Jump to content

  • Log In with Google      Sign In   
  • Create Account

Code Fox

Member Since 24 Nov 2011
Offline Last Active Yesterday, 11:57 PM

#5254765 I want to make a game but i have no skill!

Posted by Code Fox on 30 September 2015 - 06:39 AM


This I can agree with. However what I find kind of bad is the constant bashing of indie games on YouTube. Games like this might be bad to us but someone put their heart and soul into it and thought it good enough to share with the world. Probably a lone developer on a low budget or no budget. If this is their first game and they are met with such a hostile reception (see the YouTube comments) why would they ever be tempted to release something better? ...gamers and especially Youtubers can be so mean and child like. Is this what awaits most of us?...



Simple solution - don't attempt to sell the game on a major publishing site! There are a quite a few malicious "game developers" who intentionally release poor quality game, after poor quality game, after poor quality game ( Digital Homicide is one of the more noteworthy 'companies' ).

 Put your early not-so-good games on sites such as itch.io , and please stop believing that "any" game is good enough to be sold for $$$ .

#5254590 I want to make a game but i have no skill!

Posted by Code Fox on 29 September 2015 - 08:16 AM

then get the skills needed. It's not rocket science, just a lot of hard work.


Just don't expect a shortcut and being able to finish an AAA Game in 21 hours....


 Just a note: Steam and other online stores are flooded by absolute garbage that are carelessly slapped together in a game engine, such as Unity, GameMaker, or Unreal Engine .... Please PLEASE take your time and study good game design!


 Me, and many other people are getting sick and tired of all the "shovelware" - most common being hallway shooters, walking simulators, and first person horror.

[HERE] is an example of a game that was slapped together in a couple hours, and than sold on Steam - no one wants this junk!

#5253055 Battleground Fantasy- crowdfunding question

Posted by Code Fox on 19 September 2015 - 10:24 AM

1: You have to "stand out" to get noticed amongst all the others who have flooded the crowdfunding sites.  Having a professional promo video and artwork is pretty much mandatory.

2: Set your funding goal  low - don't expect many folks to donate to your cause ( but if a lot of folks do, great ! ).

3: Don't over promise. This is becoming a very annoying trend. Only promise what you KNOW you can deliver.

4: Don't set a release date. Too many games are rushed out the door, uncompleted, because of this.

5: Be realistic ( and cost effective ) about the "rewards" you will be giving backers.


6: Create a blog that shows backers daily progress you are making on the game.

#5248882 Out of ideas for games.

Posted by Code Fox on 25 August 2015 - 05:42 PM

If you are out of ideas, open a dictionary to a random page and randomly pick a word.


 Now slap the words "Simulator 2015" to the end of that word.

#5246469 2D shooting cannon in Java errors

Posted by Code Fox on 14 August 2015 - 08:44 AM

( This code has a little bit of an issue with spaghetti going on, which can make the code hard to read and debug )


 The error is a null pointer that was returned by ....


going to that class, we have this ...

public double getX() {
        return position.getX(); } 

tracing that back, we get

private Vector position;

This Vector object is not initiated whenever the Entity object is created - and thus is in a NULL state until it is set.


 You need to learn how to 'set' class objects and class verables whenever an object is created, using constructors [ LINK ]

#5243013 Can game development excel with abstract concepts?

Posted by Code Fox on 27 July 2015 - 12:03 PM


That meant i would have to click 400x800x5 (1,600,000) times or less!!!


If there is a "quantifiable" logic error in the matrix, wouldn't it be easier to to create a dump file with the results of each iteration, than write a script to automatically scan the file and report on all the abnormal ( out of expected bounds ) behaviors ?


 Note: I have actually done something like this before to find logic flaws with a fractal-noise program I wrote.

#5242841 can someone please explain how this code works

Posted by Code Fox on 26 July 2015 - 03:57 PM

        //these definitions confuse me a bit
// #1 
        private BufferedImage image = new BufferedImage(width,height,BufferedImage.TYPE_INT_RGB); 
	int[] pixels = ((DataBufferInt)image.getRaster().getDataBuffer()).getData();

        //I know why this gets called
        public void render()
		//this I don't understand
// #2
		BufferStrategy bs = getBufferStrategy();
		if (bs == null)
                //Screen is our own class, this just fills and array with colour at the moment 
                 //this just transferes the arrays accross
		for (int i = 0; i < pixels.length;i++)
			pixels[i] = Screen.pixels[i];
// #3
		//I didn't know you could define objects like this, can someone please explain this
		Graphics g = bs.getDrawGraphics();

                //these methods are fine
		g.fillRect(0, 0, getWidth(), getHeight());
		g.drawImage(image, 0, 0, getWidth(), getHeight(),null);	

                //I am assuming this puts the rendered image to the buffer
                //and that this renders to the screen


#1 - create a new object "Image" of the type BufferedImage. "pixels" is an integer array


#2 "bs" is a reference to the method "getBufferStrategy()" ( which returns an object )


#3 "Graphics g" is referencing  "bs" ... "getDrawGraphics()" is a method from the object returned by "getBufferStrategy()"

#5242590 RTS/Management game miniproject

Posted by Code Fox on 25 July 2015 - 06:15 AM

Haskell ... you have picked one heck of a language to write a dynamic game with.

Before you get into creating a fairly complicated game using a fairly complex language, I have to ask:

Have you written anything more complex than a basic "Hello World" program in Haskell ?

 If you haven't, I would recommend putting your 'game' on the back burner for now, and first becoming proficient at Haskell.


Note: If you are going to use ASCII, you shouldn't need OpenGL at all.

#5242516 Good C++ engines?

Posted by Code Fox on 24 July 2015 - 05:37 PM

This is not quite a "game engine", but if you are having issues with Visual C++ , try QT Creator .

#5242514 What should I name my sandbox game?

Posted by Code Fox on 24 July 2015 - 05:21 PM

"Excavation Artistry"

Usually the "naming" part of a game is not crowd sourced ... maybe I'm just old fashioned.


Edit: you did not give much information for us to "name" your game.

#5239866 Thinking of Trying Game Development to further JavaScript skills

Posted by Code Fox on 12 July 2015 - 01:59 AM

[ HERE ] in an excellent site for learning web development for beginners and advanced .

[ HERE ] is an entire site dedicated to web game development .

#5238400 Is this Possible? What should I use? [Newbie]

Posted by Code Fox on 04 July 2015 - 09:52 PM


I want to begin working on a small hack n slash project. (2D, Top-down adventure game, Sort of like the old Zelda games)


Here are the things I would like to have in the game:

1 - A Preset overworld with Towns to buy things

2 - Dungeon Entrances in the overworld that Lead to the randomly generated Dungeons. (Is that Possible?)

3 - Character Customization (Things such as Hair style, Male or Female, Hair Color)

4 - Inventory system

5 - Random loot chests in dungeons

6 - New Armour and weaponry you can put on

7 - Classes (Mage, Warrior, Thief, Archer) With skills that you can level up (Lets say that you are a Mage, You have a skill tree with some moves you can unlock with level points)

8 - An attack bar (1-4 Bar that you can put skills in, When you select a move you will then start to use that instead. Say you had your first move a novice Fire Spell, your second a Novice Ice Spell, ect, If you press 2 on your keyboard, or mouse scroll it will select the 2nd move, and when you click to attack you will use that move)

9 - Buyable Houses? 

 (You can buy homes around in towns and furnish them, use chests ect?)

10 - Overworld Map with fast traveling (You can travel to towns or your houses if possible)


I have to ask: Have you coded anything more complex than "Hello World" ? If not, I would suggest you scale back your ambitions a bit, until you understand game programming better [ LINK ]


1: That can be accomplished with a simple map, coupled with event triggers

2: The algorithms are a bit tricky to figure out, but it is very possible to make random dungeons ( 'The Binding Of Isaac' is an example )

3: 2d is a lot easier than 3D - as all it involves is image overlays .... HOWEVER 3d is perfectly possible, but a bit more complex

4: That is just an object array that displays the graphics of each slot

5: Figuring out how to program "weighted probability" ( rarity ) is a bit tricky, but not imposable

6: see #3

7: Both independent and shared attributes are relatively easy

8: see #4

9: That can be accomplished using zones and triggers.

10: An overworld map is nothing more than a graphic. These can be pre rendered, or they can be rendered from your "random" dungeons". How you implement it is up to you.

Making different points "clickable"  is not difficult.

#5238270 Text adventure design in C

Posted by Code Fox on 03 July 2015 - 04:48 PM

The trick is to have a single game loop.
Inside you get input in a generic way, process it in a way which depends on the game's state, then output the current status to the screen.
This avoids repeating the loop, input and output code everywhere (possibly obfuscated by being slightly different each time).


To add to this - whenever you have to reuse the same code blocks many times, it would save a lot of typing ( and debugging ) if you spun them off into functions.

An example would be your "menu" - you could spin that off into a function that takes a location, and returns a number .


On a side note: You can 'cheat' in C by using/abusing structs as classes, but that is beyond the scope of this topic.

#5238236 Downloading and Installing VXL

Posted by Code Fox on 03 July 2015 - 01:17 PM

That library collection has WAY too many dependencies and 'setup' work ... here is a slightly less complicated set of instructions [LINK]


 Good luck compiling that mess on Windows !

#5237819 How can i save player data, and how to prevent cheating?

Posted by Code Fox on 01 July 2015 - 12:22 AM


but what about the other part of the question? saving and loading data



Put everything you want to save into an object, than serialize it !