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About LorenzoGatti

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  1. This sounds like trademark infringement (for the name "Diablo"), in addition to copyright infringement for game assets: a sure recipe for being sued, since trademark holders need to defend their trademark to show that they care about it (while "harmless" copyright infringement could be ignored until someone decides you are a profitable opportunity).
  2. LorenzoGatti

    Map Constraints on One Sprite

    If your "wall barriers" are polygons and curves they could be used along with "dumb" tiles with no physical behaviour (you would check collisions between agents, which can have any simple shape like a set of rectangles, and the large wall shapes instead). You only need to take care to align walls and graphics plausibly (e.g. the outer wall of a staircase, balcony etc. should keep the hips or hands of person sprites just inside the barrier) and consistently (between similar map locations).
  3. LorenzoGatti

    Perspective with Golf Putting Game

    Don't use objects that look good from specific view angles only. Since you need putting from arbitrary directions, you know that you need to display the golf course from all directions without bad cases. On the other hand, there are other constraints: you can choose the position in the viewport of the hole (presumably in the middle, left to right, and at a fixed or slightly varying height) and the horizon height (usually matching a typical person's height). Both constraints could allow you to apply simplifying assumptions to your assets.
  4. LorenzoGatti

    Managing .java Files in Eclipse

    Assuming you have your Java source files in nested folders that correspond to the respective packages (as declared in the package statement in each file) what you can organize is the location of these package folders: Eclipse looks for them in the Eclipse project source directories, which are set in the project properties. You can add multiple locations (for example, one for the main code and one for tests) and exclusions.
  5. LorenzoGatti

    Calculating Expierence - Logic? Formula?

    Back to the drawing board of game design, not XP formulas! There is no mathematically advanced method to calculate experience points you should learn, it's only a matter of finding the right numbers for your game rules, and since there's no need for a human GM to manage XP accounting you don't need nice formulas that a player can remember in the first place. To know that the numbers are right, you need a solid understanding of what problems you want to address and what constraints you need to respect. For example the Skinner box framework mentioned by Scouting Ninja (regulating the pace of rewards depending on how much one plays) and the traditional RPG inflation ratchet mentioned by me (progressively tougher enemies, demanding progressively stronger characters) are only two of the many different and unrelated reasons to use experience points Making one more step back, it might turn out that player levels and experience points are not useful for your needs and/or not a good fit for your game; several elements suggest this is the case (a solitaire doesn't offer much progression of any kind, playing is by itself a reward, and few meaningful player rewards are possible)
  6. LorenzoGatti

    Calculating Expierence - Logic? Formula?

    Are you sure columns G and J make sense? Hundreds of hours and thousands of games to earn a level? What is the gameplay impact of player levels?
  7. I'd call the three OP resources Money, Prestige and Culture. Money is your own (you aren't "funded" by someone else), You could track state funds and much less player-controlled private wealth separately. Prestige is spent or invested in diplomatic or political influence and is gained by interacting with others and behaving well towards them (e.g. helping in times of trouble, respecting alliances, trading that causes long-term economic interdependence) Culture is the source of good ideas and progress and is "produced" by citizens doing scientific research and enjoying sufficient wealth and leisure.
  8. Generic advice: make a prototype with reduced levels, placeholder graphics, etc. and you'll find out whether your idea is good your game engine is suitable for your idea you are actually capable of designing a shoot'em up Even if your prototype is a failure, a lot of the experience obtained this way would be relevant for a different game idea, and at worst you'd learn how to turn out prototypes efficiently.
  9. LorenzoGatti

    Begginer at writting for video games.

    You are probably interested in the large-scale writing needed for dialogue and exposition in some game genres, but there are usually titles, captions, option values, and other humble but important things that need to be expressed clearly and creatively. Some kinds of game design, like tutorials or linear levels, are also very similar to telling a story. I'd focus on developing the stories and worldbuilding a game needs (e.g. what medieval fantasy factions would go to war with zombies vs. domesticated wolves) rather than on figuring out what game could fit your worlds and characters. Related to 2 above: show that you can solve problems. A game about figuring out and/or enjoying an invented language is certainly possible, but it is an unlikely niche that, realistically, you shouldn't pursuit. Maybe invented languages can be featured in mainstream games as untranslated found inscriptions, dialogue between foreign characters, and the like. Your spelling imperfections don't inspire much faith in your translation skills, but in a team you are likely to be the only person able to read documentation and literature in certain languages and write or talk to foreign people, which can be very useful.
  10. LorenzoGatti

    Graphics and Art Style

    Regarding the purpose of this space, think about people: the old version shows a much higher time and money budget for gardening (those flowers don't grow themselves) while the revised version shows a rather lower effort (neat but plain). Whose courtyard is it? Who is the gardener? Design advice: Brick textures are still too repetitive the round table (?) in the middle is too large for its space, put more pavement around it (and compensate it with more grass around the walls, particularly in the corners by the flowering trees) The columns are extremely inappropriate. If you insist about them, they should end below the balcony; arches or pillars would probably look better.
  11. LorenzoGatti

    Improve Property System

    Post code to let us understand what you are talking about. To begin with, what it is that you are calling a "property" or a "setting", what the corresponding classes do (if they are slow, they are nontrivial), and what is "editor mode" .
  12. LorenzoGatti

    Bi-coloring mathematical programming problem

    Components have a good inductive definition: While not what is usually meant with the word, neighbours are also defined satisfactorily: In other words, the "components" are the connected components of the undirected graph that has the grid cells as nodes and edges between "neighbours". Are you familiar with graphs? The example figure has 4 components, two white and two grey. If you understand the examples (take your time to work them out on paper, the more complex first one with its 12 solutions in particular), it's only a matter of counting the colourings efficiently. Since it's homework, no hints about algorithms except that it's an easy and fun problem.
  13. Remove these classes from the interface between the Allegro-dependent or SFML-dependent layer and the library-independent core of your game engine. What library independent data structures (such as std::pair or std::array of the appropriate numerical type, or two loose numbers) can you initialize the Allegro and SFML 2D vectors from? Can you solve the problem more radically by completely purging these classes? Taking a step back, why do you need to support both Allegro and SFML? There seems to be significant overlap in features between the two libraries, you should probably use only one of them. If you want to port your game engine because you think SFML is better or more suitable than Allegro, just leave the Allegro-based game engine alone and write a SFML-based proof of concept: if the experiment proves to be the way forward you won't use Allegro any more, and if SFML disappoints you you can go back to the original engine (still working as before, and unaffected by heavy refactorings) with no need to make compromises to support SFML.
  14. As a general principle, creating a "decoupling layer" should not consist of adding new modules, but of tidying up old code, defining interfaces and enforcing boundaries between the part of your game that depends on Allegro or SFML and the part that doesn't. Different approaches can be appropriate for different needs, for example rendering graphics by decreasing order of library dependent code size: A rather monolithic library dependent "renderer" module that uses Allegro or SFML to render a snapshot of game state. This game state representation is the interface between the core of your engine and the library dependent presentation layer. With the same kind of library-independent game state, a somewhat library independent renderer module that does something important on its own (culling, sorting, interfacing with event handling, etc.) and calls lower level library dependent services (draw a sprite, draw a 3D mesh, draw a GUI widget...) with carefully defined abstraction over library APIs. Using OpenGL, Vulkan or Direct3D: Allegro or SFML window creation yields a bare window handle from which you create the appropriate contexts and GPU resources, then you avoid calling Allegro or SFML drawing commands at all (possibly rewriting something to use the generic 3D API instead of more convenient library functions).
  15. LorenzoGatti

    Use orbiting planets in 4x game?

    A very good point, there can be a slider (to interpolate between shortest time and largest payload) or some automation (produce the fastest plan with a given fuel budget that depends on the player's payload requirements, or the plan with the maximum payload for a given arrival deadline). Delta-v and fuel capacity should be fine stats to distinguish different spaceships. Regarding computational difficulty, it's a computer's job; there are relatively few variants to consider. Errors can be assumed to be corrected and extra fuel margins can be estimated depending on distances, ignition power and duration, etc. without adding complexity.
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