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adam17

Member Since 27 Nov 2002
Offline Last Active Nov 20 2012 09:58 PM

Posts I've Made

In Topic: Digipen: The best college for programming?

25 October 2012 - 01:05 AM

Just to give the quick TLDR response to this, I would highly recommend looking into universities with high game development rankings. Check their media school ranking if you want to do game design or check their computer science school ranking if you want to do software development. I did a lot of research for schools and how they rank for software development and game programming. My search showed that USC has the best program. I am currently attending school at USC and I have to say it is very rigorous, but it will open you to so many different aspects of software development. They teach concepts on very detailed levels which will be extremely beneficial to your future in or out of the game industry. Take a look around and see what is out there. Personally I would recommend staying away from tech schools and look at universities instead. That's just my opinion though.

In Topic: super mario derivatives

22 May 2010 - 11:12 AM

WOW giana sisters is a blatant ripoff! im betting there was a lot of money lost over that.

as far as finding games identical to mario, that wasnt my goal. i was trying to figure out what makes mario sell millions of copies even though the genre is very old. it seems that mario is the only franchise that knows how to make a good 2d platformer. donkey kong for the SNES was amazing. it was a lot of fun.

as for it being the mario franchise alone? that im not sure about. if that was the case, younger kids say around 10 years old, would not be interested in mario. they would play it for a bit and leave it unfinished.

is it the story? it couldnt be. rescuing the princess is the main story. nothing more than that. the story in a porno is more engrossing lol.

is it the mechanics? mario is about timing with a touch of exploring. you need to time the jumps and runs perfectly to avoid enemies and/or get coins. this lends the urge to become perfect and gain higher scores and faster times.

is it the graphics? maybe. during the NES years of mario, no other game (for a while) had smooth side scrolling graphics. most games loaded screen by screen. every console after that mario was outshined graphically by tons of other games. the graphic style within the past few years may have some selling appeal. every mario game is cute and cuddly. take the turtles in new SMB. they dance with the music. fortunately it adds to the gameplay. donkey kong for the SNES (namely the second and third games) fall into the cute and cuddly category too. they sold tons, and they had nothing to do with mario. japan has a knack for cute and cuddly. look at pokemon and hello kitty. look at packaging for products. everything is super happy and cheerful.

i dont know. there is an essence that mario contains that draws players to it year after year, and i cannot figure it out.

In Topic: Good way for texture animations

17 May 2010 - 06:29 AM

Personally what I have done is built a small app that will take a folder of textures and generate a square sprite sheet. The app also generates an XML file that list every frame's position in a Rectangle format (x, y, w, h). The animation class then just passes the uv coordinates (rectangles) to the render along with the sprite sheet to do rendering. I built it that way so if an artist wants to specify their own coordinates, or use a pre-existing non-square sprite sheet, they could.

In Topic: C# plugin system

18 April 2010 - 02:40 AM

Quote:
Original post by chlerub
You pass "CommonBase" string instead of the actual type you want to instantiate.
Pass the type you found (t), not a string.


WOOHOO!!! thanks for the help! that got it working!

thanks
-Adam

In Topic: C# plugin system

18 April 2010 - 02:11 AM

i appreciate the help you have provided me so far. im still having a bit of a problem though.

here are my base classes, and the derived classes:

public class CommonBase
{
public virtual void DoStuff()
{
Console.WriteLine("BaseClass - DoStuff()");
}
}

public class BaseClass : CommonBase
{
public override void DoStuff()
{
Console.WriteLine("CommonBase - DoStuff()");
}
}

public class Class2 : CommonBase
{
public override void DoStuff()
{
Console.WriteLine("Class2");
}
}

public class Class1 : BaseClass
{
public override void DoStuff()
{
Console.WriteLine("Class1");
}
}



here is my experiment code that loads the dlls:
string currentDirectory = Directory.GetCurrentDirectory();
string[] libraries = Directory.GetFiles(currentDirectory, "*.dll");
CommonBase baseClass;

Console.WriteLine("CurrentDirectory: " + currentDirectory);

foreach (string s in libraries)
{
Console.WriteLine(s);

Assembly a = Assembly.LoadFile(s);
Type[] types = a.GetTypes();
foreach (Type t in types)
{
if (t.BaseType == typeof(CommonBase))
{
Console.WriteLine(t.FullName + " is a type of CommonBase");
baseClass = (CommonBase)a.CreateInstance("CommonBase");
baseClass.DoStuff(); // crashes here because baseClass is null
}
Console.WriteLine();
}
}



am i doing something wrong to cause the crashing?

thanks
-Adam

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