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deskoft

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About deskoft

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  1. deskoft

    [Q]Making a text-based RPG Game

    I have been trying c++ for some time, I don't know if my knowledge is ready. I have also been hearing C++ is not a good language to make a text-based adventure / RPG. I'm actually intrested in going more into text-based adventures, I was trying to install ncurses, I would like to know if there are tutorials on how to install it in Visual C++ Express 2010, I have searched in google but I didn't had any luck. Kind Regards, matthew
  2. I've been having the idea of a text-based RPG, with this project I want to start developing GUI's, a game, where the message appears in the screen, and there's a small input line, fullscreen. I was wondering how to do this, with a library, I'm new to installing libraries, so I would appreciate help, also what's the best language to do this?
  3. deskoft

    Saving Stats

    The term "encryption" means to protect data. Be aware that any encryption you may apply can be cracked by somebody. If knowing the decrypted data is it worth, then somebody will hack it. The only thing you can do is to keep away the average Joe. For this purpose just saving the data in binary form already helps. Saving a varying amount (e.g. more data when the game progresses), using a varying order for blocks of data, and interspersing some arbitrary and some random data may help. However, generally I would not invest too much effort into such an undertaking until there is a good reason. If someone wants to spoil the own party ... let him/her go. Just my 2 Cents. [/quote] Thanks for your answer, it has made me think about it. I am recieving some errors inside my code, I made the two functions Load and Save in the class "PLAYER". 1>------ Build started: Project: Medieval Life, Configuration: Debug Win32 ------ 1> PlayerHouse.cpp 1> Generating Code... 1>c:\archivos de programa\lawedan computer, inc\medieval life\medieval life\player.h(64): warning C4715: 'PLAYER::SavePlayer' : not all control paths return a value 1> Compiling... 1> main.cpp 1> Generating Code... 1>c:\archivos de programa\lawedan computer, inc\medieval life\medieval life\player.h(64): warning C4715: 'PLAYER::SavePlayer' : not all control paths return a value 1>PlayerHouse.obj : error LNK2005: "public: void __thiscall PLAYER::SetHealth(int)" (?SetHealth@PLAYER@@QAEXH@Z) already defined in main.obj 1>PlayerHouse.obj : error LNK2005: "public: int __thiscall PLAYER::GetHealth(void)" (?GetHealth@PLAYER@@QAEHXZ) already defined in main.obj 1>PlayerHouse.obj : error LNK2005: "public: void __thiscall PLAYER::SetMoney(int)" (?SetMoney@PLAYER@@QAEXH@Z) already defined in main.obj 1>PlayerHouse.obj : error LNK2005: "public: int __thiscall PLAYER::GetMoney(void)" (?GetMoney@PLAYER@@QAEHXZ) already defined in main.obj 1>PlayerHouse.obj : error LNK2005: "public: void __thiscall PLAYER::SetAge(int)" (?SetAge@PLAYER@@QAEXH@Z) already defined in main.obj 1>PlayerHouse.obj : error LNK2005: "public: int __thiscall PLAYER::GetAge(void)" (?GetAge@PLAYER@@QAEHXZ) already defined in main.obj 1>PlayerHouse.obj : error LNK2005: "public: bool __thiscall PLAYER::SavePlayer(void)" (?SavePlayer@PLAYER@@QAE_NXZ) already defined in main.obj 1>PlayerHouse.obj : error LNK2005: "public: bool __thiscall PLAYER::LoadPlayer(void)" (?LoadPlayer@PLAYER@@QAE_NXZ) already defined in main.obj 1>PlayerHouse.obj : error LNK2005: "void __cdecl Wait(void)" (?Wait@@YAXXZ) already defined in main.obj 1>PlayerHouse.obj : error LNK2005: "void __cdecl ClearScreen(void)" (?ClearScreen@@YAXXZ) already defined in main.obj 1>PlayerHouse.obj : error LNK2005: "public: int __thiscall CHEST::GetChestMoney(void)" (?GetChestMoney@CHEST@@QAEHXZ) already defined in main.obj 1>PlayerHouse.obj : error LNK2005: "char * password" (?password@@3PADA) already defined in main.obj 1>PlayerHouse.obj : error LNK2005: "int option" (?option@@3HA) already defined in main.obj 1>C:\Archivos de programa\Lawedan Computer, Inc\Medieval Life\Debug\Medieval Life.exe : fatal error LNK1169: one or more multiply defined symbols found ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
  4. deskoft

    Saving Stats

    Agreed, There is no problem with writing over your current save of stats. You can also use a hacky method if you want and update pipelines. EX: |stat1|stat2|stat3| Using this method would allow you to drop information into buckets if you want. I would reccomend though finding a way to secure it more should you choose to release the game for public use mainly to stop people from tampering with the data, and possible causing your engine to stop working because a stat pipeline doesn't work. -Mayple [/quote] Thanks for your responses, and again, sorry for my low skills I do have a gap in C++ when I tried to learn, anyways, after doing some investigation I figured out that making a Save() and Load() function, and write the variables on the Load, and Save the variables in the Save() does the job, but is there any encoding possibility to avoid "hacking" the stats?
  5. deskoft

    Saving Stats

    Hello Gamedev.net, well, I'm trying to start a text-based game, and yes, i'm a begginer in C++, I have experience in PAWN, LUA and AutoIT. I want to save the stats of the player, it can be in a .txt file, in a .ini file, or any other type of file. I've seen this, but it will re-write the file, any suggestions on a efficient system for saving .txt (or a library for saving ini files, I don't have experience in installing libraries, but I would love to start doing so).
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