my (3D) artist does a great job at a placeholder level, but it is no secret his work is well under the level of what you can find for free on sites like opengameart (the greatest advantage is that the assets are our own and I can get custom things done)
as time goes by, I will be forced to make a move to improve the quality
he is also responsible for the story part, so not allowing him to work on 3D art anymore and hiring someone to do it would be not as painful as if he was working only on 3D art
but I was also thinking about hiring someone who really knows his way around Blender for a short time to teach him what he doesn't know
but I'm not sure if this would be better than the first option
I'm confident in my ability to do decent work on my own part, but being in charge of a company of my own investitures is not something I'm willing to risk, especially considering my large amount of college debt.
There's also nothing profitable in game development that's active in this area, so there's nowhere to join up with to learn.
If I am ever fired from my cushy, boring, Web software development job, I'll think about starting my own studio. And taking out some serious bank loans to keep paying my college debts.
OR I'll just give up on that and find another equally boring and cushy software job, letting my dream of making games fall yet again by the wayside.
I can get decent soups, a loaf of bread, and some lunch meat for $10, and it'll last me five days while still being somewhat healthy.
This is only after getting shingles Junior year for being on a terrible diet and getting very little sleep between work, school, and subsequent lack of employment.
I made a vow to lighten my course load, get more sleep, and eat better.
Both in the jingoist sense and the male chauvinist sense.
But as soon as I get the hell out of MSOE, I feel like I'll be able to finally devote some time to prototyping game concepts and systems like I used to in high school.
nazis existed so that people could make money off games about them
and movies
the holocaust was just a media conspiracy
BANG, now you know the truth
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the design of what? the differences are things like, "how round are the edges" or "do we have a back button" or "is the home button a real button or not"
the three lit buttons for menu and call functions, first of all
then, I think the speaker hole thingies are adding to it too
of the newer phones, I like the Xperia Ion
Following reports this morning that Microsoft would revise its stance on independent development for Xbox One, the company has confirmed that, yes, self-publishing will be an option on the platform. Either they're listening, or they just plain don't have this messaging thing down. A statement from Xbox corporate VP Marc Whitten provided to Engadget breaks the good news:
@Jeff I had the same problem with DirectX 11.1 in C++, and the problem was not initializing the depth stencil correctly, but from my google searches it seems it can be just about anything with the depth buffer or stencil. or maybe even with setting the near plane of the camera to a number too small (according to just one result, which may have just been crazy)
I'm not that experienced with DirectX though, so that's about all the help I got.
@IcyDefiance thanks, I'll google a bit more into that. I have my near plane set to 1 and far to 200, so I don't think those values are wild at all. I'll just have to keep on googling I guess
@Gajoo a long time ago I needed a parchment in the game, and I wanted it to have some text that's not that readable on it; I think I put some Persian writing in it
@IcyDefiance I figured out my problem, I wasn't clearing the depth buffer in device.Clear >_<. This is all I needed to do: device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.SlateGray, 1.0f, 0);