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SteelGolem's JournalBy SteelGolem      
SG's FFA Playthroughs
44 episodes, 1 tips&tricks
last updated 2007-11-05

Saturday, July 30, 2005
phoe wants a side-scrolling beat-em-up. (that or a fighter, but i opted for the easier of the two).
<@Phoenix> I just wanna mash buttons and beat up mobs
and thats just fine with me. i'm envisioning something pretty simple, along the lines of Final Fight - one attack combo and a super. pick up items you're standing over, and then make up a few baddies and bosses and boom, done.

here's a plan of action. first, drop in a player avatar. let him move around the screen to the borders. let him attack in either of two directions. drop a bad guy in. let player give non-damaging damage to bad guy. set up combo system based on what we've got.

at this point we have to start deciding on the combos. in River City Ransom you'd punch the baddie some number of times before he doubled over, and if you attacked again at that point, you'd throw a finisher blow that would do a knockdown. occasionally you'd miss the timing and he'd recover, but any blow after he was out of stamina would put him back into double-over state. thats simple enough for me.

after that, we let the baddie get knocked down and have to get back up. then he gets to move around. let him attack. here's another spot we need to look at, although it should work pretty much the same way it does already. so that can't be too tough.

now we let the player jump. then he can attack mid-jump. jumping attacks always do knockdown, no matter what game. now we do the super move, which also always does knockdown. at this point we're done the basic game. everything that comes after this is just there to support it and make it more interesting. i'd say drop in various crates with items to heal and give points - if i'm feeling particularly frisky, let the player pick up and use weapons. for now though, i've got almost everything i need above to do a working brawler.

more on this when i have something worth posting.

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Monday, July 25, 2005
[edit: updated on 2005-07-31]
[edit: updated on 2005-07-30]
[edit: updated on 2005-08-08]

time to recompile my purchase list.

1. Windows Forms Programming in C# - Chris Sells [now own]
2. Programming C# - Jesse Liberty [now own]
3. Microsoft® Visual C#® .NET 2003 Standard Edition ~$159can
4. Accelerated C++: Practical Programming By Example - Andrew Koenig $62.99can
5. C++ Standard Library The: A Tutorial and Reference - Nicolai M. Josuttis $93.99can
6. Microsoft® Visual C++® .NET 2003 Standard Edition ~$159can
7. Managed DirectX 9 Kick Start - Tom Miller $52.99
8. Game Coding Complete 2nd Edition - Mike McShaffry $64.99can
9. Dive Into Python - Mark Pilgrim $49.95can
A. Design Patterns: Elements of Reusable Object-Oriented Software - Erich Gamma $85.99can
B. Essential .NET Volume I: The Common Language Runtime - Chris Sells, Don Box $78.99can

damn, i wish i was buying directly through chapters.indigo.. i'd be saving 30% on most of my purchases.

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Windows Forms Programming in C# is now in my possession. on friday i'll place an order for the Programming C# - Jesse Liberty book. i was quoted at Coles for the chapters.indigo.ca List Price of $65.95can, unlike the mis-quote for Chris Sells' book. they said it was $71.99can and i paid $76.99can at Coles. i sent an email off to chapters.indigo about it, maybe i'll get my $5 back!

vc# 2k3 standard is only $109us!! (XE.com says $132.80can) if it's really that cheap, i'm going to try to get my hands on it after i get the book above. then i'll go back to getting the books.

oh, one last thing. to anyone who would suggest a purchase in the future - i don't have any method of buying things over the internet or phone, which is why i'm bothering with Coles/chapters in the first place. i'd probably be getting everything through stateside stores if i could do so. thanks for the suggestions, though!

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saw a reference over on evolutional's journal to Game Coding Complete. (sure, he's referencing the second volume, but i can't get that one ) that'll come after the four main language books.

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Sunday, July 24, 2005
holy fucking shit. i crashed and burned on this one. the idea i had was to have a top-down(-ish) tilemap of grass tiles. at the start of each level, some number of tiles are burning. your avatar moves around with the arrow keys and shoots water (as from a hose) with the mouse. you use the mouse to point at where you want to spray, and click. the water sprays at a constant rate, and the further away from your avatar you spray, the longer the water takes in its arc to get to its destination.

the game had promise in its premise, at least to me. execution of the project under the timeline was horrid. i didn't plan my efforts out at all. the biggest failure i had was that i concentrated on the wrong thing to start - i should have started by setting milestones and then built one off of the previous one. instead i struggled with dynamic allocation of 2d arrays, before i even had my avatar onscreen and moving.

doing this under the pressure of the 3hour time limit crushed me. i'm used to not having any worries at all. i'm still struggling with what an utter failure this was, but i'm coming away with it with a new perspective on some of my strengths and weaknesses.

the final verdict:
1) i should have planned this out better.
2) i shouldn't have tried coding methods i'm not comfortable with yet
3) the game idea was solid and could have even proved fun

i'm not giving up on this project, though. i knew exactly what i wanted out of it and when i'm not under the crunch for work or RL stuff, i'm going to give it a go. hopefully that'll be tomorrow.

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Thursday, July 21, 2005
i've decided to take the learned path and buy some REAL books on programmering. the three books i own right now are:

C++ for Dummies
Visual Basic 6 for Dummies
Tricks of the Windows Game Programming Gurus

so yeah, i need something real. i'm going to buy four books (so far), one book every pay. here are, in order of purchase, what i'm going to be getting:

Windows Forms Programming in C# - Chris Sells

Programming C# - Jesse Liberty

Design Patterns: Elements of Reusable Object-Oriented Software - Erich Gamma

C++ Standard Library The: A Tutorial and Reference - Nicolai M. Josuttis

i'm probably going to need a directx9 book eventually - and probably a decent video card to supplement that. but there we have it. i've already ordered the first book, i'm just waiting for it to be shipped. the prices they show at the linky-ends are inaccurate. i ended up paying $81.31can for WinformsC# which is listed there originally at $71.99 and if its taxed 15%HST then the price should be $82.79. *shrug* i asked and they said the prices are wrong, but didn't care to explain further. whatever. i'm getting my books regardless of the cost.

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Tuesday, July 19, 2005
playing in a local company baseball tournament - mcd's of course. truro's got 2 and 1 and i don't know about the rest - but i'm assuming new glasgow's probably the same. the other teams suck bad!

we got a 2 hour break in the tournament, so i figured i'd come home and grab a bite instead of spending my (lost and found!) grocery money on a mac or something. well its 2h and i wanted to grab a pic of the facepainting that one of the girls did for me.

Current Mood: Pumped





if you're wondering if i'm dead or not - well i'm not. i'm playing alot of metroid prime (and after i finish that, wind waker) and in between i'm relearning c# and winforms. i've got a book coming in next friday or before, Windows Forms Programming in C# by Chris Sells. don't be fooled by the price - it cost me $81.31can total. i managed to remember how to unlock Main() in a windows forms project:

instead of
public static void Main (string[] params)
{
	Application.Run (new MainForm());
}



which binds the main loop on you, instead you go
public static void Main (string[] params)
{
	using (MainForm mainForm = new MainForm())
	{
		mainForm.Show();
		while (mainForm.Created)
		{
			Application.DoEvents();
		}
	}
}



and you add your code around that. it would probably be wise to just make a MainForm.Logic() function and add it and MainForm.Invalidate() after the MainForm.DoEvents() call. anyways. i better get eating.

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Tuesday, July 12, 2005
well, here's my first real stab at the world of dmg (gameboy original) programming. if anyone's interested i can post my sources. i'm learning how to do it with asm - which not only means i don't get my C, it means i have to learn asm.

holy fuckberries, theres alot of shite going on here. ok, i need to write down some notes here so i can hit up Duo over in efnet/#gameboy on his ASMSchool stuff.

- he didn't mention you had to drop the .inc files into the same dir as your asm files. setpath to where you extracted them is pointless to rgbasm.exe as it doesn't care to look anywhere else.

- in the hello world sample he tried using VRAM from HARDWARE.INC, but the only thing close to what he was looking for is named _VRAM. using the underscore ver allows full compile.

[EDIT: turns out he doesn't care. meh.]

[working] alright i got the hello world example built. it looks like visualboy advance doesn't like to play it unless its forced into GB mode specifically. also, the map is a little dirty. lets see what we get with no$gmb. [working] ok yah no$gmb really helps me understand things. the map's dirty because he's only copying the "string" to the start of the map array. he's not bothering to clear the rest of the map - its not important to, for what he's showing. i could do that manually if i wanted - i could even center the string onscreen or whatever if i wanted. wouldn't be too hard. i should do that as an exercise, really.

[working] yeah ok. i had to do full 32 tile lines of DB on the map to get to the next line to keep it simpler. might have been more work to do it this way, maybe not. anyways i got the effect i wanted. no more dirty screen. i didn't realize he was doing the little bit of extra work to test for the nonzero in the first loop when i tried doing 16bit stuffs. the 'if b OR c != 0' test was eluding me for a bit.

hot damn, i'm ready for more. i know i need to practice my asm more, but i really wanna play with the tile and map data! now taht i know how to load the bizitch up with crap, maybe its time to look more into tools to help out with that. there are a load of them, for sure. i'm probably going to be stuck having to learn from code samples, though. and since there's absolutely no interest in dmg dev nowadays i'm guessing my live-help base has already been exhausted.

getting a taste for what i've got available is seriously making me reconsider how i was going to do dragon warrior. yes, i still have to make a scripting engine, but shit its going to be a whole other deal. it has to be SUPER lightweight for starters. just thinking about doing ANYTHING simple is boggling my mind now. its all about cpu cycles again, and i never really gave much thought to that stuff on this level before. *wipes sweat from brow*


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