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ISDCaptain01

Member Since 29 Jul 2012
Offline Last Active Dec 09 2014 01:13 PM

#5197094 Want to become a Computer Scientist

Posted by ISDCaptain01 on 08 December 2014 - 10:36 PM

I chuckled at "computer scientist". Good luck getting a PhD to be considered one lol. The proper term your looking for is either software engineer or developer.




#5192385 Building A Game Engine + Game

Posted by ISDCaptain01 on 12 November 2014 - 02:20 AM

Its very draining to build an engine and a game at the same time. I did it and it exhausted my desire to code.




#5191469 Rate the code of my game!

Posted by ISDCaptain01 on 06 November 2014 - 02:15 AM

I finished this 2 months ago but I feel like I should share it here:

Heres a video of an uncomplete build:


Why not post a video of the finished version? It crashed often, that's why I could not record it to the finish point.

Heres the entire engine if you guys want to download it:
https://www.dropbox.com/sh/ja99dfxbp0opnc1/AADXrhPzdoui1ivcWBdA_s-fa?dl=0
download it as a complete zip file

As for those of you who just want to install and run it:
https://www.dropbox.com/home/zelda%202

This was huge drain on my mind. I just don't feel like coding anymore after this game and haven't even touched C++ since late September.

Take a look at my code and give me some feedback for the last time!




#5178923 Online Computer Science degree

Posted by ISDCaptain01 on 08 September 2014 - 01:14 PM

3. There is no such thing as wasted learning. If the school requires you to take GE classes, then you have to take GE classes. It's NOT a waste of your oh so precious time.


Id have to disagree woth you here. They are a big waste of time and money, especially since the cost keeps on going up. They arent relevant to what im majoring in and more than likely i forget all the material right after the term ends. As an accountjng major, i found art history to be waste of time and money. But unis throw the excuse of being "well rounded" just so they can jack more tuition money from you.


#5173484 What software(libraries, apis) should i use for my game?

Posted by ISDCaptain01 on 13 August 2014 - 08:44 PM

Use Allegro 5! Its sooo easy to make games in if you know basic C++. Here are some excellent youtube tutorial playlists:

 

https://www.youtube.com/playlist?list=PL9333715188CD7669

 

https://www.youtube.com/playlist?list=PL6B459AAE1642C8B4

 

As for your questions

 

1) Ive only heard of SDL being used when Valve was porting a game over to Linux to handle input and windowing

 

2) Yes an engine takes care a lot for you and limits you as well. Use an appropriate engine that fits with your game. On contrary to your first question,

     engines such as unreal and unity are very popular when it comes to professional game development

 

3) Sure you can opengl without sdl/allegro/sfml but why would you want to? Those three libraries make opengl so much easier to use.




#5168590 How did you get into the industry?

Posted by ISDCaptain01 on 23 July 2014 - 02:03 AM

That's right, tell me your story of how you started working in the game industry. I want to see the different variety of ways people got in. So start busting out your tales folks.




#5167930 Looking for anyone that can share knowledge

Posted by ISDCaptain01 on 20 July 2014 - 02:31 AM

I personally prefer self-learning. It allows me to at my own pace and I dont have the threat of someone giving me a failing grade. It just boosts my productivity. As for mentoring here; you will not get any direct mentoring. People here will help you if you get stuck on a specific problem but no direct teacher. You need to go into a class for that.


#5167135 Help with a really basic indie game!

Posted by ISDCaptain01 on 16 July 2014 - 05:42 AM

Thats a great idea, but im gonna steal it now. Thanks.


#5164096 Urgent! Interview re-sheduling dilemma

Posted by ISDCaptain01 on 01 July 2014 - 01:08 PM

Take the interview and a shot at getting the job. Conferences will keep on coming all the time.




#5161223 Share the most challenging problem you solved recently! What made you fee...

Posted by ISDCaptain01 on 17 June 2014 - 10:14 PM

Figured out how to give my enemies random movement and pattern movement "AI".




#5155279 Creating a Console from Scratch

Posted by ISDCaptain01 on 22 May 2014 - 03:16 PM

Take a look at the book called "The Black Art of Video Game Console Design" , I think its exactly what you need

 

http://www.amazon.com/Black-Video-Game-Console-Design/dp/0672328208/ref=sr_1_1?ie=UTF8&qid=1400793377&sr=8-1&keywords=the+black+art+of+video+game+console+design




#5148782 Trying to get a zelda style textbox going

Posted by ISDCaptain01 on 22 April 2014 - 12:06 PM

I don't want to be rude but when I'm reading your code I get feeling that you don't understand some basic concepts and that you don't understand what you are doing.
 
Your problem with printing text letter by letter i would solve like:
For index=0 <= number of letters in array
{
Print array[index]
Increment index
pause for like 200 or 300 ms
}
 
How to implement this concept is up to you, no one here will give you solution on plate.
You ask for feedback from us but you don't give any back. Guys told you some advices but you didn't take them seriously and you repeat same mistakes.
For your second question i won't even reply because it is obviously copy paste of someone else.


I think your being too harsh. Im still learning and by no means am a professional. Im reading the posts and modifying my code. I got the sound to beep now only when the tkme chnages rather than continously. I fixed the bounds checking as well. Im now working on a solution to pass the letters processed to a function to print them permanantly. Im taking every feedback seriously or would not have made it this far in gamedev itself


#5145837 How to get multiple keys input at once in c++

Posted by ISDCaptain01 on 09 April 2014 - 09:16 PM

This is how i habdle it in allegro 5, which lets you use both state based and event based input

if(al_get_key(&keyState, ALLEGRO_KEY_A && ALLEGRO_KEY_B))
{
......
}


#5143362 Why are my two classes sharing variables? C++

Posted by ISDCaptain01 on 30 March 2014 - 08:41 PM

I think i found out the bug today guys. Basically what happened was that i declared an array of octorocks:
OCTOROCK octorocks[4];

But what i did wrong was that initialized it like this
octorock[1].x =......
octorock[2].x =......
octorock[3].x =......
octorock[4].x =......

What i did wrong is that i didnt access octorock[0] and did a memory violation by going out of bounds in tbe array with octorock[4].


#5142224 Why are my two classes sharing variables? C++

Posted by ISDCaptain01 on 26 March 2014 - 12:02 AM

For those of you still wondering, heres what the new octorock class looks like now:

class OCTOROCK
{

public:

	SPRITE sprite;
	int pathx1, pathx2;
	int pathy1, pathy2;
	bool isExplode;

	//Constructor
	OCTOROCK()
	{
	}

	//Destructor
	~OCTOROCK()
	{
	}

	//moves the octorock
	void moveOctorock()
	{
		if(sprite.alive)
		{
			//Make sure the octorock does not leave its specified path
			if(sprite.x > pathx2)
			{
				sprite.dir = LEFT;
				sprite.curframe = 6;
			}
			else if(sprite.x < pathx1)
			{
				sprite.dir = RIGHT;
				sprite.curframe = 4;
			}
			if(sprite.y > pathy2)
			{
				sprite.dir = UP;
				sprite.curframe = 2;
			}
			else if(sprite.y < pathy1)
			{
				sprite.dir = DOWN;
				sprite.curframe = 0;
			}


			//Move the octorock according to its direction.
			if(sprite.dir == RIGHT)
			{
				sprite.x += sprite.xspeed;
				sprite.y += 0;
				//sprite.curframe = 4;
			}
			else if(sprite.dir == LEFT)
			{
				sprite.x -= sprite.xspeed;
				sprite.y += 0;
				//sprite.curframe = 6;
			}
			else if(sprite.dir == UP)
			{
				sprite.x += 0;
				sprite.y -= sprite.yspeed;
				//sprite.curframe = 2;
			}
			else if(sprite.dir == DOWN)
			{
				sprite.x += 0;
				sprite.y += sprite.yspeed;
				//sprite.curframe = 0;
			}
		}
	}

	//Detects if the player collides with the octorock
	void detectCollision(SPRITE *spr)
	{
		//Variables to record everyones bound box dimensions
		int playerx, playery, playerw, playerh;
		int top, bottom, left, right;

		int heartcount = 0;
		int heartdelay = 200;

		if(sprite.alive)
		{
			//record players box
			playerx = spr->x; 
			playery = spr->y;
			playerw = playerx + spr->width;
			playerh = playery + spr->height;
			

			//record the octorocks box
			top = sprite.y;
			left = sprite.x;
			bottom = top + sprite.height;
			right = left + sprite.width;

			//Check if they collide
			if(accurateInside(playerx, playery, playerw, playerh, left, top, right, bottom))
			{

				//If the players attacking frame is active during collision
				if(spr->curframe == 8 ||
                   spr->curframe == 9 ||
				   spr->curframe == 10 ||
				   spr->curframe == 11)
				{
					//Kill the octorock
					sprite.alive = 0;
					cout << "octorock killed" << endl;
					al_play_sample_instance(killInstance);
					isExplode = true;
					
				}
				else
				{
					//flinch a bit and lose 1 heart
					if(++heartcount > heartdelay)
					{
						hearts -= 1;
						heartcount = 0;
						//al_play_sample_instance(hurtInstance);
					}
					
					if(spr->dir == RIGHT)
					{
						spr->x -= 15;//8;
						hearts -= 1;
						al_play_sample_instance(hurtInstance);
					}
					else if(spr->dir == LEFT)
					{
						spr->x += 15;//8;
						hearts -= 1;
						al_play_sample_instance(hurtInstance);
					}
					else if(spr->dir == DOWN)
					{
						spr->y -= 15;//8;
						hearts -= 1;
						al_play_sample_instance(hurtInstance);
					}
					else if(spr->dir == UP)
					{
						spr->y += 15;//8;
						hearts -= 1;
						al_play_sample_instance(hurtInstance);
					}
					
					

					
				}
			}
		}
	}


	//Draw the octorock
	void drawOctorock()
	{
		if(sprite.alive)
		{
			if(sprite.dir == RIGHT)
			{
				if(++sprite.framecount > sprite.framedelay)
				{
					sprite.framecount = 0;

					if(++sprite.curframe > 5)
					{
						sprite.curframe = 4;
					}
				}
			}

			if(sprite.dir == LEFT)
			{
				if(++sprite.framecount > sprite.framedelay)
				{
					sprite.framecount = 0;

					if(++sprite.curframe > 7)
					{
						sprite.curframe = 6;
					}
				}
			}

			if(sprite.dir == UP)
			{
				if(++sprite.framecount > sprite.framedelay)
				{
					sprite.framecount = 0;

					if(++sprite.curframe > 3)
					{
						sprite.curframe = 2;
					}
				}
			}

			if(sprite.dir == DOWN)
			{
				if(++sprite.framecount > sprite.framedelay)
				{
					sprite.framecount = 0;

					if(++sprite.curframe > 1)
					{
						sprite.curframe = 0;
					}
				}
			}

			//Finally draw the octorock
			al_draw_bitmap(octorock_images[sprite.curframe],
						   sprite.x - mapxoff, sprite.y - mapyoff, NULL);
		}
	}
	
};

It works perfectly, I have multiple enemies on the map and no problem. Collision is a bit amateurish but so am I tongue.png

If anybody cares to see:

https://www.youtube.com/watch?v=ea4XfzIsuDM&list=UUnzr_bemapQA1BxIvi-BUCg






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