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Bluefirehawk

Member Since 19 Jul 2012
Offline Last Active Jul 22 2013 10:33 AM

#4971761 Arena Of Gods - Game Concept

Posted by Bluefirehawk on 21 August 2012 - 02:49 AM

One thing general: If you want it to be fun without a respawn system, you have to balance out the waiting times. A game like that looks like you could have some serious waiting times.

this game isn't a real rpg, it resembles more to a MOBA game, because after each game, your progress is lost.

You have to think about the resource system more. When you get resource per attack, nobody is going to increase much else until late in the match. Also tanking is not encouraged, you essentially feed the other team resource. You can make this resource system work, but it needs thinking and balancing. For example making attack speed increases very expensive.

Yes, Zeus' weakness is to fertilise everything that makes a noise (seriously, read up on the mythology, the ancient greeks were a weird folk), but back to topic.
Since you have a very complex history with the greek gods, it would be a shame to just give them different stats and maybe some different abilities. If you play as hades, you really have to feel that you are the lord of the underworld.
And still you have to problem with badass Zeus. If you play 6 vs 6 and one is Zeus, it becomes a 7 vs 6 game. On the other hand, it doesn't make much sense either if Aphrodite could beat Zeus, even when Aphrodite and Hermes would team up.

But you could reuse your idea, the player is a human, but he choses a god. He/she is then an Avatar of this god, and the god grants the human powers. This is what the greek gods liked to do anyways and fits perfectly in your setting. And with the resource you can buy more from your chosen god.


#4971422 Creating a file named Time and Date problems

Posted by Bluefirehawk on 20 August 2012 - 05:21 AM

Would be nice if you put more info.
EX what you say is "std::string TimeName = asctime(LocalTime)\x0A;"
what does \x0A do.

he said it is a new line alias "\n". Your path has a line break in it and im guessing ofstream doesn't know what to do with an input string with line break. It aborts, returning null and " OutStream << WhatsError << "\n" " is never called.


#4971358 Brainstorming: skill ideas for satirical adventure game

Posted by Bluefirehawk on 20 August 2012 - 12:32 AM

There are already all kinds of effects, with different degrees of severity, that result from drugs, including sugar, coffee, alcohol, dope, heroin, mushrooms, etc. In order to progress on the gluttony path, the player has to have more and more of these effects at all times. I'm still looking for some particularly weird ways to get high, though.

Sniffing Paint/Glue/Markers
Putting a vodka tampon in your rectum (don't know if this actually works ;) ),
Strangulate yourself while masturbating, maybe this is too gross, then just strangulate
smoking hair, could be from your last opponent.
sniffing on exhaust pipes
chewing on computer mouse wires
hyperventilating
licking newspapers
snorting fundip
snorting pepper (for glutony beginners)
drinking absinth, this can cause halucinations, for real, but maybe too mainstream

I implemented a babble algorithm once, it was fairly simple, it's hard to explain without drawings. It was quite cool. I can try explaining it to you if you are interested.


#4970447 Brainstorming: skill ideas for satirical adventure game

Posted by Bluefirehawk on 17 August 2012 - 12:26 AM

When male/female battle, you could have the skill "sue for sexual harrasment".

Passives: "Sugar trip", "coffee trip". Sugar trip increases your speed, coffee trip your agression.

BTW: If you want to dynamically generate babble, there are some simple babble algorithms that yield nice results.


#4968990 Pretty advanced pointer problem

Posted by Bluefirehawk on 13 August 2012 - 03:17 AM

I'm sorry Servant of the Lord, I have to disagree strongly.

A "break;" statement in a for loop doesn't make sense. By doing this:
for(vector<Container*>::iterator it = containers.begin(); it != containers.end(); it++)
{
		   if(!(*it)->getFull())
		  {
						 (*it)->addItem(itemAdd);
						 break;
		  }
}
You modified a for loop to a while loop. Hence what you really need here is a while loop.
Both works fine, it makes a difference when a Theoretical IT guy needs to verifiy the program.
A for loop is simple, it knows at runtime the exact amount of times the body is executed. A while loop is a bit more complicated. And by camouflaging a for loop in a while loop, you make the poor guy cry.


To the problem: it seems to me your problem lies in your OO class concept, or maybe a missing virtual keyword in a method. If you want to read up on the C++ virual keyword, www.learncpp.com had a good tutorial on it IMO.
I'm sorry, I cannot debug the code from where I currently am.


#4964765 Puzzles

Posted by Bluefirehawk on 31 July 2012 - 02:41 AM

What is it that you'd like, would you like puzzle ideas for a game with puzzles, or for a Puzzlegame, or is it a brainstorm thread?

The best puzzle games I enjoyed had a simple mechanic the gamer could play with, but it changed puzzles completely.
Portal is a good example, with the portal gun, you can introduce basic puzzle elements like buttons, doors etc. but the portal gun changed completely the way you solve such button puzzles.


I think you can make a great puzzle game with the ability to teleport. But you can only teleport where you can see or at least have seen.


#4964434 [rpg]Character Progression/Difficulty

Posted by Bluefirehawk on 30 July 2012 - 03:12 AM

I agree with acharis
Progressing is very important in an rpg game.
If the first monsters stay always as hard as they were, they don't feel stronger, they don't feel any progress.

I always liked if you can visualize the progression, for example your fireball is in the end twice as big.


#4963301 Thoughts and problems about that first game

Posted by Bluefirehawk on 26 July 2012 - 07:50 AM

Hello all together

first the contents of this post
  • Info about myself
  • What I want to accomplish
  • About the game idea

About myself
I am 22 years old and studying computer science. I worked as a programmer before and did business software in C# and Java. And I never fail to set ambitious goals Posted Image . Sadly, I have no talent what so ever drawing pictures with any software.


What I want (or wanted) to accomplish
While I was digging deeper in C#, I realised that I would only learn more about how .Net is working under the hood. I was more interested in the low-level stuff of the Computer and the OS than that of the Framework.
So it was clear, my next project should be in C++, and so it came to me again: "Hey, why not make a cool game. It will be fun and easy, what could possibly go wrong?"

Now, after having so much fun thinking about the game design, story, lore, I really want to put my ideas into "reality", it isn't a learning project anymore.

About the game idea
This idea is very rough. The lore resembles "Hellgate London" a bit, where the humans have resolved to guerillia warfare against the monsters. The player takes control of one, or a group of four humans, I haven't decided yet.
The gameplay revolves around setting up basecamps,planning attacks, traps, emergency retreats and eliminating priority targets.

The player should plan his strategy in an overworld type of map.

I have two Ideas about the fight system:
1. Round based like jagged alliance. In this system, the user would take command over a group of Humans. This fight system seems very straight forward. I only have to think about a good "chance to hit" and a "can see/cannot see enemy" algorithm. Plus I like the choice you have to make to shoot for the head, body, legs, arms...
The bad side of it is that the whole gameplay is solely on strategy. It isn't that exciting I think.

2. real time fight system like "Alien Swarm".
I really like the simple but exciting gameplay of alien swarm. Here I would let the player control only one human. It also would have potential multiplayer fun.
But with this system i have the problem of bringing longer range combat into 2D space. In Jagged Alliance, you just move your view to the enemy, you have the time.



E: Removed questions that do not belong in this section


#4961311 Let's have a good POV..

Posted by Bluefirehawk on 20 July 2012 - 06:59 AM

Hmm yeah but I think that I've explained the whole thing in a kinda bad way. With game loop I mean: I start doing this and that... now... how can I set my game to "go to the next level?". What if my pg dies? And so on...

Well yeah, it shows a way to do it. I suggest you try to undestand the intensions of the tutorial i mentioned. Then you think about how you would do it, do it and then see how it worked out.
I would not think about how you go from one level to another when you don't have one level.

E: another tutorial worth looking at may be: http://lazyfoo.net/SDL_tutorials/index.php
If you work without SDL you can skip the SDL specific explanations. Here is also an introduction to tools you will make/need like Timing in games, caping frames and so on. Very basic and easy to understand tutorial in my opinion.


#4961269 Let's have a good POV..

Posted by Bluefirehawk on 20 July 2012 - 04:53 AM

I had the book "Practical C++ Programming", which is a nice starter book. It also covers general programming practices.

Personally I like this tutorial http://www.learncpp.com also explains what C++ and the Computer is doing under the hood. However, I think it doesn't give you the skillset for how you design an OO program.

On OpengI found this here which i like so far, it starts by explaining the terminology and basic math behind OpenGL.http://arcsynthesis.org/gltut/Basics/Intro%20Graphics%20and%20Rendering.html

On game structure I found this very helpful. http://content.gpwiki.org/index.php/SDL:Tutorials:Complete_2D_Engine_Overview
It gave me a great overview what a gameengine should do.

I know these aren't books but I hope it helps a bit until you know what books you want to buy.


#4960925 Java vs C# - Experts points of view

Posted by Bluefirehawk on 19 July 2012 - 07:35 AM

This is taken out of context. If you re-read, you'll see that I said that Java's relative popularity will decrease faster than C#'s.

Look, english isn't my native language, i thought this sentence was kind of a sidenote.

This is entirely incorrect. The .NET windowing API is closer to windows, meaning less adaptation overhead (maybe). That's the standard library, not the runtime. Java could've made (essentially) the same windowing API to get the same level of overhead.

.NET has the same sort of runtime optimizations (except on system types, which are pre-compiled in Microsoft's implementation).

I never wrote runtime, i meant the .NET Framework in general. My statement was inaccurate, i agree. I don't know enough about the integration of the .Net Framework in the OS as I'd like, so I didn't make a more specific statement. I would be supprised if Windows handles .Net just as an other Userlibrary, but like I said, I don't know as much about it as id' like.

.NET has the same sort of runtime optimizations (except on system types, which are pre-compiled in Microsoft's implementation).

I'm currently studying, so you naturally just hear about the java one. I thought Java's implementation was superior. Do Java and C# use similar algorithms?

Quit spreading misinformation.

[removed insult], i never claimed to know everything, nor to be infallable. If something i wrote was wrong or inaccurate, tell me. But don't be so butthurt about it.
I know this is the web, but grow up.


#4960902 Java vs C# - Experts points of view

Posted by Bluefirehawk on 19 July 2012 - 06:07 AM

We receive answers like "language doesn't matter, learn algorithms, design principles, oop structure, etc", or "after learning java you'll jump to C# easily".

Like others said before, spot on. The language difference of C# and Java is trivial.

My advise is: start with one and if you feel comfortable with it, go to the other. After that, make applications with both languages.

Looking at other "beginner" programmers, the jump from your first language to the second is never easy. I think it's actually very frustrating but it is an important step to make. You'll learn a new Framework with different tools and implementation for the same job. You will see first hand the difference between design principles and their pros and cons. You will make jumps to different languages, frameworks and toolsets in your life as a programmer. Don't choose between the two languages, chances are, with so popular languages like java and c#, that later on you'd have to make an application in the other language anyways. And if not, your third jump will be easier. My advice is that after C# and/or java you move on to C++. So you will learn what the JRE and the .Net Runtime Engine are hiding from you.

Java's faster than C#.

Nope.
In Windows, the .Net Framework is closer tied to the Operating System. A Windows Computer should generally execute a C# Program faster than a Java Program. Especially Window programming has less overhead for its operations in C#.
Now to make things more complex, Java has a badass runtime optimisation. Compare the calculation times of a simple algorithm like Selection sort, after the third run or so your algorithm will run at least *2 faster.
I saw benchmarks on Linux machines, Java was there a bit faster than C# Mono. On a Windows computer, my money would be on C# for most applications.

...

can only subscribe to what you said, very good posting

Final note on C# VS Java...
if your task is to create a Window in a Microsoft enviroment, take C#. There is the greatest strength of .Net / the biggest weakness of the Java Framework.
For any other task your choice depends on the job and the enviroment.




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