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JeffSventora

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Everything posted by JeffSventora

  1. Looks promising, would love to know more about the game though. Are you going to be handling production through The Game Crafter by chance?
  2. Man I remember how good the MR Engine was back in my VB days, it was a good community you had going too.
  3. Would consider it depending on the location.
  4. [media]https://www.youtube.com/watch?v=wAPpVplHiDE[/media] Right in the feels
  5. Get some more affiliates also - good way to get some users this way and potentially help bring traffic to other related sites as well.
  6. > I don't think **Eclipse** can be ran off of merchandise no offense. Donation model for progress is the best approach. Once, I actually have a good base to work with, **Eclipse** can set goals for big updates such as a new server or toolset which would be completely open-source. Not saying it would solve the issue, but I'd rather pay $25 and get a T-Shirt than to just donate $25.
  7. > Merchandise has come up in discussion, and some members agree. I'll actually make a poll about that, but with Merch it's a risky situation where as with the plugin method there's no risk vs work vs reward. However, I'd personally love to see Eclipse merch. [http://www.spreadshirt.com/](http://www.spreadshirt.com/) Create your own storefront, let them do all the work for you :)
  8. > While I agree with this, totally, the fact of the matter is members should want to contribute to help the upkeep of the site. Like previously stated this is incentive for already existing members. Reaching a larger crowd is of course an objective, but I'd like them to have something proper to come to. So I'm getting the site together now first. Otherwise I'm throwing out an empty line with nothing for the fish to wan to cling to. The donation bit and getting members on the site are two different situations. I feel like it could go two ways ultimately; for one, instead of writing an engine with a monetized plugin system that likely won't be secure (no offense but security is a very, VERY serious issue and requires professional expertise), you could maybe… write plugins for Unity that bring Mirage functionality to it and sell that? These issues work hand-in-hand. Attract more users, generate money through software and advertisement eliminating the NEED for donation or you could NEED donations to get the software, etc... What about merchandise?
  9. I wouldn't sell dated technology - before you can make money make suitable software. This is probably the only living Mirage based community that isn't an archive… I wouldn't count on the Mirage legacy continuing on for much longer especially with engines like Unity and now UDK being FREE. In other words, I don't even think this should be a discussion yet... If money is an issue, the source is NOT the lack of member contribution therefore it shouldn't be a focus. Hell, just having members still show up and actively post is a contribution in itself considering they are what keeps this website alive. This place needs to ATTRACT new people and maintain it, rather then focusing on the existing members. People like us have been here for a while and will continue to be.
  10. The fact that this still isn't an engine standard baffles me.
  11. ![](http://www.raspberrypi.org/wp-content/uploads/2015/01/Pi2ModB1GB_-comp-500x283.jpeg) Got a Pi 2 :)
  12. Research ReadyBoost, much better alternative for speeding up your PC iof you have a good flash drive.
  13. When I was working on the .NET version I used third party libraries and credited them. The biggest thing in my opinion is making sure that the implementation of them makes sense and is optimal. I wouldn't throw anything into an engine if it doesn't perform well. You should post some specs of the framework, stress test it - given the bare functionality, how long does it take for scripts to compile, how many sprites can you draw at once, etc… that's the important part.
  14. Just because people can steal it doesn't mean you shouldn't try to prevent them. Fewer people will if you force them to put effort into it… No reason to be lazy about asset security.
  15. I manage dto get mine to around ~500K DPS & 14.5Mil Defense fully buffed. Still got some work left to do though, only paragon 41 :/
  16. > Dont use XNA. Its a poorly made WRAPPER for Direct X, Microsoft is the makers and dropped it because THEY felt it was garbage and a waist of time… so what does that tell you? They dropped it because it would have been too much to convert to later versions of DirectX. They realized that some things just need to be done in C++, which is why most things you see in regards to DX11 tuts are in managed C++ (CLI). XNA is NOT poorly made. It has a nice math library in which all of its functionality makes sense, provides low level access to shader integration and has a very organized structure for game states. The only bad thing about XNA is its content management (admittedly, it's terrible). And also, if XNA was so bad and poorly made, why is MonoGame so damn popular? It is literally a multi-platform re-write for XNA.
  17. Learn the basics, I find that WinForm app development is good for learning how C# works at its core. Make something simple like a tabbed web browser (so lame I know but it works). Then pick up on some XNA, there are PLENTY of tutorials online… I mean **PLENTY**.
  18. Magic The Gathering is an amazing card game. Newer sets are usually good but I prefer playing with older cards.
  19. I've never considered Mirage-based communities/engines to be anything other than a hobbyist retreat. This is where noobs come to learn and pros come to linger. While I would never use these engines for a serious project, I definitely can not deny the importance these engines have in my career as a game designer. So…. practice, learn and then use Unity :D (or make something from scratch)
  20. Unique ID's are pretty essential to data driven design via SQL. Here's an example: We have a table laid out like this Table = [dbo].[Names] [IndexID INT] [Name VARCHAR(512)] Let's add a few… [0] [Jeff] [1] [Holly] [2] [Bob] Now suppose we have another table that has a reference column to our Names table: Table = [dbo].[PhoneNumbers] [IndexID INT] [NameIndexID INT] [PhoneNumber VARCHAR(11)] If we add a phone number for all of these people in Names it would look something like this: [0] [0] ["15555555555"] [1] [1] ["15555555555"] [2] [2] ["15555555555"] The second column references the Names table… so if we grab a phone number, we can use the NameIndexID to grab the owner's name from the Names table. So now let's remove Holly from the Names table like the way you're doing it: [0] [Jeff] [1] [Bob] [0] [0] ["15555555555"] [2] [2] ["15555555555"] Now Bob is at index 1, but look at what happens when we try to map a phone number to a name. If we want to get Bob's name, it will look for a NameIndex of 2 in the Names table which does not exist. Your only option at this point is to update EVERY SINGLE table that references this column to match… This is very very bad and why we want to keep these indices the way they are. This is what makes relational databases... relational. If you're wanting to keep ID's in order, I would recommend keeping a unique ID column (does not change) and adding another column to track the order (0-n) but even that is unnecessary.
  21. Show these guys some love, one of the very few (probably only) groups of people I know that are consistent with work.
  22. Up in [attachment=1360:10636192_617627645020992_837477080896444242_n.jpg]
  23. I don't see anything wrong with the triple for loop, although you can avoid manual depth sort with your rendering setup.
  24. > Not worth it. Just talking in terms of making money, it'd probably be more worth it than the current method.
  25. As we all got older, money became more important. Want to make money? Make an Eclipse 2D MMO plugin for Unity equipped with tools to make a game and sell it for $200 on their store. $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
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