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Lactose!

Member Since 16 Oct 2013
Online Last Active Today, 02:44 AM

#5176024 Missile Command code review request

Posted by Lactose! on 25 August 2014 - 11:06 AM


I'm using Visual Studio, as far as I can tell it only compiles the files that have been edited, and if I'm not mistaken, I believe that it doesn't compile files just because they were included by another. Or, I could be totally wrong about that...

You can think of #include as basically copying the included file into the current file.

 

If "A.cpp" has #include "B.h", and something inside "B.h" changes, "A.cpp" will need to recompile.




#5175801 where to start...

Posted by Lactose! on 24 August 2014 - 07:44 AM

Have you checked out the FAQ? It contains a lot of good information when you're just starting out.

 

I wouldn't worry too much about learning "the wrong thing" -- almost everything you can learn is something you can benefit from, in some way or another.




#5175627 Game Designer vs Team Arguments

Posted by Lactose! on 23 August 2014 - 07:22 AM

A better word to use might be "discuss". To me "argue" is more hostile and more about trying to convince the other person, while "discuss" is more aimed towards finding a solution.

 

Regardless, having more eyes and thoughts on a subject can be a good thing. It can help you spot flaws you wouldn't have thought of yourself, and it can spark even better ideas.




#5175623 Increment Frame Bug

Posted by Lactose! on 23 August 2014 - 06:30 AM

As I mentioned in one of your previous threads, the point of using CurrentFrame = SDL_GetTicks() / 200 % 3 (or other values instead of 3) was a way to quickly/with a low amount of changes be able to help verify what was causing a bug you were having earlier. It was not suggested as a fix (explicitly so), because of various reaons, some of which have been pointed out by L. Spiro.

 

Your current problem might be caused by the contents of DownAttackTex -- we never see how this is created/filled. Possibly there's some uninitialized data here, or maybe you're accessing something out of bounds of the array.

I'd recommend setting a breakpoint at the function which makes the game crash, and look at what each variable in the function call evaluates to. This should hopefully help locate the problem.

 

That said, I'd like to reiterate both L. Spiro's and my own earlier comment. Once you've fixed this problem, you should take a closer look at how you're structuring and doing your sprites/animations. You're still fairly early in the process, which means fixing it and having a more solid foundation to work on will be very valuable and time-saving going forward.




#5175437 DeltaTime and acceleration

Posted by Lactose! on 22 August 2014 - 03:35 AM


Had you used correct formula you'd have identical result.

You've got a typo, 5.5 should be 4.5.

---

Apart from that, one of the reasons you (panicq) should use a fixed timestep is related to collision checking/handling. You can actually see it from Zaoshi Kaba's example; what if there's something you'd collide with at x = 4.5 (after 3 seconds), but which you would NOT collide with at x = 8 (after 4 seconds)?

How would you solve this issue? Now imagine having to deal with/special case all other issues like this. OR you could fix your timestep (a 1 time thing), and have the results deterministic regardless of what framerate the game is running at.

 

Note that even though the logical simulation (handing movement, collision, etc.) should have a fixed timestep, the render part does not need to have a fixed timestep. If you wanted (for some reason), you could force rendering to occur every 3 seconds, without impacting any of the logical/gameplay stuff.

---

Can you give an example of why a game would not want to have a fixed timestep? You claim this is the case for many games, but I can't think of a single game for which this is true.




#5175225 DeltaTime and acceleration

Posted by Lactose! on 21 August 2014 - 04:37 AM


Any Idea on what should be really done ?

The solution is to fix your timestep.

This will keep deltaTime consistent across multiple machines, meaning all calculations using it end up the same.




#5175037 Strange output when writing to a file object and printing it out

Posted by Lactose! on 20 August 2014 - 09:55 AM

We can't know if you're ready for the next tutorial or not.

If you feel like you understand all/most of the stuff that's been gone through so far in the tutorials, I would suggest moving forward.

If you feel there are things you don't understand completely, or things that you're uncertain about, I would suggest taking a closer look at those things, before you move on to the next tutorial.

 

In the end, that's a choice you'll have to make on your own.




#5175012 Am I obliged to create one?

Posted by Lactose! on 20 August 2014 - 08:46 AM

No one will expect you to create your own solutions if the existing ones are good enough for what you want to do.

 

If you have special reasons for creating or modifying something, then go for it. This can include "because I want to/for learning purposes".

Most people are more than happy with using the software you mentioned to create art assets for their games.

 

A lot of people (especially smaller studios) are also happy with using engines or frameworks (examples including Unity, Unreal Engine, GameMaker, etc.). If your goal is to create a game, then that should be your main priority.

 

Basically, it's like if you want to become a pro-cyclist. Your main goal would be learning how to cycle really fast, not worry about if you need to build your own bike.




#5174969 Best way to traverse a 2d array to dertermine the winner in Tic-Tac-Toe

Posted by Lactose! on 20 August 2014 - 05:24 AM

Also, even if you don't understand it all right now, it can still be used as a reference later on.

And it might help others who just lurk or happen to google the same problem.




#5174869 Apparently, no so simple Math.....

Posted by Lactose! on 19 August 2014 - 04:47 PM


All very nice! I do have one question. In this line of code right at the bottom, what is the 1 for? I get that we are trying to always do atleast 1 damage, but does that effect the code if normal damage is done? 

 

int x = max(attack - defense, 1);
is equivalent to
int x = attack - defense;
if (x < 1)
    x = 1;



#5174861 Apparently, no so simple Math.....

Posted by Lactose! on 19 August 2014 - 04:24 PM

It could also easily be non-UI related. E.g. every time you block all damage 4 times in a row, gain double damage for next attack. Do counter related things inside the if/else blocks. Just to continue the derail a bit.

 

But we both know you're just typing stuff here to avoid coding!




#5174856 Apparently, no so simple Math.....

Posted by Lactose! on 19 August 2014 - 04:18 PM

I see your min/max ops and raise you blocking logic!

 

int damageTaken = attack - defense;
if (damageTaken > 0)
    health -= damageTaken;
else
    Console.WriteLine("Attack blocked!");



#5174845 Apparently, no so simple Math.....

Posted by Lactose! on 19 August 2014 - 03:42 PM

Something like this should do the trick:

int damageTaken = attack - defense;
if (damageTaken > 0)
    health -= damageTaken;



#5174832 storing level data

Posted by Lactose! on 19 August 2014 - 03:03 PM

Tiled level layouts do not mean movement has to be from tile to tile. You can still have positions stored as float, and adjust position gradually within a tile, without having to snap to up/left/right/down tiles on movement.

 

In a topdown (non-isometric) level, with each tile being e.g. 128x156 pixels in size, you can move around as if the level weren't tiled. You can, however, use the tile system to figure out e.g. collisions.

Using some simple math you can figure out which tile you're standing on, and only check for collisions or whatever in tiles that are adjacent (or otherwise interesting).

In this case, you could figure out the tile by using pos.x / 128 and pos.y / 156.

 

This also works for isometric layouts, but the math is (slightly) more involved.




#5174524 Help me, i can't understand well :)

Posted by Lactose! on 18 August 2014 - 01:57 PM

You seem to be having problems with all the code in the tutorial you are following. Have you considered slowing down and going through it more thoroughly? Even if that means taking longer, or even going back a few steps, I'm fairly certain you would benefit from it in the long run.

Alternatively, supplement your reading with an additional tutorial or something similar?

 

That said, I agree with cavendert -- it's impossible for us to guess at what you don't understand if you don't tell us. If there is something you don't understand, state explicitly what it is. If you get errors, state what you expect to happen, and what happens instead. If there are errors listed, include them so we can help out.






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