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superman3275

Member Since 08 Sep 2012
Offline Last Active May 09 2014 01:39 PM
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Retro Grade > [Development][Intro][Hooded] Hooded revival in Python + Pygame

Posted superman3275 on 07 December 2013 - 01:31 PM

Hello all! It's been a while (scratch that, a long time) since I've posted, or even been active on gamedev.net! Why? Because of Computer Science Courses over Algorithms and me working on my best project yet: Hooded!

Long-time readers will remember Hooded. It was a failed 2D Platformer I programmed more than a year ago in C++. It was the game I always wan...

Retro Grade > [Development] I've made Pong and Breakout in Pygame!

Posted superman3275 on 27 June 2013 - 09:42 PM

Well, I did it. Pong and Breakout in pygame!

I'm not putting Pong up, it was hacked together and I'm not very proud of it.

I am, however, putting up Breakout! I coded a finite-state-machine, a basic button GUI system, all of my states, the paddle, the ball, the bricks, all object-oriented with beautiful pygame! And everything is completely commented, wi...

Retro Grade > [Beginners] How to get better? Program your algebra homework.

Posted superman3275 on 27 February 2013 - 07:02 PM

Being an intermediate developer, getting better is a huge focus of mine. I read e-books, program constantly, and follow established programming rules (S.O.L.I.D.), however getting better is still  hard. I've come to the conclusion that the only true way to get better is to program (following rules from books, however).How can you program constantly? You r...

Retro Grade > [Development] DarkBASIC is Terrible, and Space Invaders!

Posted superman3275 on 09 February 2013 - 12:35 AM

Hello all! I have had a very long absence (Okay, it was only a month, however I still feel bad http://public.gamede...ault/tongue.png ).If you couldn't tell from the title, the first basic game I will be creating is Space Invaders!I love Space Invaders, and allows me to flex some new graphics programming muscles, including (b...

Retro Grade > [Development] Hooded Development #6

Posted superman3275 on 18 November 2012 - 11:42 AM

I know, I know, you want screenshots. However very unfortunately I am away from the computer all of thanksgiving week, so you'll have to wait.

I haven't been very active recently, and I'm very sorry. I've had many things to do recently, however I've freed up a lot more time this coming month. I hope to have a fun game (albeit not a...

Retro Grade > [Development] Hooded Development #5

Posted superman3275 on 04 November 2012 - 07:45 PM

Hello guys! This is another Hooded development post, so here it goes:

I haven't started refactoring yet. This weekend I was away from the computer, however this week I'm officially starting refactoring. Here's my official project scope (For you people who want to know how far along I am!)

SCOPE:
+Swords
+4 Enemies
+Loading...

Retro Grade > [Beginners] Pre-Visualization Is Important!

Posted superman3275 on 29 October 2012 - 07:58 PM

Hello everyone. This post should be pretty long (and heavy). I feel that this mistake is being caused largely by the more seasoned developers on here (Also known as, not me) using the wrong words to describe how the pre-visualize. This led to me making a large amount of mistakes in software development and has made me scrap so much code. So, without furth...

Retro Grade > [Intro] Instant Gratification (And Why It's Important)

Posted superman3275 on 27 October 2012 - 09:23 PM

Many people start an endless amount of projects to no avail, finishing a small amount of them because they get bored halfway through development and/or have an onslaught of new ideas. They don't see the idea of instant gratification, and they don't apply it.

What do I mean by instant gratification? Think about this: How much more happy would you be...

Retro Grade > An Introduction To Retro Grade

Posted superman3275 on 20 October 2012 - 10:41 PM

What makes a retro game good? For some reason, there is something extremely appealing about popping in Zelda to your NES and exploring. Retro Grade's aim is to find out why we have such reverence for these titles, and what makes them interesting from a design perspective. We will talk about how GUI design plays a role, why certain game mechanics were...

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