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Olaf Van Schlacht

Member Since 16 Dec 2011
Offline Last Active Dec 23 2014 01:24 AM

#5178825 How can i make objects have completely different outcomes?

Posted by Olaf Van Schlacht on 08 September 2014 - 05:57 AM

Hi,

 

What I understand is that your trying to add new behaviour to items without creating a large item class filled up with boolean flags indicating which behaviours the item owner has.

 

When I had to create a system for random item properties (Extra Damage, % Damage increase) I came up with the idea of using the decorator design pattern which allows you to create new item behaviour without the construction of deep hierachies and large classes. (http://en.wikipedia.org/wiki/Decorator_pattern

)

Maybe you want to take a look at this pattern.

 

You could have some kind of MagicItem class which has a reference to its owner and a method which can manipulate his owner (Add new skills or stats). Now this method can be overriden by the decorating items which can add additional behaviour or complete new behaviour.

 

The method could make something like this:

owner.skillset.addSkill(new FlyingAbility());

 

Hope this helps.

 

Best Regards




#5152260 Modern C++ looking for information

Posted by Olaf Van Schlacht on 08 May 2014 - 03:41 AM

Thanks everyone for the resources, I'll gonna have a look at them!

 

I've already got some questions regarding some Java standards and how they are solved in C++.

 

1)

I'm totally used to create my Java classes in POJO manner. That means almost every member of my class will have a getter/setter method for accessing it. I've read that in C++ getters/setters are evil and break the rule of data encapsulation. In eclipse I've got a function to automatically create getters/setters but somehow in visual studio im missing that function. Any advice here?

 

2)

It feels like visual studio is missing alot features from eclipse. For example:

-Ctrl + O - Opens a context menu with all class members / functions listed (Outline)

-Ctrl + Alt + Arrow - Copies the current selected line

-Ctrl + 1 - Opens  the context help menu

...

Anyone knows a guide for visual studio hot keys and shortcuts?

 

Best Regards

Olaf




#5095208 mysql software

Posted by Olaf Van Schlacht on 19 September 2013 - 10:47 AM

You could also try HeidiSQL.

http://www.heidisql.com/

 

Only problem is that you don't have a visual editor for creating the whole schema. But I still prefer it for creating most of my SQL stuff.




#5054724 Discussion of Pokemon X Y visuals

Posted by Olaf Van Schlacht on 18 April 2013 - 04:23 PM

I think what ur meaning is Cel Shading?

 

http://en.wikipedia.org/wiki/Cel_shading




#4971604 problem jprogress bar

Posted by Olaf Van Schlacht on 20 August 2012 - 02:04 PM

You should read something about how Swing works and the Event Dispatching Queue Thread.
You better take a look at Threading and the SwingWorker class.

In order to make it work you have to open a second thread which updates the Progressbar.


#4949535 Best choice for game?

Posted by Olaf Van Schlacht on 15 June 2012 - 08:07 AM

I actually already have unity, but I'm having trouble figuring out how to use it very well, which basically means I have absolutely no idea what I'm doing.


And there is the first reason to start small.
If you dont even know anything about programming at all then you better go start learning that first


#4949456 UDK or Unity? The best game engine for beginners?

Posted by Olaf Van Schlacht on 15 June 2012 - 12:33 AM

My Personal experience is still 50:50 for each engine.
I tried both Engines myself and I never worked with a complete engine before.

Unity:
+Beginner friendly
+Very Simple to use
+Good Tutorials out there
+Works on many Platforms
+Supports Javascript, C# and Boo scripting

-Free version has cutted features

UDK:
+Im in love with the Level Editor. Really Easy to use
+All Features for free
+Kismet Editor (Used for scripting)
+Works on PC and Mac, not sure about Linux
+Many Tutorials
+Sick Lightning

-Harder to get into it
-Not suitable for a solo Project

Unity was easy really easy to use and you can create Games with it more quickly. Problem for me is the Pricing Model. The free version feels like a demo.
UDK is awesome BUT not made for a single developer. I guess when your working with at least an 2D and 3D Artist you can get more out of it.


#4935355 Manager/Simulation Games Requirements

Posted by Olaf Van Schlacht on 27 April 2012 - 05:55 AM

1) If your not going to make high end graphics and just plain text like in the good old days then sure why not. If you have the will to do it then youll do it.
2) Because simulating management you could use any language .... if you want to use graphics then any language which has a supported graphics API can be used.
For easy going just use C# for the beginning.
3) Read something about Game Design and OOP, you'll get a good idea on how to structure your application/game.


#4901582 Beginning Game Development

Posted by Olaf Van Schlacht on 11 January 2012 - 01:27 AM

The difference between a library and engine is that a library offers classes and functions.
A game engine is a complete system which can be easilie filled with content.

If you want to create a small Platformer Game and you have no experience in game development yet I recommend to use an existing engine just to get the idea behind the technical game side.

-Slick2D is a 2D Engine for Java and should work out for your current needs.

Once you have more experience and understand what a game needs to do you could try to use LWJGL to create your own engine.


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