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Member Since 01 Apr 2008
Offline Last Active Apr 28 2014 10:55 AM

Posts I've Made

In Topic: Designing a "quest" system for top down 2d rpg

16 February 2014 - 10:35 AM

In your unit class, I would probably have it send a message to your quest engine every time something dies that includes the type of the deceased unit.  The quest engine could then iterate through the QuestKillUnits until it found a match for the type of unit and increment the count by one.  Your QuestKillUnits class needs a variable to hold how many units have been killed.  When that variable is updated, it can send a message to your screen showing something like, "killed 5/6 werewolves".

In Topic: 99 Bottles Of Beer Challenge With Least Amount Of Characters ?

10 February 2014 - 02:20 AM

Just throwing my hat in the ring, though it's not the shortest:

using namespace std;
string m="o more",v=" bottle",t=" of beer",s=" on the wall";
string a(int n,int c=0)
stringstream b;
b << n;
return (n?b.str():(c?"N":"n")+m)+(n==1?v:v+"s");
int main()
for(int l=99;l>-1;--l)
cout << a(l,1)+t+s+", "+a(l)+t+".\n"+(l?"Take one down and pass it around, ":"Go to the store and buy some more, ")+(a(l?l-1:99))+t+s+".\n\n";

370 characters, 332 without "any" whitespace.

In Topic: Mountain climbing game name ideas

30 June 2011 - 12:54 AM

Apex Reach

In Topic: Hardest game as a child, still hard as an adult?

12 June 2011 - 11:32 AM

I started with all of the old NES games I couldn't beat or always wanted to play recently, too.

I must be one of the few people who had no problems with the water level in TMNT.
Aside from Battletoads, already mentioned, my NES gaming kryptonite was Ghosts and Goblins. Wow did that game suck. It was one of those where you'd finally get all the way to the end(still haven't done it without either save states or level select) and you'd get the "our princess is in another castle" deal. It was totally a game that was difficult for the sake of being difficult.

In Topic: Short attention span + programming = not good

28 September 2008 - 03:32 PM

The #1 thing to do to stay focused is write a to-do list. At least when you're getting bored of doing something it makes it easier to go back into it later. It prevents phrases uttered like: "What the hell was I on a month ago?"

#2 helps #1 out. ALWAYS DOCUMENT YOUR CODE! Sure it's tedious and you may never look at this lame swapxy function again. But...in case you need to make sure what you've done is working or is causing problems with your new function after you haven't looked at code in forever, there you go.

It's tough to stay focused, especially when you have 8 billion behind-the-scenes engine things to do that don't really have a good way to show you the results of your labor until later. It wouldn't hurt to write a little debug insert that outputs things to a text file. Timestamps are great for optimizing.
Really, just anything that says: "This function works...I'm awesome" will keep you interested longer.

Remember, the more you document what you're trying to accomplish the easier it will be to keep interest.