Recent posts by EndlessSporadic on Kongregate

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Topic: Game Programming / The future of flash

I’m going to throw all of the flash fanboys under the bus here because they need to wake up and smell the coffee. Flash is dying as a medium for making profitable and respectable games. Flash will still exist in the future in the form of Scaleform, but you will not make a steady career out of making flash games. Any flash “games” you make that are profitable will only be so because you most likely designed it around making money, in which case you should be ashamed to call yourself a game developer.

I will fight to death (not really) that you will not have a stable, well paying career based solely off of Adobe Air or Flash. It is another story if you also learn C#, C/C++, or Java.

 
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Topic: Game Programming / Can Anyone Recommend A C++ IDE?

MSVC compiler is the compiler that Unreal Engine 4 uses (requires if I recall correctly), so it can’t be all that bad. I am quite curious of your reasons (whether they are legit or you are just biased).

 
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Topic: Game Programming / Can Anyone Recommend A C++ IDE?

Originally posted by player_03:
Originally posted by Valfrit:

Visual Studio is considered the best when developing on Microsoft platforms. [by whom?]

While it isn’t “the best because Windows”, it is the best because of all of the extra heavy-duty tools that come with it. That said, I highly doubt a college student will need a remote debugger or telemetry.

 
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Topic: Game Programming / Can Anyone Recommend A C++ IDE?

My +1 goes to Visual Studio. Quite a few engines have built-in tools that work with Visual Studio as well. Check if your school has your program covered with MSDNAA. If it is, you can get the full version of Visual Studio for free.

 
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Topic: Game Programming / Using or sybmols in if conditions

I’m not sure what you are doing here, but common practice when comparing to strings is to cast it to all uppercase before comparing. This allows you to disregard culture info and remove multiple OR evaluations assuming the string in question is not case-sensitive.

using psuedocode:

if (NumArrayFull as Uppercase == "HOT")
     doStuff();
 
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Topic: Game Programming / Pointers On Cutting Code

This is a topic I wish I knew more about. I know quite a bit about stuff under the hood, but I barely know anything about the stuff under the stuff under the hood.

 
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Topic: Game Programming / Deleting letters

Originally posted by player_03:

If you’re using a text field, why not just allow the user to type in it?

Depends on the style and requirements of the game. In my case I am making a game in Unreal Engine 4 that I expect to port to consoles once the PC version is finished. While the OP doesn’t have that concern there are aesthetic choices that come into play (think old RPGs that had you enter your name using an onscreen keyboard).

 
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Topic: Game Programming / Squeezing as much audio into a game

Segueing back to the original topic of discussion here, if we assume that Unity >= Flash – hell, Unity == Flash, then you are better off using Unity since C# helps enforce better programming practices and Unity converts your non-WAV audio files to OGG (and allows you to control the bitrate without having to manually re-encode the audio file). Audio is a huge chunk of your data. There is no way in hell you will squeeze a good amount of audio into 15MB (Kongregate’s limit), even if you compress it to demonic levels.

 
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Topic: Game Programming / Squeezing as much audio into a game

Flash is really cool for UI stuff (<3 scaleform), but I really wish it would die as a means of making games. God, Flash brings out the worst in me. Sorry =(

 
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Topic: Game Programming / Squeezing as much audio into a game

Forgot you were using a subpar relic of a system. Fanboys gonna hate.

EDIT: I raged. I lost whatever argument this was.

 
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Topic: Game Programming / Pointers On Cutting Code

Originally posted by Draco18s:

Some compilers can even in-line some functions. That is, it unwraps them in the translation to bytecode.

I believe that is what truefire was getting at. Competent C++ and C# compilers automatically inline methods if it would increase performance. I really wish I knew more about inlining myself. I know some general guidelines on when to do it, but that really doesn’t mean anything.

Anyway, making methods will actually make your code slower, but it increases readability and improves flexibility. That is the textbook tradeoff to methods, though that tradeoff is less relevant in C/C++ and C# where, as we stated earlier, automatic and explicit inlining is a thing.

 
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Topic: Game Programming / Squeezing as much audio into a game

My point is that you are better off avoiding MP3 altogether. Just because it is standardized does not mean it is good, and you don’t want a bunch of potential legal fees hanging over your head. It is more of a cautionary thing that requires no extra effort on your part.

 
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Topic: Game Programming / Squeezing as much audio into a game

Originally posted by ArcStudios:

@Endless I won’t be using Mp3, I tried exporting to ogg to test it out but I’m able to get a smaller size with AAC still.

To each his own, but there are a few reasons why you would want to do ogg:

1) AAC is a closed, proprietary format (this matters to some people)
2) OGG sounds better than AAC at lower bitrates
3) AAC does not work on Linux

A few notes:

1) AAC does not work in Firefox
2) OGG does not work in IE or Safari

Seriously, dude. Stick to OGG.

 
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Topic: Game Programming / My passion for game development is wearing out

Originally posted by truefire:
Originally posted by pugzy:
Originally posted by Aesica:
Originally posted by truefire:

Ever since I started working…

Stop working, obvious solution.

Unfortunately, doing so often causes the food, water, electricity, and shelter to start going away. Those are kind of important.

Only food, water, and shelter. :)

I agree, those aren’t very important. Electricity though…

Electricity is a gift from God. I can’t power my computer with a week old tuna sandwich I find in a dumpster.

 
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Topic: Game Programming / Squeezing as much audio into a game

Dont use MP3. You need to license those. If possible, switch to ogg format.

 
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Topic: Game Programming / Did I market my game incorrectly?

You made a flash game. Don’t expect many plays unless you are Armor Games or the like.

 
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Topic: Game Programming / My passion for game development is wearing out

It means you need a hobby that isn’t video games. Once you actually start making games you realize how lackluster and boring most of them are, so you need to find something to do that takes you out of that mindset. This is especially true in the mobile market where nobody is invested in a project because they stole their ideas from someone else.

 
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Topic: Off-topic / Anime Addicts Anonymous (AAA)

Originally posted by Indy111:

Voting is still…tied.

Voting extended to end at the end of the day.

If you haven’t voted yet, vote here

Holo is not tsundere. There is a difference between not telling the dude and acting like you hate him.

 
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Topic: Game Programming / Creating/importing .sav Files in AS3

There should be IO restrictions unless, as NineFiveThree said, you are using AIR. For security reasons any web-based application is not allowed to perform IO writes to your hard-drive (and can’t do reads without permission). The exception to the write rule is to wherever flash is allowed to save cookies or wherever your appdata is (I believe this is the case for Unity).

I’m rather unfamiliar with the entire web system since I do PC game development, but I remember having to jump through hoops to save files in a web-game.

 
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Topic: Game Programming / Unity C# API Tutorials?

It will only connect if you have uploaded the project to Kongregate.

 
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Topic: Game Programming / What's with all the hate on Unity?

Fair enough.

 
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Topic: Game Programming / What's with all the hate on Unity?

I’d still recommend Unreal over Unity. You can essentially purchase UE4 for $20.

 
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Topic: Game Programming / What's with all the hate on Unity?

Originally posted by Draco18s:
Originally posted by EndlessSporadic:
Originally posted by momoguru:

Snip

Im throwing my warning here now. Unreal Engine 4 is going to throw Unity out the door in the mobile department.

Are you talking about iOS 8 and Metal?

Unity’s getting that too.

http://blogs.unity3d.com/2014/07/03/metal-a-new-graphics-api-for-ios-8/

Well would you look at that. Cool.

 
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Topic: Game Programming / What's with all the hate on Unity?

Originally posted by pugzy:
Snip

I see you Googled “which is faster C# or java” and picked the first link that Google spat out. Note that Mono is significantly slower than CLR (.NET) – this will skew data when tested on any non-Windows OS (.NET is Windows only – I don’t want to hear “Mono is .NET/CLR” because it isn’t). CLR can run at C++ speeds under load. JVM can’t. I admit that I was slightly incorrect in my statement that C# is Windows only. To me, C# is synonymous with the .NET framework and I understand where I went wrong there.

Now, your point that the speeds are close to native is pretty sketchy. If you had to pick between Java and C#, you would choose C# because their libraries are significantly better and grant more access to low-level functions and allow for better optimization. Those two languages may be close in speed to each other (libraries aside), but Java’s libraries are so useless when it matters and the JVM doesn’t handle stress well.

Java also fails in the memory department. Every method is virtual by default. What the actual fuck? Building tables for no reason is a good idea, let me tell you. Even if we assumed that JVM and CLR run at the same speed and close to native, C# flat out wins in the memory department and there is no debating that. There is absolutely no advantage to using Java over C# in game development; even C# is starting to become usable on more devices. I currently work as an engineer at a professional game company and took the opportunity to ask whether Java is a viable programming language when it comes to game programming (this was probably 2 months ago). Every single programmer I asked laughed and said Java and its libraries were pure trash for professional use. They actively use C# in their projects because it allows for better performance under load.

I’m not even going to start with the actual features of the languages (C# generics, user-defined struct/class types, LINQ, etc…) I will admit, I am a tad biased. I was trained on C#. Java is a language that sacrifices speed for portability and ease of use. Simple, lightweight applications may have the same speed between C# and Java (and Java may actually be faster in some cases), but as I said before C# will win under load where it matters.


We went off topic there. Bottom line, I agree that Unity is slow because it tries to be flexible. This isn’t necessarily a bad thing since Unreal Engine and CryEngine can export everywhere as well, but Unity simply doesn’t have the same optimizations that they do. Right now Unity is still trying to get things to work. Their internals are slow and can be rather inflexible at times. It uses reflection EVERYWHERE which is SOOOOOO slow. I do hope to see some improvements in Unity 5. Until then, I have to say that Unity is a slow engine and I will stick with Unreal Engine 4 in the meantime.

 
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Topic: Game Programming / What's with all the hate on Unity?

Originally posted by momoguru:

Snip

Im throwing my warning here now. Unreal Engine 4 is going to throw Unity out the door in the mobile department.

Originally posted by pugzy:
Originally posted by EndlessSporadic:
Originally posted by Draco18s:

Unity itself is unoptimized. This is pretty well known. Hopefully you will see fixes in Unity 5.

Yes, sort of.
Its because it’s a do-everything platform. The more things you support, the less optimized it will be, by definition: Optimized and Flexible are inversely proportional.

Optimized <———————> Flexible

This is the story of Java ;)

Eh, C# is Microsoft’s Java.

Except it isn’t. C# doesn’t have all of the bullshit overhead that Java has since it tries to run on every machine known to man. Since C# is Windows only it has the potential to run at near-C++ speeds in many situations. Java does not.