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Game Engine

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Discussions and resources on engines, technology, and tools

Battlefield 2 polycount

found this today and thought others might like it .

its the the polycount for battlefield 2 models .

ftp://largedownloads.ea.com/pub/misc/bf2modpolycountguidelines.doc

Submitted by palantir on Sun, 10/10/04 - 5:03 AMPermalink

1000 poly?s for a knife? That?s a bit overkill isn?t it?

?designed to support 100+ players in expansive environments? ? with player model poly counts 8000 to 10000 ? [:0] whoa?

It?s no wonder they say ?advisable for teams to initially target their models to be 75-80% of the stated recommendations?

Submitted by X5 on Sun, 10/10/04 - 7:01 PMPermalink

lol yer ... it would wanna be a very nice looking knife

Submitted by panzer on Tue, 12/10/04 - 10:43 PMPermalink

maybe it's a swiss army knife, 1000 polys got to be enough

Submitted by souri on Wed, 13/10/04 - 6:37 AMPermalink

I can do a pretty kick ass knife with 2 intersecting polygons.

Does 2D still have a chance?

Well im not sure if many of u know about it, but one of the best animators on the web, Dan Paladin( aka synj ), and owner of Newgrounds.com, Tom Fulp ,and there team "The Behemoth" are releasing a console version of the smash hit online platformer "Alien Hominid".

The game is remenisant to the popular Metal Slug game. This version of AH, unlike the online one, features entirly new art, coding, style, attacks, upgrades, enemies and maybe the best explosions ever seen. The game is redone down to the style of alien hominid himself.

haha i sound like a telemarketer or sumthing.

Anyways, the game is 2D, but features certain 3D enviroment aspects and global physics that allows destrucable buildings, vertex lighting and such. The animation is in a league of its own, and the explosions are just... wow!

Also my friend Rift (awesome coder) is working with Edmund McMillin(very awesome artist) on a game that they are planning to release on console as well, also 2D.

So onto my question...

Do you think that 2D games will make a comeback onto the newer gaming systems?

PS: ive provided sum links below for info

http://newgrounds.com/portal/view/59593 - AH prototype
www.alienhominid.com - AH official site
www.thebehemoth.com - creators of AH console version
www.newgrounds.com - Toms site
www.etgames.com - rifts site
www.thisisacryforhelp.com - edmunds site

Submitted by Kane on Tue, 05/10/04 - 5:29 PMPermalink

I personally don't think 2D is dead... dying , very slowly, maybe but certainly not dead...

I have recently got back into my Super Nintendo and I can sit on that thing for hours playing 2D games like:

Donkey Kong Country
Yoshi's Island
BattleToads
etc, etc...

I can play any of these games much longer than I can sit and play any 3D game I own...

I think that the quality of 2D games gameplay wise was much higher back when those games were out...someone just needs to bring back that quality...[:D]

That said, with unique games like Gish and such, I think 2D gaming will be around for a while longer... [8D]

Submitted by Blitz on Tue, 05/10/04 - 11:27 PMPermalink

2D will never die as long as their are portable consoles with small screens. It will also stay well alive in the small PC markets, however i think for decent commercial releases on PC/console it will start to find itself confined to puzzle games and fighting games.
CYer, Blitz

Submitted by souri on Wed, 06/10/04 - 3:19 AMPermalink

I actually checked out a bit of Alien Hominid by chance today, and it looks really great. It was good to see that they were putting in a lot of fun things to do like driving vehicles, special moves, and other things rather than a bog standard sideway scroller. The animation and explosions are great!

If anyone has a cable connection and they wanna check out Alien Hominid (chat with the animators and developers on how things got started, a tour of their small studio, and a great look at the game), go to http://www.gamespot.com/onthespot/ and click on the streaming media for 07/29/04 .. - I've been watching a lot of the streams at http://www.gamespot.com/onthespot/ - it's so much better watching reviewers talk about the games and see footage as they talk rather than reading about it on a webpage. Plus they do tonne of developer interviews and studio walthroughs too..

Just a note on that particular stream - there were about 3 or 4 other *new* games of a 2D nature that they were reviewing in there. Apart from Alien Hominid, they were all from Japan. It seems 2D games is still alive and kicking over there, from side way scrolling beat'em ups (Viewtiful Joe), fighting games (Samurai Showdown 5, Guilty Gear), and I'm sure 2D sideway/vertical scrolling shoot'em ups are still very popular there too..

Submitted by souri on Thu, 07/10/04 - 10:38 PMPermalink

Just to add, 2D games got a pretty hefty blow when Sony limited most things 2D from being released on the PS2..

Submitted by palantir on Fri, 08/10/04 - 7:13 AMPermalink

Yeah, but it turned out to be a smart marketing strategy. Most people these days don?t look twice at a title if it isn?t 3D.

Submitted by Skribble on Sun, 10/10/04 - 9:00 PMPermalink

Perhaps this will change their mind ^_^ once you see the things you can pull off in this game, you become hypnotised. My workmate is buying a gamecube just so he can get AH. [:D]

Submitted by Cam on Wed, 17/11/04 - 8:49 PMPermalink

quote:Originally posted by palantir

Yeah, but it turned out to be a smart marketing strategy. Most people these days don?t look twice at a title if it isn?t 3D.

maybe the reason why people don't look twice at a title if it is not 3d is because 3d is all they know as that's what's being shoved down their throats by the marketing people =)

Submitted by LostSanitY on Thu, 18/11/04 - 5:51 PMPermalink

2d might be dead on consoles, but they still have 3d games that play like 2d games (constriction of the z-axis).
like crash bandicoot or something similar.

the new fighting games that have 3d backgrounds look awsome! the old franchises have kept their characters 2d tho, maybe that because they are justing using old sprites?

hmm... do you guys think its easier to make, say a platformer, with sprites, or 3d models? in reality of it, its still just bounding boxes flying around a screen, in either 2d or 3d.

Submitted by Daemin on Thu, 18/11/04 - 11:44 PMPermalink

I think a new type of 2d game will evolve from this all. One that combines the traditional gameplay elements from 2d games and brings it into a 3d setting, or uses 3d technology to give it more oompth. Think Duke Nukem Manhattan project, or something such as a platformer using a 2d foreground and characters (taken from highly detailed 3d models) and put them into a 2d parralax world that's actually coded in 3d. Or something like TA, that used 2d background graphics, along with 3d data and units to create a highly detailed believable 3d world.

Nothing really ever dies, it just evolves and/or becomes a very (small) niche market.

Submitted by conundrum on Fri, 19/11/04 - 12:25 PMPermalink

ive personally always really loved the look and style of 2d over most 3d games. daemin i think paper mario does something sorta like that as well and it has been pretty highly praised.

Submitted by MattD on Sat, 20/11/04 - 9:19 PMPermalink

well the shift to 3d powered handhelds will make things interesting. 3D is even making it into phones these days.. but for the next little while specs like MIDP v2 and BREW mean that 2d will be very well represented for the near future at least

how much 3d will we really find on these things (phones)? particle effects? freeform sprite rotation and scaling (sadly missing from MIDP v2)? kinda reminds me of the SNES era all over again :D

Matt D

Submitted by Daemin on Tue, 23/11/04 - 1:55 AMPermalink

Yeah, the publishers like mobile phones, because they're the same as the console platforms of yore, and they can use the same IP and same art - just different code - to produce classic games for a new market, thus more revenue for essentially very little effort.

Submitted by beefcake on Tue, 23/11/04 - 10:44 AMPermalink

the reason people forgot about 2d was because it's so easy to market for 3d... for example the first wave could be like "LOOK AT THIS 3D GAMES!!! REAL 3D! FORGET 2D! THIS CONSOLE IS THE FUTURE BUY IT NOW!!!"
and the current ones "WOW EVEN BETTER 3D THIS IS MORE FUTURISTIC THAN EVER! IT MAY BE THE SAME REHASHED GAMEPLAY BUT JUST LOOK AT THE POLY COUNT!"[B)]

biggest shame was when worms went 3d... vector is the next step for 2d!!! they did it because there is a bigger market for 3d games, but there is also a bigger market for real time games! so i bet when they run out of ideas they will make it real time[V]

Submitted by sub on Sun, 24/07/05 - 12:30 PMPermalink

2D is my fave scene =)

Team #2 - Express Interest Here

Hey Everyone [:D]

Some of you already know that my business has taken off far better than I thought it would, and we are currently into our first AAA contract with another looming up right behind it.

However I'm looking to start a small hobbyist team as well, to make our first foray into the RPG realms.

To be brief, Think Zelda meets oldschool Final Fantasy.

Yes the genre and style has been done many times, but not by us [;)]
and where looking at it completely from a learning point of view, to get a grasp of the ins and outs of a traditional fantasy style RPG.

We have 1 Sound Tech and 1 2D Artist to throw toward the game, but we are looking for 1 other artist and a programmer to discuss our options regarding libraries and possible engines, and also the game itself [:)]

At this stage it is just a hobby project and all involved would be donating there time, but a royalty type situation is also up for discussion, until we have a bit more moolah to throw toward the project. [8D]

Hopefully theres a few Brisbane based coders / 2D artists out there that wouldnt mind getting together for a chat regarding proceedings [:)] But outsiders are also welcomed [:p]

Contact us here to express interest : info@kalescentstudios.com

Or just write a splash in this thread [:)]

Thanks All!

Submitted by Skribble on Thu, 07/10/04 - 9:20 AMPermalink

man i would luv to join in this so much. But im freaken tied down with 2 other games that will take a good half year or so (damn work). When were u expecting to start this?

Submitted by Kalescent on Fri, 08/10/04 - 9:23 AMPermalink

Heya Skribble - its already begun! The flash prototype is at about 40% completion and will be up on the website for playing as soon as we get it near completion [:D]

Submitted by souri on Sun, 21/11/04 - 2:33 AMPermalink

Any updates on how this project is going? I know how tough it is to get volunteers for a collaboration going, but the project sounds pretty cool. It's interesting that you're doing a flash prototype - couldn't that itself be turned into the final game and be made for online play?
I've been wanting to do an online flash rpg for years (well, actually more like an online Harvest Moon), but that would seriously take up more time than I already have [:(]

Submitted by Kalescent on Sun, 21/11/04 - 5:42 AMPermalink

Souri : Weve just got the user accounts / save-load games all setup - and are now smoothing out some collision problems, weve just finished adding in the last of the particle effects, just the short flash intro and the dialogue to go and the first little playable demo will be up and running for all to have a stab at, bare in mind that its uber short - basically one little area to run around and fight stuff in and one little town to buy stuff - replenish your health etc etc [:D]

And yeah it will be online play only ( with the flash prototype )

There are however some pretty crazy plans for it..... will see how people like the first little bit!

Submitted by sub on Sun, 24/07/05 - 12:23 PMPermalink

hi.. some ppl have previously called me a 2D spriter & coder.. (so i gave them a whack..) uhh.. what i mean is, i love rpg's and i'd like to help if i may..? what tool u using to develop? ..or is it C+ or sumfink?

Submitted by Kalescent on Sun, 24/07/05 - 1:09 PMPermalink

Hiya Sub - welcome to the forum [:)]

We are using c++ to develop the 'engine' and tools and gale / photoshop for pixelation - If your up for getting gritty let me know and ill send you some more details.

Submitted by sub on Mon, 25/07/05 - 2:14 PMPermalink

i've been making most of my sprites in the basic paint program.. i downloaded that project dogwaffle free gfx tool but.. let's just say i can't really make sense of it.. (is that gritty?)

i use a thing called Game-Maker 6.1 to make games.. used qbasic back in the day but since then little coding exp (although i am not bad with GM)

yeh cool.. wanna add me to msn?
>> flavour_injecter@hotmail.com

Submitted by Kalescent on Mon, 25/07/05 - 5:36 PMPermalink

Ive also used gamemaker - its a cool little tool, I usually mockup all my game ideas in it [:D]
But its extremely limited in functionality if you really want to get into powerful development, and have long term development goals - tool creation is where its at really.

And Gamemaker pretty much takes that side of things away from you - so its not quite fitting for us in this situation - as mentioned above I do however use it to express my ideas ( albeit very basically )to the programmer [:D]

Web Browser game:

I think this is the place for this..

I'm learning PHP, CSS, TPL, HTML, JAVA, etc and all things Web,

in order to learn, I've created a Web-browser game, since its game development.. I've posted in here

I dont want new players this isn't advertisemnet.. my bandwidth wont code with a few hundred players, yet, but for now, I figure if there are any likewise web-game developers or wanna-be's then we could discuss it in here?

Submitted by souri on Fri, 03/09/04 - 2:14 AMPermalink

Probably more suited in the Mod / Game collaborations, and game technology section...

I was thinking of doing a web based old bbs-style turn based role playing hack'n'slash game using asp, mysql, and Macromedia Flash a year or two ago, but that would've seriously chewed up my time...

Submitted by Bane Star 00 on Wed, 08/09/04 - 5:25 AMPermalink

So, should I post there as well? or wait for a moderator to move this post?

Creating TEAM

Greeting!

My name is Kortes,

i'm looking for people to creat independent TEAM.

I wonna start with begin. I understand thats easy to say than to do it. But if you will never try you will never know what life can bring to you...

I'm living in Melbourne. My specialization is game designer.

I'm already found one person( Artist). he is living in Melbourne as well.

I have some expireance creating team, working in team.
I and my friends once we pablished our first and last game but their was bad humane factor that destroyed all our team after first success...

" Creating game is team work, thare is nothing to do for single person"

Good luck and thanx every one.

Submitted by Kortes on Tue, 10/08/04 - 5:28 AMPermalink

codyalday

Flinder st very close to flindr station.

Thanx

Submitted by Blitz on Tue, 10/08/04 - 11:32 PMPermalink

What was the first/last game that you and your old team published?
Web links etc. would be nice :)
CYer, Blitz

Submitted by MoonUnit on Wed, 11/08/04 - 1:48 AMPermalink

yeah, you havent told us what your gathering the team together to do, nor given us any examples of what youve done in the past :S

Submitted by Kortes on Wed, 11/08/04 - 7:48 AMPermalink

Well,

I'm from Russia. Game that we created was pableshed only in Russia.

It will be too too cool for us if our game will be pablished overseas!

This is some pictures form game that was pableshed and another picture from our second project( that was never pablished, unfortunatly...)

Submitted by eyeball on Fri, 13/08/04 - 2:52 AMPermalink

Hi Kortes,
may I know what to do when you united a team? do you have a plan? and, I don't know whether I got the capability to join without seeing your work (although I'm interested in).
please contact me by the following e-mail address
zoelan0898@msn.com

Submitted by Kortes on Fri, 13/08/04 - 10:24 PMPermalink

Hi :)

Okay this is my first game that was pableshed.
Yes I do, have expireance in making games.

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/Kortes/2004812222152_show3.jpg"]show3.jpg[/url]
104.71 KB

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/Kortes/2004812222221_show2.jpg"]show2.jpg[/url]
131.73 KB

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/Kortes/2004812222239_show.jpg"]show.jpg[/url]
79.35 KB

Submitted by Kortes on Fri, 13/08/04 - 10:52 PMPermalink

Gday,

I coudnt send pictures about my second unfinished project(differant format)

But who wonna see pictures I can send to e-mail no probs.
Let me know ok.

Ganerally its RTS.

Thanx

Submitted by Kortes on Fri, 13/08/04 - 11:01 PMPermalink

And just general info.

I have plan about creating team.

However, its all depends from people.

their knowledge and so on.

Need sit together and just discuss everything, thats first step.

After we will see...

Submitted by panzer on Fri, 13/08/04 - 11:23 PMPermalink

Hi Kortes

Could you give more details regarding your plan.
What kind of people/skills are you looking for in your team.
Can you discuss what game are you planning?

Submitted by codyalday on Sat, 14/08/04 - 2:39 AMPermalink

Also, will this be over the Internet, or a building will be rented, because I really need Work Experience, It is in a Couple Of Weeks Time.

Submitted by Kalescent on Sat, 14/08/04 - 2:53 AMPermalink

What was the title of the game you had published and the publishers details if you are willing to disclose such information [:D]

Submitted by eyeball on Sat, 14/08/04 - 4:44 AMPermalink

for me the most importance message required is that what kind/level of the skill you need.
or can you share an e-mail address so the others can send you some former work for you to see whether they are the right people you are looking for.

Submitted by Kortes on Sat, 14/08/04 - 5:17 AMPermalink

Hello every one,

The best way to make game is to live in same location, in same city and so on. We did 60%-70% not through internet. However, There were lots of people who were working with us through internet. I am looking for people who doesnt have any experience but people who realy wonna do this craft.
Or it could be advance people in there fild, if they wonna joining Welcome.
You asked me what game I wonna to do? I am not going to choose what game we going to do. We as a team going to choose what, how, and when.
Before we did our first big project we did lots of smoler one. Becouse we didnt knew what we can and what not. The most important thing is that we wonna to be idependent from pablisher. Creat team is long process. If people wonna break into game indastry as a team, we need practice. Creating smole projects for begin.

About my project. Name is Silence Action. Pablishers company name is GAME-WOLF (its not so famost company in Russia). We did this project working on enthusiasm! No boby paid for us! Main team was consist from 8 people(programmer, programmer, game designer/scenario, 3Dmodeller/texturing, 3Dmodeller, Writer, artist and agein programmer ). And about 5-8 people were working through internet, for some people we did paid. For example their was profesional programmist who did AI for game. Some of us were just beginer but its better than nothing!

Plan about creating team. Theirs nothing new like in all begining team.
First step, to know what can we do and what cant, and to make people to know each ather. Secon step, smole project and so on.

I hope you catched main idea.

E-mail: the-new-world@mail.ru

Submitted by panzer on Tue, 17/08/04 - 8:16 PMPermalink

Kortes,I sent you an email from your profile link did it work?
what's the update on your plan

Submitted by Kane on Tue, 17/08/04 - 8:36 PMPermalink

I might be interested too...

I am currently doing my first year of University, and want some experience working with a team.

I'm a programmer by the way...

Submitted by Kortes on Sun, 29/08/04 - 7:20 AMPermalink

Thats good, tale me where you from( witch city and so on)

or just contact me by e-mail

Submitted by Sammas on Tue, 30/11/04 - 11:41 AMPermalink

Hi Kortes!

I'm not a programmer, or designer... I'm a composer.

I do live in Sydney however, but am willing to work just for the pride of a nice finished product.

Here in Sydney i have access to top quality recording and sequencing gear, as well as a respectable list of talented musicians.

I can write, and record theme and backing music to match any particular mood, style, era, or instrument and deliver it at professional quality.

If you would like me to create some music for you, just shoot me an Email at nt574@uow.edu.au

Submitted by TT Le on Sun, 26/02/06 - 1:56 AMPermalink

Hi Kortes,

Im living in Melb too, and very interested in game making. I worked in a game studio as a 3D modeler and mapper for 3+ yrs, if you need someone like me then pop me an email :)

Cheers!

le_t_t@yahoo.com

Submitted by Dogg on Sat, 01/04/06 - 1:18 AMPermalink

Hello Kortes,
How did you go with your team search? Is there any advice that you can give on your experience?

Submitted by Anonymous (not verified) on Wed, 13/08/08 - 6:31 AMPermalink

Hello Kortes,

Are you still looking for a team? What kind of experience do you have. Have you played in any leagues? Please reply asap and I will see if I can give you a tryout. Thanks.

Online Game

I have an idea for an online game but i don't have the skills to create it.
Can anyone tell me how to go about getting a team together and creating a demo?
I have a good imagination and can right a script (not pc scripts!) to put my idea into developers minds.
Any help on this matter would be greatly appreciated.

Regards,

GooncreW

Submitted by Lincoln on Fri, 23/07/04 - 7:35 PMPermalink

Hi, I'm a programmer and have writen an engine that needs a story and design. The thing that seems to be hard to get is artists who want to volunteer. It takes a lot of artists to implement a decent story arc, and they need to be well managed by a designer.

See The post "Collaborative Project In Brisbane" below for more info, but if you're really serious I'd be happy to help you out.

Submitted by gooncrew on Tue, 27/07/04 - 6:44 PMPermalink

Thanks very much. I have to put a few more things on paper but i'll certainly keep yo in mind. My email is justin@gooncrew.org

Reagards,

Goony

"Package0" in UnrealEd

Sometimes when I play Unreal Tournament from UnrealEd and then exit back into the editor, I'm told that "Package0" "Package1" "Package2" have been changed and I?m asked if I would like to save them.

I?ve found two similar accounts that say I don?t need to save the packages.
See [url="http://forums.gamedesign.net/viewtopic.php?t=4404&sid=2d667054b81f1f1f6…"]here[/url]

However the German one suggests that saving the packages could create problems.
See [url="http://translate.google.com/translate?hl=en&sl=de&u=http://unrealed.mye…"]here[/url]

If I choose not to save the Packages UnrealEd closes.

I worry about saving the packages because this is the second time I?ve installed UnrealEd after it was having trouble Playing Unreal Tournament. I fear that this was due to me saving the packages but I?m not completely sure.

Submitted by Me109 on Mon, 19/07/04 - 10:22 PMPermalink

I've always ignored those messages.. not sure why they come up at this stage.. is probably because of reusing static meshes and textures from other maps and stuff

Collaborative Project in Brisbane

Hi Everyone,

I've been developing my own engine for about 4 months now, and I think it's about time I got some other people on board! So here's the deal:

What I'm planning to make is a story-based action/espionge type game with a reasonably long story arc. I've already got alot of engine code done and have a tech demo up and running, but it's starting to get a bit too big for me to handle on the code side of things!

I've already got some team members on board for Design, 2D art, music, character modeling/ animation and level design... but we could always use some more!

The purpose of all this is to make a demo good enough to get us jobs, but to also take it to the AGDC Independent Games Comp this year and maybe even pick up some form of funding! But for now it's strictly volunteer work. The idea is as people get jobs out of it, we take on new volunteers to replace them if they no longer want to take part.

This project is aimed at people who have been making demos on their own or have one cool character, level or piece of technology they want to showcase in a full game rather than just a spinning cube or blank background! We can all help each other make something good!

I am looking for anyone who wants to help out, but specifically:
------------------------------------------------------------------
* A web designer... We need a website to get this thing happening with a forum of our own! Nothing too crazy, just a site that works will do!

* General Programmers (Gameplay systems, etc...)

* Advanced graphics systems programmers (shadowing, shader management + creation, normal mapping, lighting, culling, etc...)

* Character models / animation... the more models we can create the more in-depth the game can be!

* Level designers

* Texture artists
------------------------------------------------------------------

If you're interested, post on here or email me: markschiemann@hotmail.com

By the way, this is just an idea and I'd like to hear any suggestions or comments you might have!

Submitted by LiveWire on Mon, 16/08/04 - 9:51 PMPermalink

if all goes to play i should be done with my scooter project by october i think, more likly november though. whatever the case i'll be happy to start some work then. i have some ideas for characters and environments and i think we could make this far more attractive than what we had last year (i am so ashamed of that level...)

Submitted by urgrund on Mon, 23/08/04 - 2:44 AMPermalink

is there a d/l for the tech dmeo? wouldm't mind checking out what features the engine has.

Also, what are the tools like for level design?

Submitted by Lincoln on Wed, 25/08/04 - 11:47 PMPermalink

My site is http:\mark.mpglee.com, the "Ballistic Engine Demo" is the most current version of the projet.

Submitted by Skribble on Fri, 27/08/04 - 8:36 AMPermalink

Hey dude the engine looks sweet. Im at TAFE at the moment so i cant download the demo but i will when i get home. Im fluent in macromedia flash,animation and actionscript alike so if u want a flash site i would gladly make one up.

Unfortunatly im only a begginer in 3D modeling (which is why im at TAFE) so i cant help out there. [;)]

Submitted by montenague on Sun, 28/11/04 - 9:40 AMPermalink

Just dl and ran your tech demo, good stuff! 4 moths you say?
ive not seen any early engine stuff before so im unsure what to make of it or visualise and end product, but i must say im impressed for a one man job from scratch.
and it seems you already have a great sound man!
There are obvious issues I can point out, but im sure your already aware of them, such as the speed in which the character strafes when in sneak mode.

I am quite interested in contributing as I am in the same situation, trying to get things done for folio work, I am doing 3d modelling and animation at uni here and have been doing level design for Half-life and things for quite some time

Submitted by LiveWire on Mon, 29/11/04 - 2:43 AMPermalink

fArkus scored himself a job in Melbourne recently so you can probably consider this project scrapped.

Game Development Weekend

Hi peeps,

After coming back from Free Play I was pretty pumped, and have been thinking about organising a Game Development Weekend at my house, preferably on a long weekend. The idea is to have a 48-hour challenge with a more social component to get to know more Adelaide developers.

Of course, there's nothing stopping anyone else participating. Hell, it would be awesome to see that happen.

I'm trying to get a mix of amateur, indie and professional people interested, so the more experienced can share their knowledge with the not so experienced. Depending on the ratio of amateurs to pros, if I get enough interest, I've been thinking of teaming an amateur and a pro together.

The biggest emphasis for me is on bringing together people and forming relationships, something you really can't do well on the Internet. It would be good to see some more Adelaide dev teams springing up with some original ideas.

So is anyone from Adelaide interested? Is anyone else interested in hosting a similar event? I'm thinking about holding it in October, since (I think) that's the next long weekend and it gives plenty of time to organise things like extra furniture, talking to pro developers, etc.

Cheers,
Paul.

Submitted by Daemin on Fri, 16/07/04 - 10:47 PMPermalink

Sounds interesting, although availability would depend on the date of the event...

I would be a good estimation that the professional game development people in Adelaide would be from Ratbag, either current or former employees... So if you would wnat to get many of them then you'd have to pick a date not close to a milestone.

Also how big is your house, and would we be bringing our own computers there? Plus then what would be the temptation of making it a lan instead?

Submitted by souri on Mon, 19/07/04 - 3:34 PMPermalink

If you'd like to format your enquiry into a news post or have a definate date, I'd be happy to post it up on Sumea news so it'll get some more exposure..

Submitted by quiklite on Mon, 19/07/04 - 10:40 PMPermalink

Ack! Sumea ate up my original reply! :)

All of the professional game developers I've talked to or know are Ratbag or ex-Ratbag. I've heard some horror stories, it's quite funny to hear, and made me reconsider whether I even wanted to get into the professional circuit.

The next public holiday in SA (and only public holiday until Christmas) is Labour Day on October 4, so the event would go from October 1-4. Of course you could arrive or leave at any time, but I'd be prepared to have people from the Friday evening until Monday night.

Yes, you would need to bring your own computers.

I've found that when you get enough enthusiastic people together talking about game development, the ideas and opinions tend to flow pretty thick, and that in turn spawns action -- Free Play taught me that. I'm not really worried about it degenerating into a LAN, because no-one (I hope) comes with the intention of turning it into one. Unless everyone likes the same kind of games, the gaming action won't last too long anyhow.

Maybe I'll offer a prize incentive; that seems to work the best.

The ideal situation would be to team up professional and amateur developers together to form teams, so they can share ideas and experience. If I can't get enough pros in, I know enough amateur developers eager for this kind of experience to form a small event.

As to having enough room at my house, it depends on how many people want to turn up. As a rule of thumb, I expect about half the respondents to turn up, but I'll cap the number if I get a deluge of enthusiastic replies. There will be enough furniture for however many turn up, though.

I'm working on an optional theme for the event, too... shouldn't be hard to come up with something interesting.

Cheers,
Paul.

Best game for modding

I've been looking to purchase a game which i can create art assets and so on for. Which is the best game for this. I've heard lots about UT2K4, but is this the only one out there. I only have a 20 gig hard drive and only about 12 gig left, Doesn't UT2K4 eat up heaps of space.

Submitted by Discmage on Thu, 15/07/04 - 7:11 PMPermalink

It certainly does...but find me a latest game that doesn't. Farcry, UT2004 etc. All take up tons of space, and it's only going to get worse.

UT2004 has 5 install discs I believe.

Submitted by MoonUnit on Thu, 15/07/04 - 8:27 PMPermalink

or one DVD, it equals about 5 gig of space or something once its on your HD. Personally ive also modded vice city but that was only texture editing, i dont know how to change models (but im pretty sure it can be done).

Submitted by Daemin on Thu, 15/07/04 - 10:40 PMPermalink

All modern game modding will require a lot of hard drive space, UT2k4 Install is 5 gig, and modding it would consume only more.

If you want to mod something try the original Unreal Tournament, or perhaps even Quake 3? They require about half a gig of space and you cna use the rest for other peoples mods, and the programs required.

Submitted by Me109 on Thu, 15/07/04 - 11:25 PMPermalink

yeah I'm looking into using the ut2004 engine for just what you suggest...
it's reallllly simple to get static meshes in and out of it and create level content.. havent looked at the karma side of things yet...
there are also special tools available on the UDN network to create installs for you mods etc..
..
I'm looking at ways of reducing the install size of ut2004 tooo.. like checking out if mods can run under the demo UT2004.. which is about 180 megs or something....

cool thing as well about using ut.. is that the developer is working backward compatibility into future releases.. so theorically you can reuse any assets you develop

Submitted by Blitz on Thu, 15/07/04 - 11:56 PMPermalink

You shouldn't be able to run any mods on the demo version.
Legally, i am guessing you can't, because it would require some modification of the executable (reverse engineering).
However, it's possibly someone has done this, if you can find it :)
CYer, Blitz

Submitted by bullet21 on Fri, 16/07/04 - 5:57 PMPermalink

Isn't UT2K4 6 Cd's to install, that's why my mate reckons, and also what's a static mesh.

I think i'll have to purchase a new hard drive any way, 20 is not enough these days and you can get an 80 gig for about 150, so i probably will get that first and then get unreal 2004.

Submitted by Me109 on Fri, 16/07/04 - 7:35 PMPermalink

yeah 6 cd's.. or a dvd.. I ended up making a dvd install out of the 6 cd's

A static mesh is any mesh that isnt animated, usually static meshes are used to flesh out or populate a bsp brush or level

They can have collision, cast shadows.. etc.. pretty much do anything you want
using static meshes allows you to achieve high poly counts in ut2004

Submitted by MoonUnit on Fri, 16/07/04 - 10:01 PMPermalink

in lamens terms, a static mesh is an object inside the level (i know there are execptions with actors and the like but thats the simplest explanation). Modelled in a 3d program and imported into unrealED

Submitted by souri on Sat, 17/07/04 - 12:37 AMPermalink

quote:Originally posted by bullet21

I think i'll have to purchase a new hard drive any way, 20 is not enough these days and you can get an 80 gig for about 150, so i probably will get that first and then get unreal 2004.

I got a 160 gig HD for just over $150... make sure you look around!

Submitted by bullet21 on Mon, 19/07/04 - 4:32 AMPermalink

I just bought UT2K4 today, it was 80 bucks EB, it's 6 Cds and almost 21 minutes worth of installation, Awesome Fun though, i see why Moony is so hyped about it and is addicted. Can you guys point me to a good place to teach me all about creating assets and importing it to the games. I can model the content, but need to know how to export and rig it so it will work properly. THanx.

Submitted by bullet21 on Tue, 20/07/04 - 3:35 AMPermalink

lo;, how could i forget that, thanx moony :D

UT2004 executable mod switch

Hi All...
just have some problem with lauching custom mods for UT2004

specifically the UDN TestMod Mod...

http://udn.epicgames.com.two/improvedmodsupport

When I lauch the mod..

ie... ut2004 -mod=TestMod

the splash screen starts.. but immediately I get invalid key errors.. and of course it closes... duh...

now I have a full purchased copy of ut2004.. withlastest patch
and... UT2004 run standalone.. with no complaints about the key being used.... hmmmmm... got me stumped...

if anyone can help me resolve my custom mod problem.. that would be great..
cheeeeersss...

Submitted by Daemin on Thu, 15/07/04 - 12:08 AMPermalink

Erm have you installed it? I don't know if that will help but all the mods that I have used have required installation...?

Submitted by Me109 on Thu, 15/07/04 - 11:21 PMPermalink

yeah... thats where it stumps me... with this example. no install is provided...
but somehow the mod must be registered (registery) in order for it to identify the correct installed key...
this is where it has stumped me.. apparently you have to compile the mod with the UCC executable.. but thats about all I've figured out sofar :s

Submitted by Me109 on Thu, 22/07/04 - 3:53 AMPermalink

ehhh.. solved it.. apparently it is alllll in my mind! DOH!

Dystopia looking for Artists

About Dystopia:
Dystopia is a team-based objective driven game modification of the Half Life 2 engine, based on the Cyber Punk genre. Team Dystopia's primary focus is creating a fun, fast and furious FPS which rewards intelligent and co-operative play, as well as pure twitch reflexes, while playing up intense close combat situations.

Who we are:
Our team members are greatly based in Australia with a few additions from the US and Belgium. Alot of the members are involved in the games industry and gaming community. Most of us met playing competitive online games and are heavily influenced from the success of such games and mods as: Action Quake2, Quake2/3, Q3Fortress, Tribes series, RTCW, ET, BF192. With the lessons learnt from playing online games, we hope to produce a fun and competative mod for both public and clan play.

What we are looking for:
We have a great team so far that is producing some really kick-ass artwork but could use a hand from the graphics community to help step the art dev up a notch.

Currently we are in need of another character modeller, an animator and an experienced weapons modeller/skinner (preferably with fps weapon experience) and a level prop modeller. Attached to this post are some concepts to give you a better idea of the style we are going for.
Anyone that is interested in helping out will be fully credited for thier artwork and will have input into the design process as well as game ideas. We are after people that have enough spare time to contribute regulary, but we would also consider one off model submissions that people may want to use to further thier folios or games experience.

When its done:
The mod is currently being developed in the half-life1 engine which is about 60% code complete. We plan on porting over to HL2 as soon as the SDK and game is available. The Mod will be distributed over Valve's Steam technology ( http://www.steampowered.com ) as well as bit-torrent and other mirrors.

We are aiming at being one of the first mods to release, which is why we are trying to organise as much artwork and code as possible before we get our hands on HL2.

For more information visit the Dystopia webpage: http://www.dystopia-mod.com

If you want to contribute, send an email to dystopia@dystopia-mod.com with some artwork examples and info.
You can also get us at the public forum or on IRC:
Forum: http://dystopia-mod.com/forum/index.php
IRC: irc.ausirc.net #dystopia

[img]http://dystopia-mod.com/images/corp_heavy_jak.jpg[/img]

[img]http://dystopia-mod.com/images/psycore_mednrg.jpg[/img]

[img]http://dystopia-mod.com/images/Punk_Light_Front.jpg[/img]

NEW GAME- Turn Based strategy

Looking for someone who is gifted in 2D graphics

I have developed a strategy game like Civ II but I have
no idea how to access graphic card memory
My current game runs in 320x200 MCGA and looks very dated
It is entirly written in C and I am hoping to convert to C++

Please visit my website to see screenshots and brief history

http://members.westnet.com.au/dbradshaw
or
http://www.geocities.com/suremapper

suremapper

Submitted by Kalescent on Sat, 10/07/04 - 7:52 AMPermalink

Welcome Suremapper! [:D]

I like what youve done with that little game and the website etc. There should be a few people that would be willing to help you out with the 2d graphics !! Id love to, but we are pretty busy here!

Good Luck!

Submitted by Bane Star 00 on Tue, 28/09/04 - 6:38 AMPermalink

I've made several Mods for Civ 2 and Civ 3, If you just want some simple 2D graphics to fit your spots.. then sure.. I have them,.. I'd be more than willing to give them to you, if you add my name to your credits.

Only problem I can see.. most of my graphics are 20x20 and 28x28.. and If yours is 320 x 200.,. then your squares are 8x8?

Submitted by urgrund on Wed, 29/09/04 - 2:01 AMPermalink

reminds me of 'Hammer of the Gods' :)

quote:Please visit my website to see screenshots...
brings a new meaning to 'screen' shot :P

Submitted by suremapper on Thu, 23/12/04 - 2:37 PMPermalink

Two questions

How do you access graphics memory ?

need Address of start of memory (location of address of a 64Mb graphics card)
Any interrupts that need to be initalized for plotting

Any Assembler code like
asm{

mov colour,23 ;colour to plot
mov di,StartofVideoMemory ;plot here
mov [di],colour ;perform plot
}
or
asm{
mov cx,x ;get x coord
mov dx,y ;get y coord
mov ax,PlotMe ;set up interupt for plot

int ax ;perform plot
}
or
the following function
Plot(int x,int y,int color);

How do you access the mouse ?
the following functions
HideMouse();
ShowMouse();
GetXY(int x,int y);

This below is how I currently access 320x200 graphic memory

#include
#include
#include
#include

// address of graphic memory
#define SCREENADDR 0xa0000000L

// point to the start
char far * SCREENPTR = (char far *) SCREENADDR;

int map[8][8]={{1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1},
{1,3,1,1,1,1,5,1},
{1,3,1,4,4,4,5,1},
{1,3,1,1,1,1,5,1},
{1,1,1,1,1,1,5,1},
{1,1,1,6,6,6,6,1},
{1,1,1,1,1,1,1,1}};

int main(void)
{
struct REGPACK reg;
long int x,y,offset;
int i,j,color,k,m;

// change to graphic memory
reg.r_ax = 0x13;
intr(0x10, &reg);

while(1){
for (i=0;i<8;i++){
for (j=0;j<8;j++){
color=map[i][j];
x=i*10;
y=j*10;

for (k=0;k<10;k++){
for (m=0;m<10;m++){
// work out postion of plot
offset=(y+m)*320+x+k;
// copy color to postion
SCREENPTR[offset]=color;
}
}
}
}
}
getch();

// return to normal
reg.r_ax = 0x2;
intr(0x10, &reg);
}

Submitted by Daemin on Fri, 24/12/04 - 3:26 PMPermalink

Erm, you're developing for a 64MB video card and you're using assembly - bah, sorry to tell you this but you'll end up rewriting the operating systema nd all of its drivers if you do that. Each graphics card really has its own way of interacting with the video memory, and add to that the different addresses that people have on each system, the different amounts of cache, different AGP speeds. You're in for one hell of a task.

I'd suggest you use something like SDL, or if you want to go lower level try OpenGL or DirectX. There's really no need to go this low level anymore!

As Abrash has said (and I now believe it to be wholeheartedly true) you'll see further if you stand on the shoulders of giants. Which means use tools and libraries that other people have made to increase your productivity.

- Sorry for the rambling, I'm sure someone else will clarify/ramble some more. :-)

Submitted by suremapper on Fri, 24/12/04 - 10:31 PMPermalink

I'll take you advice

I have found Basic4GL on the web and will attempt to rewrite from C
to Basic

Submitted by Daemin on Sat, 25/12/04 - 12:32 AMPermalink

Well if you want some decent tool to rewrite it in, try BlitzBasic, it costs a bit of money, but from what I've seen it is well worth it and the tools are pretty good.

That and you could use SDL (that seems to be popular), or some form of OpenGL.

Submitted by Soul on Tue, 15/03/05 - 12:01 AMPermalink

Suremapper - if you don't want to rewrite everything, you will need to use the VESA bios extensions (VBE). This will only allow you to access 4MB of video memory, which will be more than enough for what you'll be doing.

The VESA specs are available from [url]http://www.vesa.org/Public/VBE/vbe3.pdf[/url]

If you need any more help, just pm me.

Alternatively, you could follow Daemin's advice, but that wouldn't be much fun [;)]

Submitted by WiffleCube on Sun, 22/05/05 - 6:31 PMPermalink

C++ and DirectX. Unlike the Amiga and other machines,
PCs aren't closed-architecture. You'd have to support
a plethora of sound/graphics cards and even then the
code you write might not be optimal depending on the
processor. You're best off with compiled C/C++ - you
can always have a look through the generated code to
see if there is any room for optimisation.

Submitted by suremapper on Thu, 09/06/05 - 4:44 AMPermalink

Its has been a long time since I visited SUMEA
In fact over 6 months
I did buy BlitzPlus and spent 4 nights converting 30,000 lines of C code into Basic and then spent another few days making new sprites in 32x32 size (during 2004 Xmas holiday)
I have posted the game on BlitzCoder and waited for some response but it seems that turn based games are not really popular anymore
(or the fact my game wasnt 100% complete)
I just got into an argument about 2D pathfinding
My game used a different method to A-star

I am waiting for Civilization IV now (due November)

Submitted by Daemin on Thu, 09/06/05 - 8:05 PMPermalink

Civilization 3 is good too :-) Youi can probably pick up the complete edition (I did) for about $50 now, that's the original Civilization 3 plus both of the expansion packs.

Submitted by mcdrewski on Thu, 09/06/05 - 9:30 PMPermalink

be proud of what you've done! And I really recommend that you complete the game if possible - being able to finish things is always looked upon very highly in this industry (which oftentimes doesn't finish what it starts).

Submitted by Daemin on Thu, 09/06/05 - 11:29 PMPermalink

Ditto to finishing the game, it's much better to have one thing finished than to have 10 incomplete blobs of code and art, take it from someone who has such blobs.

But yeah, Turn Based games aren't dead, they just have evolved slightly, take my current favourite, Rome: Total War :-)

Submitted by suremapper on Fri, 10/06/05 - 12:57 AMPermalink

Hi again

I dont think I will carry on and finish the game
Reason why
Civ IV has over 30 programmers and they are working full time
Me
I am a school cleaner for Cyril Jackson High school

Perhaps if I stay at Curtin University back in 1995 and not drop out the game might of been completed

It seems that todays youth like 3D games in which they shoot at each other (quick thrill's with no strategy)

Submitted by rezn0r on Fri, 10/06/05 - 4:10 AMPermalink

quote:Hi again

I dont think I will carry on and finish the game
Reason why
Civ IV has over 30 programmers and they are working full time
Me
I am a school cleaner for Cyril Jackson High school

Perhaps if I stay at Curtin University back in 1995 and not drop out the game might of been completed

It seems that todays youth like 3D games in which they shoot at each other (quick thrill's with no strategy)

I don't know about that! I'm a TBS fantatic also. Jagged Alliance 2 (hell yeah), HOMM, Civ, Silent Storm (New favourite)... I love these games.

Sure, Civ4 may have 30 programmers, and you'd be foolish perhaps to try and match them in scope.

Have you ever considered though that with your low level experience and tiny team (of one [:P])that platforms such as Palms, phones and portable devices might be an area in which you could excel?

Art is something that can often be slotted in at a later date.

I'd be interested to play your game (especially since I'm looking forward to doing a little TB game of my own once my overtime here ends).

Scott.

Submitted by AntsZ on Mon, 13/06/05 - 2:55 AMPermalink

i reckon you should carry on, if you really want to break into the industry as a programmer something like this game is great for your portfolio, get your foot in the door learn the industry then maybe start off your own company, or even start a mod get a few guys together and work your way from there, dont give up because of the size and the standards of already established companies, most of them started off like you did. Keep goin hard and dedicated

Submitted by sub on Sun, 24/07/05 - 10:22 AMPermalink

hi.. (another team of 1 here)
i'd be willing to do some work with you if interested? (i've played civ3, alpha centauri, etc so i dig that scene also but mostly prefer rpg's)

i use a development tool called GAME MAKER 6.1 (full version) you may want to have a look at it if the video memory thing is a pest for you? ..i recommend it :)

www.gamemaker.nl/

Submitted by DaleK on Thu, 03/08/06 - 6:04 AMPermalink

Turn-based isn't dead, you just need to know where to look. ;)

BTW, Firaxis didn't have that many on Civ IV, but they did have the help of some fans who helped during alpha-beta phase.

Dale

x-fire - new version is available

X-fire version 1.1 has been released, due to popular demand at all the conferences, we have decided to release the latest version of X-fire here:

http://www.lphpnl.com/downloads

X-fire is a 3rd/1st person shooter with some limited multiplayer elements. It was displayed at both AGDC 2003 and Freeplay 2004, the game received the runner-up at the AGDC for best unsigned game (indy). Any questions or suggestions can be offered at the forum for x-fire.

http://dbradby.net/forum

Just click on x-fire to add any topics or suggestions.

Thanks to all those who have offered feedback and compliments, it is what has kept us going all this time. It is the aussie industry following that makes us want to be in the gaming business to begin with, again thank you to all those who have supported us or even put us down a little, it gave us the impetus to get here.

Travis Wardlaw
3D artist
lphpnl.com

Submitted by souri on Tue, 06/07/04 - 3:26 PMPermalink

I'm surprised no one has written a comment about X-fire yet! I'm half way downloading it right now, so I'll be writing what I think a bit later. Definately looking forward to trying it out. I couldn't keep my eyes off at Free Play [:)]

Submitted by MoonUnit on Tue, 06/07/04 - 9:14 PMPermalink

unfortunatly i didnt get a shot at free play (actually, it seemed pretty popular) and i didnt have time to check in on the indy games at AGDC :(
so ill make up for that by downloading it soon ;)

Isn't Maya meant to come with Unreal?

I bought Unreal Tournament 2004 DVD edition.

In the tutorial on disc 2 it says that Maya comes with Unreal. I can find Unreal Ed, but not Maya.

I�ve searched on the net and Maya seems to come with Unreal 2003 but I can�t find anything about it coming with 2004. Should the computer shop have given me Maya when I bought the DVD?

Hope someone can help.

Submitted by Aven on Mon, 21/06/04 - 4:58 AMPermalink

I'm not too sure about it coming with 2k4 as I don't own it. I know that it came with 2k3. Check for a directory with Maya PLE (Personal Learning Edition). It is basically Maya Complete with some water marking in it. If it isn't on the Disc, you can download it from:

http://www.alias.com/eng/products-services/maya/maya_ple/index.shtml;$s…

You will have to have an email address so that you can register with them and get a serial for it. PLE is 129Mb. You can also order a copy of it on CD from them and some CG based mags sometimes have it on their CDs.

Perhaps MoonUnit can help you out more with this one.

Submitted by souri on Mon, 21/06/04 - 5:06 AMPermalink

It's on your Play disc..

CD6ExtrasMayaPLEMayaPersonalLearningEditionEN_US.exe

Submitted by MoonUnit on Mon, 21/06/04 - 8:29 AMPermalink

atleast thats the case for special edition (i know thats what souri has and i have also), but thats on the game disc, not the extra disc so i should be on the normal DVD ver.

Submitted by selwyn on Tue, 22/06/04 - 12:11 AMPermalink

Thanks, I just assumed the install option for Maya would be on the autorun screen. I was completely absent minded and didn't think of opening the DVD itself.

Thanks again.

Collaboration in Brisbane

Gday everyone,

I and two others happen to be starting a company shortly. We go live in August mostly legal and preliminary business requirements. Website, Domain Name, ABN & Registered Business Name. We are all very capable people. The Team breaks down as follows:

Dedicated
---------------------------------------------------------------------------------
Myself ? Adam Lee ? QUT Grad. Out of work Software Engineer. But not out of work.
David Mynard ? Studied with me at QUT, a good C++ Programmer / Math.
Warrick Marr ? Close friend 3D Animator.

Support
---------------------------------------------------------------------------------
Full Fathom Five - The Band, David?s Older brother Robert.
Richard Lee - My Little Bro, Graphic Designer soon to be 3D capable.
Michael - My Old Bro - Lawyer ( Public Prosecution )
Christian - A close friend of both Warrick, David and Five - 3D Animator who worked on the Powderfinger video clip, Sunsets.

Like most small start-ups we have no money, only enough to keep the business afloat. Yes I know why you would bother? But we do have a high capacity of talent and what I am asking for is any one willing to join the team to work on a project for a possible pitch to PC or Xbox publishers. Any artist out of work, students looking for a way to constructively use there skills while looking for work or studying, 3D animators wanting to flex there anim-ative skills, professionals bored with cubical jobs or just people looking for a place in to meet others in the industry.

Completed Objectives
---------------------------------------------------------------------------------
Legal loose ends.
Business plan.
Company paper work.
Launching shell for engine.
Game structure.
Class & File break down.

Objectives to be Completed
---------------------------------------------------------------------------------
Detailed design of game.
Game Engine. (Graphics and Logical Core)
Story (Half Complete. It?s a trilogy, so buckle your seat belts it may be a long trip.)
Pitch (Game or capacity of company.)

If you don?t see much in it for yourself you can add this Project (if you contributed) in its entirety to your work portfolio, a nice addition to your CV. Interested then drop me a line.

P.S. ? we are base in Brisbane but don?t let that deter you.

Adam - dwarfman@netspace.net.au

Submitted by Kalescent on Wed, 26/05/04 - 8:14 AMPermalink

OKay i just finished asking you about your team in another post - low and behold heres the guts! [:D]

Id just like to say, depending on the requirements - and what your after, and what we are doing at the time, Kalescent Studios may be able to offer some help in areas your having troubles with.

Were also based in Brisbane, check out our website http://www.kalescentstudios.com

If you ever need anything or have questions feel free to contact us [:D]

Submitted by cutty on Wed, 26/05/04 - 10:58 AMPermalink

It sounds interesting, but i'd like to know more about what type/style of game..(I'm a level designer btw..) and also when roughly you would have the editor done to start on the actual building(?)Edit: oh, you might not even mean to this stage..well, i can do concept/environment art too.

Submitted by PolyFury on Wed, 26/05/04 - 1:47 PMPermalink

Hi my name is ben Im a licensed 3ds max 4.2 and photo shop 6 user and am keen to help, im currently studying a diploma in screen and have skills in both Maya and 3ds Max.

I also have skills in the unreal level editor, and also in exporting characters for the Auranjet engine.
Please feel free to contact me in regards to any help

Ben

benwheatley@hotmail.com

Looking for Australian, Gold Coast Developers

Hi,

We are currently looking for people that live on or near the Gold Coast that want to work on a PC demo for the Australian Game Developers Conference in Melbourne this December. We are looking for people with experience in game design, 3d modeling, animation, or C++. We're using the Torque game engine and we have a fairly good idea/basic game document in place but we need to flesh it out and we need people with artistic skill/experience.

We are also looking for people that are interested in doing short-term shareware/mobile games. It's our intention to build up a portfolio of self-published/distributed games to gain recognition and cash flow to help fund our main project.

This is a work for free project at present but we are doing this with the intention of getting paid within the next 6-12 months so now is the perfect time to get in early.

For more information or expressions of interest email:
christopher_doughty@hotmail.com

Submitted by Stu on Sat, 22/05/04 - 9:13 AMPermalink

Hey dude, I'm on the Gold Coast and interested, I'm just really busy for the next 3 weeks with the end of semester at uni. I generally do 3d modelling and animation (trying to get better at texturing)

If you're happy to wait a few weeks then send me some more infomation slk1138@hotmail.com

Stu

Prices

Just wanting to know, for a scool Outcome, the price and version of 3D Studio Max.

Submitted by OJ on Mon, 26/04/04 - 6:09 PMPermalink

The latest version is 6 (and SP1 is out aswell). Not sure about price, but google with answer that question :)

Submitted by codyalday on Tue, 27/04/04 - 2:31 AMPermalink

Thankaz for that guys and gals, this is really going to help.

Indy Game Developers Harken!

Do we have any indy game developers on this site that have successfully managed to get a game out and make dosh from ?

Submitted by bloody footy on Sun, 16/05/04 - 6:58 PMPermalink

My game is out and I'm making dosh but very, very little :D
It is my first game so I do keep improving it, each improvement slightly increases the rate of sales.

Submitted by Kalescent on Sun, 16/05/04 - 11:44 PMPermalink

congrats bloody footy [:D] noone else has replied i guess thats cos there are none ? tis a shame...

Legal Requirements of Starting Up

I'm wanting to start a game development studio on the Gold Coast but I'm not sure what legal structure to choose and I'm looking for feedback. It's only a small team of 2 at the moment but we want to formalise things before we take on more people. If we register a business name we can only trade in the state in which we register, is this an issue for game studios? a company has pretty high start up costs and then there's all the paper work, is there much need to register as a company this early on?

Any advice from people that have done this before would be greatly appreciated. I seem to get blank stares from people outside the industry when I ask about this.

Submitted by Blitz on Fri, 23/04/04 - 7:41 AMPermalink

In my opinion, if it's just a couple of you, theres no real need to register the company...in fact it's probably a bad thing depending on your situation...
eg. If you are unemployed atm and collecting the dole, if you register the company, i don't think you can collect dole anymore which will mean having to get another job for income which means less time developing!
If you're basically trying to throw a demo together to get a publishing deal etc., then i'd wait until you have the demo finished and you're actually trying to sell it before registering the company. If you end up having to borrow money etc. to start up, hopefully you won't spend as much time with a big debt if you wait until you can secure funding.
However, you should knock up a written agreement with the person/people you'll be working with which defines what does happen once the company is registered (eg. who owns what share of the company etc.) to avoid anyone doing something nasty later on.
If you have a lawyer type friend who can look it over for you that would be good, and even hiring a solicitor to knock up a standard agreement for you would probably not be too expensive.
Remember, all this is just my opinion and is not neccessarily true or legal! :P
CYer, Blitz

Submitted by littlemo au on Sun, 25/04/04 - 12:40 AMPermalink

Thanks :)
Opinions are just as good at this stage, just looking for any insight.

Submitted by Daemin on Mon, 26/04/04 - 5:31 AMPermalink

Although it is highly recommended that in order to create a startup you should have some industry experience, that means that people will take you more seriously.

Submitted by Blitz on Mon, 26/04/04 - 12:50 PMPermalink

But also keep in mind a piece of advice quite a few industry veterans have offered "Do it while your young and have less to lose" (mortagage, loans, family, etc.).
IMO industry experience is only really "neccessary" when you plan to actually put a studio together. If it's just you and a couple mates working together, then go for it, but keep in mind if things do go your way and you end up facing the prospect of expanding into a "real" company, you might be well off thinking about employing people to do project management and business aspects, even if you could get in a weird situation where the producer is telling the boss what to do, because you're the boss, but also just a programmer :P
CYer, Blitz

Submitted by Morphine on Tue, 27/04/04 - 10:30 PMPermalink

Just quick comment, have you thought of NEIS? (New Enterprise Incentive Scheme). I know that the QLD government can fund game companies with a new bill they've recently brought in, but I'm not sure if these two things work with each other or if they are separate ...

My 5 cents ...

Submitted by Blitz on Tue, 27/04/04 - 11:32 PMPermalink

I'm not sure about that particular program, but often those grant etc. style packages for start-up companies require that one of the company founders/owners whatever has some formal training or experience in (small) business management...
CYer, Blitz

Submitted by Kalescent on Wed, 28/04/04 - 5:51 AMPermalink

Neis actually puts you through a small business management course,.. i think! but you have to qualify first.

Submitted by Jacana on Wed, 28/04/04 - 5:09 PMPermalink

Yes - NEIS does train you. They have you sit down and write up a business plan and assess you for fesability etc.

Submitted by Red 5 on Thu, 29/04/04 - 12:06 AMPermalink

I think you should see about registering a business name as soon as possible, it's relatively cheap and you'll find most contacts you make will take you more seriously if they see a trading name instead of your own personal name.
You'll also want to take into account that you'll be wanting a website and we all know how difficult it can be securing a domain name of your choosing, and it's getting more difficult all the time.

The two of you could eventually form a partnership or a company, but make sure you nut out who'll do what and clearly define your roles at the outset or you could run into trouble further down the line.

Submitted by Morphine on Sun, 09/05/04 - 10:13 PMPermalink

Yes HazarD, you do have to qualify but in a certain way.

You'll have to provide details about the location you'll start your business up in as well as marketing aspects, in other words, get a partition in your location stating the need for your business. I'm not sure of all the details but I have a friend that did go through NEIS, so if anyone needs any general info, give me a yell or go talk to a sarina russo job access place and talk to them about it.

I hope everything works out for you. [:D]

Submitted by bloody footy on Sun, 16/05/04 - 6:55 PMPermalink

As for legal responsiblities at your stage of development I would highly recomend having some form of written agreement with those that will help you so they don't give away anything.
The agreement should include the fact that - any information given to any other person in the project is not to be given out or released in any public form; this information includes, but is not limited to, design documents and code.
All you need is a written statement from them saying 'I agree'. This little bit of precaution can save many headaches in the long term.

Submitted by CombatWombat on Sun, 16/05/04 - 8:07 PMPermalink

The other one that seems quite interesting is setting up a discretionary trust with a company as the trustee. The trustee determines the pay-outs from the trust, so this would allow paying developers as per their contribution to a project. This seems to be a way of having "shareholders" that have different value shares according to what projects they've worked on. It's kind of drifting more toward a cooperative than a company.

I'm currently looking at this kind of structure with three mates, allowing a couple of different projects to be happening at once, without having to mess around with shares (each of us would hold the same stake in the company, and we wouldn't be changing this).

Got any thoughts about this kind of structure? I'm interested to hear 'em :)

With regard the partnership thing, do keep in mind that you can be liable for your partner's expenses, whereas so long as you have not acted in a negligent manner, as a director of a company, they cannot go after your personal assets.

Submitted by littlemo au on Sun, 16/05/04 - 8:51 PMPermalink

Thanks for all the ideas guys.

I have another question. If I want to register a domain that ends in .com.au and I'm registering it as an individual, if a company/business comes along later and wants it, do they get legal rights because they are a company/business and I'm only an individual?

Submitted by bloody footy on Sun, 16/05/04 - 11:35 PMPermalink

If you succesfully register a .com.au domain it's all yours.

Submitted by tbag on Sun, 16/05/04 - 11:38 PMPermalink

As far as i know, they do not. However, the best they can do is buy it off you (Ask for a ton! [;)]) or register a similiar domain such as whatever.net.au. But they may also try to register the domain name when it expires before you do which could be a pain. None the less its up to you.

Im pretty sure your in the clear [:)].

Submitted by CombatWombat on Mon, 17/05/04 - 3:39 AMPermalink

Nah you need an ABN to register a .com.au address - so only companies and those with trading names can apply.

Submitted by littlemo au on Mon, 17/05/04 - 7:29 PMPermalink

Bugger :(

This whole thing is like a cart and horse, can't do one thing without another etc. etc.

Got some more questions :)

Those of you working as indies or startups, how have you funded yourselves?

How many people or what stage of development did you get to before you bought/registered a business name, or company name?

Submitted by tbag on Tue, 18/05/04 - 1:52 AMPermalink

Do you have a cart and horse [;)]?

I bought a domain with hosting back when i was 13, mind you it wasnt gaming related it was an Anime fan website... i basically just wasted $110 on nothing but a few images and one or two PHP scripts. http://www.anime-sphere.com i thought it would work out but it didnt [;)].

But as for funding im pretty sure that indie developers use the money that is at hand from like pocket money or their small job at a grocery store etc... a big budget never means a good game, always keep that in mind.

Submitted by CombatWombat on Tue, 18/05/04 - 2:34 AMPermalink

Littlemo, sorry should have explained that you only need the ABN for .com.au domains - you can register a .com domain without an ABN though. I think I paid AU$22 or so for a .com domain (12 Euros through www.gandi.net, which included email redirect and web redirect for no extra cost!) No, I'm not a shareholder or anything, just a satisfied customer [:)]

I've been working for 10 years as a software engineer, writing game code as a hobby and am about to go full-time on indie games stuff. Only getting to setting up a company now. Funding for me is going to be a combination of savings, a bit of contract work on the side and having a partner who works.

Submitted by souri on Tue, 18/05/04 - 4:13 AMPermalink

Actually, can't you get a .com.au without an ABN now? I remember reading about the registry freeing that up a bit..

Submitted by tbag on Tue, 18/05/04 - 5:42 AMPermalink

I always thought you could buy a .com.au domain? Maybe if the domain is a small business in the making or something you need to display your ABN?

I dont know, either way once you have registered a domain, it is yours.

Submitted by littlemo au on Tue, 18/05/04 - 6:52 AMPermalink

Sorry to keep asking more questions and drift further off the point...
Are any of you guys going to the indie game conference in Melbourne this weekend?

Being up here in Queensland kinda sucks for conferences. AGDC is a hike in itself but it's worth it.

What are the odds of someone recording the conference this weekend and selling them? I'd pay $30-$50 happily. There's gotta be other people who can't make it to Melbourne who'd be willing to pay for a video/cd/dvd of the conference.

Submitted by MoonUnit on Tue, 18/05/04 - 8:48 AMPermalink

i could do a video of sunday but only sunday because unfortunatly i wont be able to make it on any other days :(

Submitted by CombatWombat on Tue, 18/05/04 - 7:43 PMPermalink

Sounds like an idea that you might suggest to the people organising freeplay. Could run a video in each of the 3 session rooms, sell the divxes of the whole conference for $50, get 20 people to buy and you've covered the costs, perhaps made a small profit.

Submitted by Dwarfman on Wed, 26/05/04 - 12:42 AMPermalink

I have looked into the NEIS program from centrelink. Its legal to run a company on the dole, but there a few problems.

Your company needs to earn revenue, not profit.
Stage 3 of NEIS your company needs to earn profit.
I would look into grants or that new gov scheme for game developers.

One reccomendation. Plan and plan. Then register your business name its a little known fact that you can't do a thing unless you have a ABN or registered business name. Trust me on this. Been working on the game for 6 months and the business for 7 months.

If your ever in the vercinity of Brisbane give me a bell we are doing the same thing you are. Slightly larger team though.

Submitted by Kalescent on Wed, 26/05/04 - 8:09 AMPermalink

how big is your team dwarfman ? just curious! [:D]

Submitted by rezn0r on Wed, 26/05/04 - 11:50 PMPermalink

It is possible to get NEIS assistance for a game development project. I've done it. It's just not easy.

Ignore the other grants and focus on your product. You won't get a look-in unless you have something you can sell. They'll be wary of you even if you have a list of published titles you've worked on.

Realise that the people you'll be buzzwording and enthusing to haven't even seen computer games, and know nothing about the market. Also realise that on paper the games business is the worst business model available.

You're not a business until you're making a turn-around. People won't give you money until you're a business.

The most important thing to focus on is the product. If you don't have a product to sell, then it doesn't matter what kind of businessman you are. When you've something to show you can get to the full-time task of running the business.

I'm full of things to say, but I'd turn this post into a book. Good luck with your projects. Anything is possible.

Scott.

Submitted by bullet21 on Sun, 30/05/04 - 8:53 PMPermalink

This is kinda related, but do you have to register your company no matter what or does it only have to be registered if you make a certain amount each year.(eg: $20000+ p.a would require registration, just an example)

Jedi Academy Modellers/Programmers needed

Modellers and Programmers are needed for "A Galaxy In Chains" TC for Jedi Knight: Jedi Academy. Here is a quick description of what we want to achieve: (oh its a Star Wars mod)
-A Galaxy In Chains will put you in the shoes of a Stormtrooper in Grand Admiral Thrawn's fleet.
-Will be set before/after the Battle of Yavin, in the Outer Rim Territories.

if you wish to help, please post here or contact me by clicking on the little MSN logo next to my name.

New game - helicopter racing game

After putting 'bloody football' out of my mind for a while I have decided to create a new game.

It will be a 3D helicopter racing game (controls will be arcade style), the design document has been written for it (no I'm not giving it out [8D] ).

What I need is 3D artists to create the helicopters (10 in game), these can be military or commercial helicopters. Weapons will be legal, thats why you can have slow miltary helicopters. 1000 polygons maximum.
This will be a single and multiplayer game.

I am going to use the 3D Rad engine (which I have a legal licence for)that has networking capabilities; unless someone has an engine that they would like me to use (it doesn't have to have network capabilities but needs to have room to have it added later).

You will have 3 months to finish the graphics if you decide to join. This game will be sold on the internet and only royalties will be given to people that help (no up front money).

For more info contact me on bloody_footy@hotmail.com

Submitted by Blitz on Tue, 13/04/04 - 9:14 AMPermalink

I'd just like to say 1000 tris is very low IMO (especially for something complex like a chopper with multiple rotors, nice curves etc.) How many aer you planning to have on screen at a time?
Modern graphics cards (anything since, say GF2) can render 2-3000 tris almost as fast as 1000 if they are fed to the gpu nicely.
Something to keep in mind anyway, giving the artists 3000 polys lets them make a cool chopper with lots of weapons and curves, rather than a box with boxes attatched :)
Plus, if you're expecting more than say 10-12 on screen at a time, there is always LOD.
CYer, Blitz
EDIT: Forgot you're using a third party engine, i have no idea of it's capabilities so i could be way off the mark depending how it handles things.

Submitted by bloody footy on Tue, 13/04/04 - 9:31 AMPermalink

Valid point Blitz; the engine I am using could go to about 2,000 each but each of my games are made to run on lower end computers (I don't try to compete with high graphic games, I try to pick up the players that these games exclude :) ).

I also have to take into account if we use a differant engine, what if that can't handle it?

On a personal note I find it isn't the poly's that make the asset, it's the texture mapping that is the differance between 'wow' and 'errr???' :)

Submitted by FireFlight on Wed, 14/04/04 - 6:42 AMPermalink

That is true that texture mapping is the difference, but having a higher limit on the tri's would give the model a better apearence making the texture fit better. Instead of having a 80's car style chopper, you could have one that's late 90's car style. If you get what I mean.

Submitted by Blitz on Wed, 14/04/04 - 7:36 AMPermalink

Good quality textures are essential for sure, but you can't make a 3D object out of texture maps :)
1000 tris can probably give you an ok body and rotors, but you might be pushing that limit hard to put some decent guns coming off the side...
Fair enough if you're trying to target low-end computers though :)
CYer, Blitz

Submitted by bloody footy on Wed, 14/04/04 - 7:59 AMPermalink

You have got to realise that most people don't have the latest and greatest computers that have the latest graphic cards; I read my site statistics and the majority of people that download my game don't have these specifications.
The game I am making is based on game play and reaching out to the widest possible audience - if you look at the games today that need the latest graphics card then you will see the game play is not much to look at.

Impossible Mission 20th Anniversary Tribute

It's been about 20 years since the original Impossible Mission was released. My entry in to the 48 hour programming competition was an Impossible Mission clone. I was thinking it would be pretty cool to finish it up and release it as a 20th Anniversary Tribute. The only problem is that my programmer art skills really do reek of programmer art. Anyone wishing to do some nice art for the game would be pretty cool. I was also thinking of making a room editor (instead of entering everything by hand into a text file), letting people go crazy, and then vote on the best rooms to include in the finished game. How does that sound to everyone?

The game as it currently stands can be found at http://www.sumea.com.au/sumeachallenge/programmer1/deformedstickfigurem…

Programmer seeking project

Im a programmer looking for a game/demo to work on. So if you need help then I may be who you are looking for.

Submitted by Fluffy CatFood on Thu, 08/04/04 - 11:11 AMPermalink

Hey I need a programmer badly, the game I'am working on is called "Dead next Door: Life after death" We are are putting together a demo. Unfortunately we cant pay you, which sucks, but it would be cool if you could spare a few hours of your time :)
heres the website

you can contact Brad kingjehu@charter.net

or me Scsut_1@hotmail.com

The game is an Zombie FPS, based on a movie called "Dead next door" We got the Writer/directors permission etc. the story of the game is set between the first and second movies (Second movie hasn't been filmed yet) We have pretty good graphics technology, we use AMP2 currently. Basically were not fussed how good you are as long as you can code c++

http://game.deadnextdoor.com/