• Programming - WAYWO - V.37
    1,000 replies, posted
[QUOTE=Jookia;40041185]DRM [b]isn't[/b] needed, and only hurts the users.[/QUOTE] While I agree to a point that DRM isn't needed, I have to say I like Steam's DRM scheme, where it really doesn't hurt the user as long as they are the only one trying to use it.
[QUOTE=redx475;40041653]While I agree to a point that DRM isn't needed, I have to say I like Steam's DRM scheme, where it really doesn't hurt the user as long as they are the only one trying to use it.[/QUOTE] It doesn't hurt the user? What about reselling games? Or using games outside of Steam? I have some games on Steam that I can't access since I'm in Linux now, where they'd work outside of Steam using ported clients.
What are you guys using to make these games?
[QUOTE=Jookia;40041733]It doesn't hurt the user? What about reselling games? Or using games outside of Steam? I have some games on Steam that I can't access since I'm in Linux now, where they'd work outside of Steam using ported clients.[/QUOTE] It isn't steams fault at this point that you can't play on Linux. Steam now officially supports Linux, so that is a non-issue. As I said, steam's DRM is good. It is probably the best compromise that I've seen between lack of drm and having drm. Companies are reasonably protected against pirating (though it still happens; no drm is perfect), and users have a lot more freedom than most alternative drm schemes.
steam isn't drm
[QUOTE=acpm;40042026]steam isn't drm[/QUOTE] Steam itself might not be, but it has DRM as part of its toolset in steamworks. Read [url]http://www.steampowered.com/steamworks/publishingservices.php[/url] EDIT: And ignore the crap that says that CEG isn't DRM. It is, just another form of it.
For anyone interested you can find my Lua renderer [URL="https://github.com/MatthewBlanchard/Love3D"]here[/URL]. You can also try a demo for Windows [URL="http://filesmelt.com/dl/Love3Demo.zip"]here[/URL].
The important thing to remember is that pirated copies aren't lost sales. They are however potential word-of-mouth marketing. This is a good read: [url]http://www.codeproject.com/Articles/7312/Piracy-and-Unconventional-Wisdom[/url]
Having a minimal form of DRM is a good idea as it acts as a barrier-to-entry for that subset of users who lack the interest/drive necessary to overcome that barrier; it is my suspicion that those users present the worst offenders in a game's community. A little forethought and planning can dissuade those users without greatly inconveniencing the majority of your customers. It's the same principle I would use if I were building a web service. No one benefits if I spend a great deal of time and effort turning my service into a fortress; chances are, motivated and skilled parties can breach those defenses given enough time. What I really want is to prevent or deter those that make lazy and unskilled attempts (think script kiddies, automated tools, etc) by putting in a small amount of effort. You have to weigh the inconvenience of those protections against the consequences of their absence. Sure, I wish I didn't have to make a new account for every game I buy, but if having an account system means I face less chance of playing online with people that exploit the game, perhaps it was worth it. My final point is a warning: don't overestimate the value of the goodwill you might gain from being DRM free. Got to watch that you don't confuse the cries of vocal minorities over the opinions of the gaming public at large.
-apparently the gist is broken?-
I think you set that one to be private? It just takes me to the gist homepage when I click it.
i don't like using pastebin anymore but here's an alternative link: [URL]http://pastebin.com/ST9SCZzy[/URL] the gist was public -snip, use above-
So I've never done dynamic lighting before so I thought I would give it a shot, it's a bit buggy. I do use raycasting but it is just one raycast being rotated 360 degrees which seems much much faster than creating 360 separate raycasts. If anyone knows of any other methods I would love to hear them, because this method isn't ideal. [IMG]http://i.imgur.com/08hwHvz.png[/IMG]
Been lurking around the programming forum for years, finally gonna put some input. Gonna try to make a 2D top down zombie game based off Black Ops, will post pics once i get time to work on it juggling all my coursework. The plan is to have almost the exact same style as Black Ops, mystery box and all. Might make a random level generator too for fun. Wish me luck!
[QUOTE=reevezy67;40043071]So I've never done dynamic lighting before so I thought I would give it a shot, it's a bit buggy. I do use raycasting but it is just one raycast being rotated 360 degrees which seems much much faster than creating 360 separate raycasts. If anyone knows of any other methods I would love to hear them, because this method isn't ideal. [IMG]http://i.imgur.com/08hwHvz.png[/IMG][/QUOTE] Draw the full light first, then make every object cast a a shadow by raytracing to every corner of a object then casting a shadow behind it. If there is a lot of stuff you want to do with the light you shouldn't draw the light first but instead generate a 2d model of light with the results of the process described above. EDIT: There are probably better solutions then this, but thats how i would do it, and thats how i did it in the 2 times i made 2d lightning.
Ah right that's so obvious why didn't I think of that. Thanks.
I'm making a clone of the neo-geo classic Money Puzzle Exchanger: [vid]https://dl.dropbox.com/u/17738517/Videos/ccc1.webm[/vid]
I never touched drawing so I tried some newbie recursive shit, eventually making a fun-button to go random [img_thumb]http://i.imgur.com/suABKV6.png[/img_thumb][img_thumb]http://i.imgur.com/0z3Unuq.png[/img_thumb] [img_thumb]http://i.imgur.com/zMXN9Ue.png[/img_thumb][img_thumb]http://i.imgur.com/782Zxa1.png[/img_thumb] [img_thumb]http://i.imgur.com/fX3ZFmF.png[/img_thumb]
[QUOTE=Rayboy1995;40041122]Nope just something way simpler. I have a shader that makes a point light in the middle of the screen to do the fade effect, and all of the world geometry has a quad that it casts using the angle I get from the player to the geometry. I still need to make the shadows cast from the corners of the world geometry instead of from the middle, I was lazy when I started. :v: I also need to soften the edges of the shadows as well. Anyways I have a shitty computer and I'm trying to make the game as fast as possible, this seemed like a good solution.[/QUOTE] You might be interested in [url=http://simonschreibt.blogspot.de/2013/01/teleglitch-viewcones.html]this[/url]
[QUOTE=Rayboy1995;40040755][IMG]http://img844.imageshack.us/img844/1556/sascom2.png[/IMG][/QUOTE] Suppressed, not surpressed.
[QUOTE=acpm;40042026]steam isn't drm[/QUOTE] I'd like to hear your reasoning.
[QUOTE=Jawalt;40042174]For anyone interested you can find my Lua renderer [URL="https://github.com/MatthewBlanchard/Love3D"]here[/URL]. You can also try a demo for Windows [URL="http://filesmelt.com/dl/Love3Demo.zip"]here[/URL].[/QUOTE] Thanks for this, it will come in handy. Also do you know that there is already a library called Love3D? (Or is this an update for the current Love3D?) I'm not trying to be an ass I just wanted to let you know. Edit: I made a program that converts .obj files to the lua files that Love3D uses (which you have probably done anyway) [img]https://puu.sh/2olMz[/img] Here have a trumpet
I made a paint program in python, took it to the next level and allowed users to use the scroll wheel to increase or decrease brush size.
[QUOTE=sixtyten;40044591]I'd like to hear your reasoning.[/QUOTE] For the sake of argument, Steam is totally DRM in the sense that it allows for the limited use of a digital good through means of a content distribution service. Yeah, Steam is DRM. But since this is the Programming subforum, let's take it down to the actual technical context. Steam doesn't limit anything, download a game and the actual DRM abstraction occurs at their CEG technology. Other forms of limiting the usage of goods on Steam occur through secure servers, making most multiplayer games that use Steamworks worthless unless you've actually bought the game, or have a sizable pirate community to play with. Steam isn't DRM alone, but it provides it for developers. For everyone else who doesn't use Steam as a marketplace platform, Steam also isn't a 100% viable option to turn to for DRM. 1. Developer X wants to use some sort of commercial DRM alternative rather than roll his or her own. 2. Developer X turns to Steam, but can't use its DRM provisions unless he or she sells the game in question on Steam. Good luck to folks in here accomplishing number 2. [editline]26th March 2013[/editline] I see Steam just as a digital distribution service that provides DRM solutions.
The steam DRM has apparently been proven relatively simple to bypass by people who want to do that kind of a thing, based on the number of No-Steam HL2s out there - but since it is a much more complicated thing to access VAC protected servers without a valid Steam login and considering VAC is widely used on a lot of the popular multiplayer games on Steam it really reduces the amount of people you can play with to a bunch of folks using warez'd games or people who've been banned for hacks. Combined with the fact that Steam essentially allows you to get your games, latest patches and all, everywhere via the internet (which I believe used to be a new thing when it was initially released), support for Humble Bundle keys, free weekends and the often rather cheap prices during Steam sales, it's in many cases a relatively easy choice to simply buy a game on Steam instead of getting a potentially buggier version with no updates and no support. [editline]26th March 2013[/editline] Oh, you addressed that already, nevermind. I didn't notice.
[QUOTE=Mr Kirill;40044529]Suppressed, not surpressed.[/QUOTE] Oh wow thanks, never noticed that actually. I didn't make the text/image my artist did, but I'll fix that.
[QUOTE=chaz13;40035310]Grapple hook![url]http://www.youtube.com/watch?v=LB5gN0EP7EI[/url][/QUOTE] I've lost a little direction with the development of this, I'm trying to decide to work on next. I have a to-do list but it's all very general, wide-arching ideas and nothing specific. Would one of you guys be up for playing what I have so far and giving me some insight into how it plays and whatnot? Drop me a pm or something :smile:
Now I have units drawing lines on the map. Next step, some sort of simple AI that can't cross the land/water/mountain boundery. I have a feeling that the type of pathfinding that was being talked about here earlier (about the sheet and falling to the lowest point) would be helpful given the noise map I have, to make the movement look more natural. [IMG]http://puu.sh/2oo0x[/IMG]
[QUOTE=chaz13;40046487]I've lost a little direction with the development of this, I'm trying to decide to work on next. I have a to-do list but it's all very general, wide-arching ideas and nothing specific. Would one of you guys be up for playing what I have so far and giving me some insight into how it plays and whatnot? Drop me a pm or something :smile:[/QUOTE] I would love to.
[video=youtube;VxInFcN77cE]http://www.youtube.com/watch?v=VxInFcN77cE[/video] u want STARS? ill give u stars
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