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01.03 - Comments and Suggestions

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#21 huve   Members   -  Reputation: 122

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Posted 14 April 2001 - 10:29 AM

what about text-based games ? I wanna learn what you teaching and i''m grateful for this knowlegde.But if you how to make a text based game spread that along with the rest.



huve



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#22 huve   Members   -  Reputation: 122

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Posted 14 April 2001 - 10:31 AM

What about text-based games ? I''m grateful for this knowledge but if you know how to help then spread the knowledge around.
Great Job


huve



#23 asylum101   Members   -  Reputation: 122

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Posted 14 April 2001 - 01:47 PM

hey huve
ive had some expeirience with text based role playing games
if you want to talk muds or text adventures email me @ darkdragon007607@msn.com or aim jmd00769 =D

oh and teej i love the forum keep up the good work and i cant wait to learn all my swollen head can absorb

WE ARE THE CODE! RESISTANCE IS FUTILE!

Edited by - asylum101 on April 14, 2001 8:49:02 PM

#24 FragLegs   Members   -  Reputation: 122

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Posted 19 April 2001 - 06:49 PM

I''m not sure how things are planned for this tutorial/forum/class/etc, but here is as idea that struck me as I was climbing the ladder:

Periodic challenges. Every so often, as new concepts get introduced and discussed, Teej could say, "Alright, now everyone go write a little game that does so-and-so or implements such-and-such a concept." Then everyone who wants to can try their hand at actually applying the knowledge that Teej has so graciously bestowed upon us. Maybe then we could all post our little games on a website somewhere (perhaps GameDev.net could provide the space) and folks could comment on their peers'' games.

I don''t know if this is feasible, but I think it would greatly enhance the value of this undertaking.

FragLegs

PS - I would be willing to provide any help needed to implement this idea.

PPS - Thank you Teej.

#25 submonkey   Members   -  Reputation: 122

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Posted 20 April 2001 - 01:23 AM

I don''t mean to be ungrateful, or unappreciative of the time it must take to pull this together, but:

When can we expect another installment?? The news section indicated new material would be available a few days ago?

And again, a thousand thank-you''s for your hard work.

#26 Anonymous Poster_Anonymous Poster_*   Guests   -  Reputation:

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Posted 20 April 2001 - 04:19 PM

Hey Teej, how bout a thread that lets people put down their problems to get help from other people.... maybe one for each section?? Just thought of it because Im going to have lots of questions that I need to ask about things, but I cant do nothing because there is bnowhere that they quite fit..... their not all exactly on topic, but I need the help to get some things that Im setting up working and this place would be a good place to ask... does this sound a good idea????

cheers Teej, and keep up the good work



#27 Biere et punk   Members   -  Reputation: 122

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Posted 20 April 2001 - 06:05 PM

Hey Teej it was a good idea to make up an article on how to set up the compiler to get directX to work. I remember last time there was like 200 messages stating the error you mentioned in that article. Now I think it will be easier to actually concentrate on making games

Oh, and as a suggestion, I hope you''re gonna go deep in the math part... once again so we''re even more ready for the 3d stuff...

Biere et punk

#28 Jago   Members   -  Reputation: 122

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Posted 21 April 2001 - 09:14 PM

Greetings All,

I was wondering what the best program was to create a good 2D Multi-Player RPG. I would like it to be tiled base, and look something like, Furcadia (www.furcadia.com). Please help me! What should I use? What should I do? What language should I use?

Thank you!

#29 Teej   GDNet+   -  Reputation: 176

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Posted 23 April 2001 - 05:12 AM

Hi folks,

Thanks for the suggestions so far...I''ll try and address a few of them:

Periodic challenges are to be an integral part of the next (new) section. It involves getting to know some of the basic features that every game incorporates, and we''ll be using the template code to work on.

For questions and answers on specific topics, I thought it best to use the ''Reply'' feature on the article in question. If you think that there''s a need for a topic unrelated, let me know.

As for installments, please read the new News post.

Teej



#30 dungeon_master   Members   -  Reputation: 122

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Posted 30 April 2001 - 05:41 AM

Is there any way that I can get the sdk''s without having to download them? I am on a lan and my download rate sucks.

#31 leggyguy   Members   -  Reputation: 128

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Posted 30 April 2001 - 07:40 AM

Dungeon Master.

You can get the DirectX SDK on CD. Microsoft will send you it. It isn''t free though. I don''t recall how much it is, but it isn''t very expensive, so you could get it that way.

#32 Weatherman   Members   -  Reputation: 122

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Posted 01 May 2001 - 04:04 AM

Hi, Teej;

By the time that you get your tutorials up and running, you''re going to need a pacemaker for your heart. I sure hope you don''t buy it from the company that sold you your computer.

Good luck.

#33 Teej   GDNet+   -  Reputation: 176

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Posted 02 May 2001 - 10:26 AM

Actually, I bought the parts OEM and put the system together myself.

HAAAAHAAHAAAHAAHAAHAAHAHAAHAHAAHAHAAAAAAAA...

Figures.

Teej



#34 dungeon_master   Members   -  Reputation: 122

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Posted 03 May 2001 - 05:34 AM

I searched the microsoft site for a LONG time and still haven''t found a link to be able to buy a SDK cd, does anyone know where I could find that link(I''ve already tried microsoft''s help...those losers). Any help would be GREATLY appreciated.

Dungeon Master

#35 wyldebill   Members   -  Reputation: 122

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Posted 04 May 2001 - 04:51 AM

i''m not sure why the ''order sdk cd rom'' link for dx7 isn''t working, but here is the url

http://msdn.microsoft.com/directx/downloads.asp

if your on a lan, just setup the download and go watch some tv or something. or setup a ftp server,and i can up it to you.

if your looking for dx8, then disregard above.
wb



#36 Teej   GDNet+   -  Reputation: 176

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Posted 07 May 2001 - 07:20 AM

I''m not sure where to go about getting a CD from Microsoft, but I did have a thought: Depending on the price of the CD, wouldn''t it be a better investment to buy a game development book that has the SDK included in its CD?

I''m sure that the most common recommendation going is Andre Lamothe''s book, and although it''s DirectX 7.0, I''m pretty sure that you get the complete SDK on one of the CDs. You also get the student version of Microsoft Visual C++. And if that wasn''t enough, you get some great 3D books on CD as well, along with other shareware apps and game resources.

Just a thought...

Teej



#37 Lancelot du lac   Members   -  Reputation: 130

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Posted 24 May 2001 - 07:20 PM

Hey! Teej, great job!

It is true that the code on your turotials are realy small and i get hard time to read them on my 15" monitor.

Other thing, i did not see anything on this forum that talk about you. I did not search the rest of the site though, i was too much into the forum. Who are you Teej? What is your background? What stated you to code for games? Why help us, the poors wanna be coders that take so much of your time?

Whatever the reasons, thanks to beeing there.

Lancelot

Life is endlessly short.

#38 RadiumJack   Members   -  Reputation: 122

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Posted 01 June 2001 - 07:33 AM

does anyone know where I can get some C/C++ headers??? Because I have a rather good compiler(well that''s my newbie opinion; correct me if I''m wrong please) but it has next to no headers..
Any info would be greatly appreciated.


-Radium(Jack)

#39 Teej   GDNet+   -  Reputation: 176

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Posted 04 June 2001 - 09:24 AM

RadiumJack: You''re going to need more than headers... a header file contains only prototypes (usually) for the real code that resides in either a .C/.CPP/.LIB file. So, depending on what you''re trying to import, you''ll need the corresponding file that contains the header prototype''s implementation. Also, you should be warned that even this won''t always work, as libraries that are pre-compiled may be incompatible with yours...

Teej


#40 gdClash   Members   -  Reputation: 122

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Posted 20 June 2001 - 12:21 PM

Hey Teej,
I just found this amazing forum today and I must say I''m very impressed, but at the same time I was sort of disappointed. I''m currently trying to learn D3D8 after having written two small games in DDraw7 and I haven''t had much luck finding any resources on the web beyond nexe and drunken hyena (which are two great sites, btw). My main problem area is that I''m not down with all the 3D math and concepts that I need to fully understand what I''m doing. Anyway, the point of my post is to just encourage you to get some more math based topics up and hurry up to the 3D! Oh and also, on the note of Direct Draw 7. I found something "Very" interesting in the Dx8 SDK. All the Direct Draw demo''s use Direct Draw 7 but they use two wrappers for DD. CDisplay and CSurface. I went hunting around for them and found them to be in ddutil.h and ddutil.cpp. No longer do those two files contain a slew of functions for making DD stuff easier like they did in the Dx7 SDK, but now they contain two classes that act as wrappers for Direct Draw7! I''m talkin serious wrappage. For example, creating a full screen display and a front\back buffer chain is as simple as:

CDisplay *DD; // This would be global, since it''s our Direct Draw object wrapper

DD = new CDisplay; // This would go in our WinMain

// Change the resolution to the passed values and set the color depth to bPP
DD->CreateFullScreenDisplay(winHandle, screenWidth, screenHeight, bPP);

It has similar functions for creating palettes and surfaces, and you can get the DDraw object and the front\back buffers. So if you need to manually do something... like lock the back buffer you could do

DD->GetBackBuffer()->Lock(...);

Check it out its in the mssdk\samples\media\common\* directories!

If you need any help figuring out how those two classes work, feel free to ask cause I''ve played around with them quite a bit.

Keep up the great work!

- Clash
- www.zeroinfinity.net
- A New World, Built By New Minds





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