@joapet99 if you don't have any way to figure out whether another way is better, then just run with it until the world falls down around you, then try to figure out why it didn't work.
or hey maybe it will work, then you can just be happy about it
if (PongManagerFactory::EnsureAnyPongManagerSingletonReady()) PongManagerFactory::GetAnyPongManager()->StartPongGame(PongManagerFactory::GetAnyPongManager()->GetDefaultSettings());
what is the difference between indie dev for the PS4 and Xbone, exactly? I know you can use Unity for both, and Monogame for the PS4, but are the barriers for publishing different or something?
@SpartanDonut PS4 controllers are better. Check the types of games you seen PSN. They're a little different than on XBLA. Get the one that has games you like.
I would like to differentiate the look as much as I can but yet it has to be within the limits of what is reasonable for a single programmer can do. I have alot of ideas that would make the game itself different but I'm afraid the look of the blocky world and blocky characters are going to be to...
@SpartanDonut I just can't take the Wii U seriously. And I used to work for a Nintendo related press site, just Nintendo's console decisions have been so completely boneheaded the last couple generations. Let's take a platform whose entire (limited) market was based on being able to play games naturally with a group of people with a simple controller and give it an unnatural, hard to handle controller that only supports single player
oh and lets continue to make it the underpowered runt of the litter because we didn't learn we didn't get any serious game development for it that wasn't a cheap gimmick because people didn't want to bother to optimize for sub-par hardware that nobody wanted to buy the game on
don't get me wrong, I love nintendo's games
I just really wish they would get their head out of the... sand... and either make a decent hardware platform or start selling their games on a decent hardware platform
Most people overlook that Nintendo games are tied to the hardware. The N64 controller was designed around what was needed to make Mario 64 as good of a game as possible.
I'll admit my hands get cramped on the gamepad... but its usually after a few hours of playing where I should obviously take a break. I have the same issue on the 3DS XL
there are different variations of unicode. usually UTF8 is used, which is compatible with extended ascii and (I think) is the default setting for StreamReader.
UTF7 however is only compatible with the original ascii (the first 128 characters)
at least...that's how I'm understanding it right now
well, once you compile it, inside the exe it won't have the escape characters, it will have the actual characters. that's why it's a string literal. at least that's how I think about it.
verbatim just means it's compiled exactly how it's typed
the word "verbatim" may just be C# terminology. I'm not sure. but wikipedia seems to agree that string literals often have escape characters: en.wikipedia.org/wiki/String_literal
online drm is sometimes impossible to crack, but not in the case of minecraft, because (I think) the server is only used for validation and you can just make the game assume it's validated without calling home.
and when it is impossible to crack, then you get things like WoW private servers
@William'MindWorX'Mariager You kind of have to do that though. Otherwise it would be way too easy to hack accounts. The proper fix would be to tell your server to only check if the dude trying to connect is registered, but only when the mojang server is online. And when it comes back online, check the players who haven't been validated.
I think Minecraft's login drm is justifiable, just because the items and stuff a player has on a game server is stored server-side and you don't want just anyone using your name and picking up those items.
@William'MindWorX'Mariager Wait, I meant like if the mojang servers are down, they disable the validation checking (allowing anyone to connect), but then when they are back online, you kick those players from the game and instruct them to reopen their client.
All API's that has been through constant development with new features pushed constantly for 10+ years are confusing. Keeping up with standards gets hard. :P