[QUOTE=Nigey Nige;28857931]He probably took all advice on board as well as doing his own research. Quit hasslin', yo.[/QUOTE]
Well I don't mean that I'm mad he didn't take the advice, I worded that really bad. But I just don't understand how he came up with Java over C# after all that.
The server made me make this post~
[QUOTE=NorthernGate;28857954]Well I don't mean that I'm mad he didn't take the advice, I worded that really bad. But I just don't understand how he came up with Java over C# after all that.[/QUOTE]
He probably looked into some other information sources and made his decision based on that. Still, if my experience is anything to go by then he'll switch schizophrenically and unhelpfully between C# and Java as he learns anyway. Or maybe that's just me. :smith:
Ah well, here's hoping he made the right choice for him.
I tried out this whole when coding a game make a game class with stuff attached and states to program it deal-io. I did a quick code up and it is magical. I'm on a programming roll today.
Well i'm not very sure yet, sorry for the unclear answer I gave you guys. But I think if I am a littlebit good in Java, I will look into C# too. But, that will come later. Thank you guys for your oppinion/help.
[QUOTE=Nigey Nige;28857931]He probably took all advice on board as well as doing his own research. Quit hasslin', yo.
Anyway, content!
[img_thumb]http://i.imgur.com/t0DQj.jpg[/img_thumb]
I'm loading a fuckhuge background image and scrolling across it with my little plane image. When it reaches the black area it teleports to the other side. XY wrapping I think it's called? Anyway, the reason it's in the top-left is because my code is herping its derp and if I start it in the centre then it gets too far into the black before it teleports. Question: how do I get the background to tile indefinitely? Also, it takes forever to load since the image is massive. Any way to fix that?
But my foray into programming is going pretty :unsmith: so far.[/QUOTE]
See if you can make it teleport to the other side of the map when the edge of the 'camera' reaches the blackness, that should give the illusion of tiling
[QUOTE=Icedshot;28858227]See if you can make it teleport to the other side of the map when the edge of the 'camera' reaches the blackness, that should give the illusion of tiling[/QUOTE]
Then I'd still end up in blackness on the other side of the map. Anyway, I ended up drawing the image double when it comes into view.
Four corners of the earth:
[img]http://i.imgur.com/y28QS.jpg[/img]
[QUOTE=Chris220;28856719]Not bashing gamemaker, but I just noticed how people using gamemaker seem to always say they're "prototyping" their game. Seems to me they're not really, they're just saying that to try and make up for the fact they're using gamemaker and not a "real" language.
Again not bashing gamemaker or anything, just an observation.[/QUOTE]
They say that cause they don't want to get shit for using gamemaker. (A little meta there)
Is C++ still the best choice for programming rich games or did I miss something? :v:
[QUOTE=CarlBooth;28857281]Jimbo that heatmap thing looks really cool. Are you gonna release it?[/QUOTE]
it's not for release, i'm making a website and it's generating the heatmaps it will be using. not ready to show yet but it's getting there
C++ is a choice. It's widely used so that stands for something. However you really should worry about good code, bad code will be bad no matter what language you use in games. In any case I think that other languages (C# for example) are really making an advance in the languages used for game production and also using python / lua as options for interfacing with the engine for you game. So really you just need to go with what you are most comfortable with, games can be made using most languages.
this is probably a stupid question but i was wondering, is there a term/does anyone have an example for that thing I can't remember the name of.
it's the same thing that valve use for entity spawn flags, for example if there's multiple options, they are assigned to 1, 2, 4, 8, 16 etc. So if I picked the second and fourth option there, it would be 11. From 11 they can work out what options they picked. Is there a name for this method, I could have sworn there was but I can't remember.
[QUOTE=Jimbomcb;28859575]this is probably a stupid question but i was wondering, is there a term/does anyone have an example for that thing I can't remember the name of.
it's the same thing that valve use for entity spawn flags, for example if there's multiple options, they are assigned to 1, 2, 4, 8, 16 etc. So if I picked the second and fourth option there, it would be 11. From 11 they can work out what options they picked. Is there a name for this method, I could have sworn there was but I can't remember.[/QUOTE]
They are [url=http://en.wikipedia.org/wiki/Bit_field]bit fields.[/url]
[QUOTE=jA_cOp;28859605]They are [url=http://en.wikipedia.org/wiki/Bit_field]bit fields.[/url][/QUOTE]
or more commonly, Bit Flags
Fuck yeah!
[img]http://f.anyhub.net/2ktL[/img]
[editline]28th March 2011[/editline]
It follows the mouse.
[QUOTE=Frugle;28859887]Fuck yeah!
[img_thumb]http://f.anyhub.net/2ktL[/img_thumb]
[editline]28th March 2011[/editline]
It follows the mouse.[/QUOTE]
What if you move the mouse behind his head? :D
The character flips horizontally.
[QUOTE=iPope;28859499]C++ is a choice. It's widely used so that stands for something. However you really should worry about good code, bad code will be bad no matter what language you use in games. In any case I think that other languages (C# for example) are really making an advance in the languages used for game production and also using python / lua as options for interfacing with the engine for you game. So really you just need to go with what you are most comfortable with, games can be made using most languages.[/QUOTE]
I hate looking at or working with bad code, and since I have to do exactly that with my own code I watch out of writing crap. :v:
And for engine-interfacing I thought about dll-like plugins, but I'll probably do Lua too since it was the language I started with.
[QUOTE=Frugle;28859988]The character flips horizontally.[/QUOTE]
Make it do a backflip while flipping.
[QUOTE=Tamschi;28856792]For games that's C++, but that's a lot more complicated than C#. Java is [URL="http://stackoverflow.com/questions/1034458/why-arent-video-games-written-in-java"]nearly unusable because it has that many performance issues[/URL], just look at Minecraft.
Newer versions of Android may be a slight exception, but that's not exactly a normal Java runtime.
The C# garbage collector has been optimized for games with the release of XNA, so there are a lot less problems.[/QUOTE]
Yes, I'm sure a John Carmack quote from 6 years ago about mobile versions of Java definitely represents the language as a whole, today in 2011.
EDIT: Have you even seen reverse engineered Minecraft code? From what I hear, it's just horrible.
[QUOTE=Nigey Nige;28858444]Then I'd still end up in blackness on the other side of the map. Anyway, I ended up drawing the image double when it comes into view.
Four corners of the earth:
[img_thumb]http://i.imgur.com/y28QS.jpg[/img_thumb][/QUOTE]
timecube.com
Someone should get a Java profiler and run Minecraft with it and see which methods take up the most CPU time.
[QUOTE=Dlaor-guy;28861207]Someone should get a Java profiler and run Minecraft with it and see which methods take up the most CPU time.[/QUOTE]
A non-inlined min/max?
I don't know what the hell I am doing but this looks interesting.
[img]http://f.anyhub.net/2kv9[/img]
-nevermind-
[QUOTE=Dlaor-guy;28861416]I don't know what the hell I am doing but this looks interesting.
[img_thumb]http://f.anyhub.net/2kv9[/img_thumb]
I'm curious why you would need a timestep parameter (dt) when checking for torch brightness.[/QUOTE]
Apparently dt is the manager class for the world.
[url]https://spreadsheets.google.com/ccc?key=0Aq-trhVh-49ldE8teWREdnNDMi0wSjl2RU00NHVPd2c&hl=en_GB&authkey=COrI4skP&pli=1#gid=13[/url]
[media]http://www.youtube.com/watch?v=Zt_m5j3udrs[/media]
Uploaded a video of me explaining some changes and progress on my game for the competition. Sorry if my voice is irritating, I'm not too good at speaking for long periods of time. :(
[QUOTE=xAustechx;28862745][media]http://www.youtube.com/watch?v=Zt_m5j3udrs[/media]
Uploaded a video of me explaining some changes and progress on my game for the competition. Sorry if my voice is irritating, I'm not too good at speaking for long periods of time. :([/QUOTE]
I'm surprised I managed to watch it all, usually this kind of videos bore me, looks cool! :buddy:
[QUOTE=iNova;28862994]I'm surprised I managed to watch it all, usually this kind of videos bore me, looks cool! :buddy:[/QUOTE]
Thanks, you should totally spread it around so I can kick Dloar's ass in the competition. :buddy:
[QUOTE=xAustechx;28862745][media]http://www.youtube.com/watch?v=Zt_m5j3udrs[/media]
Uploaded a video of me explaining some changes and progress on my game for the competition. Sorry if my voice is irritating, I'm not too good at speaking for long periods of time. :([/QUOTE]
Looking really nice bro.
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