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Everything posted by WeNeedFocus

  1. So I have two 2D array layers, one of the ground/terrain and another that contains entities/units. One item can occupy a spot at a time, but since I want some entities to overlap, how can I efficiently do this? I have already tried doing it with a list, but I don't prefer it since I have to run through the whole list each time I want a specific entity, when in a 2D array I can just do Entities[x,y] and I have the specific entity I want. No code necessary, just an explanation. Thanks
  2. Thanks guys, but, I'm facing another problem. What if the entity is meant to occupy more than one space? If for example a bonfire is 2x2 tiles wide, how do i fit that into the 2 dimentional entities array? Should I just make it into a list instead of a 2d array, and put Point Location; so the entity will contain it's own location? But when I want to retrieve a certain entity, I have to go loop through the whole list... Is there a better way to do this?   I thought of separating entities into different parts: TopLeftOfBonFire, TopRightOfBonFire, BottomLeftOfBonFire, BottomRightOfBonFire, so each one can occupy one tile. But then I faced the problem with Units. Units are updated, so separating them into parts like this is not efficient. Please help, Davud
  3.     Having entities store their own location, was my very first choice, in a list. But it was inefficient since I had to run through the list each time I wanted an entity, so this seems logical. Sorry, agnostic container? I searched some stuff on google, but there was nothing specific. Is this a some sort of a library, or just a spontaneous word you made?       This seems tough, but I'll consider it as my second option.   Thank you guys, if you can just help explain the concept of this agnostic container, I would be grateful. Also, since almost anything with height will be an entity, and some entities won't update, should I keep them in a different layer? So there are two types of entities, the ones that stay still (trees), and the ones that move (animals). There is no point to do Entity.Update() if it's a still entity, so it's logical to keep them in two different layers, right? But the problem is, since they're both entities, it's like separating skin from bone, I don't like the idea of two layers for entities. Is there another method for this as well (or should I make a new thread)?
  4. That works, out of curiosity, are there any other ways? I'll most likely do the array of lists of entities, thanks.
  5. What game type do you prefer and why?   Please answer on the poll, if you have another result, just say so. You can also say why you picked what you did, or even your second or third option.   Come on, we need more voters! Currently over 360 people have visited, but only ~18 comments.   Thanks!
  6. I've done some searching on this, but it seems Xna wasn't built for 3D, but there are workaround.   The problem is I can't find a simple tutorial on how to draw only one plane with a texture. All the tutorials have to be complicated 3Dmodels. Help?
  7. WeNeedFocus

    What game type do you prefer and why?

    I think it could work. There have been a lot of top down games with multiple levels, but I can't remember playing any side view games with this kind of system. I wonder if it will be harder to make it clear where the doorways into the rooms outside of the screen are? (that is, if the character is facing into the screen with his back visible, the door would be behind him) I guess you'd just put a sign on the opposite wall or something? I can think of a few other issues like how the back walls would work (in this case walls between layers) and whether you'd be able to see into deeper layers for drawing the backgrounds, but I think they could all be worked out. First of all, I thank you for replying to me, secondly for telling my that you don't remember playing any side view games with this kind of system(makes mine feel unique).   First, the background is drawn, then the tiles in front are drawn. If in the background there is a tile with transparency, then it draws the tile behind it(in the layer behind the current) with 40/255 darker alpha. If a tile behind a transparent tile, a window for example, is also a window, then it is drawn 80/255 darker alpha, and it draws the third layer back. Basically, if the tile behind a transparent one is also transparent, it draws the tile even behind the second one, but, each time it is 40/255 darker, and this only goes on for 4 layers(160/255).   To build a door, to prevent building doors anywhere(outdoors, caves), it will need to be placed inside of a room. Also, if you go a layer back the only tiles that show will the the ones below the door.   Now, if you build a door on a tower, but jump down(and survive) the way to get back to the default layer will be to press (< or >). This may prevent the use of doors, but doors are always useful because they prevent unwanted creatures out of your house.   To enter a door that leads a layer back(<) you need to press W or the key that is assigned to #UP. To enter a door that leads a layer front(>) you will need to press S or the key that is assigned to #DOWN. Now, if you pass through a door, and enter the back layer(<, again) how would you see the door you came from(since you cannot see the layers in front, but just the layers in back)? Simple, transparent tiles "leak light" into the next door. So if you happen to have a window between two rooms, then the tile behind the window(in the back layer, <) will be a little lighter, 20/255(this may to another value later). For open doors, it will leak light the shape of the door(still thinking what would determine to set the door as open or closed when you pass through them, or to even include open doors at all), but the closed doors will only leak light of the outline of the door, it will look like two parallel lines with an arc at the top, and a little light from the key hole.   I'm still working on this, but thanks for commenting, and reading.   ~WeNeedFocus
  8. I heard somewhere before that I can include the dlls with the game so that the user won't have to download and install Xna redis. If you curious why, because I find it easier to give it to the players, then to make them download it.
  9. WeNeedFocus

    Why can't I post articles?

    Okay thanks for the notice.
  10. I want to post an article in Forums>Technical>DirectX and Xna, but I can't.. It says I have no permission.
  11. WeNeedFocus

    What game type do you prefer and why?

    First of all, thanks for your comments, and I apologize for a late reply because I was unable to log into my account.  Yes, we are discussing 2Dv3D as well as your favorite game genres. I personally like 2D more than 3D in most games, so I can't agree with most of what you said, especially pixel art. I adore pixel art, but for sandbox games, 3D might be a better choice than 2D because not only does it add an extra dimension to the game, it does make it more of a simulator.     I added fighting, but I was never really into those games so it didn't come to mind when I was making the poll. But hey, it's a game genre.
  12. WeNeedFocus

    New to GDNet and in need of some advice.

    As HappyCoder mentioned, GameMaker might be a good choice, since your a beginner. But I personally don't like using someone else's software to make a game, I don't like how I'm limited to what they give to me. If you are also like this, then I advice you to start with a simple programming language, something like Vb.Net.   Vb.Net is a simple, programming language made for ease and speed(Not how fast your application is, but how fast you can make it). It might not be the best programming language out there, but you can do a lot with it. Now, don't expect to make the next world of warcraft over night! I used Vb.Net for 2 years before moving on to C#, even though they're quite similar.   You might want a place to start. Youtube and Google are your friends. You can search Vb.Net tutorials for simple stuff such as Picture Viewer, Text Editor, Progress Bar, Messageboxes.. Or search for a series of tutorials that go in order.   First of all, you need to install Visual Studio, or Visual Basic .Net Express 2010. Don't let the 2010 make you think its old and useless, I use Visual C# Express 2010, and it works just great! It's only about 120mb if I remember correctly.   Here is a tutorial:             Before you can even start making your game, it can take lots of work to get used to the language, so that you would no longer need to use tutorials to do what you need. But of course, you can always ask questions on forums, as we all do, but, always do research before you ask.   As I mentioned before, Vb.Net is a programming language made for ease and speed, so it may not be the best language for making games. That's why I moved onto C#(and C++ currently), after using Vb.Net a lot. I tried to make games with Vb.Net, but nothing was very.. efficient.. I tried to make the game with pictureboxes, with gdi+, with timers that update slowly(i had little control over this)... But this wasn't a bad thing, I learned a lot. Anyways enough about me.   Basically, If you want full control of how your game will be, you will either hire a team, or learn programming. Otherwise, you can use engines such as GameMaker.   Good luck with your game idea, I hope you can make it. But remember, don't get uninspired if you can't make what you want quickly, just keep trying. Have fun!   ~WeNeedFocus
  13. WeNeedFocus

    What game type do you prefer and why?

    I too prefer 2D, as I might have mentioned before, but I can't say the same for puzzles and adventures. I don't really enjoy them, even if they are more intellectual. As for action/adventure, now that's what I like!     Elder Scrolls games are good indeed, by the way, they're developing an Elder Scrolls mmo, I registered for beta... but never got a reply... Anyways I like Minecraft too, but I can't deal with griefers.   Thanks for your opinions!
  14. Well, the reason why I want to do this is because I don't want my users to download a discontinued framework. But I heard this was possible.
  15. WeNeedFocus

    What game type do you prefer and why?

    Well I have this 2D sandbox game idea in mind inspired by Terraria. It would be more technological than Terraria, and even though it's 2D, you will be able to go indoors. I can't explain myself very well, but I'm trying to say like a door on the wall in the background that you can enter, and if you do, its like another layer behind the previous one. and it can go a few layers back. It saves alot of space. So Imagine Terraria with like multiple layers of tiles. Good / Bad / Dumb?
  16. WeNeedFocus

    What game type do you prefer and why?

    I would prefer 2d like Terraria. I don't mind Minecraft though. It has it's charms I too, prefer Terraria. But for some reason I get bored of Terraria faster.. Btw just want to say it: I refreshed the page and saw the votes go down from 20 to 19, i refreshed again two seconds later and saw the votes go up to 20 again. Knew immediately it was you changing your vote. Just wanted to say
  17. WeNeedFocus

    A question for those of you that have CS degrees

    I'm not in college yet, hs ftw, but I started with Vb.net at the age of 11, and moved onto C# at 13. Now I've been using C# for about 2.5 years. Sophmore.
  18. WeNeedFocus

    What game type do you prefer and why?

    I've added turn based RPG. Currently from the looks of it most of the voters prefer sandbox games, would you prefer 3D, like Minecraft, or 2D, like Terraria?
  19. WeNeedFocus

    What game type do you prefer and why?

    No. If you can only describe your game by using the title of someone else's game, followed by the word clone, it doesn't justify it's own existence. I'm sure you are talented on your own, and have something unique to say, that you don't need to waste your time cloning other people's work. Thanks for the feedback, I do have a game idea, but I liked DF, and thought a more complex version would be nicer. I do have a game idea, and am working on it. /rpg Added Strategy and a few more.
  20. WeNeedFocus

    What game type do you prefer and why?

    Thanks for taking your time and commenting..   Sandbox games are indeed fun, Minecraft is quite popular, and was Terraria, a 2D sandbox game. I once tried making something like Terraria, I can't say it was easy, very frustrating sometimes, but I enjoyed seeing how I progressed each time I debugged the game. But, the main reason why I gave up on my Terraria-Clone was because I couldn't get the collisions to work correctly, it was all fine until I added Jumping and moving at the same time. I also enjoyed Starcraft and Broodwar back in the day, not to mention that I preordered Hots and am waiting for it. I too prefer 2D over 3D in most genres.   Has anyone played the Diablo series? I enjoyed those a lot too..   This is something I made a few months ago.. Thought some might be interested: http://www.pokecommunity.com/showthread.php?t=285625     Does anyone like the idea of making a Dwarf Fortress clone with high quality 32bit png tiles(20x20)?
  21. WeNeedFocus

    What game type do you prefer and why?

    Well, as it is my poll, I voted first (felt like it!!).   I enjoy making games to get better at programming, so I'm going to try to make the communities favorite, and post it on gamedev when it's done. Who knows, it might turn out pretty good.   More people should vote and comment, it won't hurt. I carefully read each reply to get your opinion.
  22. WeNeedFocus

    Stupid games you made up as kids.

    I got lego people, and pretended It was an RPG, with my two siblings. Every few times you hit another 'NPC' you got gold, and can buy stuff from other people, armor, weapons...   It was fun, yet it made no point what so ever, guess we were kids..
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