Jump to content

  • Log In with Google      Sign In   
  • Create Account


EpicWally

Member Since 04 Sep 2012
Offline Last Active Nov 19 2012 12:46 PM
-----

Posts I've Made

In Topic: TDD development / examples

09 November 2012 - 09:42 AM

I asked this same question not too long ago. Rather than ramble off the advice passed to me, I'll link you to the post here so you can read it. There's a project linked there for a TDD Tetris project that I found very useful. (Re-linked here so you don't have to dig for it.)

In Topic: JFrame KeyEvent question

08 November 2012 - 12:47 PM

I'm a derp. Forgot addKeyListener(this) in the frame. >.<.

In Topic: Motivation

06 November 2012 - 05:21 PM

I have to agree with Ashaman73. Think small goals. Feel good when you accomplish them. Try to think as little as possible about your finished game as far as mechanics go. Usually this leads me down the path of "Oh, I want this to work like this, which means I'll need this object, which will need to communicate with such, and oh I should make this interface..." etc ad infinitum until you're thinking about 100 different things that need done, and you shutdown from overload. I prefer to think along the lines of "Ok, where am I now? What is one thing I can easily add? or, What is the next logical thing to implement?" You add that thing, test it out, refactor, and boom, you just successfully got a little closer to your end goal, and you feel great about it. Sometimes I just have no idea what to work on, so I go back and look at some existing code and ask "Is this as clean, or as efficient as it could be?" and then sit down to clean up that one piece of code, which also improves your program and your ability to look at it and determine next steps.

In a nutshell, think baby steps, and put the blinders on for every step thats past the one that is next to work on. Start from the ground, and build up to the final game, rather than looking at the final game and trying to break it down to it's tiny pieces.

In Topic: What is a (Finite) State Machine? Why are they useful for game dev?

05 November 2012 - 02:46 PM

Another user linked me to this a while ago. I think this will help solidify the concept, and show you a state machine in action in a simple game.

In Topic: Rogue-like tile system display question

05 November 2012 - 09:35 AM

Thanks again for the tips! I have changed the structure such that now the map contains 2 arrays, one of tiles, and one of entities. I have also replaced the looped string concatenation with a stringBuilder. Doing some reading, java inherently uses a stringbuilder when you need to concatenate strings, but in doing so in a loop it is creating a new stringbuilder for every loop, which is just ridiculous, so I now create one before the loop, and return its tostring after, yielding a significant optimization. I like the idea of the byte array. Saving the finished state of the board construction such that if nothing changes in a game loop, it doesn't have to completely reconstruct the board. Seems like a smart idea, I will have to play around with this.

PARTNERS