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My tutorial series: #2 is up.

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Da Kliky to meh site! My first tutorial was on state based programming. I got some good feedback on that one. This one is a little more simple, but I still think that people could benifit from it. I''ll take requests too, if you think this one is any good. I try to avoid topics that deal specifically with API''s, but I was planning on making the next one deal with resource managment. Anyways, tell me what you think.

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I''ll respond because I don''t like to see help and support go unnoticed. I took a quick gander through both the tutorials and saw them as quite usefull. I''m sure someone will welcome them.

I reckon the lack of responses is due, in part, to the bland and uninteresting style of your site. Add some pizzazz to it. I don''t mean crap animated gifs, hideous fonts and garish colours. Just something to inspire the reader a little more.

Anyway, keep up the work and don''t let the lack of response stop you creating tutorials.

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I can also say that I''ve given your tutorials a glance, and I''m sure someone will find it useful. I''s always nice to see people producing tutorials.

I would also suggest refining your page look a bit, and I''m sure you will get more visitors.
- F

-victory is mine.

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For some reason whenever you type code it''s red, and much much smaller. It should be the size of the rest of the text and in a more pleasent color than red, prolly some variance of grey.

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I agree with the above, the tutorials themselves look to be fairly good, but the site is quite plain, and the code is difficult to read due to being smaller and red. Although the plain look of the site could be improved, it isnt something you need to do. The style of your code however, could definately use improvement, as the smaller text size and choice of the colour red make it actually rather difficult to read.

Some other potential ways you could clearly show which sections are code include:
-Seperate code from tutorial text using horizontal rules (hr tags) above and below the code text.
-Place a slightly different coloured background (such as a light gray) behind the code sections.
-IFrames (although I wouldnt really recommend this one).

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Thanks for the replies!
OK, I will change the code format, I looked at it on another computer today, and it is damned hard to read. That will get fixed.

Did anybody like the printer friendly version feature?

I will definitly work on the site layout. This is just a quikie frontpage experiement.

Anybody have some more Ideas for tutorials, otherwise the next one will be titled...

"The right triangle is your friend..." covering everything you can do with a simple triangle. sin, cos, distance...

Again, thanks!

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Actually, it didnt occur to me to look at your printer friendly version the first time I visited the site, since I didnt want to print your tutorials, but its definately a nice feature to have, and it seems to do its job nicely now that I''ve actually looked at it.

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I finally took a glance at your tutorials as well. If you would have created them about 3 years earlier, I''d have been really really really REALLY very grateful .
Seriously, I bet someone can make good use of your tutorials. If you change the layout (already mentioned in previous posts, so I won''t repeat it here), there''s nothing left to improve. Also, the "printer-friendly" version is extremely useful, I always like that, since I prefer to print articles.

Nice work, just go on like that!

The triangle thingie sounds nice, I''m sure there''s demand ''round here...



Indeterminatus

--si tacuisses, philosophus mansisses--

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I can see this tutorial being useful to people who are new to game development, and resource management in particular. I''ve seen a lot of questions on the boards about "how do I store all the things that go in a game"...

However, I strongly disagree with this statement: "Because a monster is so different from a bullet, or a shield pack, I highly recommend against having a common interface for game objects."

At a glance this makes sense, but you''re painting yourself into a corner. What if, later on in the development, you decide that a bullet should be able to interact with a shield pack too, not just the monster? Now you''ll have two kinds of things to look at for collisions, and it becomes a nasty hack as your game becomes more complex.

A better idea is to have a base entity class that contains all the common parameters like location, velocity, size, whether it''s solid or not etc. All entities are derived from this base class, with their unique parameters (the things that make a monster different from a bullet) added. Any entity can then physically interact with any other entity, while their reaction to that interaction depends on what they are. What''s more, the same bit of code that moves the player will also move the bullets and monsters. Ideally you''d then only need to change that one part to plug your game into a physics engine of your choice...

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I see some reason to your logic, Fingers_. I am working on a clone of missile command, and too many of the objects have similiarities to ignore. I do like your idea for a base entity class, if only for working with physics. But for the tutorial, I will have to stand with my point of view. If I were to incorperate that into the tutorial, it could have easily doubled in size. At the bottom I believe that I told the reader to go ahead and do a base class if they feel comfortable.

To everybody:
Other than the damned red text, what other changes do you specifically reccomend? I have a 20 meg limmit, and I want it simple for quick load times.

thanks

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I see you''ve made some changes to your code-text now, and it looks much better. Some things you may want to keep in mind are:
*subheadings (only really if you do any longer tutorials, the current ones dont really need it).
*glossary (some people find these helpful, but its not a neccesity).
*references (if you use any in the writing, sometimes it helps people to understand more if they can read these).
*further-reading links (not a neccesity, but nice to have).

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updated the site again. I made it even more simpiler. There are some issues with the internal hyperlinks, but that will get worked out eventualy. I have decided that my next tutorial will be an introduction to pointers and how to use them.

Why did I make my site so simple? Content should be the main atraction, not purty graphics. Plus, I have a heart for anybody still using Dial up. I will fix the links when I put up the next tutorial.

peace!

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I like the simplicity - the focus on content is a good idea, as is the decreased loading-time for dialup users.

One thing... your table seems to be only using up part of the screen (presumably for readibility 800x600 resolution screens). While this readibility is good, it means that extra space on the right is going to waste on higher resolutions. By using percentage values, you can have the table cells stretch out to use up all avaliable space. Note that you could still use a fixed value for the navigation bar on the left, so that only the main content is resized.

Once again, this isnt actually something necessary, but it might help increase readibility on higher resolution monitors.

Oh, and if you want, you could consider using an externally referenced Cascading Style Sheet for your site. This would allow you to have nice formatting (still nice and simple), without a performance hit, and loaded only once for your whole site (56k friendly ), as well as to help maintain a nice consistent look throughout the site as you add more pages. You can make changes to a CSS file linked in this way and update the look of the entire site from one place, and you wouldnt have to put so much formatting information within the document itself (WHOO!! less coding ). A decent CSS tutorial can be found here, and CSS doesnt take very long at all to learn and implement, and can save you plenty of time in the long run as your site expands. [/CSS plug]
(heh, and I''m not saying you must use CSS, or even should, just presenting it as an option (but trust me its a pretty good one )).

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