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mKatz

Member Since 22 Jun 2012
Offline Last Active Nov 24 2014 11:54 AM

#5192695 how to create an ocean in unity3d?

Posted by mKatz on 13 November 2014 - 12:51 PM

here are two screenshots to hopefully help greaten the ability to understand what OP is asking for. :) the-forest-2014325131057_4.jpgDeadShark.jpg




#4984476 I want to be an indie game developer, where do I start?

Posted by mKatz on 27 September 2012 - 01:58 PM

Remember no idea is a bad idea, but the complexity of even the simplest ideas can confuse you; so be sure to make good use of planning.

When planning make sure if you have an idea don't just say okay that's one idea. Break it down and figure out all the parts to it; this will keep you from overwhelming yourself and making sure you are thinking one step at a time.

ie:
-Sample idea for lets say character creation
-main character
-hair design
-clothing
-voice
etc..

This will keep you on task. You can even set deadlines for yourself, but don't make them to close together; give yourself time! remember fez took 5 years with 2 people. Even the greatest simplicity can be very overwhelming.

just a quick tip for you.


#4974133 Serial C++ help!

Posted by mKatz on 28 August 2012 - 08:49 AM

I am having trouble with my program to simply open the serial port COM4. any help would be appreciated.

#define STRICT
#define _AFXDLL
#include "stdafx.h"
#include <tchar.h>
#include <AFXWIN.H>
#include <windows.h>
#include "Serial\Serial\Serial.h"
#include "Serial\Serial\SerialEx.h"
#include "Serial\Serial\SerialMFC.h"
#include "Serial\Serial\SerialWnd.h"
int WINAPI_tWinMain
	 (
	 HINSTANCE //hInst
	 HINSTANCE //hInstPrev
	 int
	 )
{
	 CSerial serial;

	 serial.Open(_T("COM4"));

	 serial.Setup (CSerial::EBaud9600, CSerial::EData8, CSerial::EParNone, CSerial::EStop1);
	 CSerial::SetupHandshaking;
	 serial.Write("Hello World");

	 serial.Close();
	 return 0;
}

along with the error code..

1>------ Build started: Project: SerialComm, Configuration: Debug Win32 ------
1> stdafx.cpp
1> SerialWnd.cpp
1>c:\users\jonbecher\documents\visual studio 2012\projects\serialcomm\serialcomm\serial\serial\serialwnd.cpp(23): warning C4603: 'STRICT' : macro is not defined or definition is different after precompiled header use
1> Add macro to precompiled header instead of defining here
1> c:\users\jonbecher\documents\visual studio 2012\projects\serialcomm\serialcomm\serial\serial\serialwnd.cpp(24) : use of precompiled header
1>c:\users\jonbecher\documents\visual studio 2012\projects\serialcomm\serialcomm\serial\serial\serialwnd.h(25): fatal error C1083: Cannot open include file: 'stdafx.h': No such file or directory
1> SerialEx.cpp
1>c:\users\jonbecher\documents\visual studio 2012\projects\serialcomm\serialcomm\serial\serial\serialex.cpp(23): warning C4603: 'STRICT' : macro is not defined or definition is different after precompiled header use
1> Add macro to precompiled header instead of defining here
1> c:\users\jonbecher\documents\visual studio 2012\projects\serialcomm\serialcomm\serial\serial\serialex.cpp(24) : use of precompiled header
1>c:\users\jonbecher\documents\visual studio 2012\projects\serialcomm\serialcomm\serial\serial\serialex.h(26): fatal error C1083: Cannot open include file: 'stdafx.h': No such file or directory
1> Serial.cpp
1>c:\users\jonbecher\documents\visual studio 2012\projects\serialcomm\serialcomm\serial\serial\serial.h(22): fatal error C1083: Cannot open include file: 'stdafx.h': No such file or directory
1> SerialComm.cpp
1>c:\users\jonbecher\documents\visual studio 2012\projects\serialcomm\serialcomm\serialcomm.cpp(2): warning C4603: 'STRICT' : macro is not defined or definition is different after precompiled header use
1> Add macro to precompiled header instead of defining here
1> c:\users\jonbecher\documents\visual studio 2012\projects\serialcomm\serialcomm\serialcomm.cpp(5) : use of precompiled header
1>c:\users\jonbecher\documents\visual studio 2012\projects\serialcomm\serialcomm\serialcomm.cpp(3): warning C4603: '_AFXDLL' : macro is not defined or definition is different after precompiled header use
1> Add macro to precompiled header instead of defining here
1> c:\users\jonbecher\documents\visual studio 2012\projects\serialcomm\serialcomm\serialcomm.cpp(5) : use of precompiled header
1>c:\program files\microsoft visual studio 11.0\vc\atlmfc\include\afx.h(24): fatal error C1189: #error : Building MFC application with /MD[d] (CRT dll version) requires MFC shared dll version. Please #define _AFXDLL or do not use /MD[d]
1> Serial.cpp
1>c1xx : fatal error C1083: Cannot open source file: '..\Serial\Serial\Serial.cpp': No such file or directory
1> Generating Code...
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========


#4973888 Linking Help

Posted by mKatz on 27 August 2012 - 01:45 PM

Thanks for voting down my reputation for asking a question.


#4973817 Linking Help

Posted by mKatz on 27 August 2012 - 10:22 AM

I'm trying to include a serial library in Visual studio 2012 and it seems to not be pointing to the correct place when I try to include these libraries.
Any help would be appreciated and if code is needed let me know I'll be more than happy to post it. Thank you!


#4970651 Embedded Help!

Posted by mKatz on 17 August 2012 - 01:50 PM

As the error messages mention, you're trying to redefine EthicalCompetition::Connection::Connection(). You define it as an empty inline method in the class definition for it above.

Perhaps you meant for the second definition to be EthicalCompetition::Connection::Connect()?

If the horrible spacing isn't the board's fault, I highly suggest modern inventions like indentation. It's 2012, you can afford a tab or three in a file.

Could you explain a little further please.

And yes it is the board's fault, I suggest before being condescending you just help out and not assume. Thank you.


#4967883 Beyond gameplay, reasons to stay in the game? (RPG)

Posted by mKatz on 09 August 2012 - 01:39 PM

Achievements are a great feature, but I still can't see them as a feature that will greatly enhance the self-improvement path. I think players see achievements as bonus missions, that might be cool to complete to test their skills, to make the most of the game, or just to brag. Testing skills is nearer to the self-improvement goal, but there are many ways not recognized by the game designer in which the player could test his abilities. Taking your example, is killing 100 ogres enough? What about 1,000? But is that number really testing the player's expertise with the toothpick, or merely his patience? And that makes me think that achievements are mostly nice trophies the player will put aside to continue his development journey.

Achievements aren't nessecary for a true gamer for the fact that Immersion is everything and to me Achievements make me feel like i'm following something else way to closely. I would make them so that they have to do with things in the game that deal with immersion, like sneak through a dungeon without being seen, for people who would do that anyway, and make them so that they are personal trophies in the player house maybe. Just a thought. :)


#4966770 SafeCracker program help!

Posted by mKatz on 06 August 2012 - 01:26 PM

This topic is done.


#4966748 SafeCracker program help!

Posted by mKatz on 06 August 2012 - 12:44 PM

program..
// learn.cpp : Defines the entry point for the console application.
//
#include "stdafx.h"
#include <iostream>
#include "safestuff.cpp"
#include "SafeCracker.cpp"
#include <string>
using namespace std;
int main()
{
cout << "Suprise, suprise!" << endl;
cout << "The combination is (once again)" <<endl;
  cout << SafeCracker(12)<<endl;
system("pause");

return 0;
}

safestuff.cpp

#include "stdafx.h"
#include <string>
using namespace std;
#ifndef SAFESTUFF_H_INCLUDED
#define SAFESTUFF_H_INCLUDED
string SafeCracker(int SafeID);
#endif // SAFESTUFF_H_INCLUDED

SafeCracker.cpp

#include "stdafx.h"
#include <string>
using namespace std;
string SafeCracker(int SafeID)
{
return "13-26-16";
}

This is the error code I do not understand, if you could help me out it would be much appreciated!

1>------ Build started: Project: learn, Configuration: Debug Win32 ------
1>SafeCracker.obj : error LNK2005: "class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> > __cdecl SafeCracker(int)" (?SafeCracker@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@H@Z) already defined in learn.obj
1>C:\Users\JonBecher\documents\visual studio 2012\Projects\learn\Debug\learn.exe : fatal error LNK1169: one or more multiply defined symbols found
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========


#4958895 Alternative minecraft

Posted by mKatz on 13 July 2012 - 02:00 PM

You are maybe right... I only thought many kids (between 10 and 14/16) don't really like Math (I know many people like that ;) ), but this was only my opinion Posted Image

I also have a "good" story but it does not handle humans like Steve from Minecraft and contains no fantasy, more normal adventure without something like magic and sci-fi.

Unfortunately I can not write it down here, I just have not enough time Posted Image

Regards
omercan


Very true, but at the same time if you were to implement the math, which don't get me wrong, I didn't like math very much for years. When it came to games though, I would enjoy it because it actually relates to something. Your not just sitting in a classroom going over algebraic equations just to learn them. Could have just been me, but I feel like a lot of kids are like that.


#4958892 Ways of forcing players to play together without risk of getting griefed?

Posted by mKatz on 13 July 2012 - 01:55 PM

Your on the right track, but an example for a left 4 dead grief blocker would be not letting each other get more than 20 feet away from each other. When it comes to griefing though, its really all about the people your playing with. I think the one sure fire way to not get griefed is develop a community of your friends IE gamers you like to play with, and make it so you really only play with them. I know this can be hard due to meeting the right people online, but its really whether or not people are going to be assholes or not.


#4958867 Alternative minecraft

Posted by mKatz on 13 July 2012 - 01:06 PM

What's about a very different block system? Like a fuel stand or kilogram...

For example:
You can have 1 kg Sand, but to transport it you need a bin, for a bin you need 5 kg iron. Iron is only available as ore.
For 5 kg iron you need 7 kg Ore and fire... For fire you need etc...

I think kg or something similar is a good choice, because it would be really "easy" to implement half blocks or different blocks like triangles. Also it makes it more independet from the blocks himself.

But there is a big problem... I think many people don't like something mathematical like kilogramm.

With Triangle blocks you could also implement good transports like cars.. Posted Image

Wish you luck for your project!

PS: I also had the same idea one year ago... but stopped because it would be only a minecraft clone Posted Image


You have a great idea, but to me if your going to try and play a real life version. You should at least take the time to learn a little math and become that much more immersed. Props


#4958472 Alternative minecraft

Posted by mKatz on 12 July 2012 - 11:00 AM

what if you make each block have, say, 1/8 of the minecraft block size, then, when you punch the block with your pickaxe, you break more than one block at the time, creating a destruction effect, then, for placement, you can make the player capable of crafting a bunch of those little blocks in a larger block, that in reality it's only a bunch of the little ones (i think i'm not being clear here, basically, the player has the option to place 8 little blocks in the shape of a larger one, or place the normal 1/8 sized block)

this way terrain would be much more detailed and the game more realistic, it's possible with the technology of your choice to archive this?


I like this idea for the fact it would make it so you could still have stacks of 64 blocks but not be overwhelmed by the weight because they are about an 1/8th of the weight. Saying that, the destruction idea is very good, but maybe realistic mining with the need for structural supports in your cave that make it so if you don't have them it will collapse on you. This could be a little much, but I think it would be the most realistic mining experience.


#4958178 Alternative minecraft

Posted by mKatz on 11 July 2012 - 03:55 PM

waterLimon that's a great suggestion. Making it more realistic to the point you can't even hold 200 blocks because of the physical weight and making it so making motorized vehicles like a dune buggy would be exceptionally more realistic and I love the ideas.

I understand completely keil368 and when you do start you can know someone would love to help :) but also I do not but I will start researching and learn the engine because I absolutely love the idea you have of making a potentially "real" version of minecraft.


#4958148 Alternative minecraft

Posted by mKatz on 11 July 2012 - 02:14 PM

If you are actually planning on doing this game I would definitely like to help. I am new to programming but I have a good base in object c# c++ javascript html and css. Remember I'm no expert :)




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