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shadowisadog

Member Since 16 Jun 2005
Offline Last Active May 01 2016 07:45 PM

#5286336 C# and Java interop

Posted by shadowisadog on 11 April 2016 - 12:04 PM

Perhaps something like: http://www.prodigyproductionsllc.com/articles/programming/decompile-java-using-c/

 

or https://msdn.microsoft.com/en-us/library/y9teabc2%28VS.80%29.aspx

 

Maybe one of those potential ideas will help you.

 

Also if I remember correctly jar files are really just zip files. You can "extract" the jar file and look at the class files inside of it... I don't know if you will be able to do much with the class files but if you extract the jar file to a temp directory and then iterate through the files you should be able to determine the names of things potentially.




#5258987 Formations in RTS (A* pathfinding)

Posted by shadowisadog on 25 October 2015 - 12:32 PM

I think a lot of games likely determine the position of the troops when you click to move them. Some games even have a little graphic to show where each of the units will be standing after you move them like:

 

OOOO

OOOO

 

or

oo
oo
oo
oo

 

If you know the start and end positions then you can have each unit do their pathfinding individually and use steering behaviors to keep units from running into each other.




#5254629 Help with debugging lua through luabind from C++

Posted by shadowisadog on 29 September 2015 - 11:18 AM

You might find this helpful:

 

http://oberon00.github.io/luabind/errors.html

 

The idea is to add an error handler and then through that you can add additional information about what exactly happened.

 

If you need to debug Lua code in general then here are some options:

 

http://lua-users.org/wiki/DebuggingLuaCode

 

Maybe you could use something like: http://studio.zerobrane.com/




#5250925 Generating and initializing content for a text RPG

Posted by shadowisadog on 06 September 2015 - 07:20 PM

Have you seen this?:

 

http://rapidjson.org/md_doc_tutorial.html

 

Every programmer has to fight syntax and "flounder around" at some points. It is part of it. Whenever you don't really understand the way something works it is going to be hard to work with. You may want to consider switching json parsers or perhaps switching languages. C++ is a notoriously difficult language to use/learn especially for people just starting out.




#5250783 Generating and initializing content for a text RPG

Posted by shadowisadog on 05 September 2015 - 09:49 PM

I personally would use JSON for this if I were implementing it today (In the past I might have used XML). You might want to learn about XML and JSON before looking at DB based solutions (which might be overkill for your application).

 

http://www.w3resource.com/JSON/introduction.php

 

The key thing here is that your rooms would have some sort of identifier (ID) that you could use to jump between them.

 

For example if you had a room called "Castle" and one called "Moat" then you could have an entry "South" that told the game engine to go to the "Moat" room.

 

There are a number of libraries available for C++: http://www.json.org/




#5250772 Need to be taught to make a 3D MMORPG

Posted by shadowisadog on 05 September 2015 - 07:39 PM

 

 


Um well I need somewhere that has a step by step course. Like I said im very new to this.

 

Step by Step guides to how to program a specific game are generally not that great as they tend to be inflexible. Sure you might be able to follow it and make game A, but if your goal is to make game B, you're going to have some difficulties.  Programming is all about problem solving, and if you want to create something new, you need to learn how to figure things out for yourself rather than following a step by step guide.

 

That being said, tutorials on how to program in general can be very useful.  Once you've done some of those, try making a basic game without any assistance.  You'll no doubt muck it up the first time, but it will teach you valuable lessons that will help you in the future.

 

I'm sure there are people here that can recommend some programming tutorials for you (I can't help you there sorry, as they didn't exist when I learnt how to program so I've never used any myself).

 

This is what Ive never understood. Every single person I ask how they learned to program such as minecraft modders they tell me that they "taught themselves". How the heck do you just teach programming to yourself. If programming and coding is really as complicated as all of you said it was then how does one learn just by watching a youtube tutorial and then work your self up to making an MMORPG. Do I not need a course for basic programming? Or can I just learn to make simple games then work my self up with youtube tutorials?

 

 

I believe that one of the most helpful things you can do as someone just starting out is to focus on the programming fundamentals. You want a course that teaches you how to make a full game... but that is like asking for a course on how to create a skyscrapper when you don't know how to use a hammer.

 

There are courses out there:

 

https://www.udemy.com/unitycourse/

http://www.digitaltutors.com/tutorial/1609-Introduction-to-Unreal-Engine-4

https://www.udemy.com/game-development-fundamentals-with-python/

https://www.udemy.com/construct2-the-complete-game-creation-course/

 

If you wanted to start from the "ground up" there are some very good (and basic) programming courses. The ones I am going to list were designed for "kids", but I find these are an engaging way to learn and you will hopefully learn something:

 

https://code.org/

https://www.codecademy.com/

https://www.khanacademy.org/computing/computer-programming

 

 

Those are some resources to get started understanding the basics of programming. The programming core concepts translate across languages and learning to write programs first will help you wrap your mind around the more advanced concepts.

 

I started programming in QBasic before the internet. The number of resources and tools around today is staggering and there are so many different paths to get started. I think the key is to just "pick something (read ANYTHING)" and try to make "something". Don't worry about picking the "right" thing. Don't worry if what you make sucks. Just create... program and program and then program some more. Keep programming until you have programmed a LOT and then program even more than that. I have been programming for over 15 years and I learn new things every day.

 

Once you know the programming basics (variables, flow control, loops, arrays, dictionaries, file I/O, ect) then you can start using "some tool" (there are many out there) to create 2D games. These 2D games will teach you the basics of game development and how a games many systems are constructed (graphics, sounds, user input, AI, physics...)...

Once you have some 2D games under your belt then you are ready to tackle the complications that 3D adds (such as more 3D math, 3d models, shaders, ect).




#5244080 Developing a Point-and-Click/Hidden Object adventure (Wake: Evolution Through...

Posted by shadowisadog on 01 August 2015 - 08:10 PM

It sounds like you have an idea and perhaps the story for your game already defined which is a good start. Now in my opinion you need to sit down and start creating a Game Design Document (GDD). This will really help you to flesh out your game.

 

You will need to design the puzzles and come up with a list of artwork you need based on your puzzle designs. Then you will need to figure out the art style that you want to try to use and put all of that information into your GDD.

 

Art is going to be your most expensive/time consuming part of making the game. You will need a large amount of art to really make a point and click adventure game of any sort of depth.

 

Once you have figured out all of your puzzles and the art that you think you will need, you are in a position to start thinking about what platforms you want your game to run on and if you want your game to be 2D or 3D. I would probably recommend 2D for your first game making experience but some aspects of 3D might work better for a point and click adventure game.

 

Play some point and click adventure games that you enjoy and make notes on what you like and don't like about the game. Try to deconstruct some of the puzzles and find elements that you thought worked and did not work. This will help you to understand the genre and to get a feel for what conventions are used.

 

After you have decided all of this information you can start thinking about what sort of engine you want to use. There are a number of popular choices such as Unity or Game Maker. Unity sounds like a good choice because you are fluent in C#. Alternatively there are things like the Adventure Game Engine or Adventure Game Studio. Also see http://www.godpatterns.com/2010/08/how-to-make-adventure-game.html

 

My advice is essentially to plan and design your game first before worrying about what engine your game will use. Then follow the tutorials for the engine that you pick and start working towards making your game!




#5233931 Not Getting A Degree...

Posted by shadowisadog on 09 June 2015 - 04:37 PM

I agree with Josh. A degree is more than just the classes that you take. It takes a certain level of motivation to earn a degree and it shows right away that the person who earned the degree had the ability to complete something that they started.

 

Also taking a variety of classes expands your thinking and makes you a more well rounded person. For example I believe that classes such as technical writing and courses on computer ethics/law/and security are important classes to take.

 

I would personally view a job candidate that did not have a degree and only had taken classes that interest them as someone who might not stick through the game creation process. There are parts of making a game that are really fun, but there are other parts that take a lot of determination and motivation to get through. Some parts of making a game require a determination to struggle through difficult, boring, or tedious tasks.




#5222348 An engine to use with teens with no programming knowledge

Posted by shadowisadog on 09 April 2015 - 10:27 PM

Let me start by saying that I am speaking from a position of experience in this field. I have written technical training for summer camps, taught for three years a summer camp teaching game design/programming using Game Maker, and currently mentor high school students in using Game Maker to design and build computer games.

 

I am not sure where other people have been getting two days from since it appears you mentioned that the camp will last for two weeks. Two weeks is a reasonable amount of time for a summer camp program.

 

There are a number of factors to consider when picking technology for a summer camp project. The most obvious question is what sort of computer resources are available? School computer labs are usually fairly substandard. Also IT typically has computer lab computers locked down pretty tightly and fighting the administrations to get the correct software installed can prove difficult. If you are going to use a 3D engine and especially a modern 3D engine then you will need to ensure the computers have modern video cards (on board graphics for something like Unreal Engine 4 probably won't cut it).

 

I originally tried C#/XNA with my middle school students but that proved very difficult. The hardest part was the typing speeds of the students. I was not only trying to teach how to program and how to make a game, but in some cases I was having to teach basic computer skills and typing.

 

Game Maker is a nice choice because you can start the students off with the visual scripting and then move on to the more advanced GML scripting. It allows the students to be productive fast and that keeps them from becoming bored or frustrated.

 

I have avoided trying to have students make a 3D game because of the complexities introduced with regards to the math and the graphics. 2D art assets are far easier to draw and the programming is simpler. I think it might be hard to explain things like quaternions, rotational matrices, and shaders to that age group.

 

I know you said you must make a 3D game but this is just my thoughts on the matter. My main advice is just to make sure you know what the system specs on the machines you will be using are and to test any candidate software on the computer to ensure that it will work.




#5220083 wanting feedback on two design ideas

Posted by shadowisadog on 29 March 2015 - 08:59 PM

My general advice is to start with programming small games and creating small projects.

 

You need to learn how to program first, but you can learn programming while making small, simple games.

 

I recommend making the following games in roughly this order (although this is just a suggestion).

 

1. A guess the random number game.

2. Pong

3. Breakout

4. Asteroids

5. Tetris

6. Pacman

7. A 2d side scroller like Mario

 

Guess the number teaches random number generation and if statements.

 

Pong teaches collision detection, drawing graphics to the screen, making objects move and how to make objects collide with one another. It also teaches basic "AI".

 

Breakout teaches managing collections of objects in addition to using all of the same concepts from Pong. Breakout also teaches how to have multiple levels (potentially).

 

Asteroids teaches how to make projectiles, how to randomly generate levels, how to handle the ship leaving the outside of the window, and how to generate asteroids and/or play animations.

 

Tetris teaches how to use arrays, how to code game logic, and how to increase difficulty level.

 

Pacman teaches how to construct levels, 2d collision detection, and a reasonable amount about game AI.

 

Mario teaches scrolling, defining complex levels, and managing game states.

 

After making these games you will have a pretty solid background from which to start designing and creating your own games.

 

This is just my recommendation.

 

Also I will agree with ByteTroll: You will not gain proficiency in programming by reading books. The only way to get good at programming is to program. You must write lots and lots of programs and to really learn things well will take time. It will very likely take you years of working with languages to really get a solid grasp on what you are doing and why.




#5220077 wanting feedback on two design ideas

Posted by shadowisadog on 29 March 2015 - 08:44 PM

Here is my feedback:

 

Mogul 1 - high school hustler:

 

This game design would really benefit from some sketches. Sketch out what the map looks like and use pictures to convey ideas rather than words.

 

Also know your audience and make sure that the ideas that you come up with and that the game ideas that you develop are ideas that you are comfortable bearing your name forever. What I mean by that is you have mixed high school students with illicit drugs and porn magazines and it is personally not an idea I would probably want my name on forever.

 

A flow chart would help make the game play logic clearer here.

 

Generally people don't like games where they can't win, but this is obviously up to you.

 

It needs more details and it seems to be a bit poorly organized. Try grouping things together. For example your "Play Process" should be broken into sections. One sections could be "Loss conditions" and describe all the was that the player can die. This helps make it easier to find information.

 

Seven Endure an Epic Quest:

 

This phrase:

 

"Two of the most interesting features in this game, inspired in part by classic RPGs and also by Limbo is 1) the player's ability to really interact with his/her environment. And 2) the literally hundreds of secret items which enhance and enable certain powers/skills and combine with various facets of the character to evolve this character into a unique person, designed for the most part by the player."

 

This game just from that one paragraph describes years of work for a large team of people. Every item has to be made, every environment interaction defined. You can not simply say there will be hundreds of items, you have to actually MAKE hundreds of items! That means drawing them, animating them, programming them, balancing them, and testing them!

 

Using tables for the character attributes would improve readability. The numbers are really going to change during the play testing phase.

 

You need several hundred more pages to describe each and every piece of the environment, and each and every item and their interactions and effects. You also need diagrams of the game play logic and graphics (sketches) for each and every item. You probably want to have diagrams for each potential environmental interaction.

 

brick dropp and stabb:

 

Once again sketches and mockups would really help convey the ideas. Words take time to process and it is difficult from your words to really get a solid idea of how the game will work.

 

For example:

"the environment is similar to a platform game like Super Mario Brothers or Sonic: the Hedgehog. The third robot, Trisha, takes the mechanics of a tetris game and makes it physical."

 

I have absolutely no idea what this means at a glance. You do mention the different modes, but it is really difficult to follow what you are talking about.

 

"And the environment gets progressively more difficult to walk through."

How?

 

"The more the puppet walks, the more difficult the scenery becomes and the more difficult it becomes for the player to keep the puppet from falling. If the puppet falls the play is over, the puppet returns to sitting position and the toy turns off."

How does the scenery become more difficult? What elements are introduced to increase the difficulty? For that matter what scenery is there?

 

"Instead of traditional animatronics where the strings are on the inside, tiny motors are attached to cables that work the puppet from above, externally."

I am not sure what information this is really telling me. So it is just a puppet?

 

"The controller, Jensen steps onto the balance board and the laser emits the backdrop."

I have no clue what the laser emits the backdrop means.

 

You need to add more details, use images to explain concepts, and to fully explain all aspects of the game.




#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






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