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archanian

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  1. Hi there,   I have created a hockey match simulation engine as part of an online hockey management game I built, it works pretty much how you have described only it runs each second rather than each minute. I think you're on the right track.   - All possible events are defined and given a baseline probability between 0-1. Each team has its own set of these event-probability pairs. - Probability ratios are adjusted using formulas taking into account the ratings of the two teams. - Each second of the game a "dice roll" is performed to determine which event (if any) has occurred. - If an event occurs it breaks into a separate simulation whereby the players involved are selected (weighted based on their skills), and possibly further events are then tested for (ie. an attacking play may result in a shot on goal, a hit may result in a turnover, etc.) - User-defined strategies modify the ratings for their team, thereby affecting event probabilities.     The trick lies in defining and tweaking appropriate probability ranges for each event, and coming up with formulas that result in the right probability given the ratings for each team you are comparing.
  2. Ahhh, well played sir :)   If you have any samples of your game or concepts you are working through, I would love to see/hear about them :)
  3. Yes this is completely possible using SFML, I am doing this exact same thing, building a 2D tile-based strategy game using SFML. So far I've found it to be a really good library to use for this purpose. Good luck in your efforts!
  4. A couple of pointers: "new" is a keyword and is used for creating an instance of a class. You can't assign something to it. I believe what you're looking for instead of this: [source lang="csharp"]new = player();[/source] is something like this: [source lang="csharp"]Player somePlayer = new Player();[/source] Additionallty, make sure you end each line with a semicolon. This bit: [source lang="csharp"]if darkknight health = 0;[/source] needs a couple of adjusments. Firstly, you need to use dot syntax for accessing an object's properties. If health is a property of your darkknight object, you access it via "darkknight.health". Secondly, you need to put the if condition inside brackets. Thirdly, don't put a semicolon at the end (it won't break compilation, but the code block following your "if" will never run). What you want is something like this: [source lang="csharp"]if (darkknight.health == 0)[/source] This: [source lang="csharp"]Vec.destroy kyurem();[/source] From your description I gather that "destroy" is a method of Vec? In which case you need to call it as a method, with "kyurem" as a parameter like so: [source lang="csharp"]Vec.destroy(kyurem);[/source]
  5. If you're wanting to use the features of Visual Studio, then the .NET framework would be your natural choice. I wouldn't say this is the best option, but it's a very powerful one for sure. Node.js is a great choice for game development, in which case VS is not necessary. I assume you're talking about TFS as the collaboration tool? It's not bad, the new version is much improved over previous ones ...
  6. Holy jeezus wtf happened in here ...
  7. Unity

    If it's simple 2D you want, I would recommend one of the .NET bindings of SFML or SDL. So easy! You'll be able to focus on the game you wanna make, and not worry so much about the engine. The above advice on making a game, not an engine, whilst it gets slugged around a lot on this forum (some people just wanna explore/understand game engine technology, and that's fine too), I've found it to generally be good advice. But sure, Unity and XNA are also a good choice - really powerful and can do a LOT for you (maybe a little too much for a simple 2D game?).
  8. Thanks for the feedback. I totally agree with you - and it definitely isn't broken, I was just being curious ... I've only recently started using SFML after several years with SDL, so my mind is racing with lots of questions Sometimes this can be my downfall - instead of questioning things perhaps I should just forge ahead and question it when I have a problem.
  9. Software development is hard, game development is even harder. There is so much to learn, so much complexity to understand. This is what makes it so appealing, for me anyway. It is the ultimate challenge. When I get bored with my 9-5 developer job, I go home and build games and it makes me happy - even when I am infinitely frustrated with my lack of skills in this area. Don't give up, keep grinding away, every failure is a lesson learned, and you're improving your knowledge (even if it doesn't feel like it at the time). You can do it! I believe in you!
  10. I've implemented a tile-based RTS-style scrolling map with SFML (.NET binding), and would like to get some opinions on two options I can see. Currently what I am doing is keeping a large collection of Sprites for the map, and each tile stores its terran type and index into the sprite collection. The sprites are stored in a Dictionary<TileType, Sprite[]>, where the keys are the various tile types (enum: Grass, Forest, Ocean, Desert etc ...), and against each key I store an array of all the sprites for that terrain type. I have a custom camera object which tracks the in-view area, and can be scrolled around the map. Each render call, I get the tiles that are in view according to the camera, and simply loop through them all, find the appropriate sprite in the collection, set its position and draw the sprite. This works fine, and I get a solid frame rate (80-100 FPS) with 1200+ tiles on screen and several layers on top with complex alpha blending for transitions etc. The second option I can see (which I have read a bit about) is to store the map data in vertex arrays, and to use the built-in SFML View object to handle scrolling. I'm not too sure how different this method would be, it seems to be pretty much the same approach with slightly different data structures. I'm still a bit of a beginner with SFML, and most of my previous work has been with SDL Surfaces which are pretty much the same as the Sprite approach I have taken with SFML. Any thoughts, opinions or advice on this is welcome
  11. No problem, happy to help In case you like what you see and you can't decide between them, I would recommend SFML simply due to hardware acceleration (new SDL is *supposed* to be coming and addressing this issue ... but I doubt there will be a .NET wrapper that supports it for quite some time). Other than that they are very similar, and both really easy to use.
  12. For what it's worth, I've found the .NET wrappers of SDL and SFML (SDL.NET, SFML.NET) to be most excellent and very simple to use. I have been building exactly what you mention - a 2D tile-based game. Have you considered these? They are both simple libraries, whilst offering you direct access to OpenGL if you want raw power. You probably aren't gonna need most of the features in these more powerful frameworks (ie. XNA), for a simple 2D game, however I can't speak for OpenTK/SharpDX as I haven't had much exposure to them.
  13. I think this is good advice, but the only way to know the appropriate uses for such algorithms/structures is to understand how they work and what their strengths/weaknesses are, for which you will need to at least study them, and preferably practice using them. I know a lot of programming can be done by just "using what works", but for me it all depends how seriously you want to take your game development. If you want to make a career out of it, you're going to need to know a lot of theory as well as practical experience.
  14. I have a practical situation whereby you might choose one over the other, as I have recently switched from SDL to SFML for a game I am building. The game is a tile-based RTS, and I had developed it to the point where I had a fully functioning scrollable map + minimap + menu system. I started to use per-pixel alpha with some transition tiles that fade through varying degrees of transparency, and hit a brick wall with SDL's performance with this (a well known limitation of the library). So I decided to give SFML a try, and converted my map engine to use this library ... and as expected the frame rate more than doubled. I'll be using SFML going forward on this project, due to the requirements of my game. As others have said, it all depends on what you want to do. For complex alpha transparency, SDL is definitely not the way to go at the moment.
  15. Some off the top of my head that I've found useful to learn: - Stacks & queues - Linked lists (mostly singly-linked but you may find all the variations useful) - Trees - Sorting algorithms of all varieties - Pathfinding algorithms (A*, Dijkstra's) - Object pooling