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NewVoxel

Member Since 18 Jun 2013
Offline Last Active Oct 30 2014 03:34 PM

#5161754 Best Game Engine for a beginner?

Posted by NewVoxel on 20 June 2014 - 10:39 AM

FAQ




#5161596 Best beginner guides.

Posted by NewVoxel on 19 June 2014 - 06:12 PM

Well I've never used Unity so I won't be able to hand out any personal recommendations. However, I don't think you're going to get your deep understanding of the program through the use of tutorials. The whole idea behind them is to demonstrate how small individual tasks can be tackled; it's then up to the reader to piece this information together and create something from all the individual tutorials.

 

On that note I would suggest you find any tutorial that outlines the broad scope of how an RTS/RPG game is designed. From there try and create one on your own with your own unique features. When you're absolutely stumped on how to do something specific like path finding then you can search for a tutorial on the matter and figure out how to put their code into your game. This way you're forced to alter their existing code and enforce your understanding of the subject.

 

If you get stuck in the tutorials and require even more information it's normally a good idea to just read through the game engines documentation. This is as bountiful as the information is going to get and you'll uncover a whole new world of functionality that you weren't going to find in any tutorials. Just monkeying around with random functions that come with the game engine will teach you most of what you need to know in due time of course.




#5161543 Best beginner guides.

Posted by NewVoxel on 19 June 2014 - 01:17 PM

This will solve all your queries

 

In all seriousness just follow any of the tutorials you can find in your favorite search engine. I'm sure anything that shows on the top of your search results will be more than enough to get you started.




#5159895 Planing and just feedback on what to do

Posted by NewVoxel on 11 June 2014 - 06:17 PM

So you're mainly just lost on what should be in your game? I don't think there's really a go-to template for how to design your game since all games are unique. What you're doing now though looks like it has great potential to be expanded upon though.

 

  • Add a dozen level platforms to your level select screen that can only be unlocked on the completion of previous levels.
  • Above each level display the current high score for said level
  • Add more challenges to the levels eg (Race against the clock, Reversed controls)
  • Reward the player with new skins/themes/soundtracks for collecting all the coins
  • Add checkpoints to particularly long levels

You get the idea. I think it's important to define a set of features your game will include before development and stick to it. Don't add too much and get overwhelmed, but add enough to make it a complete game. Just look at other games for examples of what commercial games include such as a settings screen and other non game-play related features

 

Unfortunately there's no way around using the game assets you create unless you're willing to pay others to create them for you, or compromise with open source music and graphics. I'd recommend giving it all a lash yourself though. You may pick up some useful skills if you learn how to create your own sound effects and graphics. Doesn't matter if they're terrible as you'll get better and you can always replace them later with ease if they're not up to standards.

 

Don't expect reputable proper reviews from anywhere unless you're willing to pay a couple of bucks for some critiques website to rate your game. Most places you ask for a review on aren't going to give you reviews that are any more in depth to that which you might see on the Apple/Android app stores.

 

The biggest and most important critique for your game is you! What do you want to see in your game? What do you think would make it better?




#5159845 Planing and just feedback on what to do

Posted by NewVoxel on 11 June 2014 - 01:13 PM

You'll need to be a bit more specific in what you're asking. Try rephrasing your questions to tackle individual problems.

 

Game looks like it's progressing alright. I like the groovy background music.




#5159192 Help on where to go

Posted by NewVoxel on 08 June 2014 - 11:28 PM

Thanks for the advice. The commercial thing is just that I was thinking of getting use to an engine that I could eventually create a commercial game with and I wanted to become as familiar with it as I can when that time comes.

 

Yeah I used to worry heaps about that kind of stuff. However, just like a programming language, once you learn one you can pick up another in no time. Odds are you're going to have a preference for different tools than the ones you began with regardless of what you first use.




#5156896 What Software?

Posted by NewVoxel on 29 May 2014 - 11:40 PM

I'll save someone else the trouble and ask if you've read through the FAQ

 

If you've never programmed before in your life you're going to have to start off with some smaller projects and learn some fundamental skills. Since you want to get into games straight away I'll point you towards this little gem. I used it to learn the basics of programming and it's probably one of the funner (is that a word?) ways to learn as it teaches you the basics of programming by making you create simple but complete games straight away.

 

If you are dead set on creating this without any programming skills though I'd recommend using GameMaker. It has gotten a lot more impressive since the time I first used it some years ago. As long as you have a solid footing in understanding the logical progression of games you should be able to create something with this. You will have to eventually learn some sort of language if you really want to get creative in the future however.




#5155286 Main loop design for turn based games?

Posted by NewVoxel on 22 May 2014 - 04:11 PM

Next time you should post your solution to the problem instead of editing the question away. Someone may be having a similar problem and come across your solution when they're browsing through search engines.




#5154572 Need help getting back on track

Posted by NewVoxel on 19 May 2014 - 01:15 AM

Parroting what I normally hear from the big guys: "Anyone that's not a wizard should not make an open world MMO with pirates as one of their first projects"

 

I don't think there really is a "middle ground" in programming. You've got your basic tutorials that teach you the syntax and fundamentals of each language; after that you just have to nut up and try messing around with stuff like an API, or genetic algorithms. I wouldn't expect to find any specific tutorials catering to your exact needs. Just go off some of the landscape generation techniques you already know and get creative.




#5147293 Using member functions of referenced vector C++

Posted by NewVoxel on 16 April 2014 - 01:23 AM


NewVoxel, you actually don't need a destructor for your deck class. The vector will clean up after itself.

 

Probably should remove that. Bad habbit I've gotten into putting them in everything.

 


Also for your stream operator, you probably want a const reference

 

Guessing it's common practice to declare everything that won't be changed. Don't suppose I should put the deck argument in all capitals aswell heh heh.

 


Finally, when you initialise your class, you may as well initialise your vector since you know the size.

 

Thought about doing that but, I'll probably do that by passing in an argument to a seperate constructor as my deck needs to change size for testing.

 


But if you want to do things like evaluating a poker hand, bitboard is the way to go.

What game is it you are implementing?

 

Not sure how this bitboard would be implemented, but I'll look into it. I'm sure what I have at the moment will suffice though. I'm just working on a card game called bridge; I guess it's kind of like uno. Basically up to the logic part now having mostly set up the player hands. I just have to automate the game so all the computers make the right move according to their hands.




#5146816 Using member functions of referenced vector C++

Posted by NewVoxel on 13 April 2014 - 11:50 PM

 

I think you're confused because you named a member variable with the same name as your class (and input parameter).

 

Look, you have:

//Sends a string representation of the cards in the deck to the output stream.
ostream& operator<<(ostream& out, Deck& deck)
{
    deck.begin();
}

You probably want:

//Sends a string representation of the cards in the deck to the output stream.
ostream& operator<<(ostream& out, Deck& deck)
{
    deck.deck.begin();
}

Ha yeah thanks just figured it out. Helps a lot to step back and try to explain what's going on. Got rid of the tunnel vision I've had for the past hour or so.




#5146813 Using member functions of referenced vector C++

Posted by NewVoxel on 13 April 2014 - 11:45 PM

Well I'm an idiot. Turns out all I had to do was reference the deck inside my reference to gain access to the functions.

ostream& operator<<(ostream& out, Deck& deck)
{
    deck.deck.begin();
}

I'll remind myself not to use stupid names again.




#5146811 Using member functions of referenced vector C++

Posted by NewVoxel on 13 April 2014 - 11:34 PM

I'm having trouble understanding why I can't access the member functions of a vector that I've referenced into a function. I'm trying to overide the << operator for a class I've made that is meant to hold some card objects.

 

Deck.h

#ifndef _deck_h
#define _deck_h
#include "card.h"
#include <vector>

/// This class provides several functions for creating and handling a deck of cards.

using namespace std;

class Deck
{
public:

    /// \brief
    ///
    /// No Argument constructor – Creates a dynamic array of Card objects and initialises them. Initialises cardsDealt to 0.
    ///
    Deck();

    /// \brief
    ///
    /// Destructor – deletes the dynamic array
    ///
    ~Deck();

    /// \brief
    ///
    /// Gets the next card from the deck
    ///
    /// \return Card - AD, 9S, ... etc
    ///
    Card dealNextCard();

    /// \brief
    ///
    /// Shuffles the cards in the deck
    ///
    void shuffle();

    /// \brief
    ///
    /// Sends a string representation of the cards in the deck to the output stream.
    ///
    friend ostream& operator<<(ostream& out, Deck& deck);

private:
    vector<Card> deck;
    int cardsDealt;
};


#endif // _deck_h

Deck.cpp

#include "deck.h"
#include "card.h"
#include <iostream>
#include <algorithm>

//Creates a dynamic array of Card objects and initialises them. Initialises cardsDealt to 0.
Deck::Deck()
{
    cardsDealt = 0;
    for(int suits = CLUBS; suits <= SPADES; suits++)
    {
        for(int ranks = TWO; ranks <= ACE; ranks++)
        {
            deck.push_back(Card(static_cast<Rank>(ranks), static_cast<Suit>(suits)));
        }
    }
}

//Destructor
Deck::~Deck()
{
    //~No objects to be deleted
}

//Gets the next card from the deck
Card Deck::dealNextCard()
{
    Card cardDealt = deck.back();
    deck.pop_back();
    return cardDealt;
}

//Shuffles the cards in the deck
void Deck::shuffle()
{
    random_shuffle(deck.begin(), deck.end());
}

//Sends a string representation of the cards in the deck to the output stream.
ostream& operator<<(ostream& out, Deck& deck)
{
    deck.begin();
}

main.cpp

/*
 * File: shuffle.cpp
 * Creates a deck of cards, shuffles them and displays them.
 */

#include <iostream>
#include <iomanip>

#include "deck.h"

using namespace std;

int main() {

	Deck deck;
	cout << deck << endl << endl;

	deck.shuffle();
    cout << deck << endl << endl;

	return 0;
}


The problem occurs at the bottom of my Deck.cpp file. When the program is run it gives me "error 'class Deck' has no member named 'begin'" Which is true that it doesn't, but I thought I was passing in a reference to the vector<Card> deck variable that I make in the Decks constructor which does have access to all of the vectors functions as you can imagine.

 

So is the only way I can get the functionality of a vector in my reference to copy the functions over into my Deck class like so:

Card Deck::getLastCard()
{
    return deck.back();
}

for every method or is there a simpler way. All I want to do is iterate over the cards in the Deck and present them on screen but this minor reference has stopped me dead in my tracks.




#5144847 I have some new habits.

Posted by NewVoxel on 06 April 2014 - 05:29 PM

Tutorial doctor this is all an ellaborate ruse isn't it? No one in their right mind would share such valuable programming techniques.




#5143341 AES Encryption

Posted by NewVoxel on 30 March 2014 - 07:35 PM

I took a class in all this cryptology nonsense just last year and failed miserably. Glad I could have been of assistance.

First

-3 AES Encryption




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