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Member Since 02 Jan 2013
Offline Last Active Apr 22 2013 12:40 PM

#5040697 Task and Timeline management tools?

Posted by on 07 March 2013 - 10:40 PM

Here you go....http://agilescout.com/best-agile-scrum-tools/


reviews of tons of tools...some free, some not  (I didn't read them, could be a fake site, but they at least listed a LOT of the tools out there)


We used to use xPlanner at my last startup (one of the free ones on the list)....worked fine when we were small, but outgrew it when the team hit around 50..probably outgrew it before then, but thats when it got painful and we switched.    Based on the screen shot on the review site though looks like its had some major changes...


The dev team (which I'm no longer part of) now uses Version1.    Its most certainly not free, but well we got acquired 6 years ago and now the company has 55,000 employees so that wasn't as much a concern anymore smile.png     They seem to really like it and it integrates with lots of our other systems.


Bear in mind this is for Enterprise software, not games...but wouldn't think that would matter for a tool like this

#5039763 Game is crashing when running the .exe

Posted by on 05 March 2013 - 05:52 PM

I'm not sure what 'relative path' and 'full path' mean;


Full path would be somethign like   c:\games\bob\cool\image.png

Relative path would be something like   cool\image.png  or ..\cool\image.png


So one question is in your code where you are loading resources which method are you using?


I'm assuming relative path so you need to make sure your .exe is in the right place to "find" the resources by following the "path" laid out in the code.

#5022257 Making a game. Need some tips

Posted by on 16 January 2013 - 12:26 PM

Well....according to the author for that tutorial here is what he says....


Introductory C++ programming is outside of the scope of this text. That being said, I have been very careful not to include any topics that would not have been taught in any introductory C++ course (or that could not be easily learnable from a few internet tutorials). If you’re not sure if you have the required knowledge, see the side bar.
<Note: Topics that are generally used in this text are: variables, functions, structs, and arrays. If I hit upon any topics outside of this list, I will briefly describe it in a side bar (like this one) and give you information on where to go to learn more.>


That being said he does pretty much type everything out for you...the problem is if you don't understand the language, I don't know that you would really LEARN what is going on.    Of course if everytime he mentions something you don't understand you go and look that term up, try it out, etc...then it may be a great jump start.


Honestly though like Servant of the Lord said...you have to learn a language before you can write anything.    If you're really concerned about your skill level with the language take a look at the first couple of videos on the site.   if they don't make any sense you need to go back and spend more time learning the basics of the language before you proceed.

#5022217 Loading Screen Functionality (States)

Posted by on 16 January 2013 - 10:18 AM

Hey Toshi....I'm also using Allegro 5 for my current project.    I ended up creating a LoadScreen class which is capable of presenting a screen of messages to let the user know the status of the load.   Like Milcho I disable input while this screen is up.   Now I don't have a progress bar, but it wouldn't be too hard to add based on the way I've put this together.    The key would be knowing ahead of time how many things you are going to load, which in my current setup I don't know.
To give you an idea...
Loadscreen class is really simple...

class LoadScreen
    void Destroy();
    void AddMessage(std::string);
    void Display(float);
    void ClearMessages();

    std::string messageQueue[5];


Then as I'm looping through loading all my graphics, entities, etc.   I call this inside the loops...





LoadingScreen is just an instance of LoadScreen.

Message is a std::string of whatever I want to update the user about

The float that gets passed into Display() is a "pause time" the artificially slows down the display so you can read the messages.


(and yes I know this isn't the best code in the world....this is an area of my product thats on the eventual refactor list...but it works for now)

#5017165 Advice regarding language choice - 2D Top Down Strategy

Posted by on 03 January 2013 - 10:10 AM

I'm not a professional game programmer, so take that into consideration.    But I've been a hobbiest for years.    I tend to agree with the folks who say C++ given its widespread use if your goal is really to use this exercise as a jump into the professional world.   Given you claim some basic knowledge of C++ might be the best place to start anyway.


Now for me, I spent a ton of time reading/learning/coding in all the various versions of DirectX over the years (again I'm just a hobbiest and only cared about playing on "my" machine).    Recently though I switched to Allegro since it has the option of being multi-platform and what not.    I'm not sure any "real" commerical game uses it, but it suits my purposes just fine.   I bring this up because __SKYe mentioned Allegro above.     Its easy to use, wraps around both DirectX and OpenGL.    Just one thing to take off the list if you will while you are learning game programming itself and getting better with C++.


If you do want to go the C++ with Allegro route....I recommend http://fixbyproximity.com/2d-game-development-course/ as a great kick-off.     These videos take you through how to use Allegro for a 2D game pretty well (and there is a follow up course that makes it more OO).


Anyway thats my 2 cents