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Member Since 30 Jan 2011
Offline Last Active Today, 01:31 AM

Posts I've Made

In Topic: Trying to write my own GUI with SFML

05 May 2015 - 12:09 PM

Take a look at this article it seems to cover the basics rather decently as well :) There are also a few GUI libraries for SFML that you might be interested in looking at their source to see how they designed things as well.

For my simple UI I go with a design similar to what Trienco described. My base frame has everything a generic frame would need, with sliders, buttons, ect. containing specific functionality. A complex UI is then just broken down into simpler elements making it much easier to create. Mouse interaction is just handled using simple virtual functions (Like OnMouseDown, OnDragStart, ect) since UI interaction was written with C++ in mind. It feels a little hacky but it gets the job done for right now :) Good luck!

In Topic: hello! just joined.

03 May 2015 - 01:03 PM

No worries at all smile.png


Since you said you had a reasonable understanding about C# Monogame should help you get up and running quickly. While not a game engine itself, it provides some decent infrastructure to build games with. There are numerous tutorials lying around on the internet that can be found using your favorite search engine. As Monogame was designed to be a drop in replacement for the now deprecated Xna framework usually tutorials for Xna will work in Monogame with some tweaking.


There are other options for C# which can be found online as well. These vary from full engines to just a simple graphics wrapper - leaving more or less work for you to do on your own. After gaining experience with a few small games you should have a better idea regarding how to best move forward.


 Just make sure to keep things simple at first cool.png

In Topic: hello! just joined.

03 May 2015 - 12:04 PM

Welcome to the site smile.png


Check out the FAQ as it is a good starting point for newcomers on the site. Also utilize the search to see the feedback given to others that have posted similar questions. The replies to those question should help to give you more understanding and options to choose from.


As for whether you 'should' be using a tool or making it from scratch, there is no right or wrong answer. If you are more interested in making games tools will definitely help as most of the grunt work is done already. If you are more interested in learning how those tools function, going your own route will help you better understand how things work under the hood. Regardless of what you choose each choice still requires some time and dedication to see any results.


Once you make a choice don't feel like you can only make games that way. You can always change your mind later on as you see fit smile.png


In Topic: How To Make An RPG

02 May 2015 - 12:46 PM

Could you be more specific on what you mean as far as 'how it works'? There may be some write-ups or something someplace, but finding anything as substantial as I think you are looking for will be extremely challenging. Part of the reason for this is the material doesn't really exist.


Going off just an in general sense:

If you are just curious about generic elements, say NPC dialog, the best resource for these are the games themselves. Just be sure to look at it from a purely technical point of view. In other words the story doesn't matter. What matters are the underlying systems for these things. From there it's relatively easy to extract the basic idea and think about how these would have been done. Skill/Tech trees are also shared across a wide variety of games, which are really just abilities or structures that have pre-existing requirements to unlock. Thinking of it in terms of pseudo-code might help you as well.


Hope that helps! smile.png

In Topic: Is AP Computer Science Worth It?

26 April 2015 - 11:19 AM

If nothing else seems particularly interesting to take instead I would say go for it. Also keep in mind schools aren't all the same smile.png

I know when applying to Southern Polytechnic State University I wasn't at any particular disadvantage for not having the credit. Honestly I don't even think it was considered since most of the students did not have it at the time. My high school didn't even offer it until last year I think? It was focused primarily on science, math, and reading (i.e. college prep) over courses like CS or engineering. 


SPSU at the time also capped how many courses the AP credit would apply for. Some students came in with 2 CS credits but at most you could only skip one of two introductory classes. From a purely credit standpoint that 2nd AP credit wasn't ever applied to anything. In order to get the 2nd course exempted it required a standard test you had to take. This resulted it in being marked as exempt rather than an AP class. Everyone I knew ended up taking both courses anyway, since it was suggested you do so in case you missed anything in HS.


As far as if you should or should not take it - it's rather hard to say. For me personally I don't think it made any difference had I taken it or not. There was never a time where I felt it would have helped me greatly.. except maybe pre-first semester anxiety about my skill laugh.png. For others they said it made a huge difference in that first year, but really by the 3rd semester it became pretty much irrelevant.


If you have the interest and a few hundred dollars for AP exam I say go for it. If you feel based off the opinions of friends that took it that it isn't for you, don't fret over it too much smile.png But if I had to choose between something like Art.. and AP CS... Definitely the CS one cool.png