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About Sutayh

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  1. Designing a "quest" system for top down 2d rpg

    In your unit class, I would probably have it send a message to your quest engine every time something dies that includes the type of the deceased unit.  The quest engine could then iterate through the QuestKillUnits until it found a match for the type of unit and increment the count by one.  Your QuestKillUnits class needs a variable to hold how many units have been killed.  When that variable is updated, it can send a message to your screen showing something like, "killed 5/6 werewolves".
  2. Just throwing my hat in the ring, though it's not the shortest: #include<iostream> #include<sstream> using namespace std; string m="o more",v=" bottle",t=" of beer",s=" on the wall"; string a(int n,int c=0) { stringstream b; b << n; return (n?b.str():(c?"N":"n")+m)+(n==1?v:v+"s"); } int main() { for(int l=99;l>-1;--l) { cout << a(l,1)+t+s+", "+a(l)+t+".\n"+(l?"Take one down and pass it around, ":"Go to the store and buy some more, ")+(a(l?l-1:99))+t+s+".\n\n"; } }  370 characters, 332 without "any" whitespace.
  3. I started with all of the old NES games I couldn't beat or always wanted to play recently, too. I must be one of the few people who had no problems with the water level in TMNT. Aside from Battletoads, already mentioned, my NES gaming kryptonite was Ghosts and Goblins. Wow did that game suck. It was one of those where you'd finally get all the way to the end(still haven't done it without either save states or level select) and you'd get the "our princess is in another castle" deal. It was totally a game that was difficult for the sake of being difficult.
  4. Short attention span + programming = not good

    The #1 thing to do to stay focused is write a to-do list. At least when you're getting bored of doing something it makes it easier to go back into it later. It prevents phrases uttered like: "What the hell was I on a month ago?" #2 helps #1 out. ALWAYS DOCUMENT YOUR CODE! Sure it's tedious and you may never look at this lame swapxy function again. case you need to make sure what you've done is working or is causing problems with your new function after you haven't looked at code in forever, there you go. It's tough to stay focused, especially when you have 8 billion behind-the-scenes engine things to do that don't really have a good way to show you the results of your labor until later. It wouldn't hurt to write a little debug insert that outputs things to a text file. Timestamps are great for optimizing. Really, just anything that says: "This function works...I'm awesome" will keep you interested longer. Remember, the more you document what you're trying to accomplish the easier it will be to keep interest.
  5. I'll second the VisualSVN. I use TortoiseSVN with it. Awesome combo and easy to set up.
  6. OpenGL is dying? No! Windows is dying!!

    The mojave experiment is lame. They probably use a $3,000 laptop to have them try Vista on. Sure, it'll run with 4gigs of ram for things most users do. Ever try to change permissions and crap? POS Our XP at work is flawless for what we do. Our Vista is slow and incompatible with half of our devices(at least without screwing stuff up).
  7. combining an rpg with a tbs wargame

    You should really check out the Advance Wars games for the GBA/DS/GameCube. They have an interesting take on handling this kind of stuff.