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Tutorial Doctor

Member Since 19 Oct 2013
Offline Last Active Yesterday, 02:01 PM

#5199170 Easiest coding language?

Posted by Tutorial Doctor on 19 December 2014 - 03:41 PM

Usually, if the OP hasn't responded with at least a thanks after 5 posts, I ignore the post. (Especially with a 101 rep)


But Lua, Ruby, and Python's syntax are pretty easy to grasp.

#5197909 New steps to take to improve my programming skills

Posted by Tutorial Doctor on 12 December 2014 - 08:15 PM

There is someone here working on a program that uses Node Based Programming (flow based programming )-- boxes that you connect to other boxes-- to make programs. 




I am following it myself. 


Edit: looks like development has been suspended. 

#5197889 Is this a good example of an Entity Component System?

Posted by Tutorial Doctor on 12 December 2014 - 05:45 PM


From the original site


Imagine a car game class in traditional OOP, which might look like

class Car:
def __init__(self):
self.color = "red"
self.position = 0, 0
self.velocity = 0, 0
self.sprite = get_some_car_image()
def drive(self, timedelta):
self.position[0] = self.velocity[0] * timedelta
self.position[1] = self.velocity[1] * timedelta
def stop(self):
self.velocity = 0, 0
def render(self, screen):

mycar = new Car()
mycar.color = "green"
mycar.velocity = 10, 0

The car features information stored in attributes (colorposition, ...) and behaviour (application logic, drive()stop() ...).

A component-based approach aims to split and reduce the car to a set of information and external systems providing the application logic.

class Car:
def __init__(self):
self.color = "red"
self.position = 0, 0
self.velocity = 0, 0
self.sprite = get_some_car_image()

class CarMovement:
def drive(self, car, timedelta):
car.position[0] = car.velocity[0] * timedelta
car.position[1] = car.velocity[1] * timedelta
def stop(self):
car.velocity = 0, 0

class CarRenderer:
def render(self, car, screen):

#5194539 Bringing it all Together (What's next for a beginner?)

Posted by Tutorial Doctor on 24 November 2014 - 10:13 PM

Thanks for the replies.

I am starting to see how "logarithmic" the curve is.

I have been pushing to learn python more the last few months. My goal is to have something on some App Store by the end of next year (useful, simple, polished).

I took a break from game development, and coming back, it looks foreign.

However, I have been learning some programming methods, which will help anywhere.

It just seems that super programmers know about all of the various terminology, and also how to apply the concepts introduced.

I have been making extensions using python for an app called Editorial on IOS. Perhaps a good way to get my feet wet is making extensions/plugins for various software?

And maybe contributing to some open source software?

#5190586 For "real" Beginners

Posted by Tutorial Doctor on 01 November 2014 - 10:09 AM

If you have an iPad laying around, you can start with the app called "GamePress", it uses a drag and drop interface, but is very powerful, and recently they have included the ability to publish to the App Store. You need a developers license though.

More advanced, but still relatively easy is the "Codea" app. It uses LUA and has a simple API. Can publish apps also with developers account.

On a PC, you have "Game Maker". Simple and powerful, but can cost a lot to publish on mobile. I believe publishing for windows is free.

Hope this helps a little.

#5186747 normal map generating

Posted by Tutorial Doctor on 13 October 2014 - 01:36 PM

This is very possible. I use Gimp's [Insane Bump](http://registry.gimp.org/node/28117) plugin.
It generates more than normal maps.

#5182684 Visual Programming

Posted by Tutorial Doctor on 24 September 2014 - 11:00 AM

Thanks for the tutorial Rebin. I wish this had a Mac version. 

#5181370 Game development for kids guide

Posted by Tutorial Doctor on 18 September 2014 - 03:13 PM

You can take a peak at my introduction to programming if you want:


I use the analogy of cooking to make things simple. This could be followed by a game programming guide.

The feedback on my guide is that it is easy to read, and easy to understand, even by someone who never cared to know a thing about programming.

I could help you with your presentation a little if you want.

An interactive iBook would be the ideal medium to present it through.

#5179736 The difference between Logic, Reasoning, and Thinking; Data, Information, and...

Posted by Tutorial Doctor on 11 September 2014 - 07:30 PM

I am digging deep into intelligence programming, and to do so, I have to draw out some very basic and non-superfluous, accurate definitions of Logic, Reasoning, and Thinking. I also need some for Data, Information, and Knowledge. And I need to know how they are different.

I have searched over the interent, but most definitions are too grandiloquent and wordy. I have to look up definitions for words in the definition.

I figure this site would be the best bet.

So, what is Logic, Reasoning, and Thinking, and how are they different?

What is Data, Information and Knowledge, and how are they different?

#5179358 The basics of explaining concepts and ideas

Posted by Tutorial Doctor on 10 September 2014 - 10:27 AM

I am sorta in the business of explaining hehe. I have actually started a tutorial on how to explain something.

First explain what/who the subject is.
Next, explain what the subject does (it's purpose).
Then explain how the subject does what it does.

To make it even clearer, you can use analogies to explain how it works.

I made a tutorial on how to understand computer programming, using the analogy of cooking.

Variables are ingredients, and functions are instructions.

The functions outline the main actions of your code (what it does) and your variables denote what objects are being acted upon.

Explaining what each variable does/represents will help clarify also.

#5175010 How to make a AI choose?

Posted by Tutorial Doctor on 20 August 2014 - 08:43 AM

I have made it rather obvious that I am a major fan of fuzzy logic, hehe.

The term "better" is a fuzzy term. What is better in one case, might not be better in another case. Perhaps in CQC the short sword is better, and at a longer distance, the larger sword is better.

So you have two sets. A long distance set, and a short distance set. In the set of "better at long distance", the short sword will have the mebership value of 0, and the long sword will have the membership value of 1. Any sword with a length in-between will have varying "belongingness" to the set (they will be more or less better for long distance attacks.)

Then you have the short distance set where the short sword has a membership value of 1, and the long sword has a mebership value of 0.

So any new sword will be both better and worse for any given situation, depending on the situation.

#5173351 Beginner creating a game by myself

Posted by Tutorial Doctor on 13 August 2014 - 09:01 AM

Haha. I am aiming for the Shadow of the Colossus style game myself. I am using:

















All free!!


A basic intro to computer programming:


#5171895 Visual Programming

Posted by Tutorial Doctor on 06 August 2014 - 09:44 AM

It looks like there is now an opportunity for visual programming to shine. Gamepress just released an update that allows you to publish to submit unlimited games for release in the App Store for an in-app purchase of $99 a year, or 9.99.

Take some cues from this app.

They've also adapted this system to allow you to publish interactive books to the App Store


#5171646 Visual Programming

Posted by Tutorial Doctor on 05 August 2014 - 09:33 AM

Eventually you find out that coding is faster then compiling pre compiled stuff with nice bend cables.


That is challengeable. I actually use the node based system in GamePress, and I can see where it can be faster than text coding. I also see where text coding can be faster. 


Even when discussing manageability, I see where both can be useful. They key is the integration of these two forms. 


Also, node based systems are used a lot, just not as the key programming method. In Blender it is far more efficient to use nodes for rendering and post-processing. When it comes to the many "visual" elements in games, nodes make sense. Routing a scene through a Bloom node and outputting that to the render window is way faster than coding it with text. 


Easier to adjust on the fly and see the results too. It can be a more parametric way of coding as well. 

#5170978 Visual Programming

Posted by Tutorial Doctor on 01 August 2014 - 04:01 PM

I'd have to disagree with that jw. There are many ways to represent data. Without computers we represent data through text, graphs, flow charts, ven diagrams, spreadsheets etc.

Each method had its uses, and certain methods are easier than other methods in some cases.

This is to say that there indeed is a place for a more visual approach in programming, and that there will all way be a place for textual representation.

The flow of data can be easier seen and understood visually. Networks and their relations can be expressed visually also. Node based programming is just used on a more proprietary basis for now.

In the link I posted, to a thread I posted a while ago has links to various implementations of such a system.