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Viscis

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About Viscis

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  1. Pointers are a man's best friend. Pointers and cake.
  2. My brain just took about 10 minutes to boot up. Glanced at clock 8:10, idle, looked again 8:20... #codealicious
  3. BBC news - 1 in 6 phones have faeces on them, dear god people wash your hands. #gross
  4. Woo! Fixed intellisense, I can now see basic errors in my code! #overjoyed
  5. Very tentative preview of one of our projects. http://t.co/8VTZJ1Hd Please reply with #pastebin console dumps when it crashes. Enjoy
  6. "Minecraft isn't just a game, its outgrown that, its a genre which other games can follow in." Para DIYGamer @notch http://t.co/KLxrHLdr
  7. I just used the #continue statement for the first time. Never needed it before... #epiccodetime #epicmealtime #epiccoketime
  8. Facebook is scary. Even if you manage to find the perma delete account page - you have to wait 14 days... just in case you change your mind!
  9. I dislike the weekend. Nobody seems to get any work done. #lazy
  10. I'm already doing this, I pass in any Item or subclass of Item. The code then needs to copy the item or make a new item based on the items subclass constructor. private int Create(Item item, int quantity) throws InventoryFullException { if(inventoryList.size() < noSlots) { switch(item.getType()) { case empty: inventoryList.add(new Item(Item.ItemType.empty, quantity)); break; case demoItem: inventoryList.add(new Item(Item.ItemType.demoItem, quantity)); break; default: System.out.println("Please define a create case for new item: " + item.getType().toString() + "."); break; } if(quantity > item.getStackSize()) { return item.getStackSize() - quantity; } else { return 0; } } else { return quantity; } }
  11. I have: switch(item.getType()) { case empty: inventoryList.add(new Item(Item.ItemType.empty, quantity)); break; case demoItem: inventoryList.add(new DemoItem(Item.ItemType.demoItem, quantity)); break; case demoItem2: inventoryList.add(new DemoItem2(Item.ItemType.demoItem, quantity)); break; default: System.out.println("Please define a create case for new item: " + item.getType().toString() + "."); break; } Every time I extend my class item I have to add another case for that particular item type. How can I do this more recursively? I've looked at the clone() and .getClass().getConstructor methods but can't seem to get the syntax quite right.
  12. Recorded myself #coding for a little bit. http://t.co/aBZN7JCB
  13. Viscis

    Making a runnable jar with slick 2d and lwjgl

    Trying opening the .jar you've created with a program like winrar and check that the library is there?
  14. Viscis

    Beginning Game Programming

    I learnt by continuously setting myself a game problem (or trying to make a copies of different games) and figuring out solutions. So start with: - How can I load an image into my game and display it on the screen. Then try: - How can I move my image around, using arrow keys. Then try: - How can I make my image not go of the sides of the screens. Then try: - How can I make my image jump when I press space, but then return to the floor. (Also how do I define "floor") Once you've gotten bored of this, design a simple 2D game - like a tower defence or basic puzzle game. Then try and make it... you'll encounter all sorts of things which will improve your programming and understanding of how games work.
  15. This is a question you need to put to your programmer. For 2D games I mostly use transparent .png files (because you can layer things on top of one another) however there are other options. But your art format is really dependant on what engine/language/programmer you are using. As far as art is concerned, there are many places to try: - TigSource Artists - Pixelation - Index - http://www.pixeljoint.com/ - Game Artist Forums Are just a few. The most import things you need to decide immediately are size based. How big is your game? How big are your sprites? Artists need this information in order to judge how much work is involved in a piece. As far as style goes; each artist is individual but most prefer a particular style. Its up to you at the end of the day to decide how you want the game to look (and sketching is a great way to communicate this to artists). However you may want to produce some art yourself - paint is fine but there are lots of free programs with a little more utility, like gimp or paint.net Try discussing with your programmer what file types they need and giving him some placeholder art so he can get started, whilst you search for an artist.
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