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bassy

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About bassy

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  1.   No, there is, you have written a book and so you feel entitled to your own definitions and views of things. No, I'm NOT going to buy your book, I don't think much of it at all. Sorry, no disrespect meant. OOP is strictly a certain way of programming, i.e. the canonical definition: 'OOP is a programming language model organized around objects rather than "actions" and data rather than logic.' However this definition is widely muddled by so called 'OOP languages' that use this as one of their marketing/selling points. The fact of the matter is, Javascript is organized around objects, and data. You have the freedom to write everything in a purely functional manner with state logic tables, but hardly anyone actually does that. It IS OOP, you are contradicting yourself. Now, I sincerely suggest, instead of trying to sell your book in here, if you have more to say on OOP or your personal opinions you PM me instead or find another forum of discussion, this is not helping the OP in any way.
  2. Agreed... 30k players could have been 30k test players running around in circles.
  3.   Well with that logic the number of players is nearly infinite. You only need a very small amount of traffic to tell players about each other initially, and from that point on the players mainly communicate with each other. And if you aren't too concerned with cheating, you keep all the item/logic client side rather than server side. No item updates, no location updates, no nothing, just a lot of ip addresses and save/retrieve state.   Why do you think PirateBay was one of the world's biggest sites with the least amount of hardware. P2P tech rocks.
  4. To clarify what MartinRinehart is trying to say when he makes this nonsensical sentence:       (nonsensical as it clearly contradicts itself)   Don't let idioms from previous languages rule your current language, i.e. you are better off not trying to Java-style create a class for everything that needs to run a 'capability' or more commonly known as a 'function'. The module pattern provides you with the flexibility to utilize 'mixin' and hierarchical inheritance on your prototype chains.   More specifically, there is no reason not to create a Person, and a Ninja, and a Baker, but there is no need for nonsense such as a StatsProvider and then ninja.setStatsProvider(someSubclassOfStatsProvider) when you can just ninja.getStats = function() {}
  5.   It is not 'may as well be' - you need to change the way you think. It IS a class, just packaged differently. Remember, a class is nothing more than some bundled properties with attached methods that you can clone around places. The syntax you are used to is technically termed 'syntactical sugar' - i.e. it is a particular way of saying something.   As for sites, stop using the internet to learn JS. Go find a book or a course - you'll learn more, faster. After you've done that, there are plenty of good references online, e.g. MDN.
  6. Use a module system.   Javascript is already OOP, everything is an object (strings, arrays, numbers, functions). Javascript also has classes, with inheritance and all that jazz, the inheritance is based on prototypes however and is not so called 'classical' inheritance. It is, however, more or less the same thing. (ES6 is even bringing the reserved keyword class into use). You are completely wrong, JavaScript is not 'totally' different. If you want a language that is, go learn something like Lisp or Haskell to see what 'totally different' actually looks like.   There are plenty of module libraries to make things simple (requirejs, commonjs etc), or you can write modules on your own without a library wrapper. (research the module pattern).   OOP languages have never been very organized, this is a myth - there is absolutely nothing stopping you from writing sphagetti code in one (nested classes, static functions, function/method sphaghetti). They do, however, tend to have really nice embedded module systems (usually called packages).   I personally love the ability to stick all the code in one file. I just re-factor it out every so often, whichever language I'm using (if your language can't do that, its probably junk). Usually my max is 1k lines of code, for more compact languages its 100 lines.   The reason you hate JS for being unorganized is probably because you've only ever seen JS written by people who didn't know JavaScript (reading poorly written C++, Java, or PHP is pretty painful as well), or you've seen some compiled JS which is intentionally horrible to read. Libraries like jQuery that use module systems are pretty well organized.
  7. I was gonna write something here about learning languages:   However you're not interested in learning a language.   Don't think language, think end product.   The problem is that you can't decide on a language to write for something as banal and commonplace as a game without having an idea what sort of coder you are.   So my advice to you I guess is to stop writing your terrible game, and just go learn how to program something simple like an rpg. Pick a couple languages, see which you like better, what annoys you and what sticks. Programming can be something of an art and style, a way of thinking. When I first started the so called "easy" languages annoyed the hell out of me. Bad programs, written by lazy people, with terrible documentation, and even poorer rules making me just want to puch whatever idiot thought that having no strict type system was a good thing. Clean, structured languages are actually great for a beginner, because it allows you (or at least me) to 'connect the dots' between parts more easily. I think a lot of 'artsy' people get annoyed by structure though, and then sing the praises of languages that are more freeform because they think better that way.   After you've programmed for a while, the language design choices basically don't matter anymore, you just learn to program in your own way and force whatever stupidity the local language is trying to shove down your throat to go away.
  8. bassy

    Suggestions on my situation?

    Actionscript/PHP are fine for this project. The only real advantage to Javascript/HTML over Actionscript is that there are more vocal people in its camp, and it makes it easy to port to non-flash devices (ipads and iphones for the most part). PHP/language-name-here will work for the backend.   As far as getting up and running with either language, Actionscript might be easier just because Flash has all the graphics baked into its libraries from the get go.   It might be helpful to know the type/goals of your game project, then people might be able to give you a better idea of what the roadmap you want to take is. There is no "one-way" to make a game, just tailored paths for certain kinds of games.   My only other advice to you would be to start small, and be humble. AAA studios take months to complete a game, web-games often run on teams of developpers, and solo-indie devs often are looking at year(s) of startup time, so don't try to build Rome in a day.
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