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BambooCatfish

Member Since 28 Jul 2012
Offline Last Active Aug 06 2013 04:28 PM

Posts I've Made

In Topic: Rudeness in computer science?

19 January 2013 - 10:05 PM

Lol this reminds me of a quote from Frank Zappa:

 

"Anyone who spends the formative years of thier life mastering an instrument, is going to have deficincies in other areas."

 

Same thing to me with programming. Some people just don't know how to talk to people, others use thier superior knowledge to cover up for something else (my opinion). I feel as if I am good with dealing with people, I work in the food industry while I am in school and have to deal with all sorts of a-holes. The other day in fact a customer told me "I was the nicest person they had talked to" at the place I work. I'm not all fluffy and bubbly, just polite, and I took my time with them.To me it really doesn't take that much effort to take a couple extra seconds and be polite with somebody, your time isn't that valuable. Besides, it's probably less about what you know than who you know to get ahead. Be a person that people want to help succeed.

 

.02c


In Topic: Healing system for JRPG

18 January 2013 - 01:47 PM

Hi I feel like the others... It would ruin the game for me.

If you don't want to use potions or anything maybe... At the beginning of the game you get an item like tent or some kind of warding spell that keeps demons away but you have a gauge or a bar of tiredness and you can rest to restore HP but the closer it is to being full the less HP you restore and if it is over a certain point you can t rest cuz your not tired. Maybe not what your looking for but another option instead of potions inns (albeit kind of like an inn).

In Topic: Question about using "Game States"

08 January 2013 - 11:17 AM

Thanks guys you all gave me a lot of options and a bunch to think about. I have to read through it all and decide what is going to work best for me, I'll be back when I have more questions.

 

-Nick


In Topic: Question about using "Game States"

07 January 2013 - 01:53 PM

Thanks it makes sense. That's how I was doing things. I guess I'll just keep doing that until it becomes to complex and I need to change.


In Topic: Question about using "Game States"

06 January 2013 - 04:44 PM

Sorry double post.... I had a thought.

 

I may have asked the wrong question or got my terminology wrong (still got some good info though!).

 

The project I am working on is (going to be) a simple turn based game where the player can move X number of sqares on a tile map and attack once per turn, then the enemies do the same. I am currently working on one thing at a time and right now the move action is what I am working on. I was thinking about states for this perticualar action:

 

1) pre-move state :  checks what tiles are available to potentially move to. any tiles that are bad are displayed red.

2.) get user input:    lets user use keyboard/mouse to select tile to move to.

3.) perform move:    if tile is good for moving, move player there.

4.) clean up:             reset whatever variables are needed.

 

Thats what I was thinking about when talking about states... handled the same way? Then if i have an attack action:

 

1.) check what is close enough to attack.

2.) let user to select from list of potential targets.

3.) attack target, deal damage, add effects, etc.

4.) check for death, clean up, etc.

 

i dont know how to handle that modularly.


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