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Willy The Vinyl Frog

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  1. [quote name='Dragonsoulj' timestamp='1336974492' post='4939975'] A simple API function call (or in this case a constructor) to initialize a window may be: [code]programWindow myWindow(800, 600, 32);[/code] Passing in just those parameters. [/quote] I understand, but what do you mean by "(or in this case a constructor)"? Being very unfriendly with C++'s OOP, I can't say for sure that I get that. Although most of what you say clarifies it, I still wish to understand how exactly it does it for Windows API.
  2. Yes, exactly what you said. Line-of-sight would be good considering I know of no ways to implement any "useful" AI in games, nearly anything AI related, including examples with code, will help me get around AI basics.
  3. Well, thanks again jbadams. You've been a great help. Way better than most of the other answers(no offense). But I want to know if it's normal to be put off by 3-D programming as a beginner to game programming as a whole(in terms of accomplishment, not actually trial and error). I've been put off terribly by a desire to create advanced games and inability to comprehend every from code to syntax, maths used, etc. So I should best stick to the little information I know and move forward slowly? I want to know some specifics on this - should I work up as slow as possible keeping my learning pace good rather than trying to tackle bigger things faster, like artificial intelligence? Or would me completing a simple object moving through walls with collision be a good accomplishment? I've set forth a goal to make a 20x20 pixel block slide between several bigger block objects that are 40x40s and reach checkpoints. Later on I can add levels, saves, etc(but that would be WAY later on). I don't want to actually "get down" with doing it yet because I'd like to know the ins and outs of many things before muddling in to possibly more confusion and such.
  4. [quote name='3333360' timestamp='1336819377' post='4939534'] You need to learn many things before making a game. Even an apparently simple 'Mario' game, takes a lot of work to be made. [/quote] Yes, but no one in their right mind begins software development and jumps in to a major task(which not really major to a professional at all, but major to a beginner)you have to question their reasoning. No one starts off with a Mario game. In fact most people start off with a picture on the screen and slide it around. After that you can add two pictures to the screen and slide them around ... then three! Then you can add event handlers for input, add sophisticated functions that work together and handle operations efficiently, add garbage collectors, add drawing/animation functionality, and then finally implement some artificial intelligence. That, to me at least, is how absolute beginners should start out. There would be no discouragement if you start small and work bigger over time. I'm currently working on a game with a square block that moves through walls to reach a checkpoint, and learning slowly how to implement collision on a 2-D basis. It may sound dumb to some, but this is progress for me, and you don't need to have years of experience to code games like this, and even more complicated ones as well. Lastly, even the simplest things in game programming and graphics is things like sliding images being handled by functions, etc. I realized that these are the building blocks for everything, yet people think it's dumb and/or nothing of a success to do simple things(people have told me it's no big deal to blit images, use Windows API without documentation, etc.). Many people discourage you by overthrowing a massive set of code, libraries, utilities, functions, data types, syntax, etc. I recommend anyone with some decent C++ skill(possibly the OP)to try: [url="http://www.lazyfoo.net"]http://www.lazyfoo.net[/url] It's helped me get back up strong so far in programming since my last downfall from discouragement.
  5. Yes, thanks heaps! Very clear. But can I ask something else? How, or specifically under what circumstances of implementation, are lower level functions, codes, etc. applied? I am a bit cloudy there. Like how SDL works with WinAPI ... how does it do it? I mean to add, I understand VERY little Windows API programming, but what I don't understand is how it exactly works beneath just typing in things, and I really want to know how, but reading the header files is like Hieroglyphics, and doesn't help me. I just feel that by knowing this it would help me get the bigger picture of API use, specifically the only one I have managed to use correctly and have succeeded in(SDL). This is, to also add, why I feel that learning some lower-level codes, how they work, how they work with each other, and how they work in general, would help me a bunch as I finally start stepping up in programming, designing and completing my first ever game program, etc. So if you could wire this together in some sense, any sense, I'd appreciate your efforts.
  6. That depends on what you consider "simple" to mean exactly. Simple as in Mario games? Simple as in a Hangman sort of game? Simple as in just moving a ball around a 640x480 window? There are such great variances to this question that I, and many others for that matter, can't be totally precise here. But if you truly just started learning, and you're [i]that [/i]much of a beginner, I don't think you should be focusing on actual game development yet. Better yet, try improving basics of programming, like loops, functions, memory management, pointers, structs, arrays, data types, etc. Those kinds of small things are the building blocks for later development, and I am a beginner myself at actual game programming, but I have experience of C++ for many months(even though I'm not quite good at it much, and hate console window apps).
  7. Since I can't tackle the mechanics of physics implementation in a pong game, I thought it would be pretty much basic to make, using SDL, a small game with both a player and AI. The player: A small 20x20 bitmap image with no animation that moves within a 2-D coordinate system integrated with possibly friction and speed variances. The computer: Another small 20x20 bitmap image(possibly a different color, shape, or something)that will independently move around and stop every now and then, and avoid the player, but ALSO be able to "remember" the character's last and current positions in both an implemented system of short and long term memory. I feel that this project is much easier in terms of physics than ping pong, which I do NOT want to attempt again until I'm very comfortable with SDL and more simpler games(ones without collision variances and bouncing balls). The problem is ... how do I implement? I thought maybe using stacks and vectors, along with a short and long term memory system applied with basic maths and timers. Any info though? Because I could use some tips! Thanks. EXTRA: Maybe I could push and pop stacks with a self-made timing little system, call random waits, and have a function looped to constantly check the player's now and then positions in relation to more "sophisticated" choices of movements?
  8. Yeah, Lazy Foo's tutorials seem exceptionally easy, and provide lots of basics and details. However, I feel that most of these answers here are not specific to the entirety of my question's purpose, or what I wanted to hear.
  9. I don't think you entirely understood what I was asking in great detail. I also don't know what you meant exactly by saying "[color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left][background=rgb(250, 251, 252)]written on top of OpenGL" either.[/background][/left][/size][/font][/color]
  10. I've wondered this for time. Who, or specifically how and where, are the APIs written, from what, to what, and how can they work with languages till the very end of code compilation/assembling? Are they libraries with specific low-level functions that are written from any other language that perform low-level calls on .dll files to change aspects, such as Window display, etc.? Do they go lower-level than Windows or the OS itself's natural dependency, or that depends? For example, does SDL perform low-level functions beneath the Windows API, or just for its own client window? Very confused with this, and giving some suggestions. No harm, no foul, and not trolling either.
  11. I mean it wholeheartedly ... is getting an image blitted, capable of taking input, understanding the very most basic concepts of SDL, along with some C++, an achievement? Does it mean that there's hope for me to succeed? Because lately I've been VERY discouraged with coding due to the horror involved with pong pong game development ... perhaps I should practice more with SDL and C++ before diving in to a ping pong game? Any help would certainly give me a new direction. Thanks. PS: To add, I managed to strictly write all the code from scratch with no references at all. Is that a bonus? By "no references" I mean that I started from [CODE]#include[/CODE] all the way to the very last [CODE] ; [/CODE]. And I looked up nothing about SDL or C++ to my aid. However, pursuing a game like ping pong put me off VERY easily. The mechanics, implementation of the code, how it works, the pointer use, functions, memory passing, collision detection entities from enums with pointers(that also confused me), text implementation from SDL_ttf, classes, data altogether, etc., etc., etc. It was very difficult to break down because I'm not too novice with C++ beyond the basics to work with APIs alone. And the specific implementation to apply certain aspects and parts of the game's functionality to proper use with endless possible ways to tackle problems also confused me - I just thought, "How the hell should I implement something when I'm not sure how to implement and implementation of something through many other things?". I tried learning all that stuff, but it just pushed me in other directions further and further away from the goal - I eventually gave up is what I'm saying because it got too absolutely incomprehensible to completely understand and write with no assisted help , copy/pasting, etc. Any ideas on how you managed to just "get it" all as well, and be able to independently structure a game without reference to some key aspects, self-implementation techniques you learned, maybe something else? It would be nice to share. Thanks twice.