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Retro Grade

[Development] Hooded Development #4: Refactoring!

Posted by superman3275, 30 October 2012 - - - - - - · 524 views

We are refactoring my code. More correctly, I am refactoring my code for Hooded. It is honestly terrible. What do I mean? Examine:

I didn't Pre-Visualize. My previous article stemmed from this, because I didn't pre-visualize and thus have scrapped all of my code. Literally all of it. I now am ten pages into my development journal (For every...

[Beginners] Pre-Visualization Is Important!

Posted by superman3275, 29 October 2012 - - - - - - · 1,042 views

Hello everyone. This post should be pretty long (and heavy). I feel that this mistake is being caused largely by the more seasoned developers on here (Also known as, not me) using the wrong words to describe how the pre-visualize. This led to me making a large amount of mistakes in software development and has made me scrap so much code. So, without furth...

[Development] Hooded Development #3

Posted by superman3275, in Development 28 October 2012 - - - - - - · 1,396 views

Hello everyone! Welcome to the third Hooded Development update! What has been added today, I wonder? Well, right now this is what's happened since last time:

+Added Graphics Manager
+Refactored some lazy code

I'll start off with first one. I have added a Graphics manager that is responsible for containing the current Tiles for the...

[Structure] Stop The Catch All's!

Posted by superman3275, in Case 28 October 2012 - - - - - - · 693 views

How do you write your classes? Are they neatly divided into different member functions, each one handling a small responsibility that plays into the larger responsibility of the class? If they are, good for you! You're following one of the main Principles of clean code, the single responsibility principle. However you're taking it a step...

[Intro] Instant Gratification (And Why It's Important)

Posted by superman3275, 27 October 2012 - - - - - - · 914 views

Many people start an endless amount of projects to no avail, finishing a small amount of them because they get bored halfway through development and/or have an onslaught of new ideas. They don't see the idea of instant gratification, and they don't apply it.

What do I mean by instant gratification? Think about this: How much more happy would you be...

[Development] Hooded Development #2

Posted by superman3275, in Development 27 October 2012 - - - - - - · 512 views

Hello all! Since my last hooded development post I have succeeded in loading a map from a file! Here's how I did it:

#pragma once
class Map
Map(std::string MapFileName);
const TileType& GetTile(int PosX, int PosY);
const std::vector<std::vector<int>>& GetWholeMap();

[Development] Hooded Development #1

Posted by superman3275, in Development 27 October 2012 - - - - - - · 624 views

Hello guys! If you don't know, I've been working on a new game called Hooded. It's a Side-Scroller with some basic RPG elements that I'll be working on for at least a month or two from now. This is my first development blog! Right now I've finished the Linear Algebra and General Math sections, and the Input handler. The...

[Engine] Handling Input

Posted by superman3275, in Engine 27 October 2012 - - - - - - · 497 views

Handling Input. For many it seems simple, and it relatively seems to be. However finding a good way to structure you're input management can be hard. Mainly because for a lot of libraries input is either handled by the Window or an Event object. When it's handled by the window, it's hard to figure out where to place your resources (Should the...

[Beginners] How To Move From Tutorials To Your Own Game Part 1

Posted by superman3275, in Beginners 26 October 2012 - - - - - - · 752 views

One thing I see constantly on these forums are people who are having trouble actually making a game. They understand the language and library they're using, however making their own game is hard because they are so used to either tutorials, or they don't understand the large amount of knowledge you need to have to even get started. This series of...

[Structure] When To Seperate Classes and Functions?

Posted by superman3275, in Structure 23 October 2012 - - - - - - · 787 views

In the programming world (Object Oriented and Procedural) there is this meta-cognitive idea that if a class or function is too big, we should divide it into smaller classes and functions. From this spawned the basics of procedural programming. This way of thinking carried over to object oriented programming in the form of the Single Responsiblity Principle...