Jump to content
  • Advertisement


  • Content Count

  • Joined

  • Last visited

Community Reputation

99 Neutral

About CesarLopez

  • Rank
  1. I have just tried to open a soap serialized file created in a visual studios environment on my android app, and I am getting errors. I am using a SOAP serializer in Visual studios, and deserializing using the standard java serialize library. Is this the correct way to go about this?
  2. I have also questioned the whole no void function positions. It is simply better practice to return a value. There are 2 major reasons why. 1. If a function returns no value, chances are you dont really need that function. Secondly, always returning a value act a layer of error checking. If you dont want a function to return an object, it is good practice to make it return a bool or int for error checking purposes. Nothing is particularly wrong with void functions, sometimes it is the correct choice. One thing I like to do is have my catch statement return a negative value to identify where my code went wrong, return 1, and true if the function exited gracefully.
  3. I believe 3Ds max, allows you to export models to XNA format. So yes you can use models created in 3DS Max in your XNA games, there are many tutorials. good luck
  4. For a game I helped out with bullets were objects with real XYZ position, pathing nodes, and collision trigger events, independent of the gun or player that fired it. However, im sure there are as many ways of handling bullets as there are first person shooters.
  5. CesarLopez

    giving the game some 'structure'

    This is a common mistake I see most new people make, it has to do with the way a lot of people think while program their games. Sounds to me like you used a bottom up approach of programing, when you really need to think in a top down paradigm when making games. How your game sends and receive messages, and triggers events is one of the first things you think about in ANY program, it is not supposed to be treated as an after thought after the game-play is done. To answer your question, the way to give a game some structure is to know that structure before ever writing a single line of code. to give you an analogy, its like you are building a skyscraper with no blueprints. That being said, there should be an object that checks the player for certain events,for example every time the player get hit, check if the player has died, if true trigger message(you died). player.HasBeenHit()// run this where you check if a player has been hit class player { Public bool HasBeenHit() { (if liveLeft > 0) { //after you been hit, if you stil have lives left //any code you want here } else { //when lives equal to or less than 0 framework.SendMessage.(PlayerHasDied); } } } gLhf
  6. Your code would more robust if you had a 2D vector holding your (x,y) coordinates.The way-point system of moving objects around is great, however on its own it suffers from 2 major limitation. Without proper collision checking the object can and will move through walls. Also, even with collision checking if a way point draws a path through a wall, the object will never reach its destination, collision checking will keep it at the wall and it will never reach the next way point. What you need is A* Pathing algorithm to set intermediate way-points for you dynamically. Its a bit too much to explain here so I will link you, You already have half the work done because A*uses a way-point system. http://www.policyalmanac.org/games/aStarTutorial.htm gLhf
  7. CesarLopez

    Advice on a place to start with development

    It is very important to have a vision of the end product of your project before you even begin. If you have not answer these questions you should not be writing code yet. 1. Will this game be 2D or 3D? 2. What platform will you be targeting? 3.What technologies are you going to use? 4.Do you intent to publish your work? 5.Will you be hard-coding your levels or using a level editor? In my opinion things like development environment and programming languages are secondary to these questions when developing games. 1. Fairly straight forward 2D and 3D games are quite different, you would not want to start writing code to load and render 3D objects for a 2D game (well in some cases you might). 2. Who are you targeting? android? PC? IOS? If you want to program for the android perhaps direct-X is not the way to go. 3. Once you have question 1 and 2 answered, question becomes 3 becomes simple. Do you want to use unreal engine? XNA? OGRE? OSLIB? AndEngine? will you use a third party map editor? 4. Do you intend to publish? if you are then it is not a good idea to to use art, and sounds that are not your own. 5. Will your levels be hard coded? or will you use a kind of game editor? If you are going to use an editor I suggest starting there, with proper programing techniques you should be able to reuse most of your code for the game engine. I hope it helped take care!
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!