BennettSteele

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About BennettSteele

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  1. A GUI Makefile manager

    It would be insane to actually maintain the whole file. General parts of it though, like rules or commands could be taken as 'Name:Value' or input fields in the GUI. Adding files or dependencies would be mostly GUI, allowing you to select files or directories.
  2. A GUI Makefile manager

    As in that, I meant you could run 'make' and build your application without needing to use my application.
  3. A GUI Makefile manager

      The program would use the first makefile (supposedly the master makefile) as its base. It would also follow the specifications for a makefile, so anyone who used the GUI could still edit it from a text editor.         That is near what I'm thinking of, except that you need cmake to use it's files.
  4. A GUI Makefile manager

      What I was thinking of was a standalone application - perhaps someone uses a strange text editor that does just that: edits text. If someone needed to build a large application with their favorite text editor, they would be at a loss.    How I imagine it is that someone could use this tool regardless of what else they were using, so that the efficiency of an IDE compiler is not attached to a separate utility.
  5. So from learning about makefiles, it seems that large projects have a large difficulty dealing with managing makefiles. It may not be an original idea, but its something that should likely be addressed.   Even though makefiles are supposedly made to be easy, I'm sure there are people out there who would rather use a GUI to manage tens of hundreds of files in a minute or two rather than spending the day sorting and managing makefiles.   So the concept is simple, and so is the implementation. If there is anyone out there who also thinks one should be made, please comment.   PS: Also if there is such a program, feel free to post it.
  6. Oh my glorious code!

    When I was 14 (Now 16, so not much of a stretch) I started out in as much as I could get myself into. Here is my first working and presentable code:   http://www.youtube.com/watch?v=98IW5IZNcfw
  7. Got an honorable mention at a programming competition. Wrote a puzzle/dungeon/rpg game in 24 hours!
  8. For a school assignment (a simple one, which is why) I added something similar. Of course it was not as good at creating dungeons, it had a similar idea of creating random rooms first then connecting them. Yours is a lot better in the fact that you use some very simple and effective algorithms to achieve a nice balance of distance and size of rooms. Your hallways (or what connects the rooms) are also a lot better, since mine were only straight lines. I also like the fact that there are no flaws, like mine could spawn you into a room with nowhere to go to.    I'll also check out your game, as it seems pretty well thought out.   Happy coding!
  9. Where to begin on first game

    Except that games like Pong teach you the basic mechanics of making anything. If you start deep into coding a massive game, you will be making mistakes that you would have made with Pong. This means every mistake you made will have to be fixed later, taking up more time since the code will all be dependent on what you base it off of. If you want to start making a game, you should start simple or at least make your code modular so that if you need to fix any major mistakes, it will take less time to fix the rest of the game.   In my experience, of course. I dove right into it and always had to rewrite what I wrote before, which took more time than if I started simple.
  10. What I decided to do is for any part of my game that is platform dependent ( like XP vs Windows 7 ) I create an interface. This way I can test at the beginning to see what is needed. If something is not supported, I use the interface aimed at older techniques. If it is supported, I use the interface made towards new features. It is really helpful for graphics, like if shaders are/aren't supported, or anything else. It is also easy to add in different implementations while still being able to run it on different computers.
  11. Protect against movement cheating

    When I implement some kind of cheating checking, I would look to see how far the player moves in an amount of time. Maybe distance/time, and if the value is greater than slightly faster than the max, then they are moving too fast. Or you could send in a packet what the player pushed and let the server handle it, which could greatly reduce cheating more than a distance/time ratio.
  12. Cats in Video Games?

    I was just about to add cats as companions to my game, as I have 3 and they are wonderful to have around.   Hope to see some new cat games! :3
  13. If that's your whole defense of the bible Shawn Taylor, Bernard, Alan, Trinton, Kevin, Chase, Maggie Victor and Taylor, you're all idiots. Calling people names only makes you and everything you believe in look childish and stupid. if the bible is true, then you have nothing to fear from rational debate. Lose the attitude, you're making the rest of the Christians look bad.
  14. Useful hosting programs (Like Hamachi)

    Thanks. I will try the ACL method because I want to start by hosting the game on my computer first. It will take a little testing but hopefully it will work out. I also hope I can release a playable version of my game soon, as I know it will be fun to play with other people.