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deathwearer

Member Since 25 Jul 2005
Offline Last Active Feb 18 2013 10:36 PM

#5009501 Java Scroller Game

Posted by deathwearer on 11 December 2012 - 12:57 PM

// HANDLE MANY ENEMIES - FAIL
ArrayList<Rectangle> enemiesBounds = new ArrayList<Rectangle>();
for (int i = 0; i < enemies.size(); ++i){
enemiesBounds.add(enemies.get(i).getBounds());
}
for (int i = 0; i > blasterShots.size(); ++i){

You wrote > when I think it should be <

Not sure if this cause your problem, but that would be a good bug to fix first Posted Image


#5009313 Action RPG, C++ and a Noob. Needing help to learn, at least a direction.

Posted by deathwearer on 10 December 2012 - 10:40 PM

Hey, here's how I see it.

1. Choose a language.

You have a background with programming which is a good start. You can use any language you want. I personally recommand c++ since this is the language most used for games. It has many free compiler, libraries and lot's of help from people.

You could also use Java, C#, Python. Which one of these is the best? (None, you could search here, we have tons of topic on these. It's a matter of preference, target, portability, etc, etc).

2. Choose a compier

I personally like Visual C++ (Or Visual Studio). The Express version are free. You could also use other compiler but since I live in a very microsoft-ish world, I mainly use Visual Studio and couldn't recommand something else. Someone else could.

3. Decide the render system/Graphic engine.

You can choose to develop using DirectX or OpenGL from the ground. If you choose this path you will learn a lot on how the rendering is made, but you will find yourself loosing a lot of time playing with it instead of coding a game.

You could also choose to use a Graphic engine, which wraps DirectX or OpenGL (Or both) for you and expose you classes that will make your development faster and easier. Engine list . I personally like Ogre3D, which I think is not in that list, no idea why. It has many tutorial, help, manuals and a very active forum if you need help. Other people could recommend you another Engine too.

I'd go for a Graphic engine too. It's fun to code the core graphics stuff but if you want to finish a game, you better use one since other people have worked years on these engine which can probably do everything you want. And replicating these engines could take you years too.

4. Write up your steps.

What do you start with and focus on. It's important to stay focused and not throw yourself everywhere. Don't code a bit of input handling then do modeling and then texturing. You will find your project not going very fast and you will eventually quit.

Sugestion :

1. Create an empty project.
2. Load test models with or without/texture
3. Handle input
4. Handle camera movement if needed.
5. Make a more complex scene
6. Create good looking model with texture, add light to your scene too.
7. Etc...


#5009258 Movement problem in snake game

Posted by deathwearer on 10 December 2012 - 06:53 PM

Hey,

I think you must only change your snake current direction only when it has at least moved one square of the new direction (If your snake game is moving square by square).

Maybe have a currentDirection and lastDirection variable. You use the current direction to do your movement, and once at least one movement was made in the new direction you do lastDirection = currentDirection.

Then you allow changing the currentDirection only if currentDirection = lastDirection AND is either one of them is not equal to the direction you don't allow (For exemple, going from up to down).

OR

if your game is somewhat "TIck based" (like the original Snake) only allow one direction change per tick. There would be one draw by tick so you couldn't go from up to down without at least going left of right for a tick.


#5008575 how to a add collectables ti my game

Posted by deathwearer on 08 December 2012 - 01:24 PM

How your classes are organized. What is each class responsiblities, what objects it owns, what is its relationship with other classes.

What programming language do you know/use?

Is your game already started? And how far are you?


#5008152 Irrlicht any good?

Posted by deathwearer on 07 December 2012 - 10:13 AM

I can't comment on Irrlicht, but I'v been using Ogre since quit some time already and I like it. It's cross platform and will also support Windows Phone 8/WinRT. Ogre's been around since long enought (I was still at school when I first saw it, I'm 27 years old). I don't know what you need but I'm positive it has everything you might need.

Their tutorial are helpfull but not perfect however. I don't like multi-inheritance and one of their tutorial serie use it a lot. You can use the information provided and do your own architecture quite easily with it so it's not big deal.
The documentation looks complete but it's hard to tell.
Their forum are very active so if you never need help they could probably help you.

If you have a good c++ background and programming in general it shouldn't be a problem to learn to program using Ogre.


#5008119 how to a add collectables ti my game

Posted by deathwearer on 07 December 2012 - 08:19 AM

Hi turkeyremis,

Your question is too general that it's impossible for us to give you a proper answer.
We first need to know what is the language you use, if you need help on the technical implementation.
Also what is your classes layout. If you need help on where and how to store the information.

Your question is very general. Storing/gathering/displaying information in a game can be more than 50% of the code of your game :) Maybe if you could just tell us if you want a general idea, or a specific implementation advice etc.


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