Jump to content
  • Advertisement


  • Content count

  • Joined

  • Last visited

Community Reputation

255 Neutral

1 Follower

About RidiculousName

  • Rank

Personal Information

  • Role
    Game Designer
  • Interests

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I've been wondering how to choose from what seems like a huge assortment of external C++ libraries. How do people choose what's best for them? I know I need a 2D graphical library for my game, but I'm unsure what else could be useful. Is there an easy way to see what's available?
  2. RidiculousName

    Linux IDEs for C++

    I didn't know that. Is there a tutorial online somewhere?
  3. RidiculousName

    Linux IDEs for C++

    I recently switched to Ubuntu LTS 18.04 and I was wondering if anyone could recommend some good IDEs for C++?
  4. RidiculousName

    Simple Windows C++ IDE

    Maybe so, I will give Visual Studio another chance.
  5. RidiculousName

    Simple Windows C++ IDE

    We never used Visual Studio and so I don't really have an excuse to ask my professor about it. Mostly, I'm just overwhelmed by the options. I don't know what 9/10ths of the options even mean, and it worries me because I may be in a situation where I am unable to get the IDE to work the way I want it. I am very new to C++ and I don't understand it very well. All we used in class was the linux "kate" editor, g++ on the command line, and make to compile a program from a makefile. I can't get Visual Studio to display a vertical line, or compile anything.
  6. RidiculousName

    Advice Simple Windows C++ IDE

    I'm near the end of a college course for C++. During class we focused exclusively on C++ programming in a linux environment. I've tried MS Visual Studio, but it seems like learning how to use something that complex is going to be more trouble than I want to deal with right now. Can someone recommend me a good and easy to learn/use C++ windows IDE? I use windows 10.
  7. RidiculousName

    Programming Languages

    For the record I agree with Rutin here. I just want to add that all programming languages can pretty much do the same things, but in different ways. I make a speech here, but the tl:dr is, go with game-creation software or a high-level interpreted-language such as C#, Python, or Javascript. I cannot suggest C++ because it is too hard to learn and unnecessary for what you want to do. I would suggest not choosing C++ and going with what's called an "interpreted language" over C++ which is a "compiled language". C#, Python, and JavaScript are all interpreted languages. To help me explain the difference between interpreted and compiled languages better I need to describe what low-level and high-level programming languages are. Sometimes you may hear people describing languages as "lower" or "higher" than another. Technically speaking, if you need a program to "translate" your code into something the computer understands, then the language is high-level. Otherwise, the language is either in the "assembly" category of languages or it is "binary" language. C#, C++, and all the programming languages mentioned here are high-level languages. All of them have to be translated in one way or another to some sort of assembly language before they are run. The difference between a compiled and interpreted language is in how they are converted into assembly language. A compiled language uses a program to "compile" the code directly into assembly language, presumably the specific type that your machine uses. An interpreted language uses a program that "interprets" the code itself and runs it without ever translating the code to assembly. Generally speaking, interpreted languages are easier to learn, faster to develop programs with, and easier to port across different operating systems than compiled languages. The reason compiled programs such as C++ are still used is because, when an experienced programmer works with them, they can do the same work faster than interpreted languages. Computers are fast enough now that you don't need this extra speed unless you're programming a game similar to those released by professional publishers such as Activision, Ubisoft, and Bethesda. Let me talk about some of the languages I think you should consider as your first language. C# Once you get experienced you may feel like you want to make the transition to C++. C# is the most similar to C++ on this list. It is also the only language used on the easy-to-learn and well-supported Unity Engine which you can download and use for free to help you make a game. Unity is a bit too focused on 3D for my taste, but it does do 2D fairly capably. FYI an engine is any basic software used to run a game. Python Python is very easy to learn. It is may be the language most similar to regular english out of all the languages here. Unlike the other languages on this list it forces programmers to use tabs to separate certain lines. This is a very good thing because it emulates the format of you should practice anyway if you want to be able to read and edit your own code. You WILL make mistakes and you WILL have to fix them. On the other hand, all of the other languages here are more-or-less based on the language simply called C. This makes transitioning from this language to another a little bit more difficult, though it's still not hard. It is also the only language on this list that you cannot use with any game creation software. Game Maker Language (GML) GML is only used with the game creation software "Game Maker: Studio". I don't know a lot about it, but if you decide you'd like to try out Game Maker you should probably learn it. I think Game Maker is more focused on 2D games and making one with it might be easier than with unity. I don't recommend going with 3D for your first game. JavaScript Someone with actual knowledge of this language, correct me if I'm wrong, but I believe this could be the most portable of all the languages listed. Portable means that programs made with it are more easily made to work with different operating systems. I don't know if it is used with any game creation software, but I think I've heard it's used with at least one. Personally I've chosen not to use game creation software because I don't like learning complex GUIs. I would rather spend my time programming or learning more about programming.
  8. RidiculousName

    Game Combat Mechanic Examples

    I may set up some sort of goal, but right now I haven't thought of a goal or end. I eventually want to add a lot of different sorts of maps, but right now I am working on a fairly generic procedurally-generated map. Well, my idea is that as your band grows you can begin to prey on larger and better protected caravans and travelers of various sorts. I'm not sure. Right now, I'm focusing on map generation.
  9. RidiculousName

    Sharing My Random Map Generator

    Thank you! I'll take a look through it right now.
  10. I've made a very simple map generator as a demo for combat encounters in my game. I plan to have the trees and rocks be cover, while the player's bandits ambush a caravan on the road in the middle. Please, let me know what you think. Criticism is welcome. """ Generates a basic map for combat """ __Author__ = "RidiculousName" __date__ = "3/21/18" import pygame as pg import copy import random def createMap(width, height, trees, rocks, roadWidth): """ creates a combat map :param width: int; 20-60 width of map in squares :param height: int; 20-60 height of map in squares :param trees: int; 0 to (width*height)//5 # of trees in map :param rocks: int; 0 to (width*height)//5 # of rocks in map :param roadWidth: int; 0-10 width of road in map (if value=0, will not have a road) :return: tuple matrix of map """ # variable declarations mapMatrix = [] rowList = [0] * width treeLocations = [] rockLocations = [] colIndex = random.randint(0, height) rowIndex = random.randint(0, width) #error checking if trees > (width * height) // 3: print("ERROR: TOO MANY TREES") return 0 elif rocks > (width * height) // 3: print("ERROR: TOO MANY ROCKS") return 0 # create a blank map full of grass for i in range(height): row = copy.copy(rowList) mapMatrix.append(row) # add trees for i in range(trees): while (rowIndex, colIndex) in treeLocations: colIndex = random.randint(0, height - 1) rowIndex = random.randint(0, width - 1) mapMatrix[rowIndex][colIndex] = 1 treeLocations.append((rowIndex, colIndex)) # add rocks for i in range(rocks): while (rowIndex, colIndex) in treeLocations \ or (rowIndex, colIndex) in rockLocations: colIndex = random.randint(0, height - 1) rowIndex = random.randint(0, width - 1) mapMatrix[rowIndex][colIndex] = 2 rockLocations.append((rowIndex, colIndex)) # add the road if roadWidth > 0: ct = int(roadWidth // 2) road = int(height // 2) while ct > 0: mapMatrix[road + ct] = [3] * width mapMatrix[road - ct] = [3] * width ct -= 1 mapMatrix[road] = [3] * width # convert to tuple for i in range(height): mapMatrix[i] = tuple(mapMatrix[i]) # return return tuple(mapMatrix) def showMap(screen, mapMatrix): """ :param screen: pygame screen object images are blitted to this :param mapMatrix: list matrix contains the map matrix :return: none """ # variable declarations height = pg.display.Info().current_h width = pg.display.Info().current_w x_pos = 0 y_pos = 0 grass = pg.image.load("grass.png").convert() tree = pg.image.load("tree.png").convert() rock = pg.image.load("rock.png").convert() road = pg.image.load("road.png").convert() for i in range(len(mapMatrix)): for j in range(len(mapMatrix[i])): if mapMatrix[i][j] == 0: screen.blit(grass, [x_pos, y_pos]) elif mapMatrix[i][j] == 1: screen.blit(tree, [x_pos, y_pos]) elif mapMatrix[i][j] == 2: screen.blit(rock, [x_pos, y_pos]) elif mapMatrix[i][j] == 3: screen.blit(road, [x_pos, y_pos]) x_pos += 16 y_pos += 16 x_pos = 0 def main(): """ calls functions to allow the game to run """ # variable declarations done = False # initialize pygame pg.init() # make screen object size = (1600, 900) screen = pg.display.set_mode(size) # set window caption pg.display.set_caption("Bandit King") #manages FPS clock = pg.time.Clock() #creates map mapMatrix = createMap(30, 30, 140, 20, 2) while not done: # --- main event loop for event in pg.event.get(): if event.type == pg.QUIT: done = True # --- game logic # --- drawing code showMap(screen, mapMatrix) # --- update screen pg.display.flip() # --- limit to 60 FPS clock.tick(60) #print("height: ", pg.display.Info().current_h, "width: ", pg.display.Info().current_w) pg.quit() if __name__ == "__main__": main()
  11. RidiculousName

    Game Combat Mechanic Examples

    To answer your questions: 1: I'm going for both combat and management. Management will involve using stolen resources to build and upgrade facilities in your hideout. Occasionally moving your HQ (at the expense of time and loss of some loot/upgrades) to avoid it being found and destroyed. Positioning your raiding bands to areas depending distance from HQ, risk, type of goods, and amount of goods. I envision a starting player will have just one band, but as they grow they may gain as many as five. Both management and combat will be turn-based. The management aspect will be an overmap of the area surrounding your hideout where you can dispatch bands to prey on travelers, and a hideout screen that allows you build and upgrade your facilities. Combat will be seen from above. It will be at an aspect ratio like most of the older 2D Zelda games. Combat may be auto-resolved or fought out. Fighting between characters will usually be very short and bloody. characters will die often, and the player will have to rely on ranged characters to take out a good portion of the enemy at first. It will usually take just two or three turns/attacks to kill a character. The game will be 2D. 2: It's a traditional fantasy setting. I plan to take a few liberties with armament just to make things a little more interesting. I plan to add in a quality system for weapons armor and many types of generic goods once the game's basic structure has been finished. 3: The flow of the gameplay should be mostly combat, but with perhaps %20 to %30 of player time spent on the management aspect. Other than recuitment, and upgrading weapons/armor, I plan to have you focus more on keeping your bandits happy with booze and whores than healing them. Bandits may survive some minor wounds, but serious healing will very late game or not at all. Rather, your bandits will slowly spend their cut at your hideout or in a nearby town, and then, when they're broke again, they'll sign up for another "job". The game will determine the success of the bands you sent out at turns end. This will be determined by their leader's skills, the groups stealth ability, the cover the terrain provides, and whether the area you sent them to is well frequented. If they find a caravan you're given three choices, auto-resolve combat, manual combat, or to avoid. To aid making this choice, the caravan's type will be given along with some general information about its strength. There will be different types of caravans and caravans on different routes will tend to carry different items. "Caravan's" could be a single person, or a detachment of an army. 4: I plan to have a basic stat system in place. Raiding bands will vary in size between five and twenty-five men. I don't think it's necessary to have a lot of detail for them, and their stats will improve on their own. The player just controls character equipment and movement in combat. I want to make a stat system that improves based on use, not level. 5: I believe I have the basic knowledge. I need to learn more Pygame and random map generation, but at least as far as the math and logic goes, I think I can manage it. I don't really like Battle Brothers since I feel its combat system is not actually very deep, and yet almost it's entire focus is on combat. Thank you for your advice. You made me think about the game design in ways I hadn't before. I will try to reduce it as needed. I think right now I will focus on learning pygame and designing what I would call the "skeleton" of the game. Once I've got that written and programmed, I can focus on adding things. That's my plan anyway.
  12. RidiculousName

    2D Random Map Generation

    I could definitely use a guide about making a general game project. I'll try to follow your bullet-points. I'm trying to make everything as simple as possible while still providing a framework I can build off of. I only know Python and C++. I'd consider doing the project in C++, but I don't want to learn a new language, as I'm pretty busy ATM. I originally chose Python because it's easier to develop with, and I'm more familiar with it. Assuming I couldn't find a guide, I planned to use either Pygame or Kivy for graphics. I'm worried though, since Pygame is a bit too in-depth for what I need, and Kivy is hard to find good information for. I'll look into the other engines you mentioned. I don't really know anything about them. I guess I am confused about what an engine is. I thought both Pygame and Kivy were just graphical libraries.
  13. RidiculousName

    2D Random Map Generation

    I DID google a bunch of similar terms, but either came up with non-programming examples, or examples for 3D. Thank you, but I should've been more specific. I really need a guide, not just bits and pieces about generating random maps. Once I've got a good foundation I feel like I can start exploring different ways to do the same thing. Otherwise, I'll be out of my depth. I'm still a very new programmer.
  14. RidiculousName

    2D Random Map Generation

    I want to make a random map generator in python 3, but I have no idea how to do it. Could someone recommend me a good starting point? What I want to make is a flat 2D overworld-map with roads, rivers, settlements, farmlands, forests, and plains. I don't want to model specific buildings. This is just for a game I'm making where I'd like the player to be able to travel from point to point.
  15. RidiculousName

    Game Combat Mechanic Examples

    Well here's a bit more about my idea. I plan to make full-plate very expensive, rare, and difficult to sneak around in. Thus preventing bandits from taking full advantage of their ambushes, So far I've come up with the idea of making a few basic types of weapons and armor. Each is made of either copper, bronze, steel, mithril, or adamantium. Each has a quality level. Both of these will affect its price and level of protection. So the things that will affect whether your bandits come back with loot would be: Their physical stats (strength, dexterity, endurance, willpower, intelligence) Their equipment. Whether there are enough bandits to win in a fight, and a small enough number to go undetected until ready to ambush. This is why I want to know more about typical RPG systems.
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!