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#11
Re: Demos, why?
Posted on: 2011/2/17 4:25
VUE(xpert)
Joined 2007/10/27
Sweden
417 Posts
ContributorLong Time User (12 Years) 40+ Game Ratings
Well I dont see the problem really
Just pass the game codes around and each person does his own area and then have some areas for people who cant do source code at all (make story/plot for the intro of the game, draw some nice image to go with the rom file, make a nice commercial for the game, draw sprites...)


At the end they see what has become of the game and what needs to be changed
Also just because many people work on some game it doesnt mean it has so be some big rpg game, any small game like tic-tac-toe, vue snake... is find so long people actually work in the area of the games
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#12
Re: Demos, why?
Posted on: 2011/2/17 5:23
PVB Elite
Joined 2003/7/25
USA
1507 Posts
PVBCC 1stCoderContributor#3 PosterHOTY09 EntryLong Time User (15 Years) App CoderPVBCC 2010 EntryPVBCC 2013 Entry
Akumie whining about homebrewers not finishing their projects? Oh, right... the same thing as all his other posts.

Next time I have something to release... if it's not complete, I'll ask KR155E to hide any reference to it from Akumie, because apparently it's better to release nothing than release something unfinished.

Regarding releasing source so others will finish it... yeah, that'd be nice, but why don't we have a new Super Mario Bros game? Jorgeche released his code to that in 2008, yet AFAIK nobody has made a real attempt at using that code. Same with the code from this last coding comp.

Rather than whining about it, how about you pick up a book on programming, or read some tutorials... or even just get the compiler set up on your computer and start changing existing code until you get an idea of what it's doing. Oh yeah... because it's too hard.

DogP
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#13
Re: Demos, why?
Posted on: 2011/2/17 12:16
PVB Elite
Joined 2008/11/10
Great Britain
507 Posts
ContributorLong Time User (11 Years)
Quote:

DogP wrote:
Akumie whining about homebrewers not finishing their projects? Oh, right... the same thing as all his other posts.

Rather than whining about it, how about you pick up a book on programming, or read some tutorials... or even just get the compiler set up on your computer and start changing existing code until you get an idea of what it's doing. Oh yeah... because it's too hard.

DogP


Good point DogP, well made.

Akumie bashing ahead: you can't say 'I don't see the problem' of course you don't you have no idea what is involved.
Try it Akumie, and when you make a single dot move as you press controller buttons, or even just an image of your own appear on screen, then you have a small bit of justification in saying 'I don't see the problem', but in the 5 mins it took you to do that you will have mastered the art of programming and have us a fully working game to blow the likes of Bound High away, cos its really easy and everyone is just lazy and not dedicated, I'll be here waiting to play your game buddy, still waiting, still here, going now.
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#14
Re: Demos, why?
Posted on: 2011/2/17 13:04
PVB Elite
Joined 2010/1/5
Sweden
560 Posts
Long Time User (9 Years) Donator30+ Game Ratings
I'd love to see any unfinished projects as they might inspire other people.

I think it's easier if akumie doesn't run these unfinished games at all and let the programming community brew in piece.
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#15
Re: Demos, why?
Posted on: 2011/2/17 15:48
VUE(xpert)
Joined 2007/10/27
Sweden
417 Posts
ContributorLong Time User (12 Years) 40+ Game Ratings
haha im the satan who will kill all the game makers who dont finish the games they started, with or without help from others :)

Well I never said making games was easy just said if like 20 people work on 1 game it might get finished, thats all
Why no one worked on the Mario game after he released the code maybe was because of bad planning or people didnt car his idea, i dont know
Still, the demos we did get are not at all bad
some demos like vb racing feel almost complete in my opinion so thats good


I was not complaining just wondering why so many demos are made instead of everyone working on 1 game?
Then people can practice to try different game making areas for each new small game and they learn quicker :)
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#16
Re: Demos, why?
Posted on: 2011/2/17 18:00
PVB Elite
Joined 2008/12/28
Slovenia
634 Posts
Highscore Top ScoreHighscore Top ScoreCoderContributor10+ Game RatingsLong Time User (10 Years) App CoderPVBCC 2010 EntryPVBCC 2013 Entry
Quote:

akumie wrote:
I was not complaining just wondering why so many demos are made instead of everyone working on 1 game?


Yeah DogP, when will we start working on that community-created game?
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#17
Re: Demos, why?
Posted on: 2011/2/17 18:13
VUE(xpert)
Joined 2010/7/20
USA
479 Posts
ContributorLong Time User (9 Years) Donator
all this talk of a commuinty created game reminds me of my strange idea of a game BASED off of this commuinty! I had when I was a newbie here at PVB, remember THAT topic?:

"wouldn't it be cool if there was a game for the Virtual Boy with a PVB-theme to it?
like, you could play as KR155E or DocAetzn (cause they are the two who started PVB) and you could do things like use your admin/VB guru magic powers to defeat the evil bosses like those who hate the VB and want to destroy it to save all our misunderstood red friends from being pulverized, of course, there can be NPC's, like DogP for example could be seen fixing someones VB in the story... anywho PVB members VB's could be in the game too, maybe they could even join in with KR155E (or DocAetzn, depending on who your playing as) and have their own special VB powers to help defeat the evil haters and save VB-kind, maybe at the end each level (after boss) you get to see Gunpei Yokoi and he can congratulate you (and the other members of the storyline) for saving the VB's or something like that "

ok, I'll go now (only out of this particular topic) (because nobody wants to remember when I was a newbie)
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#18
Re: Demos, why?
Posted on: 2011/2/18 5:40
PVB Elite
Joined 2003/7/25
USA
1507 Posts
PVBCC 1stCoderContributor#3 PosterHOTY09 EntryLong Time User (15 Years) App CoderPVBCC 2010 EntryPVBCC 2013 Entry
Quote:

HorvatM wrote:
Quote:

akumie wrote:
I was not complaining just wondering why so many demos are made instead of everyone working on 1 game?


Yeah DogP, when will we start working on that community-created game?


Well... anyone is welcome to start anytime, but I've been putting some effort into libraries, so we can have a good consistent base to start from.

I also tried setting up the compiler with the latest gcc and patches, but I think I failed :P . I haven't gotten a chance to jump back into that :( . It would be very nice if we got it set up so it could just be downloaded, rather than built (then everyone would be set up the same, and it would be easy to just make it work).

DogP
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#19
Re: Demos, why?
Posted on: 2011/2/18 8:22
VUE(xpert)
Joined 2006/9/29
USA
267 Posts
CoderLong Time User (13 Years) PVBCC 2010 3rd
Quote:

DogP wrote:
Well... anyone is welcome to start anytime, but I've been putting some effort into libraries, so we can have a good consistent base to start from.

Hey, cool. It'll be really nice to work with a more finished set of libraries. One thing: I think pretty much all of us in the programming community have made tweaks to libgccvb at one time or another, so maybe we should get a GitHub project set up specifically for libraries. (Maybe that should read as, "maybe I should set a GitHub project up"... )

Quote:

DogP wrote:
I also tried setting up the compiler with the latest gcc and patches, but I think I failed :P . I haven't gotten a chance to jump back into that :( . It would be very nice if we got it set up so it could just be downloaded, rather than built (then everyone would be set up the same, and it would be easy to just make it work).

Part of me really wants to make some snide Linux remark about this... Hope you get it working!
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#20
Re: Demos, why?
Posted on: 2011/2/18 21:05
VUE(xpert)
Joined 2010/2/15
Netherlands
250 Posts
Long Time User (9 Years)
Quote:
if like 20 people work on 1 game it might get finished, thats all

That will make the game end up NOT getting finished, unless it was for commercial purposes. Managing a team and a project properly is still more difficult than going off and making a game on your own.
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