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About BrokenKingpin

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  1. Black on white or white on black?

      Have you had issues with eye stain in the past? If not, you are thinking about this shit too hard.
  2.   technically, OOP is not required for implementation of a C-E system.     That is true, but it helps.      I think the argument was more against deep inheritance trees, not OOP entirety. It is probably still a good idea to implement you C-E system with objects, but you are avoiding deep inheritance in favour of aggregation.   As other people have said, do whatever works best for your game. For me, the entity systems reduces the complexity and dependencies the entities have on each other.
  3. FredyC, maybe I am reading your post wrong, but your entities should not share the same instance of your components. If the property of component changes at run-time, it it would change for all the entities that have a reference to it, would probably would not be desired in most games.   For the example you gave where you want to change the stats of an item, that would just be changing the stat in code or config, and anyone who creates an instance of that item would have the new stat. Unless you want to change that stat at runtime, but again this would not be the way to handle that. ----   For the me the component entity model makes things easier because you have systems that manage the relationships between entities, and the world. The components themselves are just a set of properties, and all the logic an interactions are managed in the systems. When all the logic is contained in the entities themselves, then it gets tricky as they need references to the map and the rest of the world to handle all the interactions.
  4. What about Java... you can use the SWING GUI components in your UI.
  5. Programming -The Game

    That does not sound like fun. The fun in programming is the problem solving, etc... not getting points for typing something properly. I must be missing something.
  6. I Have a Game Idea!

    Good article. I do find it irritating that every gamer seems to think that they can make their own game, with no programming or technical skills. At least if you have a background in programming you can prototype a game and stub in crappy art and music. Just coming with an idea for a game is useless, because everyone has those, but at least programmers can do something about it.   This seems to be one of the few industries with this type of problem. Just because I can drive a car does not mean I can just go design and create one with absolutely no training or education in those fields.
  7. C#, Java, Post-PC, Mobile, need pro Advices

    Decide what project or game you want to develop, and what platforms you intend to target, and then pick the language that best suites you needs. You could go either way and will most likely be okay as both languages will get the job done. For the most part the skills you learn will be transferable... the language itself is just a tool to get the job done.
  8. Text Based Game Layout

    I have played a few text based roguelike games in my day (nethack, etc.), and they are quite fun. I have also played a few that have some pretty cool uses of ascii graphics.   I did start to create my own roguelike with simple ascii graphics. I have to say it was nice not to have to worry about creating graphics. The idea of a text based MMO sounds pretty cool.   I would look into some of the existing roguelike games out there... you will be surprised at what you can represent with ascii graphics (different terrain, water, obsticles, enemies, etc.).
  9. If you are such a hard core developer, then do the initial programming yourself, and you only need to find some artists.   You could also work on a smaller budget title and sell that to get some recognition before spending all your money on one huge game that could end up failing. For example if you start with a 2D game you would just have to get one 2d artist, and you could do the programming.
  10. OpenGL is a perfectly good way to go, and is cross platform. A lot of game engines use OpenGL, so there is no technical limit they they could not release for Linux/Unix systems, they just don't spend the time to support the platform.   You could also use an existing cross platform game engine. To be honest, it is more about learning good game design practices than a specific API. You can always learn a new API and apply those same principals you learned.
  11. Pick a language that makes the most sense for the game you are designing and learn that. Using two languages for central components is just dumb. I can see using different language for some scripting or web based components, but otherwise it will be way easier if you both use the same language. To me it sounds like you should spend more time learning the basics of programming before working on something as complex as a game. If you really do understand the fundamentals of programming picking up Java should be fairly easy, at least for the basic stuff to get you going on your project. I would personally recommend moving to something like C# or java anyways, as they are far more popular than Blitz Plus.
  12. Garbage Collector?

    Either use smart pointers, or use a language like C# or Java that has built in garbage collection. Bolting a GC into C++ just seems dumb... defeats the purpose of c++.
  13. Should you support Linux?

    Linux users are completely willing to buy good commercial games. Take a look at the Humble Indie Bundles... Linux users consistently pay more for the bundle. The numbers are not as high as Windows, but enough to justify releasing it for the platform. And as others have said, Valve is now going to support Linux... so that is a good sign that there are Linux users willing to pay for games.
  14. Either way is fine, it just depends on how you go about the re-factoring Sometimes it is nice to create a new file so you can keep the old one open for reference. If you decide to just rewrite the file without creating a new one just make sure you have a backup (if you are using a version control system you are good to go).