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Lactose!

Member Since 16 Oct 2013
Offline Last Active Today, 06:23 PM

#5291280 Determine what side of rectangle is hit by ball

Posted by Lactose! on 12 May 2016 - 07:41 AM

Compare the x value of the ball to the min/max x values of the rectangle.




#5290898 Unity Raycast Being Weird

Posted by Lactose! on 09 May 2016 - 05:23 PM

While I don't immediately see the error, you could try doing the Debug.Draw in different colors based on i to see if it's always the same ray that's messing up, and then Debug print values for that specific ray and see if anything becomes apparent.

 

In the VerticalCollisions I was slightly surprised to see velocity.x used, but I guess it makes sense for movement collision? (Although HorizontalCollisions doesn't do the equivalent.)




#5290272 Time - the most important factor.

Posted by Lactose! on 05 May 2016 - 11:38 AM

That depends on you and what you want to make. If what you want to make is 3D, then you'll need to buy or create 3D assets.

2D games can still take a lot of time. I would suggest that you try making some very simple games first (like Pong), and then see what you want to do when you have a bit more experience.

 

As a beginner you are probably better suited with trying out free options (like Blender for creating 3D assets) before something expensive.




#5289934 Time - the most important factor.

Posted by Lactose! on 03 May 2016 - 01:51 PM

Quality takes time.

Making games is not easy. Making good games is vastly more difficult and time consuming.

 

There's just a massive amount of work needed, even for seemingly simple games.

There might have been several dozen big features tried, iterated on, rewritten, etc, etc, which you don't see in the final product, but was necessary in order to get to that final product.




#5289718 Is using the Factory or Builder pattern nessesary?

Posted by Lactose! on 02 May 2016 - 06:55 AM

So, if I don't want to, I shouldn't use the factory/builder pattern "just cause"? Correct?  As stated above there should be a legitimate reason to implement it.

 

Many thanks for the reassurance.

 

In your humble opinion, is doing this:

International international = new International(id, firstname, lastname, documents);

Okay? Given that it accomplishes what I need, and I fully understand what it does.

 

 

Yes.




#5289702 Is using the Factory or Builder pattern nessesary?

Posted by Lactose! on 02 May 2016 - 05:24 AM

 

The example I posted is a stripped down version of 2 subclasses that actually have a lot more that was is shown here. My real question, and I guess I should have been more clear about it, is it mandatory that I use the builder/factory pattern?

 

 

Unless you have strict rules in place (e.g. homework or coding guidelines stating rules explicitly), no specific pattern should ever be considered mandatory.

 

Don't introduce patterns if you don't feel they belong.

Don't try to make your problems fit patterns you know, just to have a reason to use those patterns.




#5288513 My understanding for developing a video game, can I get some insight?

Posted by Lactose! on 24 April 2016 - 07:04 PM

You also haven't answered my clarification question about the book you named.  

This was answered.

 

Post #16 (proper quoting is failing me, sorry):


Yes, of course by Dunn. It is true that there are lot of books with the same name, so I will mention the author next time.




#5288488 Total Begginer needs lot of advice

Posted by Lactose! on 24 April 2016 - 01:36 PM

Tutorial Doctor.... thx for your reply and please accept my apologies as I accidently down voted your post instead of up voting :( im new here ok :D.. very sorry if I can edit that please tell me how :)...

 

I've up-voted it to cancel your accidental down-vote.




#5288422 My understanding for developing a video game, can I get some insight?

Posted by Lactose! on 24 April 2016 - 04:46 AM

 

Of course, any constructive feedback is insulting. And even if it wasn't, that's my way of saying things. Instead of trying to change it, maybe I should find a job where it is appreciated.(or die of hunger)  :lol:

...

because you are lazy.  -_- 

...

And this is a forum, so I can give my opinion here.

This is the For Beginners forums, where there are certain rules in place when answering questions.

One of these rules quite clearly state you should not be insulting. If you cannot abide by those rules, I would suggest you refrain from posting in this forum.

 

No, not all constructive criticism is insulting. Looking over the many many posts in the For Beginners forum, you will see that most posts aren't insulting, even if they give critique and answer questions.

If that's your way of saying things, I would suggest you learn how to communicate your thoughts and meanings in a less hostile way.

 

It's completely fine if you disagree with something, or feel that you know better and can guide someone. Just keep in mind that the way something is communicated has an effect.

---

 

As for the question on why the world editor is part of the game:

As frob said, the details will vary from game editor to game editor.

It is not a requirement for a game that the editor is part of it. The bigger and more commercial engines (Unity, Unreal, etc) have spent hundreds or even thousands of work-years on improving their editors. A big part of their focus is to allow more rapid iteration/changes/tweaks to the world, which they've attempted to solve by making the engine and the game as interconnected as they can.

 

Other engines/games, especially small/home-made ones, do not have this functionality. Or if they do, they don't have it to the same extent.

In those cases, the result is usually more back and forth between various tools and editors to have something running in the game. It might not be as user-friendly or "agile" or quick to iterate on, but it's still a perfectly valid way to make games.

Loads of games are made using both methods.

 

---

I really miss Selective Quote.




#5288266 Best engine for card-based game?

Posted by Lactose! on 23 April 2016 - 04:02 AM

I am in preproduction of a card-based game (think Hearthstone). What engine is the best for that type?

For reference, Hearthstone was made in Unity.




#5288130 Question about adding bullets to arraylists

Posted by Lactose! on 22 April 2016 - 07:34 AM

 

Also, it's not really good forum etiquette to remove your questions and replace them with "[solved]". That way no-one else can benefit from the question and answer later on. When your issue is solved, reply to the thread letting other people know what the problem was. Then try to learn from the experience.


Apparently I shouldn't have even had that problem in the first place according to a few (not in a mean way at all, but it would make sense). With that rationale, why would people benefit off of a problem regarded as being 'dumb'? (My words, not anyone else's).

If my post is being down voted to oblivion because of that, here's my fix:

I screwed up my draw method. It was being called in a weird way.

 

 

Because, regardless of whether if your problem was dumb or not, other people also make mistakes.

I still makes stupid mistakes all the time, as do all other people, I would guess. There's nothing special about making stupid mistakes.

 

Mainly, the thing that improves with experience is your ability to troubleshoot and find the error on your own (and the ability to create some really outstanding mistakes inconceivable by most beginners).




#5288007 Question about adding bullets to arraylists

Posted by Lactose! on 21 April 2016 - 11:33 AM

If you have problems with your code, post your code.

Don't make us guess when you can provide information which will help us answer your questions.

 

By the sounds of things, you almost had this working -- I would suggest showing your code where you attempted to create a new bullet upon pressing the trigger button, and potentially also show where & how the bullets are being drawn and updated.

 

Also, this could have been a part of your earlier thread; there's not really a reason to create a new thread to continue the topic when the previous thread is still high up on the first page.




#5287674 Should you load assets/resources at runtime or compiletime?

Posted by Lactose! on 19 April 2016 - 03:32 PM

"Runtime loading" also lends itself better to reloading files with the application running, which can allow a much faster iteration time.

 

If you have a system set up for e.g. reloading files if they are changed/on user action, you can use this to tweak various values without having to recompile the entire application every time there is a change.

"Hm, the movement speed of that enemy is a bit high" -- adjust, save, reload enemy settings without restarting game and progressing to that point again.




#5286928 c++ list iterator not dereferencable when using switch statement

Posted by Lactose! on 14 April 2016 - 03:30 PM

As a general note, please always include the exact error message (with error code) when posting an error.

Marking the line of code which produces the error can also be beneficial.

 

EDIT: I mistakenly took this to be a compile error. Marking the line with the error is still helpful, though.

 

I would guess that the rotated list is empty/uninitialized.




#5286387 C++ Rotating 2D shape in list

Posted by Lactose! on 11 April 2016 - 04:46 PM


All I'm asking is how to apply rotation to a vertices,

Like this:


    // first translate the object to the origin of the graph (0,0)
    // then apply the rotation formula to each vertex of the shape
    // finally, translate the object back to its original centroid

While that might be a bit snarky of me, the quoted explanation is a very thorough explanation of the solution.

 

You say you're not asking us to do the assignment for you, but the things you're asking about are the main things the assignment is about.
 

whats the point in knowledge when you don't share it?
The point is this should be doable for you with the instructions given by your teacher, and with the thorough step-by-step explanation quoted above. If you can't do it, then the teacher needs to know so s/he can adjust the lessons so they work better. It might be something the teacher went too quickly through, or even forgot to explain altogether.
 
You side-stepping the lessons and getting the answer from us might benefit you right now, but it will not help others in the same situation. It might also make your teacher think that the lessons are moving along in a good pace, and there is a very high chance there will be more problems later on because of this incorrect assumption.
 
Talking to your teacher is the best way to solve this.
 
 
You've already said you don't really understand most of the listed actions. You are unsure how you translate a point, you are unsure of how to perform the required actions on all vertices, etc.
 
This points towards a fundemental mismatch between what your teacher is expecting and what you actually know.





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