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Member Since 01 Sep 2011
Offline Last Active Jan 19 2014 03:02 PM

#4931135 Importance of structs?

Posted by on 14 April 2012 - 01:09 AM

Can anyone point me out the strong sides classes have over structures in C++ besides data hiding?

// Nvm, just read Washu's comment. So basically if I am writing my own code for my own use, theres not much difference whether I use structs or classes.

#4931123 should i be a game designer?

Posted by on 13 April 2012 - 10:58 PM

Nothing too fancy, scripting usually isn't stuck behind programmers knowledge of the language but programmers problem solving skills. Posted Image
Unity is definitely something to download and learn if you want results fast.

#4931119 should i be a game designer?

Posted by on 13 April 2012 - 10:51 PM

There are probably some that require little to none scripting experience but I haven't really worked with any of these. Unity is a good 3D engine that can also do 2D games but as with any advanced piece of software, it takes some getting used to. Unity uses C# as it's scripting language. I hope someone with more engine's experience can help you more.

Unity3D homepage: http://unity3d.com

#4931114 should i be a game designer?

Posted by on 13 April 2012 - 10:37 PM

Doubt you can get the ideas to come to life any more if you are just designing.

Other things to do:
- Learn computer graphics.
- Learn electronic music composing and sound effects.
- Start to use some game engine.
- Think small.

And keep that in mind: Winners never quit, quitters never win.

#4931039 Hero Engine?

Posted by on 13 April 2012 - 01:57 PM

It is something of its own kind. It is OOP language and syntax is somewhat similar to Visual Basic.

What makes HE interesting is that you do not define(create the blueprints) the classes in the code using HSL but you make them with an DOM Editor, I quess its made that way so it automatically creates all the nessecary database fields. After that, you can instantiate the needed classes with HSL and also access the instantiated classes and nodes(groups of classes) done previously by the engine.

I can not compare it to any other programming language that I know(C++, C#, Java, Python, Ruby) and once you learn it, you see that it is specifically tailored for problems encountered in HeroEngine.

It is not very complex language to learn by itself but the complexity comes from the framework the HE has set up, not very well documented and the wiki has somewhat wrong info so I haven't really pieced everything whats happening together after many dozens of hours of learning.

#4931034 Hero Engine?

Posted by on 13 April 2012 - 01:41 PM

HeroCloud basically is a service that hosts and manages all your server and accounting issues for you. It is completely free up to the point you get the game released(keep in mind that beta is free), after which it gets 30% of your net income you earn from subscriptions.

Ive been toying around with HeroEngine(using HeroCloud) for a bit now and I can say that it is extremely powerful, in addition to that, you can make MMO with it. You can literally make anything from FPS to RPG to online racer and so on, thats how flexible it is.

You still have to make all of your art and write all of the game logic by yourself, using HeroScript Language. The game manages all the connections, networking and so on in a way to not tie you down to using some game mechanic that you do not want.

You dont have to learn SQL or any other data managing language with HeroEngine. Everything is handled by engine itself and you can query the data using HSL.

I have to warn you, I have used many frameworks and engines in the past but HeroEngine is by far the most complex of them all. You literally learn something and by doing that you learn that you are only scratching the surface, but that is expected from a flexible engine that is made to the professionals.

Browse around in the wiki (http://hewiki.heroen.../wiki/Main_Page) and also register an account and request a server, theres nothing to loose.

#4931009 confused about a few things

Posted by on 13 April 2012 - 12:13 PM

Library is basically when your code is in charge, your code uses the library, framework is when the framework is in charge and it uses your code and API is an interface for other programs to interact with your program without having direct access.

#4860268 Looking for some "best practices" advice

Posted by on 11 September 2011 - 02:30 AM

I did not entirely read the thread but based on your posts, it looks like you have few design issues at hand. You should read a good OOP design book or a tutorial to get the hang of it. Most of your problems could easily be avoided with a good understanding of OOP design. It is very broad topic so I will not even try to cover it in this reply.

Other keywords to search for would be software design, software engineering, design patterns and so on, but be aware that these are even broader and more advanced topics(and require good OOP base).

#4860026 Suggested C# Books

Posted by on 10 September 2011 - 10:17 AM

Wrox's Beginning Visual C# 2010 is great book that is really easy to follow and includes everything from C# language basics to windows and web programming and data access(file system, XML and also LINQ).
This is, in my opinion, one of the best books for starting this topic.

Sequel to this book could very well be some XNA book or Apess's Pro C# 2010 and the .NET Platform. Would not suggest the last one as a first pick since it is pretty hard to follow if you dont know the basics(and also 1700 pages so takes a while to get throught)

Any book that has good rating on Amazon.com is usually a good one, just make sure you get something that covers C# 4.0.

#4859175 Best way to learn the basics of Java?

Posted by on 08 September 2011 - 01:19 PM

While the way you are learning it can surely work, I personally would concentrate my learning to the right things with a proper teacher. If you have the bucks to give out, order a book from Amazon.

There are many books that cover the topic. Java for Dummies(432 pages) and Head first Java(688) are really good picks for beginner and easy to follow or if these do not suit you, you could pick something else.
When learning with book and if the book has examples, be sure to complete them. In addition, making up your own problems that apply the concepts you learned is a great way too.

#4859148 Python/Pygame Bullet

Posted by on 08 September 2011 - 12:20 PM

You have not given a lot of information for this, but basically, you will create a class, yes.
When you get a spacebar event, you will instantiate the bullet class with all the relevand information, like the bullets cordinates(based on the character cordinates), moving direction, speed and so on.
You will have an array of these bullet objects and the game loop checks all the relevant things about them, like drawing cordinates, collision etc.

This is a very basic example and there are lots of ways where you can imrove it, but it will hopefully give you some ideas on implementing it.
In addition I would like to note that I have not done anything similar in Python or Pygame so there can very well be an easier way.

#4857273 Where do I start, if I want to make....

Posted by on 03 September 2011 - 04:20 PM

I would use Silverlight for the star map. Silverlight with a 3D library, like Balder, would be ideal and making it would be relatively easy. It is cross-platform and runs(and does all rendering) on the client's computer.
I would suggest you to take a look into the .NET Framework in general since it has everything there.

Based on your post I can not really give you any more pointers without knowing more about the game. I did a little Googling on the titles you provided and it seems that the game would be a resource simulation in space that runs basically in the browser environment and has a 3D map where the player can interact. Is it true?