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About Spawn_Kcb

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  1. As a follow up of sorts to my last question I have started to write some basic games in C# before moving onto...well other things.   Like most people tell you start with simple games you know you can finish and shouldn't take to much time.   So, yesterday afternoon I wrote Space Invaders.I should point out I used my own solution instead of googling how it "Should be done". With that in mind two questions arose while I was working on collision detection.   1)I have a collection of "Enemy" objects that I check each iteration of the game loop to make sure the bullet hasn't collided with any of them. However, I just can't shake the feeling that there must be a better way than looping through them all and going "Has the bullet hit this one?".    2)Once the bullet has struck said "Enemy" object it removes it from the collection and the game carries on. How should I handle the "Explosion"? Without having to slow/stop the game while the "Boom" runs.    As I said these might not be valid questions if you where using the proper "Space Invaders" implementation but they way I work I am never going to learn typing in someone else's code...or at least not quickly anyway :-)   Thanks again for the help.   Kevin
  2. Hey All,   I am looking for some advice/help. A lot of advice/help actually. I am commercial application developer with going on five years .NET experience and a degree in software engineering, however I have as yet had little to do with games development outside of a couple of hobby projects.    I am beginning to find my current day job, put simply, unfulfilling and am looking to move into game development. At first as a hobby but with an eye towards changing professional tract down the road.    So I sat down this morning and wrote out a list titled "Sh*t I didn't know!" and then spent the entire day rolling it around in my head and working out how to turn it into a series of (Hopefully simple) questions.   Here goes....   Is there a "Solid" book  or resource on Game Architecture? I am not to fussed on the language but something that talks about the underpinnings and structure of programming games. I learned my craft in C++ and Java but I was wondering about advice on languages? Should it really be all that much of an issue? I would guess that the "Lower level" the language the better performance you are going to get out of it but beyond that what are the main reasons for choosing something like C++ over say Python? Unity (Or other Game Making Tools), on the one hand I am not a big fan of such things and think I could learn far more by coding from scratch but on the other hand why bother reinventing the wheel? Are their any distinct advantages to using such tools or does it just come down to time/personal preference and ability? Is it possible to create "Cross Platform" games? I am guessing as long as the language has a "Virtual Machine" like Java or C# then it would be fine? But something written in C++ is not going to run on an Android tablet without a bit of "Smoke and Mirrors" or a complete re-write in Android. What do you do about persistence?  Are game under pinned by databases or is it some kind of flat file system? A combination of both? Or is it just a case of "Right tool for the job"? I am guessing whatever the answer, this is also true of resources such as images and sounds? Much like question 1, is there a "Solid" book on Graphics Programming theory? Is the move from "Application Developer" to "Game Developer" a side step or a giant leap? I am quick study, know how to program already and enjoy what I do in a high level sense, but I don't really know if the gaps in my knowledge are just to big to be "plugged"? Anyone else made the journey? The final question is more or an abstract one and not one I think can really be answered but I wrote it down on my pad so I am putting it on here/out there. In the broadest possible terms, Is there anything obvious that I am not asking? Or "What do I not know that I don't know?" :-) Finally, can I just apologies to any moderators I have upset by posting stupid questions in the wrong place. Anyone who is reading this again on another website as I am cross posting it and of course the obligatory trolls who just like to get upset about things.   As always thanks for all the help.   Kevin    
  3. Spawn_Kcb

    Couple of questions about JRPG Development

    Thanks for the advice SmkViper. 
  4. Spawn_Kcb

    Creating Enemies

    Hello All, Another design question here. I am creating enemies in my JRPG and have come to another sticking point.   Namely, do you create a single "Enemy" class and then instantiate objects of that type, then load the respective properties from say a flat file or database like "Bestiary";   enum EnemyType{   Orc = 1; Goblin = 2; Skeleton = 3; DireWolf = 4; Zombie = 5 }   Enemy Orc = new Enemy(EnemyType.Orc); Enemy Zombie = new Zombie(iEnemyType.Zombie);   etc.   Or do you create a different sub-class for each type of enemy, and then hard code the properties for that class?   Or is it just a case of personal preference?    I hope that all makes sense and thanks for the help.   Regards   Kevin
  5. Hello All,   Basically, I am commercial .NET programmer who works on large scale commercial database applications, but I enjoy writing games in my spare time. I am working on a JRPG at the moment but have a couple of questions:   1)What do you do about persistence/Saving Games? Do you write the game state to a DB? Serialize your objects? Or even a flat file?    2)When you write a menu class, would it better to have a generic menu class and pass in the various options etc as a collection of strings or do you hard code them in a inherited class like "MainMenu" with Save, Load etc?   I am no doubt sure I will be back to ask more questions later on but for now thanks for any and all answers I get and apologies to any moderators I have upset by posting this in the wrong place.   Kevin
  6. Spawn_Kcb

    Sprite Sheets

    Quick thing,   Where is a good place to get good and FULL set  Sprite Maps?    I would prefer free but if they are of a high enough quality I would be happy to pay for them.   Basically I am working on a 2d Turn Based/JRPG but a lot less manga and a lot more Dungeons and Dragons.   My code is coming along nicely but I  "have all the artistic talent of a cluster of colourblind hedgehogs... in a bag"    I would ideally be looking for Textures/Scenery/Background, Monsters and some player character sprites.   Can you contact artists looking to have custom sprite sheets made up? (For money.) or is there a site where you can get "Off the shelf" sets as it where.   I have a bit of a Google but nothing is grabbing me.   Thanks for the help and apologies if I am being a full.   Kevin
  7. Hello All, This is going to sound like a REALLY strange post but....   I am a professional C#/VB .NET developer, working with both desktop and web applications, who is looking to brush on up on his Java skills by writing an RPG.   Now I have had a look around, read some tutorials etc. and it all seems fairly straight forward (Building player objects, state machines, basic game loop logic etc.) however, is there somewhere I could look for a GOOD explanation of the big black box that is GRAPHICS.    In my day job I don't really use graphics as such, or if I do they are simply static images for decorative purposes, so I have never really given it much thought. We where never taught about them in any real fashion at University either.   Basically at the moment I have a state machine machine with the various game state classes etc all ready to start testing and building up. I have a JFrame and a extended JPanel to draw on....but I have no idea how I join A to B.   As I said this may sound strange but I am just stumped. This doesn't have to a beginners level tutorial or anything just one with good code samples that show the principles behind the process.   Thanks for the help and apologies if I have put this in the wrong place.   Kevin
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