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kseh

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  1. I just want to say, in the event that you end up trying to go forward, get people that are not your developers to do your QA. Your developers are too close to the stuff they're working on and are going to be far too busy to switch hats to QA someone else's work.
  2. well kseh I am working on my black jack game, I am making good progress, I am also learning a lot.

  3. Sounds good. After you get a text based version working then maybe try and add some card graphics.
  4. I think that you may find it rewarding to get cards to display on the screen and that it's more fitting of a beginner project than a tank game.
  5. Cards are graphics. Displaying cards dealt to a player from a standard deck is a good beginner project. Get the user input in whatever way you're comfortable with then update the display. No need to move things around, worry about timers, or worry about enemy AI. Just ask the player if they want another card, display it, and if they go over 21, tell them they've lost and give the option to start again.
  6. Personally, I'm curious how the attempt at blackjack went. Was there a part there where you got stuck as well or did you get all of the basics?
  7. I don't know if it's helpful to you to have Canadian stats but I had found this document awhile back Canada's Video Game Industry 2015. It indicates on page 16 some average salaries for 3 different company sizes. I believe you would fall under the Creative category. You'll have to figure out how it's relevant to your situation. Or maybe there's a similar study you can search for that's relevant for your location. But maybe around $56k CDN for an intermediate position at a mid sized company.
  8. If I had the money and the need to hire a writer, as well as the faith that my game would yield a profit after investing in employees, then I would start by googling "game writer salary" and see that the result saying the average is about $50k per year (I'm assuming that's USD). That works out to about $24/hr. From there I would attempt to take into account my perception of the complexity of the deliverables I'd be expecting and any estimates of the time it'd take to complete. I would also factor in my budget as if I only have X dollars to spend on a writer then that's that. I don't know how that'd compare to a writer's evaluation of the worth of his time and skills or his assessment of whether a project actually is as complex as the developer thinks. It'd probably be quite different. But yeah, I guess when it comes to it, the max that I would pay would completely depend on what kind of budget I have.
  9. I'm not really sure on what advice to give you at this point other than to just to make sure you ask clear questions and keep trying. If you want to try to continue this Space Invaders project and you still want to try to add in some kind of delay, then at this point I recommend you abandon using the chrono::high_resolution_clock object for the time being and use the sleep function instead. The original advice you received against using it was given under the assumption that you were doing something else. If all you're trying to do is just make it look like your sprites are moving around, you may not need the sleep function anyways depending on what amount you're moving the sprites.
  10. @phil67rpg, I'm sure you can agree that you are a beginner. Personally, I think that it's reasonable to say that things relating to time and timing are very challenging for a beginner to tackle and I'd also say that things relating to *precision* timing can be very challenging for an intermediate programmer. But I do think that you may yet be able to create the illusion of movement. For whatever direction the communication in this thread went, we are now at this point where you are trying to use a precision timer to create a delay between screen redraws. This is not how I went about it when I was a beginner but it is something that I do use now. I think you're not too far off from a solution and it's a good solution to find so why not try to continue down this path. First, I would recommend that you try an experiment to simply try and create a delay of maybe 10 seconds using the timer object that you're working with. Personally, I would do this with my timer object by first getting the current time and then adding the appropriate duration to that (if you don't know how to do that, consult the documentation for your timer object). Then, I enter a while loop that continually gets the current time and exits when the destination time has been reached or passed. Nothing else executes while in that while loop, but it works. Next, I would recommend that you take out all of the timer code that you have in your drawScene() function and put it in whatever function you have that calls drawScene(). I presume that will be your main game loop. Get the times that you need and implement your delay timer for the duration that you desire (I presume 30 milliseconds) after your drawScene() function has completed running. Good luck with your project.
  11. To be clear, your variables timeStampNow and timeStampPrevious will be affected as Lactose has described each time drawScene() is called. As I understand, the precision timer itself is a piece of hardware that your "chrono::high_resolution_clock" object examines. This piece of hardware never stops or clears. However, the "chrono::high_resolution_clock" object may have functionality to give the appearance of resetting a timer. But this will likely only work if you account for scope as Lactose has described.
  12. Thanks. I wanted to be sure that you weren't attempting to periodically add new enemies into the game. Just out of curiosity, how does everything look if you don't include any timers? Does it all run but just really fast?
  13. Why do you want to have a delay?
  14. Do I understand correctly that what you want is for one enemy to appear on the screen and then maybe 10 seconds later another one appears? Or is this about updating the display every 30 milliseconds?
  15. I'm wondering, why are you trying to do this? Are you trying to do some basic animations?