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About nimrand

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  1. Iterators provide a generalized way of accessing the elements in a list, regardless of how that list is implemented. Not all lists can support the ability to lookup its elements by index. Linked lists are probably the most common example. Iterating over a linked list by accessing its elements by index would be very slow. Iterators provide a solution that works for all types of lists.
  2. nimrand

    a good story/ gameplay

    Quote:Original post by Merluche Quote:Original post by Edtharan Quote:Your main character becomes the TARGET of every other character in the game, because the agency wants him dead, and he will be pursued, hunted and shot at by his family members and colleagues. Therefore, he has no choice but NOT to shoot back at them, because it would only hurt the vessel, and not the person behind it. This is a good idea, but it will be hard to pull it off. First you have to make the player have some kind of reason not to shoot everything. Because games follow the formula of "Shoot anything that moves", then if you are going to have something that looks similar and has similar abilities (the player can shoot), then you have to give the player a reason not to follow that pre-established format. If the player has no personal investment in the people surviving and it is simpler to just shoot them, then they will do so (ask yourself: Why would the player make it harder on themselves?). Although the Character would have these emotional investments in the people around him, the Player doesn't. You have to give the Player that sense or they won't see the opponents the way you want them to. What about not giving the player the opportunity to shoot? Merely to use the stuff lying around, like a button, or a lock, a sheet of paper, like in Myst? I prefer to give the player the choice to shoot, but to make consequences that discourages it. This heightens the tension in the game for the player, as each encounter becomes a delimma of whether to harm the pursuer or find another, possibly more creative, solution. Perhaps the agency isn't able to control everyone the player encounters (particularly if the agency doesn't know where the doctor is), and there are some people who might help the player. The agency will, of course, try to discredit the doctor to discourage people from helping him by claiming he is a criminal or such. If the doctor starts killing his pursuers, he plays right into the lie. So, the player can choose to shoot his pursuers, but he/she will know that doing so will decrease the chances that he will be able to find assistance from other character down the road. The mechanic could be partly based on the amount of harm the player does as well. The player could shoot his pursuers in the leg as opposed to killing him/her by shooting him/her in the heart.
  3. nimrand

    Legalities of cloning a classic?

    I am not a lawyer, so do not consider this to be legal advice. But, there are a number of issues you need to be concerned about. Firstly is trademark issues. Trademarks expire if they are not defended or used. However, the fact that remakes of the game have been released lately make it likely that "Bomberman" (and possibly other game related logos and brands), are trademarked. You can get details on current trademarks at http://www.uspto.gov/. The other issue you need to worry about is copyrights. Copyrights are basically permanent, and can be asserted even if the creator of copywritable material does not officially register his/her creation. Copyrights would apply to the characters, story, and graphics of the bomberman games. One cannot even create derivative works of copywritten material. Gameplay mechanics aren't covered by any form of IP, as far as I know. So basically, I BELIEVE you can copy the gameplay mechanics of the original game, as long as you don't borrow from the original game's story or characters. That also means that the characters and settings should not LOOK like the original bomberman game, or any other bomberman game, for that matter. Fortunately, this shouldn't be too hard to do. I would check it out with a lawyer though, just to be safe. Also, note that, since most IP issues with software and games are copyright related, it does not matter how long ago the original game was made. A company that made a game 20 years ago and has done nothing with it since can still sue someone for creating a remake if the original company's game, if any of their copyrights are violated. [Edited by - nimrand on November 23, 2006 9:34:34 PM]
  4. nimrand

    Question on TV Show licenses

    Quote:Original post by frob >> Hi, I've always been curious on how game developers gain the licenses to creat games based off animes and tv shows? For movies, it basically works like this: Movie studio decides they want a game based on the movie Movie studio works with their mega-corp to make game Mega-corp gets the movie studio people in touch with the video game producer people Producer contracts well known, experienced studio that they trust Studio spends several million dollars on development, and coordinates marketing and other elements with the rest of the mega-corp they are working with Studio faces major cruch time earlier and longer than other games Game is released. Yay! The order is [Movie/TV production company] --> [video game producers] --> [game studio]. It isn't the other way around. Too often, people try the order "Game studio contacts movie production company and gets rights, then game studio contacts producers for deal." That isn't how the world works. When a multi-billion dollar Entertainment company is going to license out their most valuable IP rights, they are going to ensure it gives them more money in return. Does the same also apply to TV/anime though? What about the Dragon Ball Z games? Seems like there are a ton of them. Is it really the owners of the Dragon Ball Z IP that are asking for all these games to be made? Or are there just a lot of game studios that are anxious to make them?
  5. nimrand

    Looking to buy a DirectX book

    This is not a "DirectX" book, per se, but you said you wanted material to direct you about how to make a game. I highly recommend Game Coding Complete by Mike McShaffry. It teaches the reader about how to design and organize your game engine, and addresses at many of the more subtle problems and pitfalls that you may run into. It doesn't go into too much detail about any APIs, but the examples are based on Microsoft APIs including DirectX, and gives you more than enough to get your feet wet. There's a lot more to making a game than just knowing APIs, and IMHO, this book can give you a good foundation for building a game from a programming standpoint. Once you have that, you'll be much better prepared to start making your first game. If, at that point, you feel you need a book on Direct3D, then buy one. But, unless you're trying to do some really advanced stuff, you may even find that you know enough that the MSDN documentation is sufficient. PS- While 2D graphics are in some ways simpler than 3D (but not by much), knowing 2D wont help you too much when it comes to doing 3D programming.
  6. To answer your last three questions, yes. Much of the .NET Framework libraries were built ontop the Win32 API. However, .NET was designed to be used and understood on its own, without the programmer needing to know or understand Win32. Also, Microsoft almost never breaks backwards compatability, especially for core libraries like the Win32 API. While Microsoft isn't emphasizing or developing the Win32 API much any more, it will be supported for a long time to come.
  7. VS2005 C++ Express is a free, fully-featured C++ IDE and will most likely be all you need. There are other free alternatives, of course, but thus far I haven't felt compelled to leave VS2005 for anything else.
  8. nimrand

    C++ Iterator Problem

    The iterator returned by end refers to the element just after the last one in the list, so it cannot be dereferenced. If you decrement it before you dereference it, it may work. However, I believe the vector class has a reverse iterator that can be accessed via rbegin and rend, which would be easier to use.
  9. Most of the cost is in marshalling/unmarshalling the data. For instance, strings must be made into a form that is usable in a C/C++ API. I don't think its possible to come up with a % in general, because it depends greatly upon how often you cross the boundary between managed and unmanaged code, and the kind/amount of data you have to marshal/unmarshal. But, my experience is that the performance hit is usually minor. It depends upon how efficient your wrappers are, but my guess is that the performance hit caused by the wrapper will be significantly less than the overall performance hit of using C# over C++, which many gauge at about 10%.
  10. nimrand

    Will OpenGL disappear?

    BTW, Microsoft isn't eliminating support for OpenGL in its entirety. They are greatly limiting what they will support with hardware acceleration in OpenGL, however. They will not support any of the new OpenGL standards, including shaders. It is likely that there will at least be 3rd party ports that will emulate the new OpenGL standards through DirectX, which wont be as efficient as DirectX because of the added wrapping layer. Basically, I think the need for cross-platform graphics will keep OpenGL alive on the Windows platform, even if Microsoft isn't officially supporting it anymore.
  11. Quote:Original post by Alpha_ProgDes also why does it matter? if the database is with the program (.ldf, .mdb files) shouldn't it just run? as you can see i'm NEW to this. No, SQL Server 2005 is not designed to operate this way. Unlike MS Access and SQL Server Epxress Edition, SQL Server 2005 cannot be told to simply open a database file for an application on-the-fly. The database would have to be imported, and it would then be permanentaly hosted by that database server for anyone to access who is given security permissions to do so. This will not happen automatically unless you somehow build this into the install process. The easiest way to import it would be to use SQL Management Studio to import the database. You will probably have to set up an account to access the database as well. After that, all you should need to do it update the connection string as discussed.
  12. nimrand

    Want to make a RPG...

    FYI, I've been writing programs for 10 years, and I recently started using Torque Game Builder (previously Torque2D). I've been wary of using pre-built game engines before because many of them are quite limited, but I got tired of building a game out of tiny nuts and bolts. So far I've been very impressed with this engine. Its very reasonably priced at 100 dollars, it comes with the C++ source, its very extensible and scalable, has a built-in scripting engine, has built-in editors for GUIs and maps, has plenty of tools for creating animations and particle effects, has built-in network support, and has a large community of developers. It is a bit lacking on the documentation, but the community makes up for that somewhat, and it is getting better. So, for I beginner trying to make a game like this, I would recommend trying it out. With it, you can jump right and learn a lot just through experimentation, instead of having to go through a lot of work to get a simple thing sprite to draw. Even with the engine, though, starting with a small game is always a good idea. If you're interested, check out <http://www.garagegames.com>.
  13. You need to use the FileStream class to read your file. You can use the Seek method to position the read cursor at a specific point in the file, and then use the Read/ReadByte methods to read in one or more bytes of data. If you would like to display the results as hex-strings, you can use the Byte.ToString method passing "x" as your format specifier argument.
  14. Quote:Original post by Palidine http://www.garagegames.com AFAIK that site already does what you are proposing your site will do. At least that's what i thought, it seems very geared towards torque, but i don't know if torque is a requirement for selling in their store. either way it's definitely competition. -me Torque is not a requirement, but they are selective about what games they will publish. They spend money on deals to advertise and distribute your games through Yahoo and other portals, so they aren't going to waste their money on just any game. This site sounds like it would be open to all games, and as far as I know, there is no site that is quite like he is describing that is geared towards game exclusively (although www.download.com comes close). Incidentally, I would be interested in distributed a game through you're site. I have only one game finished right now, but hope to have another before the end of the year.
  15. nimrand

    can you interchange? VB/C++?

    Not sure what books I would recommend, as I taught myself .NET using just the reference materials (not what I'd recommend). However, you might start by downloading a copy of VS.NET 2005 Express Edition. Mind you, Microsoft has extended the C++ syntax to make in compatible with .NET. Also, if you just want to learn how to make windows and manipulate graphics in C++, you might take a look at SDL. It is very popular, and, from what I hear, relatively easy to learn.
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