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About rabbitrabbit

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  1. rabbitrabbit

    Implamenting a code

    You'd want to familiarize yourself with some sort of graphics engine first. Google's saying JGame.   Once you've done that, you should outline what you want your program to have, like owiley suggested.   Ideally, you'll be able to apply the general programming concepts you've learned to make Pong. If you're at this point and really have no idea what to do, you should probably review the basics. The Java Documentation is a good place to look, and I'm you can find more resources with a quick search.
  2. rabbitrabbit

    Where to learn 2D Math for game dev

    Basic graph theory and trigonometry, arithmetic. Khan Academy should have everything you want. Do you have experience programming? If not, you'd probably be better off learning that first. This article outlines some good projects to start with, which you can tackle before trying some of the more advanced stuff you mentioned in your post.
  3. If you're not sure where to start, I'm gonna recommend Draw A Box. It's mostly made up of clearly defined exercises, so it's a lot harder to procrastinate. I've heard that being good at 2D will carry over to 3D as well, and you're still pretty young, so you might as well.
  4. rabbitrabbit

    Yak Fleecing

    Hey. I've been working through Learn Python The Hard Way, and I'm stuck on Exercise 46: A Project Skeleton. In the first part of the exercise, I'm supposed to download the following packages:   pip, distribute, nose, and virtualenv.   I've been trying to get everything I need for some time, but all I really got from the past few days is that I downloaded pip along with Python. I understand that I'm meant to wade through this on my own, but I've already invested a lot of time without much result, and I'd appreciate it if someone else who's had to download the packages before could explain what to do as simply as possible.
  5. rabbitrabbit

    Choosing the right technologies

    Like wicked250 said, you should probably aim lower if you're not really used to game development. I looked into the games you mentioned, and I doubt you'll be able to build anything approaching that scale, just because of how big they are. Over on the game design forum, one of the rules is not to post about making a mmorg:   1. Don’t post your new game idea if it is a MMORPG, unless your idea is purely theoretical, in which case it should be made abundantly clear at the very start. The reason being unless you are a millionaire or in charge of a very large gaming company, you are NOT going to make that game without massive funding. Even if you are very passionate about your idea, no one will take you seriously until you have proof you have the hardware to make it happen. No matter how good your idea is, no-one will take you seriously, and you wont gain respect.   But if you want to get started making smaller games, the best thing to do would be to keep on going with the C languages, since you mentioned you've already done some of that.   link
  6. I have an idea for an iphone game, but I'm not sure where to start with the code. The concept is a fast-paced platformer where the player needs to complete levels without mistake over and over to increase their score. The player character would move from left to right on it's own, and switch directions when it bumped into a wall or another obstacle. The player would be able to make the character jump by tapping(clicking) anywhere on the screen. The challenge would be for the player to visualize the correct path fast enough to follow it through without running out of time. The reason I'm unsure where to start is that I'm not sure whether to start with the level generator or other objects first. The generator feels like it'll be really complicated, and I don't really know how to code something like that. I have pygame and kivy installed on my computer. Any feedback is appreciated.
  7. rabbitrabbit

    Problem With Simple Kivy Pong Tutorial

    Hi Ilmiont, thanks for responding. The "Leaving application" being included was a mistake on my part, I closed the program and then copied what was in the shell. That doesn't appear when I run the program without closing it. I added what you suggested to the the build function, but there wasn't any difference.
  8. rabbitrabbit

    Problem With Simple Kivy Pong Tutorial

    Bump. Is there really no one who has any idea what's going on? I've been stuck on this for a week.
  9. I've been following this tutorial: http://kivy.org/docs/tutorials/pong.html, and I've run into a problem. When I get to the "Add Simple Graphics" section and try to run the program, instead of showing a black screen with the white line and two zeroes, it just shows the black screen. I have the files main.py and pong.kv both in the directory pong_directory.py in Windows(C:). According to what appears in the shell(below), Kivy can't find pong.kv. I've checked several times, and I know it's there so if anyone knows what's going on, please respond. I've been trying to figure this out for a while, but I haven't come up with anything. Feedback is greatly appreciated.     Kivy: http://kivy.org/#home main.py: from kivy.app import App from kivy.uix.widget import Widget class pongGame(Widget): pass class pongApp(App): def build(self): return pongGame() if __name__ == '__main__': pongApp().run() pong.kv: #:kivy 1.0.9 <PongGame>: canvas: Rectangle: pos: self.center_x - 5, 0 size: 10, self.height Label: font_size: 70 center_x: root.width / 4 top: root.top - 50 text: "0" Label: font_size: 70 center_x: root.width * 3 / 4 top: root.top - 50 text: "0" Shell: [INFO ] Kivy v1.8.0 [INFO ] [Logger ] Record log in C:\Users\rabbitrabbit\.kivy\logs\kivy_14-08-22_2.txt [INFO ] [Factory ] 157 symbols loaded [DEBUG ] [Cache ] register <kv.lang> with limit=None, timeout=Nones [DEBUG ] [Cache ] register <kv.image> with limit=None, timeout=60s [DEBUG ] [Cache ] register <kv.atlas> with limit=None, timeout=Nones [INFO ] [Image ] Providers: img_tex, img_dds, img_pygame, img_gif (img_pil ignored) [DEBUG ] [Cache ] register <kv.texture> with limit=1000, timeout=60s [DEBUG ] [Cache ] register <kv.shader> with limit=1000, timeout=3600s [DEBUG ] [App ] Loading kv <C:\pong_directory.py\pong.kv> [DEBUG ] [App ] kv <C:\pong_directory.py\pong.kv> not found [DEBUG ] [Window ] Ignored <egl_rpi> (import error) [INFO ] [Window ] Provider: pygame(['window_egl_rpi'] ignored) [DEBUG ] [Window ] Display driver windib [DEBUG ] [Window ] Actual window size: 800x600 [DEBUG ] [Window ] Actual color bits r8 g8 b8 a0 [DEBUG ] [Window ] Actual depth bits: 24 [DEBUG ] [Window ] Actual stencil bits: 8 [DEBUG ] [Window ] Actual multisampling samples: 2 GLEW initialization succeeded [INFO ] [GL ] OpenGL version <b'2.1.2'> [INFO ] [GL ] OpenGL vendor <b'NVIDIA Corporation'> [INFO ] [GL ] OpenGL renderer <b'Quadro NVS 110M/PCI/SSE2'> [INFO ] [GL ] OpenGL parsed version: 2, 1 [INFO ] [GL ] Shading version <b'1.20 NVIDIA via Cg compiler'> [INFO ] [GL ] Texture max size <4096> [INFO ] [GL ] Texture max units <16> [DEBUG ] [Shader ] Fragment compiled successfully [DEBUG ] [Shader ] Vertex compiled successfully [DEBUG ] [ImagePygame ] Load <C:\Python33\lib\site-packages\kivy\data\glsl\default.png> [INFO ] [Window ] virtual keyboard not allowed, single mode, not docked [INFO ] [OSC ] using <thread> for socket [DEBUG ] [Base ] Create provider from mouse [DEBUG ] [Base ] Create provider from wm_touch [DEBUG ] [Base ] Create provider from wm_pen [INFO ] [Base ] Start application main loop [INFO ] [Base ] Leaving application in progress... Thank you for taking the time to read this.
  10. Thanks KnolanCross, I changed it and the code works now. Also, I'll be sure to use the code option from now on when posting.
  11. Recently I've been going going through the lessons on this site - http://programarcadegames.com/index.php?lang=en. I'm currently on the first part of chapter 8(Trying to make the white box bounce around on a black backround). When I try to run my program, all I get is a blank black window, no square. But when I close the program, the square appears for a moment. The code is below. If anyone can see the problem and point it out, I'd greatly appreciate it. # Import a library of functions called 'pygame' import pygame # Initialize the game engine pygame.init() # Defining some colors BLACK = (0, 0, 0) WHITE = (255, 255, 255) GREEN = (0, 255, 0) RED = (255, 0, 0) # Opening and setting window size size = (700, 500) screen = pygame.display.set_mode(size) # Setting the window title pygame.display.set_caption("rabbitrabbit's game") # Setting up main program loop # Loop until user clicks the close button done = False # Manage how fast screen updates clock = pygame.time.Clock() # Starting position of the rectangle rect_x = 50 rect_y = 50 # Speed and direction of rectangle rect_change_x = 8 rect_change_y = 8 #------------ Main Program Loop ------------- while not done: #---------Main Event Loop------------- for event in pygame.event.get():# User did something if event. type == pygame.QUIT: # If user clicked close done = True # Flag that we are done so exit this loop # Set Screen backround screen.fill(BLACK) # Draw the rectangle pygame.draw.rect(screen, WHITE, [rect_x, 50, 50, 50]) # Move the rectangle's starting point rect_x += rect_change_x rect_y += rect_change_y # Bounce the rectangle if needed if rect_y > 450 or rect_y < 0: rect_change_y = rect_change_y * -1 if rect_x > 650 or rect_x < 0: rect_change_x = rect_change_x * -1 # Game logic here # Drawing code here # Update screen pygame.display.flip() # --- Limit to 60 FPS clock.tick(60) pygame.quit()
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