Games developers on NFOHump
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PumpAction
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PostPosted: Mon, 7th Mar 2016 17:24    Post subject: Games developers on NFOHump
I know that grechzoo just recently released Sprinter, but do we have any other game developers here? Maybe also with Steam experience?
Vurt did some texturing and vegetation stuff for Kenshi .. And shole seems to work on VR games.


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vaifan1986




Posts: 4640
Location: Birthplace of the necktie.
PostPosted: Mon, 7th Mar 2016 18:11    Post subject:
I can use ms paint if that helps you out.


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PumpAction
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PostPosted: Mon, 7th Mar 2016 18:20    Post subject:
I don't care if you use mspaint or photoshop, as long as it looks good, I'll be happy with it. BTW I'm not looking to start a studio, just wanted to hear of experiences and how it went for them Smile

(BTW My avatar is also a product of mspaint Laughing )


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MinderMast




Posts: 6172

PostPosted: Mon, 7th Mar 2016 18:55    Post subject:
PumpAction wrote:
I don't care if you use mspaint or photoshop, as long as it looks good, I'll be happy with it. BTW I'm not looking to start a studio, just wanted to hear of experiences and how it went for them Smile

(BTW My avatar is also a product of mspaint Laughing )

That is some grade A paintjob (grinhurt). You should lead with that when showing off your portfolio.
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Il_Padrino




Posts: 7570
Location: Greece by the North Sea
PostPosted: Mon, 7th Mar 2016 19:01    Post subject:
I wouldn't go so far to call myself game developer, but I once created a browser game called Peloton, a (free) cycling management game, which is still running (pretty poorly, I'll add Laughing )
I'm trying to get something new going, but these last years it's hard to find the time (and motivation) to do everything by myself.
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BearishSun




Posts: 4484

PostPosted: Mon, 7th Mar 2016 23:51    Post subject:
I ran a game studio that worked for a US game developer, we released a bunch of titles, mostly smaller stuff for mobiles.

A lot of stuff got canceled, like a bunch of Yahoo board games (poker, pool, etc.). One or our larger projects was patterns which I was probably the most involved in:

something like a Minecraft clone, was funded by Linden Lab (creators of Second Life) but eventually that got canned also.

Freefall (http://www.kongregate.com/games/freerangegames/freefall-tournament) was pretty popular on Kongregate, I did some shaders and graphics stuff for it, as well as the entire GUI system pretty much.

Worked some one graphics effects (and again GUI system) for this: https://share.oculus.com/app/summit-x-snowboarding---vr , which got featured on the TV ad for samsung galaxy S2 or S3 back in the day.

I worked (very little) on their latest project: http://toucharcade.com/2016/03/07/labyrinth-trailer/ . But I left the company to a colleague because I wanted to focus on some personal projects.

Right now I'm working as an engine developer on: https://github.com/bearishsun/bansheeengine
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PumpAction
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PostPosted: Tue, 8th Mar 2016 00:20    Post subject:
How could I forget to add you to the list Very Happy


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Veki




Posts: 381
Location: Croatia
PostPosted: Wed, 9th Mar 2016 18:16    Post subject: Re: Games developers on NFOHump
PumpAction wrote:
I know that grechzoo just recently released Sprinter, but do we have any other game developers here? Maybe also with Steam experience?

I'm a programmer working for a game developer. I have some experience with DX9 / DX11 and Steam API. Now learning Vulkan API.


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PumpAction
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PostPosted: Wed, 9th Mar 2016 18:28    Post subject:
Cool, what have you worked on or what is your specialty? Smile


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sTo0z
[Moderator] Babysitter



Posts: 7449
Location: USA
PostPosted: Wed, 9th Mar 2016 18:30    Post subject:
For my final project in college I made a really bad Final Fantasy style battler using JS/PHP/MySQL. Man it was bad, but I graduated. Very Happy Sadly the database I had for it is seriously defunct and non-functional, the code is bad and I don't feel like reading through what I did to repair it... Razz

Also on the old AOL chat clients, when we were able to stick some HTML/PHP in the profile box, I made an interactive story adventure/RPG in there as a joke because someone said my profile "was boring". It was funny I even had auto account creation for people that hadn't yet viewed my profile, and a 4 digit PIN for the password, since you couldn't type anything into the box, you had to click your PIN from a list of numbers. Very Happy And some webdings font to allow selecting an account icon!

The sad part about the AOL profile thing was there was some sort of hard coded refresh timer for that box, so after some time (like 5-10 minutes or something I think) it would always force a refresh and interrupt what you were doing.

Other than I've always wanted to be in game dev, but never had the time and to be honest, couldn't quite grasp the skill level needed. So I don't think I count as game dev. Crying or Very sad

I'm really into real time multiplayer type stuff and JS/Canvas, I would love to figure out websockets/node.js to expand my idea of the Final Fantasy battler, but it's a little over my head for the amount of time I've been able to put into it (meaning not much at all).


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PumpAction
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PostPosted: Wed, 9th Mar 2016 18:39    Post subject:
Why don't you look into frameworks that support you with that?


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sTo0z
[Moderator] Babysitter



Posts: 7449
Location: USA
PostPosted: Wed, 9th Mar 2016 18:45    Post subject:
Oh I always want to, not enough time in the day... Razz My job keeps me crazy busy, then the home life (the lady, new house, new son).

Someday hopefully. Sad For now I pride myself for not being the guy that says "HEY I HAVE A GOOD IDEA FOR A GAME ANYONE KNOW HOW TO PROGRAM?" Razz

Honestly though it should be simple and fun in the right hands. Think of the old side-view battle SNES Final Fantasy titles.

Each player picks one dude from a list of classes, some basic mission selection, some basic matchmaking or join game UI. Hop into a 4 player co-op FF style battle against increasing waves of monster arrangements ending with a stage boss. Experience would be gained in real time per action accomplished. Attack -> get exp, heal an ally -> get exp. You could level up mid battle and make some basic class growth choices, right in the middle of combat, keep it fast, keep it exciting, web based no download, run anywhere... blah blah.. someday, maybe I'll finish before Cuppah Joe's Wink


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Veki




Posts: 381
Location: Croatia
PostPosted: Wed, 9th Mar 2016 19:25    Post subject:
PumpAction wrote:
Cool, what have you worked on or what is your specialty? Smile

I worked on Starpoint Gemini 2 and now I'm working on its expansion Starpoint Gemini Warlords. Don't have any speciality yet, but I'm learning. Smile

sTo0z wrote:
Other than I've always wanted to be in game dev, but never had the time and to be honest, couldn't quite grasp the skill level needed. So I don't think I count as game dev. Crying or Very sad

The skill level is not really that high, but it takes a lot of time. Especially if you want to learn how to build a game engine from scratch.

High skill level is needed for making an optimised, flexible, scalable and easily expandable game engine.


Beware of he who would deny you access to information, for in his heart he dreams himself your master.
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"U.N. Declaration of Rights"


Last edited by Veki on Thu, 10th Mar 2016 16:07; edited 1 time in total
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Royalgamer06
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PostPosted: Wed, 9th Mar 2016 22:20    Post subject:


Last edited by Royalgamer06 on Wed, 30th Nov 2016 21:40; edited 1 time in total
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HubU
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Posts: 11363

PostPosted: Wed, 9th Mar 2016 22:31    Post subject:
I'm still coding fucking sudokus and the like, so I'll pass Laughing


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nouseforaname
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Location: Toronto, Canada
PostPosted: Wed, 9th Mar 2016 23:56    Post subject:
I live down the street from Ubisoft, does that count?


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PumpAction
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PostPosted: Thu, 10th Mar 2016 00:06    Post subject:
Only if you go there and kick any random person in the nuts. Chances are high that he deserved it!


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HubU
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Posts: 11363

PostPosted: Thu, 10th Mar 2016 00:11    Post subject:
PumpAction wrote:
Only if you go there and kick any random person in the nuts. Chances are high that he deserved it!


Chances are they will take it and say: "I didn't ask for this"


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ixigia
[Moderator] Consigliere



Posts: 65085
Location: Italy
PostPosted: Thu, 10th Mar 2016 00:40    Post subject:
I take this is the recruitment room for the Project Codenamed Duck Joe's 2.0?

Very Happy Cool Face
(My experience with programming lasted ~6 months..had so many big plans, I approached the subject seriously, full of hopes, only to realize that I had nowhere the patience and mental focus required to follow that road. With the wisdom of hindsight, going for the classic industrial engineering instead definitely wasn't a smart choice either Sad Laughing)
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Rage




Posts: 2757

PostPosted: Sat, 2nd Apr 2016 13:09    Post subject:
Won't make my own thread or anything, but a friend of mine made a memory game on android a while back and i'd like to get a few opinions on it. Have a look if you're interested.

https://play.google.com/store/apps/details?id=com.gamesmakeyousmart.shufflemymemory


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vurt




Posts: 13843
Location: Sweden
PostPosted: Sat, 9th Apr 2016 16:06    Post subject:
I really want to learn a game engine, just not sure which one. Unity seems good to develop on, but on the other hand people seem to be generally very disappointed in the performance with games developed with it..

Got 100% free time (pension and no kids or GF). It's too bad i'm lazy Very Happy Though when i do get started (this is the hard part) i work like a maniac instead.
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LeoNatan
☢ NFOHump Despot ☢



Posts: 73212
Location: Ramat Gan, Israel 🇮🇱
PostPosted: Sat, 9th Apr 2016 16:16    Post subject:
Why not Unreal Engine? You get full source level access at a very low price, and if you still have an .edu mail address, you can get it for free for one or two years at least, using GitHub Education.
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vurt




Posts: 13843
Location: Sweden
PostPosted: Sat, 9th Apr 2016 16:34    Post subject:
Yeah Unreal engine seems pretty good, but Unity is from what i've heard a lot easier to learn.
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Morphineus
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Posts: 24883
Location: Sweden
PostPosted: Sat, 9th Apr 2016 16:47    Post subject:
Unreal Engine seemed most interesting to me.
There's Amazon's Lumberyard or Cry Engine, Unity, Hero Engine...

Not sure about the details of licensing, been a few months I read up on that but... already forgot


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BearishSun




Posts: 4484

PostPosted: Sun, 10th Apr 2016 00:47    Post subject:
Unity is miles ahead as far as ease of use goes. However it becomes somewhat limiting for mid-sized games, and pretty much not feasible for large ones.

Unreal on the other hand is much more robust, but it's a lot more convoluted and will be harder to learn. Documentation isn't as good, interface isn't as good, a lot of interrelated settings and switches to learn in order to use it well. But once you do learn to use it, it can be quite powerful. Also it offers good graphics out of the box, while in Unity you have to set up various effects manually (probably the only thing Unreal is easier to use at than Unity).

In short, if you're going with small to mid-sized projects, go with Unity. You won't waste time learning Unreal, and your game can still run and look good. If you're going with something larger or don't want to risk eventually getting bottlenecked by Unity's performance or lack of source code access go with Unreal.

CryEngine I wouldn't suggest just yet. I haven't played with it much but it's at best on par with Unreal, only Unreal has quite a catalogue of games that use it, while CryEngine doesn't. Plus I have my doubts that Crytek will be able to keep supporting it as much as Epic does Unreal. They're in financial trouble, have lost a lot of good people, and unless by some miracle they get back on their feet I'm guessing the CryEngine will soon fall behind Unreal.
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Roach_666




Posts: 1299
Location: Hell in its Alpha Build
PostPosted: Sun, 10th Apr 2016 12:09    Post subject:
100%, Unreal Engine 4, source code has been made freely accessible on Github (in a private repositiory) since Q1 2015. How to access that private repository:
https://www.unrealengine.com/ue4-on-github
Also,
https://www.unrealengine.com/blog/ue4-is-free


And what Epic asks for in return:
Quote:
Once you ship your game or application, you pay Epic 5% of gross revenue after the first $3,000 per product per calendar quarter. For a more detailed explanation of how that works, including custom terms, see the EULA and our product release page.

https://www.unrealengine.com/faq
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JackQ
Non-expret in Derps lagunge



Posts: 14179
Location: Kibbutznik, Israel
PostPosted: Tue, 12th Apr 2016 09:48    Post subject:
Does Creating Sudoko's Solver in Asm+C count? Surprised


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