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shadowisadog

Member Since 16 Jun 2005
Offline Last Active Oct 23 2014 07:14 PM

#5178640 Help Starting on Code for an iOS Game

Posted by shadowisadog on 06 September 2014 - 10:02 PM

Personally I would start off by making a game design. Plan out what features your game will have.

 

Then create a prototype of the game design. Create some levels by hand and test to see if the game is "fun'.

 

When building the prototype build it up gradually. If you are making an iPhone game then the first task might be to draw a simple sprite to the screen....

 

After you have a working prototype and you are happy with the mechanics, then you have the option of modifying it to add randomly generated levels or starting "over" and designing the same game to use randomly generated levels.

 

I don't think you should work on random levels until you are fairly confident that you have the core game mechanics worked out.




#5174600 Help me, i can't understand well :)

Posted by shadowisadog on 18 August 2014 - 07:44 PM

koka282,

 

It is a bit hard to understand what you are asking for help with. As others have suggested you should go at a pace through the tutorials where you can understand all of the concepts being taught. Do not move on to other lessons until you understand the concepts of the previous lessons. Practice using those concepts in your own programs.

 

When you call print_a_line for the second time it takes two parameters. The first parameter is current_line which started with a value of 1 and was incremented to a value of 2 right before the second print_a_line call. The second parameter is the file to read. When you call the print_a_line function then you are printing the first parameter (the value 2) and the return from calling the readline method on the python File object passed into parameter 2 (current_file). The readline method will return the next line of the file object when called. Every time you call it you will get the next line in the file.

 

You can think of the seek(0) like a "reset" that allows you to start reading from the start of the file.

 

Keep in mind that having us tell you the answers might not be the best way for you to learn the concepts. You might want to try to really try to understand before you ask for help.

 

Also when asking for help, please try to do the following:

 

1. Ask specific questions. You are more likely to receive help if you have a specific question that can be quickly answered. Broad questions are difficult to answer and may not receive a swift and/or helpful response.

 

2. Use complete sentences. I understand that English is not everyone's native language... and I also understand that not everyone will write perfect english on a forum... however putting some care into your sentences will aide in making your posts readable. Also writing as well as possible will help show your maturity and that you are serious in asking for help.

 

3. Understand that it is not just you who are receiving help. These topics stay around for quite a while. It is very possible that someone in the future may find this thread and have similar questions. Following the previous two pieces of advice can help people in the future as well.




#5174308 3dTBShexagonalTroveClone

Posted by shadowisadog on 17 August 2014 - 01:25 PM


I have no idea about coding. I made a game by using 2d RPG maker. How can i mod a game? Where can i learn coding for free? Which programs do you use for moding games?

 

It is good that you were able to make a game using 2d RPG maker. That should give you some idea as to how games are made.

 

You can learn coding for free with a number of resources and free books on the Internet. There is a wide variety of programming languages and game engines out there for creating games. Search around and find one you like. A quick google search will turn up tons of results. At your experience level what matters is just selecting something and getting started.

 

Every game is different with regards to mods. Some have provided tools to create mods for the games... others are closed and you will not be able to mod them. They are implemented in a wide variety of languages and tools.

 


My idea is combining all existing games with each other. Yes this is imposible but i decided to do that. I have no idea about programing but i will learn it in 2 years. All games are boring and life is boring, i will make my dream game. I released my book it was have 367 pages; so i always do what i want to do. My idea is combining this games:

 

Yes it is impossible. Even if it was not impossible you would legally be unable to do anything with it. You can not violate other people's copyright/intellectual property as much as you wish.. You will be sued if you achieve any level of success.

 

Games are not a combination of elements... They are elements combined together in a balance. A lot of times the mark of a truly great game designer is not what is added to the game, but what is removed.

 


A minecraft clone with not cubes but truncated octahedrons so 3d hexagons.

 

This is perhaps possible but it will take some experience to do. Keep in mind that cubes are simple and relatively lightweight to render. You are adding complexity and I am not sure what you would really gain from the choice.

 


An Skyrim clone but turn based bcause if you make an realistic MMORPG, people always use glitches and game repeats itself and everything gets boring. So we will not make Vindictus, we will make turn based Vindictus. You have a moment distance based on your speed and climb angle and a climbing speed. You cant go far away from your starting point until next turn. And next turn you cant go faraway from your position at when turn was started. So you can only move a limited distance each turn. Each ability will have a reach distance, also you can upgrade your distance for reaching more.

 

There are lots of turn based RPG games. A recent one is Divinity original sin which is doing well on Steam right now. It is similar to Skyrim (open world) but turn based.

 


Characters will be cyborg or zombie or homonculus so we will collect randomly dropped body parts and those body parts will make our abilities, characterictics. We will use an unquie system. I made this new system. It will be too balanced and random. So it will be really enjoyable; game will not repeat itself and you will make your characters by combining randomly dropped body parts so everything will be random.

 

In my experience this will be anything but balanced. It is an interesting idea but you have to make the parts similar to one another to share animations and artwork between them... otherwise you are going to have to do a ton of work to create all of the art assets and it will take years.

 


There will be alive echosystem and planet. Even planet will grow up mountains or rivers. And living things will eat, grow up, mate, have child. Also you must eat for being alive. Some characters dont eat. Some characters must eat more. Some characters drink blood, blah blah blah....

 

I generally get frustrated by having to mundane things in a game. Also having an alive ecosystem and planet, ect is going to be very computationally expensive.

 


For making this game which programs must i use? How can i mod games for testing my coding skills? Which coding language is best for me?

 

http://www.gamedev.net/page/reference/faq.php/_/for-beginners-r1




#5174300 list index out of Range

Posted by shadowisadog on 17 August 2014 - 12:29 PM

pls help sad.png

 

BeerNutts

i tried like what u say before

 but i want to know 

i should see :

Copying from test.txt to new_file.txt
The input file is 21 bytes long
Does the output file exist? False
Ready, hit RETURN to continue, CTRL-C to abort.

Alright, all done.

when i try to write anything in Ex1.txt  i see : error not defined 

i try to write anything but as string i put " "
and i see that !! :'( :

like the pic nothing happened sad.png 
ggg.png

Ty all for helping me smile.png

 

 

Ok so in the code that you posted you are now trying to set three variables from only two:

 

script, from_file, to_file = argv[0], argv[1] 

is not correct. You had it correct with your original post.

 

You need to call the script like:

python BoB.txt from.txt to.txt

 

(Side note, your python files should end in .py and not .txt!).

Notice there there are not one, but two arguments there. argv[1] contains the first argument you passed ("from.txt"), and argv[2] contains the second ("to.txt").

 

The course I listed is both free an interactive. If you are having these sorts of problems then perhaps the course I mentioned will help you and then you can go back to learning python the hard way after that.

 

I also recommend a better Python IDE like I mentioned. The one I listed has code completion but more importantly PEP syntax checking to help you find errors/unused variables in your programs and a built in debugger.

 

yourcode_in_pycharm.jpg




#5174192 How do I achieve these type of Graphics?

Posted by shadowisadog on 16 August 2014 - 06:32 PM

It appears that the graphics in the link you mentioned are created using pixel art. The artist picked a limited color palette of of grey and red colors. It looks like there might be some pixel shaders or just a semi-transparent image for the red lights. The foreground layer looks slightly blurred and as if its pixels are a bit stretched... this was probably done using a pixel shader. It also looks like there is a scanline/CRT pixel shader effect applied: http://filthypants.blogspot.com/2012/07/customizing-cgwgs-crt-pixel-shader.html

 

http://www.gimp.org/ is a free program for creating pixel art.

 

Typically to preserve transparency you will save your characters and HUD elements (score, lives, ect) as PNG files. Backgrounds can also be PNG or JPEG as long as the rendering artificats caused by JPEG compression aren't noticeable for your game. If the background contains pixel art and is low resolution it is best to use PNG but if it is a large image with lots of colors/high resolution then JPEG is probably better due to the file size.

 

You can start by making some sketches and mockups of your ideas. Then you can determine the games resolution and color palette. You would then draw out the characters and shade them, draw the backgrounds, draw the HUD, and draw the other level elements. You would put all of those things together, add some pixel shader effects (optional), and you would have a start.




#5170727 Very new, where should I start?

Posted by shadowisadog on 31 July 2014 - 04:47 PM

Your welcome :) .

 

Here are some other things I thought of:

 

1. One of the biggest hurdles I had to overcome when I started was the fact that there is no "best" language. There is no "best" design approach. Some techniques and designs are "better" (of course this is quite subjective, but in this case I will use it to mean more maintainable) than others, but you will find that everyone has a particular preference and style.

 

2. Use existing tools and technologies where possible. Lots of new people try to make their own engines and/or own tools from scratch. This can be a great learning exercise, but it will really limit your productivity if you attempt to code everything yourself. Using the work of others is how we are able to build bigger and better games and systems! Remember that for a lot of tools and engines have had many brilliant and experienced people working for many years to develop them.

 

3. College/University for computer science/software engineering is very valuable. You will learn a lot, but more importantly the people you meet and the things that you do will be very valuable to you later!

 

4. Learn every day. I am STILL learning new things every day and I have a degree in computer science and I have been working as a software engineer for a number of years. Never stop learning new things!




#5170683 Very new, where should I start?

Posted by shadowisadog on 31 July 2014 - 02:49 PM

I think the best advice I can give to someone just starting out is the following:

 

1. Understand that the field of game development and computer programming is HUGE. It is perfectly ok to not know everything at once and you shouldn't feel like you have to learn everything at once.

 

2. Start small. When I learn a new programming language I start with a small program and gradually increase the complexity. I might start off with hello world, make a guess the number game, program a text adventure, write hangman and nim before even starting with anything involving graphics.

 

3. Programming a game is programming. To learn to program a game you must learn the fundamentals of programming. The fundamentals transfer well between different languages so learning new languages should become easier with time.

 

4. A good software developer should know a wide variety of languages and technologies/techniques. They are your tools and you should pick the right tool for the job. A carpenter does not use only a hammer! However if you only have experience using a hammer then all jobs might seem like proper things to use a hammer for.

 

5. Failure is fine as long as you learn from it. Giving up should not be ok with you if you want to be successful.

 

6. Use the language that you feel most comfortable with using... Don't use a language just because it is what the industry uses... use it because you can be productive with it... only when you gain some experience then you can worry with what the industry uses!

 

Just my advice :).




#5168541 is multimedia fusion 1.2 for programmers?

Posted by shadowisadog on 22 July 2014 - 07:16 PM

I have a lot of experience with Multimedia Fusion (I have used KNP, TNG, MMF, MMF 2, and Jamagic).. I recommend using the latest version (MMF 2.5) that is available from the website (http://www.clickteam.com). If you have an older version they might have upgrade pricing available. The newer versions provide features like hardware acceleration and support for HTML5, Flash, Android, and IOS exporters.

 

The product is similar to Game Maker Studio, but where as Game Maker studio has a limited visual scripting system and then relies on the GML language, MMF 2.5 (and other versions) have a complete visual scripting system based on events in a grid layout. There are also a number of extensions that support various scripting languages (I at one point programmed a Lua extension for MMF 2, but this was a number of years ago).

 

One interesting difference that MMF has compared to Game Maker is that it has support for creating applications as well as games. This can be good if you want to create your tools in the same toolset that you are using to create your game. I worked for a time on an isometric editor that was created inside of MMF.

 

In my years of using it I found that it provided quite a bit of power and flexibility with its visual scripting system. I program in C++ for a living and while I probably would opt for a non-visual scripting system, for quick prototypes or for making games within a certain scope I might pick up MMF 2 again :). The toolset does allow you to leverage a lot of functionality in a short time span.

 

I think that you and anyone reading this will find that the "right" tool for the job often changes per project and per the requirements. In my opinion a great developer knows a wide variety of tools and uses the available tools to develop a product or solution in the most efficient manner.




#5147657 Using C++

Posted by shadowisadog on 17 April 2014 - 09:25 AM

 

Then you could make a text adventure game. The first attempt people have at doing this typically is quite terrible.

 

I think this is also bad advice. After seeing beginners trying text adventures for three years now, I'm yet to see any of them finish a particularly good one or learn very much from their attempt.
 

 

I disagree because often the subject of data driven programming gets brought up from the attempt. Failure is perfectly fine in this context, the entire point of the exercise is attempting to create something. Text adventure games are deceptively "simple" and can involve complex data structures, regular expressions, and various forms of file IO.

 

I don't see where we are ones to judge what people learn from attempting to create certain programs.

 

Anyway I have failed at countless things during my programming career so far, including quite a number of text adventure games. I DID learn a good bit from the attempts. I have lots of unfinished projects rotting on my hard drive, but that does not mean that any were a waste of time!




#5146623 Using C++

Posted by shadowisadog on 12 April 2014 - 07:50 PM

The path to learning how to program is to program. There are no tricks, no shortcuts, and no videos that will replace experience.

 

To learn any language to any degree of proficiency you must use them to write programs.

 

To learn C++ you start learning by creating console programs. You may wonder what writing a console program has to do with creating a game. You may say "but I want to make a game with graphics!". My response is that you must start from the basics and learn the data structures and design patterns involved with programming things.

 

Games are software. When you are ready to make a game with graphics you can pick a API or game engine and go to town, however if you must ask how to do so then you are not quite ready to make the leap.

 

So you start by writing a guess the number game or something like that. You have the computer say "Guess a number between 1 and 10!" and it selects a random number. You guess a number and the computer responds back if you are too high or too low.

 

Then you could make a text adventure game. The first attempt people have at doing this typically is quite terrible. Soon you have hundreds of if statements and you realize there must be a better way. You learn about data driven design practices.

 

So once again know that games are software, and learn how to write programs. Write small programs and then write more complicated programs. Write LOTS and LOTS of programs. Pick something you want to program and figure out how to do it! Then you will not need to ask the question of how to expand your knowledge of C++ towards game programming... because you will know.

 

Programming is essentially all problem solving. You have a problem and you break it into smaller problems. You break the problem down enough until you have something you can Google. Then you put all of the pieces together and you have a program. Then the program doesn't work and you have to figure out why. That is programming.




#5145230 Is GameMaker any good?

Posted by shadowisadog on 07 April 2014 - 10:15 PM

How does Unity support more platforms for less than Game Maker?

 

If you want to export a Game Maker game to Windows, Mac, Android, IOS, HTML5, Ubuntu, and Windows 8  you could purchase the master collection for $800. https://www.yoyogames.com/studio/buy

 

With Unity you would be paying $75 a month, plus $75 a month for Android and another $75 a month for IOS. That is a total of $225 a month for a subscription. If you purchased it all at once like with Game Maker, you would pay $1500 for Unity Pro, $1500 for IOS, and $1500 for Android. That is $4500. https://store.unity3d.com/products

 

I tried Unity 2D, but I personally found it more difficult to use than Game Maker. It is possible that I did not give Unity 2D enough of a chance. I have used Unity 3D and I found that good for working on 3D titles, I just felt that the 2D aspect was not as simple as some other tools.

 

For instance with Unity 2D (correct me if I am wrong) you have to place the sprites in basically what amounts to a 3D world (IE you still have a 3D camera). This can be really good and allow for a lot of flexibility. However I find that working with pixels in Game Maker it is more straight forward to place sprites in a 2d level.

 

I think that they are both very good tools and that both are worth a try.




#5143326 My first dev software

Posted by shadowisadog on 30 March 2014 - 05:38 PM

Everyone starts off with "basic" programming skills. The way to improve is to practice. The key is to start small and not give up.

 

There is however PlayMaker for Unity: http://www.hutonggames.com/




#5140494 Is GameMaker any good?

Posted by shadowisadog on 19 March 2014 - 06:59 PM

 

1) yes they have their own language

6) vlambeer is doing quite well http://www.vlambeer.com

Game maker is a nice tool for 2D games, but it's not gonna land you a job anywhere fancy.. But then again no single engine will do that. Make a super game and take it from there. And for that vlambeer have proved that it works great. Check out ridiculous fishing if you want to see what game maker is great at.

 

He mentioned specific languages, and languages plurals... Unless they have updated that since I used it, no they can't. They have their own scripting language, but that's all they have. (just checked, they have support for HTML5)

 

And for the price, no it isn't a good thing to start with or really use. You are wasting money to give to an inferior product. Any one that needs it would do much better to use basic javascript + CSS or HTML5 or learn a language to make a basic text based game than using it and anyone that just wants a tool to make things simpler, there are much better and cheaper options out there.

 

But over all, DL the free version, see if you like what you see and decide for yourself... Though I would suggest a much better option is simply, instead, grab its tutorials and you can use them to construct the game in python or C++ or anything else, and that would serve you much better.

 

 

Game Maker HTML5 can use JavaScript, and it is also possible to write extensions for it. GML is also fairly powerful and can do quite a bit of things.

 

The price is cheap for the product compared to the cost of developing a game. For example Game Maker Standard is $50. Professional is $100. For $800 you get a ton of features including IOS, Android, HTML5, Ubuntu, Windows Phone 8, Windows, and Mac platform support. If that is too pricey then the modules are sold individually as well ($200 for Android export is not expensive IMO). If Game Maker is so "inferior" and if there are better/cheaper options out there, please suggest the superior options.

 

Using Game Maker is perfectly valid and I feel it is a great way to start out. I started out many years ago using similar programs (although less powerful!).




#5139836 Can Unity Do this in-engine?

Posted by shadowisadog on 17 March 2014 - 06:25 PM

Unity 2D can support graphics like that. The graphics are primarily determined by a team's artistic capabilities rather than the engine. So if you want those graphics in a game then you draw them. If you want comic strips, then you draw them.

 

Most engines should be capable of producing that given talented enough artists.




#5137690 unity3d Storage/data files type?

Posted by shadowisadog on 09 March 2014 - 08:20 PM

Each format and method of storing information has advantages and disadvantages.

 

Plain text files are simple but your generally looking at custom parsing code that is developed for your particular application. Using the format in other tools would mean developing a similar parsing routine in the other applications. XML provides a means to exchange data between tools without having to write the parsing routines yourself. XML is also less brittle then a plain text file (you can add data to an element without making large changes to the parsing code). However XML does make for larger files then a plain text file. There are some other alternatives such as JSON or YAML.

 

A plain text file or an XML file can be stored internally to your application as a database (you can convert the records). Databases allow you to perform a query to return information about your dataset. One example might be if you needed a way to return all shields that had a strength less than 50. In general relational databases are not often used in game development, except in some limited contexts. The general opinion seems to be that relational databases (such as SQL) are too slow for real time games. However some web games and multi-player games do use relational databases for persistent data.

 

How you organize and store your information matters when it comes to maintainability, interoperability, data processing/look up time, and persistence.






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