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Daniel_Whisper

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  1. New article, moving on about data structures. Trees and balancing! http://videogamestale.blogspot.com.es/2012/09/data-structures-tree-balancing-headaches.html
  2. Quickest way is to addChild() when you want to add the scene to the stage (remember to set the coords!), and removeChild() when you want it gone. Scenes, therefore, should extend Sprite or MovieClip or so; basically having a huge MC-container for all the stuff in the different scenes. Or what you have is just fine, remember to export for AS3. Couple tips:[list] [*]First add the new scene so it's atop of the stage, then remove the old scene. Doing viceversa will make an ugly effect where there's nothing for a second. [*]The MCs might take time to be added, you might want to control that. [*]Make sure to make the MC instances point null when you're done with them so the garbage collector can free memory! [/list] Another choice is to add all the childs and to have their alpha = 0 unless they are needed. This is quicker for time, but more memory-expensive I think, and besides they have to have a stop button when they're not opaque -- meaning it's not their turn. I was unaware of your AS3 level so I tried to explain as much as possible.
  3. I felt like writing a short story. Not really game-design related, but rather, videogame themed. http://videogamestale.blogspot.com.es/2012/08/writing-world-1-1.html
  4. Continuing the Data Structures Tutorials, here's the new article: Lists (where arrays have no meaning and your whole life is a lie) http://videogamestale.blogspot.com.es/2012/08/data-structures-list-where-arrays-have.html I've also done a bit of redesign on the blog's theme. See if you like it better this way.
  5. Solved it. Thanks! For the record, it was a mixture of that 'contrived example' which was what I had at the moment and some problems with the algorithm itself. So thanks for the help, guys.
  6. Hi, I've recently been trying my hand at Actionscript game programming. Especifically, I want to build random mazes and check whether they have a path from start to end. These mazes, I store them in their Maze class/instances. Of course, this takes time. Not a lot, but it's not immediate either. Looks like Flash won't wait for the maze to be checked though, and continues with other instructions related to using the information from the Maze, which seems to give me a "Error #1009: Can't refer to a null object yadda yadda". Am I right in my suspicions? If so, what can I do? First idea that pops to mind is an event that will be activated when the instance is fully initialized, and off otherwise. Is there anything like that in ActionScript 3.0? Thanks in advance!
  7. Must say, thanks to everyone as I am kind of in the place of OP as well. Followup question: where should I begin learning the more esoteric C++ stuff?
  8. New article, little sneak peak of a project I've done this week, Lavarinth http://videogamestale.blogspot.com.es/2012/08/lavarinth-work-in-progress.html
  9. @Paul: thanks! I've been considering it. Think it would be a good decision? New article! Followup about the queues and priority queues. Also, holidays! So I might just have enough time to update more often ;) http://videogamestale.blogspot.com.es/2012/06/data-structures-queue.html
  10. You could try for an RTS thing like in brutal Legend... Like you have builders to build spawners and resource gathering but you also control a hero in a more extended way and all that. Sounds tough but starting small could work methinks.
  11. [quote name='Cham' timestamp='1338664497' post='4945633'] Thank you for the advice, I started to doubt my choices again. [img]http://public.gamedev.net//public/style_emoticons/default/laugh.png[/img] Quick question though. I haven't seen any high end games made in Python. Sure there are many 2D games but they aren't really professional. C# seems to have so much potential with XNA Studio and all of that. So in your personal opinion is C# better or more equipped for game development than Python? [/quote] Python is great and high-level language, really, but the most times I've seen it used is as exterior libraries complimenting utils for other language-based applications. I might be wrong, but eh. If you still take suggestions, I'm actually surprised nobody suggested plain C as a learning start, maybe there's a secret codemonkey curse around it? But anyway, I'd say it's an easy to learn low level language, so that's a good convo. Still used commercially, and is the basis for C++ and C#. There are quite a bunch of tuts around the web. I could give you a few pointers myself every now and then if you prefer, too. Only setback is that C is useful for core-y stuff, not really object-programming, graphic interfaces and stuff. Still, good to "learn how to program".
  12. Geez, it's been a while, sorry. Double update though, soft introduction to data structures, specially the stacks, with a c++ implementation. http://videogamestale.blogspot.com.es/
  13. I totally forgot to update the blog this Sunday! At any rate, here's the new article. http://videogamestale.blogspot.com.es/2012/04/thornbow.html I wanted to show with a little example the importance of consistency throughout storytelling in general, in particular videogame storytelling.
  14. The way I see it, changing the perspective is just an output thing which should not affect the data storing or interaction too much, so what you've done so far is compatible, it seems. Of course, the simplest way of making an isometric projection is flipping the board's perspective 45 degrees. Therefore you'll need some way to rotate all the elements and place them logically. In other words, you'll have to build a rotation matrix method to flip the images, and remember that some sprites from the objects on the tiles may get in front of some others. All this of course you must also keep in mind, as clicking a tile, for example, won't be as easy as mapping a square and link it to a tile. Even though it's internally just like that, the output becomes a rhombus, and the input (users) will act accordingly with what they see. All in all, it's not that complicated compared to other graphic transitions, but I really recommend knowledge of Linear Algebra and 3D Vision and Projection if you want to change perspectives all by yourselves.
  15. New article, finishing the basics of UML. Here I talk about a pack of behavioural models, the Sequence, State and Use Case, ending this tutorial. I believe it's still useful to learn about them even if they may sound basic. http://videogamestale.blogspot.com.es/2012/04/uml-or-standard-doodling-methodology_15.html