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Member Since 09 Mar 2009
Offline Last Active Nov 15 2014 03:43 AM

#5176253 New and Clueless

Posted by on 26 August 2014 - 12:37 PM

Everyone is against C++ for beginners but I began with it and I'm doing just fine.


Lots of games companies make their games in C++; don't be put off because people say it's not a nice beginner language. They're right - it's not, and C# is a much better language.


EDIT: Not at all to undermine the experiences and thoughts of others - just get tired of seeing 'DON'T YOU DARE START C++' when a majority of the industry uses it. 


I never said in my post i was against it as a beginner language. It was my Second (I did Java first). What i said was in Education they dont teach C++ first, they nearly always go for a simple scripting language like python and then move into OO with Java/C#.


OPs question is about learning C++ for school, i said i dont think they will teach him that to start off. Glass_Knife has linked tutorials.

#5176224 New and Clueless

Posted by on 26 August 2014 - 10:54 AM

If your starting a new course to CS, I can say with 99.99999999% certainty you will not be using C++. More likely to be Python / Java or C#.


I just finished 4 year CS course at University and we didn't touch C++ with a barge pole for some reason :(

#5089765 How to develop a very basic game? I don't have any programming knowledge...

Posted by on 28 August 2013 - 03:15 AM

Look at Game Maker.

#5082420 Best option to use in a Tibia like game

Posted by on 02 August 2013 - 02:18 AM

Why isn't XNA a good option? Explain.


Your Probally getting confused with all the dooms-day prophets saying "HEAR YEE HEAR YEE, XNA IS DEAD"


-XNA isn't 'Dead', MS have simply said

"We are not going to update this awesome framework which currently has no outstanding bugs which could hamper the development process, and doesnt need any new features"


- XNA Is Fantastic for the hobbyist developer because it is simple, there are ample tutorials and documentation around the internet and it hides all the backend stuff nicely and at the same time allows you to access HLSL (for 3D) and has very few (if any) disadvantages of using it over C++


All in all, your project is a hobby, it probably wont turn into the next Minecraft and millions of people wont pay $10 for it, your probably not going to have a team of 100+ people. So your choice of environment is purely yours, and XNA is perfect.


If you are worried about XNA not getting updated, take a look at Monogame which is a cross platform implementation of XNA.

#5077889 Spot/Circle Light

Posted by on 15 July 2013 - 10:20 AM

There was a tutorial on how todo it on Gamedev .. i'll see if i can find a link.

However there are 2 different techniques depending on what you need.


Have a look at this Kypton XNA i use this in my framework atm, works very nicely.


this is a far simpler technique and may give you what you want :) Simpler technique

#5077880 What programming language to use for making games?

Posted by on 15 July 2013 - 09:56 AM


For the record, C#/XNA is more enough than and of high quality to make games.


That is true however, XNA I do believe will no longer be supported. This makes XNA a poor desicion to learn on since you will just have to switch.




Just becuse its "No longer supported" doesnt mean its dead. Its still works for both PC and XBLIA games, lots of tutorials and documentation out there, really easy to pick up, easy to distribute ...


All MS have said is "we are no longer updaing the software" which is fine ... there are (to my knowlage) no bugs which cause havok or hamper development in anyway.


The statment "This makes it a poor decision" is very very wrong imo, yes it is a poor choice of you want to make the next best indie game out there, or work on a high-end FPS etc.  but for research and learning as the OP is trying todo XNA is a fantastic choice.

#5076563 What programming language to use for making games?

Posted by on 10 July 2013 - 02:59 AM

The "Best" Language is the one you are more comfortable working in, if you have been writing in c# for 5 years, unless there is a professional reason for you to pick up C++, stick with C#.





N.B. XNA is NOT a Language, its is a framework written using the language C#.

#5076097 Tool for creating FPS map?

Posted by on 08 July 2013 - 05:37 AM

for what game? almost all FPS games will have their own Map editor and you'll either be allowed to mod or wont be (BF3 / COD).


If its for one you made, you probably need to make your own.


If your asking where to get Assets, there are sites like TurboSquid which can sell you some. or use a 3D modeling problem like Blender, 3DS max etc. to make them.

#5074699 2D grid based strategy engine

Posted by on 02 July 2013 - 04:55 AM

tbh if you have experience in C# I'd use Monogame / XNA and build your own.


Is there a reason you want todo this in C++? does it need to be in C++?


I think if you went with c++ you spend more time learning the language and building a solid base than actually making a game.

#5074668 Honorable game designer?

Posted by on 02 July 2013 - 01:35 AM

1/ Make a game that people like to play

2/ Dont ask $100 for it.


thats it.

#5072431 XNA questions

Posted by on 24 June 2013 - 01:51 AM

If I have one million cubes, is it faster to draw them from one big list, or 20 smaller lists?


Neither, your still doing 1,000,000 draw calls wither way. what you need to-do is only draw them if they are onscreen and through the use of Culling or instancing.



Is there a method that can change how a texture looks depending on player color? For example, if player ones color is red, part of the texture will be red. I don't remember what the exact word for it is...maybe alpha blending or something like that.


No, Make one smile.png you will need to use RenderTargets to modify the texture. here is a snippet how to use a rendertarget:


RenderTarget2D target = new RenderTarger2D(...); 
//I cant remeber the arguments off the top of my head.
//I think its GraphicsDevice, Width, Height, GenerateMipmap, SurfaceFormat, Depthformat

GraphicsDevice.Clear(Color.Black); //any colour will do
using(SpriteBatch b = new SpriteBatch(GraphicsDevice))

//Draw anything here to draw onto a new texture E.g.
//Draw the Basic non-coloured texture
//Draw the players colour where we are supposed too.



//Then to access your new Texture, just do 
Texture newTexture = target; //Target inherits from Texture2D so no casting needed



In a multiplayer game, I'm assuming it's correct to create a camera for each player. Is this easiest to do through the player class?


Depends, Local multiplayer, E.g. on the same PC? s this the design you want? I would probally have 1 camera class (Singleton maybe?) which contained ALL the informatio



What's the difference between the LoadContent and Initialize method created for you? I use both of them while initializing variables, although I'm not really sure why


GraphicsDevice ... Initialize() ... is called just after the constructor, that's it. it is never called again until you create another instance of the class.

Whereas LoadContent<T>() ... is called on starup AND whenever the graphics device is Lost or Reset recovering your ingame assets.


This means that LoadContent is called when the Game Window is minimized and reopened, or something takes control of the screen (E.g. UAC) and everything run in loaded is run again, this means it is not a good idea to put any data initialization in here, as it will be "reset" when your device is reset / lost.

#5070195 Trying to make a small Windows Phone game

Posted by on 16 June 2013 - 11:05 AM

Can you post the code of the loop? its Hardto see from the pic tongue.png


And make sure your not Modifying the collection "blueCircles" while you are enumerating over it.




Upon close inspection are you doing the follwing under the exCEPTION BOX?

blueCircles.Add(new ColouredSprite(...))

this will cause it :)

#5069715 shuffle array

Posted by on 14 June 2013 - 04:08 AM

I gather this is wasted but hey, I'm bored.


Your using the Wrong structures imo. You either want to use a std::Map or use 4 1D Arrays



std::Map<string, std::vector<int>> CardsBySuit;
CardsBySuit["Clubs"] = new vector<int>(...) //{0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, }
CardsBySuit["Spades"] = new vector<int>(...) //{0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, }
CardsBySuit["Diamonds"] = new vector<int>(...) //{0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, }
CardsBySuit["Hearts"] = new vector<int>(...) // {0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, }
// OR Example 2
int Diamonds = new vector<int>(...);
int Hearts= new vector<int>(...);
int Spades= new vector<int>(...);
int Clubs= new vector<int>(...);

Then to shuffle you have in int[] stored foreach suit and just suffle like so:

std::random_shuffle(CardBySuit["DIAMONDS"].begin(), _CardBySuit["DIAMONDS"].end());
std::random_shuffle(Clubs.begin(), _Clubs.end());

However, there is a easier, and nicer Object Oriented way of Storing your data using ENUMS and classes you should look into.

#5068227 store values from string in an array

Posted by on 08 June 2013 - 07:53 AM

Store in a 2D array like this:


int[,] map = new int[,]
   { 1, 0, 0, 0, 0},
   { 0, 0, 0, 3, 0},
   { 0, 2, 0, 0, 0},
   { 0, 0, 0, 0, 0},
   { 0, 4, 0, 0, 6},


you can access numbers like so:


int num1 = map[0,0];
int num2 = map[2,1];
int num3 = map[1,3];
int num4 = map[4,1];
int num6 = map[4,4];

#5067543 Piece of software

Posted by on 05 June 2013 - 12:46 AM

So ... you want powerpoint?


but i also need animations and visual effects and those are a pain in the ass to make with pygame, and i was thinking about a program that maybe allowed me to import animations and effects to pygame and viceversa.


Powerpoint does animations, effects.


So what does pygame have todo with this? I dont think there is any software like this becuase, well ... this has to be the oddest request i have ever heard.