pizza box

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  1. Thanks a lot for the replies, this has pointed me in the right direction. Thanks again!
  2. Although this isn't exactly related to games, I was just curious if this was possible with scripting as it would save me a lot of time. I have a webpage that acts as an interface for another application. One part of using this webpage involves clicking on many checkboxes and then deleting the selected items. Unfortunately, there is no "Check all" box that would enable me to select all of the items (there can be up to a thousand or so). So each day I have to spend up to 45 minutes clicking each individual checkbox and deleting the objects. Would it be possible to create a script (I've been using VBScript for other stuff) that would simulate a user checking all of the boxes on a given page? Maybe I could cycle through all of the objects in a page and find any checkboxes, then change a property from unchecked to checked. I tried searching for this for a while but I never got too far. I found stuff such as OLE and DDE but I wasn't sure if this would be useful. Any input would be greatly appreciated!
  3. Pokemon-style Game

    Great responses so far, thanks a lot! So it seems that Pokemon's success is due to a combination of a variety of different aspects put together in a very high quality fashion, yet a lot of the gameplay still comes down to a grind. This was actually the main reason I was interested in creating a Pokemon-style game. I really enjoy the series, but it seems like the battle system is very slow and clunky with long intros and battle sequences so that leveling up becomes tedious. This may be to accommodate for the younger audiences, but it doesn't appeal to me and takes away from the experience. Streamlining the battle sequences or maybe even a real-time combat system may help alleviate some of these problems. Another idea could be just to remove levels entirely and put in another indicator of experience, such as new abilities. Another direction I wanted to go in was a move towards more mature monsters. Pokemon was a great game and the monsters were all very interesting, but I think that the same concept could be applied to a different genre. I think it would be interesting if the monsters you were trying to capture were intended to be scary or intimidating, such as Frankenstein, Dracula, the Mummy, etc (these are just a few popular monsters, but the idea of the rest would be the same). These monsters have a very rich history with tons of literature to draw from, so I think it could add a whole new element to the game by adding depth to the lore of each monster and maybe even requiring some research to figure out how to capture them.
  4. Pokemon-style Game

    There is something fundamentally addicting about Pokemon. I am not entirely sure what it is, but I have some compulsion to complete this large collection of monsters where each has its own unique capability and purpose. Yet the more I play, the less unique these monsters seem to be. Pokemon has a great concept and a large assortment of monsters, but the combat system seems to downplay this uniqueness of the different Pokemon. Many times the battles become one-hit KO’s if you have a superior type, so victory is more a function of the pokemon’s type and level than any of the pokemon’s unique abilities. I am considering the possibility of creating a game that involves the collection of a large number of monsters, but has a more involved strategy element. A game where each monster has some basic attributes, but also a relatively unique feature that allows it to stand out amongst all other monsters. Also, instead of one on one (or two on two) battles, each fight will utilize the strengths of all of the monsters in the party, resulting in some interesting combinations and strategies. I just wanted to get your opinions on a few questions: - Do you think that Pokemon is an attractive game because of the large assortment and uniqueness of the monsters or because of the storyline/gamplay/etc.? - Do you prefer short and simple battles (paper/rock/scissors, one hit KOs), or would you prefer longer battles that involved more strategy? - If there was one thing you could change about Pokemon, what would it be? Thanks for your replies!
  5. complete newb, dont know what to do

    It sounds like you chose the wrong book to start with right away. Although I have heard great things about that book, I believe it assumes that you are familiar with programming and know how to build an application. I would hold on to that book, but I would recommend that you start by reading this article first, Game Programming Beginner's Guide - Dave Astle and then How Do I Make Games - Geoff Howland to get an understanding of what you need to get started as well as providing a good starting point. I would also recommend you pick up another book that will teach you C++. I recommend Beginning C++ as it focuses on game development, is relatively short, gives lots of examples, and is fairly recent.
  6. ALF POGS

    Hello, After many years of failed attempts, I have finally created my first Tetris clone known as ALF POGS. I don't know why it is called ALF POGS, it just is. If anyone would like to try it out, you can download it here. Just unzip all of the contents into the same folder and run the .exe file. I used SDL for all of the visuals and input, FMOD for the sound, and Ernest Pazera's SDL framework from "Focus on SDL". If anyone has any interest I can put the code up too, although it is quite possibly the ugliest mess of anything ever created. Let me know what you think and hope you enjoy the game! pizza
  7. I'd recommend majoring in Computer Science as well. If you're looking at colleges in your area, you might want to check out Worcester Polytechnic Institute (WPI). They have an entire major devoted to games, but if you were to major in Computer Science you could get all of the basic stuff down while also taking a few courses in game design. Game Major Description Game Major Course Descriptions Computer Science Major Description Computer Science Course Descriptions
  8. Help with member function pointers

    Quote:Original post by Milquetoasty Could you possibly derive from menuitem? Then virtual functions will basically = function pointers. class menuitem { virtual void do() { } }; class startmenuitem : public menuitem { virtual void do() { stuff() } }; Start menu item is-a menuitem that specializes what is 'done'. Then you can have a chain of these menuitems class menu { vector<menuitem *> v; void domenuaction(int index) { v.at(index)->do(); } }; That could work, although I think it would mean that I would have to create a derived class for each menu item, which is a little more work than I would like to do (I'M LAZY). I'll check out the libraries and hopefully I can manage to get something working from there. Thanks for your replies, very helpful!
  9. Hello, I've been trying to get a Menu system ready for my game and I'm running into some problems. I want to make it generic so that I can use it for future games so I do not want to hard code any stuff related to the specific game in the Menu classes. Right now I have a Menu class and a MenuItem class, which is all of the selectable options found in a menu. Since MenuItems often do a lot of different things, I wanted to assign each one a function pointer that will be called when it is selected. The problem is that most of my functions are member functions, and for me to use member function pointers I need to know which class the function belongs to (mentioned here). Is there any way that I can create a generic member function pointer where I can specify the class in the game's source code? I would appreciate any help with this. Thanks!
  10. Football Management 24 Style

    I was reading on IGN about the upcoming games for the Nintendo Wii and Blitz: The League had something like that. Here is the description they give: "EA scored big when it secured the exclusive NFL license, but Midway used the deal as incentive to reinvigorate its own football franchise. Blitz: The League stars Lawrence Taylor as Quintin Sands, captain of the New York Nightmare, one of 18 teams that comprise "the league," a fictional re-imagining of the NFL. No longer governed by the policies of the NFL, Blitz the League gets down and dirty with the sport of football, enabling players to engage in questionable on and off-the-field activities, from dirty hits and taking steroids to hiring prostitutes for the opposition's players in an attempt to wear them out before a big game. The title likewise boasts the same arcade-friendly gameplay style that has made Blitz a favorite over the years. Midway is still hard at work on the Wii version, which will feature as-of-yet unannounced new control mechanics that take advantage of the Wii-mote and nunchuck." -taken from http://wii.ign.com/articles/730/730221p1.html I'm not sure how detailed the off-the-field activities are, but it might be something to look into.
  11. Forward declaring std::string

    Hello, In some of my classes I've been passing string objects to the constructor if I ever need to load something from a file. So in my header file, I will have something like this: #ifndef IMAGE_H #define IMAGE_H class string; // Forward declaration class Image { public: Image( string fileName, ... ); ... }; #endif Then for the implementation file, I would have this: #include <string> using std::string; #include "Image.h" Image::Image( string fileName, ... ) { .... } This compiles fine with Dev-Cpp, but then I tried doing the same thing for the vector class and I ran into some problems. I checked online and found this article which says that what I've been doing is not Standard C++. So I was wondering if I included <iosfwd> and <string> in every header file that used them, what problems would I potentially run into?
  12. My personal dilema. DEV Cpp or VS2005Express?

    I've tried both for a while and stuck with dev-C++. I do like VSEE a lot but it is too bloated for me and I have not found a really good reason to switch back over from dev-C++. Dev-C++ is very lightweight and I use the debugger sometimes but not extensively so I wouldn't be able to comment on that.
  13. I think that the only way you'd ever be able to completely remove a leveling system is to make the game extraordinarily fun. I think this is especially true for MMORPGs. Whenever I have signed on, I always checked my level and stats to get a rough estimate of when I would hit the next level. To be honest, the game itself was very boring. I'd either wait around for an hour or so trying to find someone to group with or I'd kill a few monsters using the same pattern as before (grinding) which was incredibly tedious. Even when I was on quests, they were always: go out and kill 10 bears. So it was the same thing except I would get a slight boost in experience and maybe some item that didn't change the gameplay at all. The ONLY reason I kept playing was because I thought it would be different once I gained a level, so my level was very important to me. If you got rid of the level system, you would need something to keep players coming back. Some suggestions I have would be to give the player's quest a meaning and try to make it unique so that they are actually interested in the quest itself rather than the reward. One quest should lead to another (or multiple to prevent linearity) so that the player doesn't have any time in between where he or she has time to think about "grinding" or gaining levels. Of course, the character would get better at what he or she is doing, and you would measure this using numbers (we are dealing with computers after all), but it would kept hidden from the player. Another possibility for a multiplayer RPG would be to have a smaller world with a high player density and allow a lot of interaction between players. If you sign on and there are 10 people around you, you could either fight them, group with them to form exciting team battles, or interact with them in some other way. One thing I always hated was when I went into an area that I thought was interesting but it was completely empty because it wasn't the most efficient spot for experience grinding. Every area should be interesting and every area should have enough people to interact with. Regarding titles or ranks, I think that they should only be used when there is someone to assign them to you. If you are in the army, it makes perfect sense for you to be assigned a rank and follows that your abilities may be different based on rank (not always the case IRL but I think it is good enough for a game). But, if you are out in the woods casting spells, I don't see how you would determine whether you are a Mage or a Sorcerer or whatever you want to call yourself. If there is some line where you change from a Mage to a Sorcerer, then you are basically reinstating levels and the player will try to work towards that level instead of work towards completing their quest.
  14. First completed game: Pong Clone

    Thanks for all the comments! Let me comment on my OO approach. I have been programming on and off for 5 years, so obviously I've had a lot of failed experiences at creating a fully functional game. I have found the object-oriented approach the easiest and most conducive to making progress since you can work on a small section of your program (the menus, the timer, scorer, etc..) without having to worry too much about how it affects the rest of the game. All you have to do is design the interfaces. I started by writing down a list of things that I would need to create a game. I needed the paddles, the ball, the menus, scorers, and timer. Then I had to figure out how they would interact with each other, so I created the GameState enum which guides the flow of the game. Once that was done, each day I would work on a single class as a program itself rather than a part of the Pong game. That way, I can probably use some of the classes again since they aren't tied specifically to this game. There were some things that I didn't use OO for, such as the buffer screen and the screen dimensions. I attempted to use a GameObject class but after a while I found global constants to be much easier to work with. So aside from that, right now I'm debating on whether to start on a Tetris clone for my next game or to re-write this game using SDL.
  15. First completed game: Pong Clone

    Thanks for trying it out! The physics are simple so it can be pretty predictable, but I was focusing more on completing the game with menus, help screens, etc. rather than innovative gameplay. The paddles are slow, I could experiment more with them and the ball physics to create a more exciting game. I think I will wait until I learn more about network programming to create a multiplayer game before I come back to that though. Again, thanks a lot for trying out the game! I wanted to make sure I didn't have to send an allegro.dll file or anything for it to work on other machines.