Jump to content

  • Log In with Google      Sign In   
  • Create Account

Banner advertising on our site currently available from just $5!

1. Learn about the promo. 2. Sign up for GDNet+. 3. Set up your advert!

Master thief

Member Since 01 Oct 2006
Offline Last Active Oct 03 2014 05:07 AM

Posts I've Made

In Topic: Need advice for user input parser for text adventure

03 October 2014 - 05:04 AM

Sorry for the delay, my internet is down so it's going slow for me. Using local library's internet for now.


Anyway, at a glance I saw quite some useful stuff. Much more than I expected. I'm saving this page and some links and going to read through this at home. I'll be back soon.


Thanks everyone.

In Topic: Needing some quick tips on how to organize my code

22 March 2014 - 07:15 PM

I've planned the maps to be of a fixed size, where you can "travel" from one map to the other in an open-world-ish kind of way. But who knows I may change my mind given the opportunity...

In Topic: Needing some quick tips on how to organize my code

22 March 2014 - 02:53 PM

One question, from what I understand from what I've been reading, vectors are great to be used for, say, a player or a room's inventory. Would they be just as good for maps? Considering that the maps as I'm using them, are just an array of ints, I suppose at first they might be, but then the maps are sort of constant (the number of elements never changes in a map, an index's value can change (i.e, closed door (visible)/open door (not visible), but that's about it).

If so then I wonder if I have any use for arrays at all for what I'm doing.

In Topic: Beginner Game Development Help

17 March 2014 - 05:03 AM

I can't speak with much certainty on any language, but from the research I made and the languages I tried, python indeed seemed like a very good option. To me it felt strange, but maybe because I'm used to C and Actionscript, and python is slightly different on some things (i.e. no curly braces or semi-colons). I felt like I was entering a different world, but pygame seemed powerful.

What threw me off was that pygame's text module doesn't deal with text the way I needed. I'm intending to make text adventures or text heavy games, and pygame can only throw out a line of text at a time (which meant that I'd have to learn how to do it myself from scratch in python itself, probably).

However, game programming has its intricacies, from what I've learned so far, that kind of demand that you get acquainted with certain fundamental knowledge, for example, some specific concepts of physics and math for a start (i.e., in a breakout game you probably want vectors to move the ball, in a platformer you want to simulate gravity (to an extent) as the player jumps, in a car game you want... some level of physics...).

From my experience I found that learning those things was a good step closer to my goal. Before that every time I tried to code a game I just stood there staring at a few keywords I've written, scratching my head wondering how the hell was I supposed to move that ball in 360 directions, or how in the world did people place tiles in a map. Collision detection/reaction and that sort of stuff was also a huge mystery for me before reading that book. My suggestion would be to get a book that explains this sort of stuff and those simple math/programming tricks people use, but the only book I know that does it is quite outdated: Macromedia Flash MX Game Design Demystified by Jobe Makar. This book also thought me a funny thing: there's the realistic way of simulating gravity, and there's the good-enough way. He teaches both, but uses the latter. smile.png It's a good book, but Macromedia was still a thing when it came out, it's all AS2. Regardless, the concepts of game making can be translated to elsewhere, but probably there's other books on the subject anyway (or internet articles). I have to look for that myself one of these days.

In Topic: Is Adobe Flash any good?

17 March 2014 - 04:26 AM

You definitely can (I don't know about steam and mobiles though), but I don't know if it's the best option. I've coded a lot in actionscript 2 a few years ago, and it was quite limited (and cpu intensive). Its limitations weren't so much of a problem if your goal was to release games on Kongregate or something, but they kind of turned me off since I was thinking of expanding myself.

AS3 seems much better in many ways, but for the same purposes you could maybe delve into HaXe/openFL (or maybe Flixel or HaxePunk). I find HaXe's documentation a bit lacking, but openFL is basically 99% AS3 only with another name and less limitations and HaXe's functionalities alongside, and AS3's documentation is said to be really useful for it. Papers Please, though different from your goal, was developed in NME (which is the former name for openFL).

I find HaXe/openFL to be quite tempting, to be honest. But some people pointed out some other options here that I've been hearing good things about too. I'm not at all knowledged in any of them, so I can't really comment on them.

That said, I wouldn't say you shouldn't go for flash. It's still a good option in many ways, I find. Even if it's in decline.