KappaG3

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About KappaG3

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  1. However, the first one binds me to show message boxes for getting text input, and the second one is unsuitable for PC games. I think I am fine with what I've found so far, it's the most flexible way.
  2. I found an answer, after endlessly looking for it: http://www.gamedev.net/topic/543581-keyboard-input-in-xna/ There's apparently no managed way to do it, so I'll need to hook the raw keyboard events myself.
  3. Still, how do you handle keyboard layouts? (English, German, Italian, Japanese..) One way is to simply ignore they exist, and force the user to use the one you mapped. That's not too bad, some games do it. Another one is to manually map everything (rip 2013). But they still seem like an awful lot of work considering there's so many programss out there that, I'll say it again, have no problems with different cultures. 
  4. Over the course of time I've often had to deal with Keyboard input - be it using XNA's abstractions or by directly P/Invoking GetKeyState. But I've often found myself dealing with a different problem: having to transform that input into a string. And I've often lazily 'solved' it by enumerating through the standard ASCII keys and converting them to either letter or number since their KeyCodes directly translate to their ASCII counterparts.   However, I don't quite know how to handle symbols, such as periods, commas, colons, or any other special character that may or may not be on my keyboard. A while ago I found a way to handle modifiers (shift, ctrl+alt) too via P/Invoking VkKeyState and ToAscii (ex. to turn 1 into ! when shift is held), which also works with different keyboard layouts. Still, that leaves the problem that the ASCII code for a period (46) isn't the KeyCode for the period key on my keyboard (190).   And all this leads me to a question: Is the path of pain the only choice I've got? Winforms, games and even console applications handle text input flawlessly, so there is probably some API - be it managed or unmanaged - that I am not aware of and I should be using instead. Any clue would be appreciated.   Side note: My searches through the web often found threads from people (sometimes on this very forum) who wrapped XNA's input handling (KeyboardStates precisely), but not only that's what I've been doing for all this time, it also seems like a bad and heavily hardcoded way of doing things.
  5. Oh, wow. Just have to go away some hours to find the exact opposite of what I got told yesterday. I want to learn C++ mainly because I never worked with low-level languages, and because I'm sure it'd be a great learning experience. I also tought that its libraries would make life as easy as it is with XNA, but I think I'm wrong after seeing all those replies. I have the solution: I'll keep studying C++ as a hobby, while continuing my C# projects.
  6. [quote name='apatriarca' timestamp='1347547594' post='4979735'] What are your objectives? Why do you want to move to the C++ language? [/quote] That's what I'm asking in this thread. Why [i]should [/i]I move to it? Anyway, I've already got enough replies to think that I'll just move to it. I prefer the syntax and it's good to know that I can do more than before, even if maybe I'll need those functions rarely.
  7. Alright, thanks for the feedback. As you guys already said, it'll not be that easy to balance. So I think I'm removing the possibility of building the "fort", while giving more focus on units and towers. This because multiple paths are probably better, but I think that implementing a system where you build the whole map could end up being exploited in many ways if not managed properly. [quote name='PyroDragn' timestamp='1347528870' post='4979642'] [quote name='jefferytitan' timestamp='1347511588' post='4979585'] My feeling is that many games have shown that many players aren't fans of the "plan it then watch it unfold" style of play. [/quote] I agree with jefferytitan here, especially in a multiplayer situation I don't like the idea of twiddling my thumbs while I wait for an outcome. I would be inclined to have something of an RTS element, having both players 'live' all the time, and able to send waves of enemies whenever they wish. If you could pull it off perhaps include a selective choice of gameplay; [/quote] True that. I have to find a way to prevent boringness during long matches. Though, sending enemies all the times doesn't sound a bit too RTS? My idea was to have a strategy-based game, not an actual real time strategy. This can be perfected though. [quote]Phase based, or Real-time, so players can play in the way that suits them.[/quote] This sounds like a good temporary solution, but I'd be inclined in having a solid system. There's time to think anyway, I'll take some.
  8. [quote name='Orymus3' timestamp='1347509279' post='4979569'] There's a similar game on facebook I think. Monster something, which I can't quite recall at the moment. I didn't exactly like their lore, nor the finer details of their complex game system (as it had to adapt to facebook constraints). You may be able to do better if you K.I.S.S. [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] [/quote] Yeah, I'd like to keep it simple and limit the customization to maybe more units and turrets once it's done. I just hope for the best since I never had anything to do with packets and 3D. It'll surely be a great learning experience though.
  9. Yeah, it would be strictly related to the 'cool' factor, while being essentially a 2D game under most aspects. That's why I tought that making it 3D wouldn't be such a big deal, but I'll take my time to see and consider what I can do. @Addendum: Even better, thanks again (again [img]http://public.gamedev.net//public/style_emoticons/default/ph34r.png[/img] )!
  10. Thanks vertex, your answer pretty much covers all my questions. Speaking of the resources you posted, thanks again. I'll surely look into SDL as I need to get familiar with 2D programming, but is it good if I need to use some 3D models? There's a project I want to realize with a friend (who is in the same situation as me, migrating from a managed language to c++) and it could work in 2D, but I was thinking of making it 3D to learn some more while performing almost every calculation on a 2D grid (Tower defense says enough?).
  11. [size=4]I'd like to hear some feedback on this, which I think is pretty cool, idea. The other day I was chatting with a friend, who like me likes to code. Until now we've worked with different languages (C# and Java), but now are considering to both move to C++. Anyway, while we were talking he had an idea: Tower defense.[/size] [size=1][size=3][size=1]Multiplayer [/size][size=4]Tower defense[/size].[/size][/size] [size=1][size=3][size=4]Now, while the sentence alone doesn't say much, try thinking about it for a moment: a turn based multiplayer game where you have to both manage your defense and offense against other [b]human[/b] players... Tower defense style![/size][/size][/size] [size=1][size=3][size=4]It would not only limit to units and turrets, here's a list of the points I managed to think of:[/size][/size][/size] [size=5]Building phase[/size] [size=5][size=4]- Build a "fort" with limited resources, a path must connect the exit and the main core, which is what you'll want to defend;[/size][/size] [size=5][size=4]- Add towers![/size][/size] There'll most likely be a variety of towers, from ground units to anti air towers, to freezing towers, poisoning towers, etc.; [size=5][size=4][size=3]Note: [/size]Being a tower defense game you'll start with limited money. You'll have to manage it between building defensive blocks, towers AND units.[/size][/size] I could even use separate budgets, but this isn't of concern at the moment. [size=5]Planning phase[/size] [size=5][size=4]- Select the path your attacking units[/size][/size] will take; - Select the units you'll use to disrupt your opponent(s)' defense; - During this phase you can upgrade your turrets and/or units; [size=5]Playing phase[/size] [size=5][size=4]And now the game goes, just like a regular tower defense. Except that each fort is sending hordes of enemies to the others.[/size][/size] During this phase players [i]might[/i] be able to have some control, like placing small traps. Not sure though. [size=5]Feedback phase[/size] [size=5][size=4]Heh, this isn't quite part of the game itself. [/size][/size][size=5][size=4]By the way, I forgot to mention that it will be 3D (probably 2D based for most of its aspects, [/size][/size]think of Sanctum: It's all cube-ish but most calculations could be made on a simple 2D projection) [size=5][size=4]Anyway, [/size][/size][size=5][size=4]I'd seriously like to hear opinions [i]and ideas[/i] about a game like this. I think it'd be the first of its kind.[/size][/size] The only problem I've come across so far is: "What should happen if the enemy horde invades your horde's path?". This is a question I'd like to ask to you, even if I tought of some solutions like: - First to come, first to serve. If you're the first to select a certain path, the opponent won't be able to use it. - War! Troops using their main weapons against each other. Let's say that two waves of goblins collide: they'll start to fight. - Alternate playphases. Basically instead of sending every player's horde at once, they would be sent in separated turns. This seems the most easy to implement, and maybe even the best one out of the three. But feel free to suggest your way of action. Thanks for your time!
  12. Hello, new user here. I started to program in C# about a year ago, after having some random general knowledge. Well, things change over time and now I'm pretty confident about my amateur-ish skills in C#. Lately, though, I'm considering moving to C++. Being used to VisualC# I downloaded its counterpart, Visual C++. Which is good, simple and powerful. Lacks intellisense, but I guess I can deal with it. Anyway, what really made me consider this option was seeing actual C++ source code. All those "shortcut symbols", pointers and more control over the code were what caught my eye. I'm not entirely [i]sure[/i] about what I saw and am trying to code, and this is why I started the thread. Is C++ a viable (and better) option for amateur programmers or is it only useful to more experienced users? On a related note, what would be a good library to make games in? I'm used to XNA, I think I can shift to something else though. I've heard that it all boils down to OpenGL vs DirectX.