• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.

dtkaos

Members
  • Content count

    14
  • Joined

  • Last visited

Community Reputation

123 Neutral

About dtkaos

  • Rank
    Member

Personal Information

  • Location
    United States of America
  1.      Well if your assumptions are correct, you have technically already found the bug, but haven't found the cause or fix. I do not understand why debugging through this problem would require so many steps. So you should be able to attach a break point at certain locations so you don't have to walk through so much boil plate code. You may want to consider your tools as part of the issue as well.         I don't think video games is the place for theoires and abstract algorithms unless it is your hobby. On a professional level I believe this idea would be scrapped for something more sound and realistic to bring in revenue.         I believe you would have to click "400x800x5(1,600,00) times or more". You would most likely miss this issue the first time you debug this. Debugging isn't about locating the issue the first time but reproducing the issue then fixing which usually takes more than one try.         I imagine they do, but why would you want to do that? Programming isn't about being abstract... excepting the OOP sense of abstract. Software either it be video games, web severs, or mobile apps  should be easy to read, perform well, and be scalable. Coming up with an abstract concept and putting it into simple development steps, well that is probably as close as your going to get.         I wouldn't compare your skills to 5-10 programmers for many reasons. I don't think you understand how big a project a team of ten developers can create.
  2.   static inline int findToken(const int firstIndexInclusive, const int lastIndexExclusive, const std::string string, const std::string oneOfChars) { unsigned long stringLength = string.length(); if(firstIndexInclusive < 0){ return -1; } if(lastIndexExclusive > stringLength){ return -l; } if((lastIndexExclusive < firstIndexInclusive){ return -1; } //searching for occurence of any of the 'oneOfChars' here return 0; } I don't program too much in C++, but I believe your code is decently readable. I  would do something like what I did above as your conditional statement was the most difficult piece of code to read. Since you used a bunch of "OR" operations within the conditional I believe you could break that into separate statements for better readability.   I am not entirely sure why you return -1 and 0 but my assumption would be for true/false. If that is the case couldn't you return a Boolean value instead?   Also, you could look at other source code for inspiration... Program into your language not in your language. Just a thought.   http://docs.oracle.com/javase/7/docs/api/java/util/StringTokenizer.html
  3. System.out.println("Hello Istranion");   Welcome fellow Java developer.
  4. I don't know anything about Joint2D or really anything about the Unity. It has been sometime since I have worked Unity with when my skills were much more amateur.   But from looking at this: http://docs.unity3d.com/ScriptReference/Joint2D.html   It's maybe that the features you are looking for are not within this API, which means you would have to code these yourself unless you are able to work with what you are provided to get it to work. I believe the first part of the tutorial is great for a new programmer or getting aquinted with the Unity software, but I believe you may need to step down a bit, and understand classes and objects a little more so you can added theses specific features yourself.   I know is not what you probably want to hear, but I am just being honest.
  5.   http://www.amazon.com/The-Atheists-Bible-Illustrious-Collection/dp/0061349151   A programming language is a programming language to me, I just happen to use a lot of java for work and Android Apps. I like the saying "program into your language, not in your language."   I don't know any game engines written in Java, but Java is unique in the sense it can run on any platform becuase of its JVM. However, that wouldn't produce the best results for a game engine in certain aspects. But look at Minecraft... it was written in Java and it has done well.
  6. I don't believe what you did was wrong, evil or egotistical. I believe you found a solution that needs to be refactored and while discovering complexity within your code.   I would refactor and keep it stupid simple (of course make sure you have comments for the code that doesn't speak for itself).
  7. Thank you!   @Code Fox - Woot! Fellow Java Dev!
  8. C# is much different than HTML. Pretty much all the languages mentioned here are different than HTML.   It will take awhile until you get a feel for the IDE (Visual Studio) but once you do you will continue to find new tricks and short-cuts especially when your projects grow in size.   Feel free to PM with any questions, and hopefully I will be able to help.
  9. I just wanted to say Hello,   I started this account several years ago when I first started programming and was in college for my associates degree for computer programmer. Fast forward several years and I have graduated from college with my associates in computer programming and have been a professional software developer for 2 years for a web based company.   My goals are to become a Game Programmer or Game Designer in the near future (10 years time frame haha). I want to be able to help people who are interested in programming and increase my knowledge in game programming / design. My primary programming language is Java. I also have experiance with C#, C++, JavaScript.   I just wanted to say "hello" and hopefully start learning a little more about the game development.
  10. I would recommend the Microsoft's Visual Studio for C#. I would also recommend learning the languages structure and syntax as it is key for programming. After you have master those really well I would recommend learning Object Oriented Design as this will be key for controlling your program as it grows.   I know this sounds like a lot of information... the truth of it is... it is a lot of information but that is alright :)   https://www.visualstudio.com/   Pros to Visual Studio:     1. C# is Microsofts language, so it probably good pratice to use their editor.     2. It also supports C++ and other languages, which you might be interested in later.     3. It is widely used so information and support is everywhere.     4. Commonly used in Software Development companies so you can add it you resume.   Start small, and don't burn yourself out. If it feels like to big of a project, it most likely is and you should scale it down then add later.   I hope this helps, let me know if you need anymore information about programmer :D
  11.   That's awesome! I use java and the first thing in my mind is a string to lowercase(or uppercase) then thake that string to to char array would solved have that problem.   My very first code was c# to back in 2004? I was like 14 and I only messed around with c# for 2 weeks but it was  a series of dialogbox not in a loop. I literally copy and pasted that many lines of code and I tought it was haularious to have people click the first one thinking it would go away.
  12. My first question is do you have any type of collision in place at the moment? If so, let take a look at the code; if not I would google some collision detection basics. Easiest way to make the objects repel is to multiply their velocity by -1 so it reverses the direction.    I think some code example will help determine more of what is going on.
  13. Tip for your code. Within the switch call methods/functions instead of having the code display there. It will clean it up nice!  If you notice you are repeating yourself... create a method becuase the further you get the more the code blurs together. If you need to change a value... you are going to have to change it 9 times ... I know you don't want to do that. :)   Also for the switch statments, use a variable name that has some meaning so when you go back to look at it  say something meaningful like private static final int DOWN = 0; private static final int UP = 1; switch(DIRECTION){ case DOWN: moveDown(); break; case UP: moveUp(); break; default: System.out.println("Doing something in default, Always good pratice to have a default"); break; } private void moveDown(){ // move that code from the switch statement here } private void moveUp(){ //move that code from the switch statement here } However, My first game code was pretty rubish. While yours is nice a neat I do belever everything I wrote was declared public and condensed to one file haha. Felt like a lot of code at the time but I believe it was only 50 -100 lines and I have work projects that spread thousands of line that are easier to read then it was. haha