PDA

View Full Version : Dev.Mag Issue 18 prep thread



Nandrew
02-10-2007, 03:36 PM
Hey guys,

Just to note that from now on I'll see about establishing prep threads in the middle of the month (ie when the deadline for one edition hits, I'll set up the thread for the next one). Although most of you should know that the deadline is steadily put on the 14th of every month, there seems to be a psychological barrier in the way that people only get into gear once I've established a thread for any given month, giving them about two weeks to do stuff when they effectively have twice that amount of time.

Thus, after material comes in on the 14th, I'll be setting up the prep thread for Dev.Mag 19. And we'll keep it going like that.

Second note is that there's going to be a Dev.Mag discussion thread going up soon. This is effectively a questionnaire and discussion platform for what we want done to the mag -- feedback is important, so I advise you to check it once you see it go up.

Finally, Dev.Mag 17 was revolutionary and all that other stuff, but it was quite a wild swing and as a result further changes will be made this edition (and maybe even the next) to tweak certain aspects of the mag. I'm really happy to hear about the positive feedback given, but I have ideas for some more changes. I'll suggest them either in another post or the discussion thread.

For now, let's take a look at content. I'm using the template, I think it works out nicely:

----------------------------

Current content up for grabs in the mag. Will be edited at regular intervals, so please check on this regularly. All articles on this post are up for grabs, unless they're indicated as having a writer assigned. This may be a habit that I keep up with future issues, it's nice and organised and stuff.

Please note that further proposals are requested for each section -- this isn't a cast-in-stone content deal.


FROM THE NET:
- done by me, though submissions are wholeheartedly welcome. +-100 words each

FEATURE:
Profile of the Retrotoast guys (Nandrew)

OPINIONS:
(Please note that the opinion section is an open ground and that all wannabe writers are welcome to try out. If you want to get into writing for Dev.Mag, feel free to have a go in this section. Should be 300-500 words)

REVIEWS:
UT40K mod review (MushiMushi ? )
Kongregate games (Chippit ? )

TUTORIALS:
Game development for beginners - particles (Cairnswm, Fengol ? )
Blue pill article - Pygame (Skinklizzard)
Blender (?rman/wireman)
Photoshop (UntouchableOne)

DESIGN:
Coding Etiquette (Coolhand - written already)
I-Imagine (Coolhand)
Postmortem: Mini #37 by Luma (I could do this with the material I have, but if somebody from Luma can write well enough, I'd encourage that).

TAILPIECE:
rAge aftermath / reportback (dislekcia plz?)

Tr00jg
02-10-2007, 03:49 PM
My final exams start next week, so I will most likely just end up doing an opinion piece.

UntouchableOne
02-10-2007, 06:06 PM
There's one thing that I would like to ask the game dev guys, what would you like to see in the next photoshop tutorial? Either prop object sprites(ie props in the game) or character sprites(maybe a tutorial on how to create a typical character for a game that could further be "animated"), or maybe backgrounds for your game. I like the character idea but what do YOU like? Other ideas are also welcome. I have my exams starting tomorrow so I don't think I'll be able to do a blue pill article(I was hoping to do it on Asphyre). Please let me know what you would like for the tutorial. Thanks.

Tr00jg
02-10-2007, 06:20 PM
I personally would want to see a photoshop tut on a typical character and then "animate" it.

Nandrew
02-10-2007, 10:47 PM
Off the top of my head, character stuff sounds good.

Also, be sure to include particular info on transparency, layers and good file formats for exporting, since not all characters are going to be solid squares and I imagine this problem could irritate beginners.

SkinkLizzard
02-10-2007, 11:05 PM
ok lol I must get off my arse and do something for dev.mag so i'll bags a pygame/python bluepill
if thats ok with everyone

Cyberninja
02-10-2007, 11:39 PM
There's one thing that I would like to ask the game dev guys, what would you like to see in the next photoshop tutorial? Either prop object sprites(ie props in the game) or character sprites(maybe a tutorial on how to create a typical character for a game that could further be "animated"), or maybe backgrounds for your game. I like the character idea but what do YOU like? Other ideas are also welcome. I have my exams starting tomorrow so I don't think I'll be able to do a blue pill article(I was hoping to do it on Asphyre). Please let me know what you would like for the tutorial. Thanks.


I think you should finish off the introduction to Photoshop, by explaining what the different types of menus are used for. Just a brief explanation on the important ones. Like the "File, Edit, Image, Layer, Selection, History, Text, Colour, Swatches and Channels" menus. That should give the readers a good understanding on how Photoshop works.

Then maybe, in the next issue, you could focus on building sprites. Explaining how to scan in art work, digitally trace them, colour, then animate..etc. :)

UntouchableOne
03-10-2007, 06:59 PM
Thanks guys.
@cyber. I thought about continuing with the menus before but I thought the readers would get bored. They're probably eager to start creating actual images but I think you're right. I'll do the continuation of the menus and other tools for this month and start off the "creative" bit next month.

Nandrew
03-10-2007, 08:02 PM
I'm torn between those two ideas. While I see the value of learning about menus, I'd find it important that our readers find something about the series to grip their attention soon. Is it not possible to introduce the creative aspect along with the overview of the menus this month? We've already had one "drill" section and I think the readers do need practical examples to start working with by now.

UntouchableOne
03-10-2007, 09:26 PM
@Nandrew. That was my initial idea. I didn't want the readers to get bored by constantly learning the methods but only learning how to implement them later. I wanted to give them the summary of the tools then explain any other menus and methods as we do a practical tutorial. That way, they will have a product and learn how to use some of the other menus etc at the same time. I also don't know about having the first practical tutorial being the tut where you scan an image and create your sprite using that as many of our readers might not have access to a scanner to implement the tut. I think a tut on creating a sprite from scratch in photoshop would be more beneficial.

Nandrew
03-10-2007, 09:53 PM
Fair enough, I also wouldn't want to assume that the reader has a full art suite either.

See what you can do. ;)

Cyberninja
03-10-2007, 09:57 PM
@ UT: Do what you feel is best. I was just offering my 2cents. ;)

UntouchableOne
03-10-2007, 10:22 PM
Thanks for your views cyber :) but I don't want to do whatever I like, I want to do something that the readers would like and find useful. I'll start on the tut soon. I'll see what I can come up with. Thanks guys.

Luma
04-10-2007, 12:49 PM
Postmortem: Mini #37 by Luma (I could do this with the material I have, but if somebody from Luma can write well enough, I'd encourage that).

I guess we could do that...

Cyberninja
05-10-2007, 12:40 PM
...but I don't want to do whatever I like, I want to do something that the readers would like and find useful...

That was the reply I was hoping for. ;)

Nandrew
06-10-2007, 01:20 PM
I guess we could do that...

It would be preferable. ;) Amongst the lot of you, would it be possible for someone to honour the deadline for the 14th? :P

Luma
10-10-2007, 06:33 PM
the 14th is a tough one... what is the absolute latest?...

Tr00jg
10-10-2007, 07:18 PM
Tomorrow is a free-ish day in my exam. I'll get an article in.

FuzzYspo0N
11-10-2007, 10:14 AM
@untouchable one

As an artist who writes tutorials , i can give a little from my view (and a large part of a few art community's (especially digital))

So here goes :)

I dont think a tutorial on menus -> even tools, is necessary. the only tool that needs explaining, wud be the pen tool if people are interested in vector (but i think lemontea on deviantart http://lemontea.deviantart.com/ covers that incredibly well as well as many others available) so in my view as a game developer and aspiring artist,
the help menu has AMPLE resource on how to use the interface i just think 90 percent of people forget there is a help file with all software.

The second aspect is aiming at photoshop. Sure its awesome, and sure every pirate has it lol, the thing with making a set tutorial for photoshop wud kill anyone looking to release properly as an indie developer cos as far as i know u wud require a legal copy to go commercial in any aspect, and the gimp, paint shop pro etc are free as well as far from as costly can do the same stuff.

My actual statement here Aim at making tutorials for art generic
cos nobody likes to not know how to do ONE function that makes the art look a specific way.

If you doing character animation , rather "talk" generically. like, "use blur on the edges" not "use photoshops blur function with these values" cos that throws people that wanna learn in another app right off.

here is some of my examples (without making it about me) its an example , its not specific.
http://www.ncdd.co.za/img/tutorial_fs_reflection.jpg
http://www.ncdd.co.za/img/tutorial_fs_eclipse.jpg
http://www.ncdd.co.za/img/tutorial_fs_firesmoke.jpg

Its like , teaching a principle / method rather than a specific application trick...


Thats my 2 cents :) take it dont take it :)


@nandrew , ill talk to you soon about an article over gtalk. later

cairnswm
11-10-2007, 11:08 AM
i just think 90 percent of people forget there is a help file with all software.

Which is why we write tutorials!

FuzzYspo0N
11-10-2007, 11:10 AM
LOL , agreed :) but reinventing the wheel is only cool if its not at hand, like if you have a wheel... yea you get the concept :)

cairnswm
11-10-2007, 12:37 PM
Everyone knows what a wheel is, but not everyone knows which sort of wheel you are thinking about, or even which sort of wheel you specialise in.

So if you want tpeople to know about your wheel you better tell them!

The first two Biginner Series articles were basically written by reading the GM help file. All I did was turn it into another more readable format for people to learn from. Showing people how the wheel was invented is a GOOD thing for beginners :)

Ok lets stop now before the wheel fall off :)

UntouchableOne
11-10-2007, 09:00 PM
Some tools in Photoshop might not be available in the other applications mentioned. When I do a tut I don't refer to "the photoshop blur tool" for example, but rather "the blur tool". If the reader can find the tools in other applications then thats great but I can't try explain how to do the same thing in 3 different applications as the applications are set out differently and have their menus and tools in different places, they may even require totally different methods to achieve the same effect.

FuzzYspo0N
12-10-2007, 01:45 AM
lol,

well...i was saying, make tutorials generic...not make a photoshop tutorial that is generic,but anyway.

have a look at how 3d animation books,etc etc etc etc etc work. no way in hell u cud cover each app in one tutorial, but theconcept remains the same throughout.

its like loops, a for loop is a concept, im saying my 2 cents says aim teaching thr for loop not the language syntax. but yea reading skills plus 1 lol...

anyway, i was speculating.

Nandrew
14-10-2007, 10:07 AM
Eugh, sorry I haven't been around, everyone. >.< Too long to explain and stuff, my apologies. :(

However, I'm going to pop my head in here to just nudge about the deadline today. I hope everyone has stuff in (though I'm expecting a few tomorrow for those who aren't weekend surfers). I'll be checking the inbox sometime soonish.

Thanks again, just a quick heads-up before I vanish again. Will see about increasing my activity again over the next few days.

Nandrew
18-10-2007, 12:33 AM
Just a quick note, there's still a fair amount of content outstanding. Please get that in as soon as possible, I'm not too keen for abandoned series. :P

Hopefully out of the woods for a while, so my activity should increase here again.

UntouchableOne
18-10-2007, 07:49 PM
I'm not too keen for abandoned series. :P

It's not abandoned, just late :P Only had a few hours to whip it up but it's signed, sealed and delivered...

CiNiMoDZA
19-10-2007, 03:07 PM
Could someone maybe do a piece on creating multiplayer games in GM?

Nandrew
31-10-2007, 01:10 AM
Hey guys,

Yet another apology for being so quiet (this is beginning to sound like a broken record >.< ).

October seems to have been a bad month across the board. Dev.Mag is going slowly, we're fiddling about with content and I've generally been rather disorganised. Hopefully this will improve in the following month.

Soon enough, I'll be setting up the prep thread for Issue 19 (which I should have done a LONG time ago). Good news is that the deadline is for the 21st.

Additional good news is that we should have some velly nice content, if everything goes according to plan (rubs hands together evilly).

Hope everybody can pull through! Dev.Mag 18 will most likely be a bit late, my apologies, but it WILL arrive! I'm not dead or something, just been dead quiet. Hooo boy, what a month ...

I hope that the extended deadline does something to alleviate exam pressure a wee bit, please note that after this November deadline it's likely that we'll take our customary one month break, meaning that the following deadline will only be in JANUARY. ;)

Thanks,
Nandrew