Holy awful power supply. The $499 is after the MIR, and we all know how much of a pain those can be. The Hard Drive is apparently a no name, with only a 32MB cache. The case looks like a very slim one, doubt you'd do well trying to fit in any upgraded components you buy afterwards.
First question: Does your laptop have an SSD? It would be where the OS is installed, and thus termed the C:/ Drive.
Okay, so the naming of drives is largely unimportant for most people. C:/ is where the OS is installed. The D:/ points towards a partition on a drive. It's basically saying, "Hey, there's another drive here we can use. We'll take a chunk of it (in your case, the whole drive is one chunk) and call it D:/." There's also a few more partitions underneath that you can't see that Windows dedicates to some specific functions, like recovery data for example.
You could technically rename the D:/ partition to whatever you want. It doesn't matter. It's seen as valid space for your laptop to use, and you can put whatever you want on it. If you do in fact have the SSD in addition to your hard drive, then you're best installing your important software to your SSD (the C:/ drive). SSDs have better load and save times, which is very helpful for opening and closing programs. It's not so much important for loading documents. I generally keep all my games, documents, photos, etc on my D:/ drive and keep my important programs ( the OS, Visual Studio, IntelliJ, etc) on my C:/ drive which is an SSD.
I don't know what IDE or editor or anything you're in, so that will be up to you.
You'll need to reference the UnityEngine dll and everything it has. You're also going to want to look into how Unity packages the code and scripts you write into a game. Does it compile it all to one exe? Does it compile your stuff into a dll and drop it into a folder to be loaded? What's actually happening?
If you aren't familiar with some of those concepts, maybe you should stick to Unity for now. Google "referencing unity dll in project" or something along those lines if you're that determined; you should learn what dlls are, what references are and how they're handled, etc.
I don't like LWJGL to be honest. (But that's my opinion).
Anyways, continuing on.
What is it you want help with? You say you need a partner. How are responsibilities shared? Ideas made and agreed upon? Goals? Stuff like that you need to clarify.
Yeah, it's missing those libraries because I don't have their source code.
Appears to me that a lot of the current problems and issues you have are because you were trying to add music/sound. Any reason for 3 OGG libraries? It also doesn't compile and run in its current condition. Currently investigating.
EDIT:
Okay, did just a little messing around. Commented out two lines that were setting background music (crash due to NPEs), then had some crashes due to more NPEs when you updating entities over in Log. Surrounded by a Try/Catch statement to see if it would compile and run. It did, and I managed to play the game until I went off screen, at which point you're crashing because the array goes out of bounds, which sort of makes sense if you're limiting the world to just the one screen. You should add in checks there to make sure the player stays in bounds (bonus points: make the player wrap to the other side of the world?).
Kudos to you for how far you've gotten so far! Your use of AWT makes me cringe a little, but it's forgivable for just starting out I suppose.
Depending what needs done, I can look into helping. Pulled the code from the repo, though it's missing the three libraries you're using. JOrbis, Tritonus Share, and vorbisspi
So what part are we working on first? How did you break down the list of deliverable parts? What repository is there so I can go get it and check out an issue to start working on? Where's the documentation of standards? What licensing structure will we use?
What all are we overhauling? Do you have some solid design decisions mapped out? Any examples of what you're attempting to do? How can I help right now? I don't want to message you on Skype and recruit a few more people.
What resources are we using? Forge? MCP? What do they do wrong that I need to change? What features do I need to implement? What fundamentals do I need to implement to make stuff later on work?
Also, most importantly, what financial gain is at stake here? My time is valuable, and without an emotional investment (which I'm lacking currently) I have no incentive to work on it.
You've provided no proof of your capabilities. There's no payment system, no equity in any company, no reason for me to give you my time. You don't seem to have a strong enough grasp on technical concepts (not even programming or game development concepts, where you also are likely lacking), and your want to publish on a major platform (one that's not even the easiest to publish to) indicates you aren't familiar with how the publishing and licensing goes. (PS4 is better for Indie's this gen, IIRC, too).
Show us what you are capable of. Show us what you want to do. And usually developers specialize in an area of a game, like AI or graphics (graphics devs are few and far between, btw), level designers, etc.
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Couple things.
Holy awful power supply. The $499 is after the MIR, and we all know how much of a pain those can be. The Hard Drive is apparently a no name, with only a 32MB cache. The case looks like a very slim one, doubt you'd do well trying to fit in any upgraded components you buy afterwards.
All in all, would rate as awful for the money.
0
First question: Does your laptop have an SSD? It would be where the OS is installed, and thus termed the C:/ Drive.
Okay, so the naming of drives is largely unimportant for most people. C:/ is where the OS is installed. The D:/ points towards a partition on a drive. It's basically saying, "Hey, there's another drive here we can use. We'll take a chunk of it (in your case, the whole drive is one chunk) and call it D:/." There's also a few more partitions underneath that you can't see that Windows dedicates to some specific functions, like recovery data for example.
You could technically rename the D:/ partition to whatever you want. It doesn't matter. It's seen as valid space for your laptop to use, and you can put whatever you want on it. If you do in fact have the SSD in addition to your hard drive, then you're best installing your important software to your SSD (the C:/ drive). SSDs have better load and save times, which is very helpful for opening and closing programs. It's not so much important for loading documents. I generally keep all my games, documents, photos, etc on my D:/ drive and keep my important programs ( the OS, Visual Studio, IntelliJ, etc) on my C:/ drive which is an SSD.
0
I don't know what IDE or editor or anything you're in, so that will be up to you.
You'll need to reference the UnityEngine dll and everything it has. You're also going to want to look into how Unity packages the code and scripts you write into a game. Does it compile it all to one exe? Does it compile your stuff into a dll and drop it into a folder to be loaded? What's actually happening?
If you aren't familiar with some of those concepts, maybe you should stick to Unity for now. Google "referencing unity dll in project" or something along those lines if you're that determined; you should learn what dlls are, what references are and how they're handled, etc.
0
Import Unity as a reference in your project.
0
Generally a good round a bout number is half a gig per player.
It depends on whats going on. 2 players far apart on a server will need to load separate chunks, compared to say 2 players in the same chunks.
Why are you buying a server with that kind of spec, if I might ask?
0
Anyways, continuing on.
What is it you want help with? You say you need a partner. How are responsibilities shared? Ideas made and agreed upon? Goals? Stuff like that you need to clarify.
0
I'd move away from the Java libraries altogether. Move onto something more like LWJGL.
JavaFX is the successor to Swing, which was sort of a successor to AWT.
0
Appears to me that a lot of the current problems and issues you have are because you were trying to add music/sound. Any reason for 3 OGG libraries? It also doesn't compile and run in its current condition. Currently investigating.
EDIT:
Okay, did just a little messing around. Commented out two lines that were setting background music (crash due to NPEs), then had some crashes due to more NPEs when you updating entities over in Log. Surrounded by a Try/Catch statement to see if it would compile and run. It did, and I managed to play the game until I went off screen, at which point you're crashing because the array goes out of bounds, which sort of makes sense if you're limiting the world to just the one screen. You should add in checks there to make sure the player stays in bounds (bonus points: make the player wrap to the other side of the world?).
Kudos to you for how far you've gotten so far! Your use of AWT makes me cringe a little, but it's forgivable for just starting out I suppose.
0
Depending what needs done, I can look into helping. Pulled the code from the repo, though it's missing the three libraries you're using. JOrbis, Tritonus Share, and vorbisspi
0
So what exactly do you need help with? What would my purpose be?
0
What exactly do you need help with?
Also, a link to the Repo would be nice.
Also, your website needs work.
0
Simple google would've shown you wrong.
0
So what part are we working on first? How did you break down the list of deliverable parts? What repository is there so I can go get it and check out an issue to start working on? Where's the documentation of standards? What licensing structure will we use?
What all are we overhauling? Do you have some solid design decisions mapped out? Any examples of what you're attempting to do? How can I help right now? I don't want to message you on Skype and recruit a few more people.
What resources are we using? Forge? MCP? What do they do wrong that I need to change? What features do I need to implement? What fundamentals do I need to implement to make stuff later on work?
Also, most importantly, what financial gain is at stake here? My time is valuable, and without an emotional investment (which I'm lacking currently) I have no incentive to work on it.
0
This makes me cringe every time.
You've provided no proof of your capabilities. There's no payment system, no equity in any company, no reason for me to give you my time. You don't seem to have a strong enough grasp on technical concepts (not even programming or game development concepts, where you also are likely lacking), and your want to publish on a major platform (one that's not even the easiest to publish to) indicates you aren't familiar with how the publishing and licensing goes. (PS4 is better for Indie's this gen, IIRC, too).
Show us what you are capable of. Show us what you want to do. And usually developers specialize in an area of a game, like AI or graphics (graphics devs are few and far between, btw), level designers, etc.
0
Likely done through FRAPS.