out.
its an insane twist of the idea, i like it.
did you draw your own sprites?
Runs great on my A8 AMD laptop.
Try asking guys at Indiegamer forums for good ways to promote your game
He is still making money out of people who have it installed though, since it’s ad revenue.
I have done fair amount of estimations as a lead graphics programmer, and one thing that will vastly influence your estimates is the experience of the programmer doing the tasks. Particularly if working independently without supervision and mentoring of more experienced lead. So you got a bit of catch 22 if you try to estimate tasks before having a team that executes it. Also your list for tasks (atleast for the graphics bit) appears too vague for any reasoble estimate and is more of a basis for further discussion to come up with more detailed list. Maybe you should hire someone experienced in these domains for few days to put more detailed plan together and who can discuss about the actual requirement you have? This would tremendously increase the accuracy of time estimations and be a basis for you to try to hire someone to do the tasks. It’ll probably be very difficult though to find anyone experienced to work on commission though so you’ll likely to have to settle for someone fairly inexperienced, which may translate to vastly slipping project.
Poor iteration times is #1 easily, over engineering is probably the #2
First you’ll need to create a requirements document that outlines all the features of your game, in detail (leave no stone unturned). For estimating, prepare a work breakdown structure of all your tasks and take a best guess of how long you think it will take you. You should also include learning tasks. If you’re new to WebGL and HTML5, you will want to add a task to learn those two in detail. Or you may chose to use an existing framework, so you’ll need to add a task to learn that as well.
My advice would be to start much smaller. Do something you can complete in a much shorter timespan with far less requirements. As you start to build up your experience and your codebase, you can start to take on much more demanding projects.
What’s that? Think about it.
I’m interested in how you found developing for the Ouya
Here’s my latest demo, ‘The First Day’. Enjoy!
Sorry to hear you are sick rouncer.
50,000 dollars in ad revenue ;)
50,000 whats? pats on the bum? how could he make money out of that cheesy thing (i admit i liked it tho)