[QUOTE=DrLuckyLuke;39139105]Something like love (love2d.org) could actually be more suitable for entry level game programming.[/QUOTE]
I'd recommend it over gamemaker anyway.
Obviously at some point you should mess around with OpenGL directly though. Once you get that first sprite on the screen, you can start to see what goes into making games and how simple it actually is. The graphics part of games anyway. That's how it was like for me.
[QUOTE=DrLuckyLuke;39139105]Something like love (love2d.org) could actually be more suitable for entry level game programming.[/QUOTE]
Maybe its just me being lazy. I have a decent understanding of Java and C# and have used it with XNA. It just seems more fun when instead of creating a new Texture2D then assigning it or whatever and writing out all the parameters you can instead just click add sprite. Although yes, obviously you learn less when it comes to programming. I don't know what to value more. The quickness, fun, portability, and excitment of Game Maker or the education, understanding, and power of say C# or C++.
[QUOTE=MadPro119;39139165]Maybe its just me being lazy. I have a decent understanding of Java and C# and have used it with XNA. It just seems more fun when instead of creating a new Texture2D then assigning it or whatever and writing out all the parameters you can instead just click add sprite. Although yes, obviously you learn less when it comes to programming. I don't know what to value more. The quickness, fun, portability, and excitment of Game Maker or the education, understanding, and power of say C# or C++.[/QUOTE]
It's not like you have to do that every time though. I'm not saying to write a framework but once you've done it once, you've got the code there to do it again, nicely wrapped up in a class or whatever.
Not saying this is something you have to do but I like to think it's something you should want to know how to do.
[QUOTE=MadPro119;39138784]What does from scratch mean? As in like using a graphical library with C++ or something?
[editline]7th January 2013[/editline]
Because one thing I like about game maker is how simple the... pipeline(?) is. A few clicks you can add a sprite/picture. A few more clicks and you have an easy animation. Easy rooms that can store information.
I don't know... I'm tired.[/QUOTE]
If you know C++ it's pretty easy to set up a game engine. However I think GameMaker is useful for prototypes or if you really want to publish a game quickly to tons of platforms.
I actually went back and used GameMaker a bit ago, after not using it for years because of learning C++. It's a lot more powerful then it used to be but its lacking some major things such as Sockets/Networking for example. While using it I also ran into a bug that I had to wait for the developers to fix, and overall the flow of the coding language and IDE is still shit.
However, it only takes me a couple hours to set up a basic game engine in C++, and it is a little more work managing assets like sprites, levels, etc. But I don't have any limits whatsoever
You can also re-use your code though. For example I have a resource loading system where I create a folder with all of my images, sounds and any other data. I just compile it with a program I wrote and then I load them into my game simply with something like:
Resources.Graphics.Load(":path:to:image.png");
I wouldn't necessarily disrespect someone for using GameMaker, but you have better options, especially if you write your own little re-usable game engine. Although I do think GameMaker is awesome if you want to make a small game and publish to almost any major platform.
[QUOTE=laylay;39139208]It's not like you have to do that every time though. I'm not saying to write a framework but once you've done it once, you've got the code there to do it again, nicely wrapped up in a class or whatever.
Not saying this is something you have to do but I like to think it's something you should want to know how to do.[/QUOTE]
Thats true. Since the last time I set out to use XNA I have learned a lot. I'm realizing a bit that if I applied what I learn im school I could most likely simplify a lot of what I consider menial tasks.
Also another quick question. C# with XNA, is that comparable to C++ with OPENGL? I originally chose C# as it is obviously similar to Java but also XNA seemed simpler and well documented with both 2D and 3D capabilities and all other multimedia. No need for other libraries or extensions.
[QUOTE=MadPro119;39139245]Thats true. Since the last time I set out to use XNA I have learned a lot. I'm realizing a bit that if I applied what I learn im school I could most likely simplify a lot of what I consider menial tasks.
Also another quick question. C# with XNA, is that comparable to C++ with OPENGL? I originally chose C# as it is obviously similar to Java but also XNA seemed simpler and well documented with both 2D and 3D capabilities and all other multimedia. No need for other libraries or extensions.[/QUOTE]
I wouldn't go for pure openGL. Use something like SFML, SDL or Allegro. You don't really need any other libraries to make a game since these include graphics, input, sound and other stuff depending on which one you use.
The hardest part with C++ will be catching memory leaks.
[QUOTE=Electroholic;39139229]If you know C++ it's pretty easy to set up a game engine. However I think GameMaker is useful for prototypes or if you really want to publish a game quickly to tons of platforms.
I actually went back and used GameMaker a bit ago, after not using it for years because of learning C++. It's a lot more powerful then it used to be but its lacking some major things such as Sockets/Networking for example. While using it I also ran into a bug that I had to wait for the developers to fix, and overall the flow of the coding language and IDE is still shit.
However, it only takes me a couple hours to set up a basic game engine in C++, and it is a little more work managing assets like sprites, levels, etc. But I don't have any limits whatsoever
You can also re-use your code though. For example I have a resource loading system where I create a folder with all of my images, sounds and any other data. I just compile it with a program I wrote and then I load them into my game simply with something like:
Resources.Graphics.Load(":path:to:image.png");
I wouldn't necessarily disrespect someone for using GameMaker, but you have better options, especially if you write your own little re-usable game engine. Although I do think GameMaker is awesome if you want to make a small game and publish to almost any major platform.[/QUOTE]
Its methods like that you mentioned that I hope I will be able to right if I pick up C# again or C++. Although its possible your last paragraph is also a large driving force for me. For better or for worst, like most, I think it would be extremely bad ass to have a decent program/game on a website, the google play store, or iOS. It isnt a dream of money, I have an internship that fulfills those needs, but more for accomplishment.
[editline]8th January 2013[/editline]
[QUOTE=Electroholic;39139266]I wouldn't go for pure openGL. Use something like SFML, SDL or Allegro. You don't really need any other libraries to make a game since these include graphics, input, sound and other stuff depending on which one you use.
The hardest part with C++ will be catching memory leaks.[/QUOTE]
C++ is a daunting thing. I know close to nothing about memory leaks, or garbage collection, or whatever else I need to know for C++.
I find myself making excuses though. I tell myself "Thats alright, your a junior. Your brother didnt learn C++ until he was a sophmore in college" and then I come to the facepunch programming section and go to sleep ashamed.
[QUOTE=MadPro119;39139291]
C++ is a daunting thing. I know close to nothing about memory leaks, or garbage collection, or whatever else I need to know for C++. [/QUOTE]
But that's the beauty of the internet! You don't know a lot about that subject, and the internet is a huge flow of information from which you can gather such knowledge if you so desire!
If you do not desire such, then nevermind.
[QUOTE=MadPro119;39139291]Its methods like that you mentioned that I hope I will be able to right if I pick up C# again or C++. Although its possible your last paragraph is also a large driving force for me. For better or for worst, like most, I think it would be extremely bad ass to have a decent program/game on a website, the google play store, or iOS. It isnt a dream of money, I have an internship that fulfills those needs, but more for accomplishment.
[editline]8th January 2013[/editline]
C++ is a daunting thing. I know close to nothing about memory leaks, or garbage collection, or whatever else I need to know for C++.
I find myself making excuses though. I tell myself "Thats alright, your a junior. Your brother didnt learn C++ until he was a sophmore in college" and then I come to the facepunch programming section and go to sleep ashamed.[/QUOTE]
Keep in mind you don't have to use GameMaker for cross platform:
[URL="http://www.madewithmarmalade.com"]Marmalade[/URL] Supports every platform GM supports except HTML5, all native C++.
But don't be ashamed, C++ is a difficult language to learn, took me a couple of years to become fluent enough in it to write a game, you just need to stay motivated.
[QUOTE=OldFusion;39136061]There are very little locations in the windows networking pipeline where you can intercept packages and read their actual content.
There are a few places in the kernel where packages can be intercepted (like WinPCap does) But this is very low level, and a complete overkill for your means.
The best easiest and fastest solution will be exactly what Perl suggested.
- Inject binary in to application memory space (dll injector)
- Hook winsock recv function(s) ([url]http://research.microsoft.com/en-us/projects/detours/[/url])
- Check packages and edit where needed.
I can promise you there are hundreds of firewalls and antiviruses(and other crap) who hook/touch those exact same functions in exactly the same way.
EDIT: [url]http://en.wikipedia.org/wiki/Hooking#API.2FFunction_Hooking.2FInterception_Using_JMP_Instruction[/url]
EDIT2: [sp]If i was you, i wouldn't hook the networking for this, but inline hook the chatbox, but that requires a whole kind of different expertise[/sp][/QUOTE]
Eh... Guess I'll have to learn how to inject and stuff. I like the idea of changing the actual chatbox but that actually sounds harder to do since I don't really know what to look for and it would provide less formating power as I assume my changes would bypass a lot of game code that deals with that. Any other info you can give me?
[QUOTE=T3hGamerDK;39139351]But that's the beauty of the internet! You don't know a lot about that subject, and the internet is a huge flow of information from which you can gather such knowledge if you so desire!
If you do not desire such, then nevermind.[/QUOTE]
Actually, to expand on this, if you want to learn about memory management and such, I suggest you start out avoiding bigger languages that include these, and start out dry with C. I know it can feel a bit daunting, it did for me in the beginning, but it'll help you greatly understand the workings of the machine. I know it left me with an inner love for C.
I just figured out you could "Open a Command Prompt here" by holding shift and right clicking a folder.
Yay no more windows->cmd->enter->Drive:->cd dir
[QUOTE=Sartek;39139718]I just figured out you could "Open a Command Prompt here" by holding shift and right clicking a folder.
Yay no more windows->cmd->enter->Drive:->cd dir[/QUOTE]
Yay no more copy+pasting cmd.exe everywhere.
I'm a terrible person.
[QUOTE=Sartek;39139718]I just figured out you could "Open a Command Prompt here" by holding shift and right clicking a folder.
Yay no more windows->cmd->enter->Drive:->cd dir[/QUOTE]
Yep, and you can setup your explorer to keep the folder panel to be always so you don't even have to go up a directory to open it to the one you're in.
It's great. Until you need an elevated command prompt.
sudo
[QUOTE=swift and shift;39140094]sudo[/QUOTE]
No shit Sherlock
[QUOTE=iPope;39122741][IMG]http://i.imgur.com/RGRV4.png[/IMG]
I've found that little tool that actually motivates me, I've been using it all day for everything. What is it? Roadmaps! Strive for goals and get instant satisfaction when you achieve them. This is going to be a little platformer with 4x4 tiles or something. Lots of boilerplate code to get this far but my roadmap tells me exactly what I need to code next. It's a wonderful motivational tool for me - and I can look back and see how far I've come.[/QUOTE]
I know I'm late, but what are these "roadmaps" of which you speak?
[QUOTE=MadPro119;39139245]Thats true. Since the last time I set out to use XNA I have learned a lot. I'm realizing a bit that if I applied what I learn im school I could most likely simplify a lot of what I consider menial tasks.
Also another quick question. C# with XNA, is that comparable to C++ with OPENGL? I originally chose C# as it is obviously similar to Java but also XNA seemed simpler and well documented with both 2D and 3D capabilities and all other multimedia. No need for other libraries or extensions.[/QUOTE]
Have a go of Unity. It combines the best of both worlds. Nice interface for manipulating your objects while letting you use C# which makes it an incredibly powerful tool. Plus it's cross platform.
[QUOTE=Jinto;39139790]It's great. Until you need an elevated command prompt.[/QUOTE]
[img]http://www.1337upload.net/files/lolw8.png[/img]
Here's the start of in game voice chat. It's very crude right now but it works.
I don't have any friends so I made a bot that sends songs in the voice packets.
[HD]http://www.youtube.com/watch?v=Km1Fxu6i_9s[/HD]
Going out of my way to specifically allow easy streaming of audio from files so people can spam music without using a program to do it.
I'm using opus for the codec ([URL]http://www.opus-codec.org/[/URL]) which is pretty awesome.
[QUOTE]
//Remainder operations.
int totalPenises = 23;
int sluts = 7;
int remainingPenises = totalPenises % sluts;
//writes the remainder of penises to sluts to the console.
Console.WriteLine();
Console.WriteLine(remainingPenises);
Console.ReadKey();
[/QUOTE]
I should go to bed. :v:
[QUOTE=phygon;39140644]I know I'm late, but what are these "roadmaps" of which you speak?[/QUOTE]
A roadmap is like an ordered to-do list but of goals not tasks. It just things to work towards and then when you have achieved it you move on to the next one. For example at the moment I am working on getting moving things with gravity and collisions and next I'll be moving onto making a playable character that can jump and stuff.
[IMG]https://dl.dropbox.com/u/95785669/CMD.png[/IMG]
No what I mean is you can do this, you don't actually need to go up a directory.
In other news I made a basic powershell script which downloads a small file with the latest version number in it. Checks if you already have it downloaded, before downloading the file and extracting it.
All you need is these files on a http server.
[IMG]https://dl.dropbox.com/u/95785669/files.png[/IMG]
Here is the script.
[URL]https://dl.dropbox.com/u/95785669/Teknix/DownloadTeknix.ps1[/URL]
[media]http://www.youtube.com/watch?v=2c2AdOcGQrM[/media]
Added bullet time. The "vortex" behind the bullets fired when in bullet time is still temporary, but I'm rubbish with shaders, so I'll replace it later.
[QUOTE=NinjaWilko;39142170]-snipedeedoo-
Added bullet time. The "vortex" behind the bullets fired when in bullet time is still temporary, but I'm rubbish with shaders, so I'll replace it later.[/QUOTE]
I'm aware that it's just personal preference, but if anything I think that Bullet Time should lower the saturation instead of increasing it.
[QUOTE=krix;39142315]I'm aware that it's just personal preference, but if anything I think that Bullet Time should lower the saturation instead of increasing it.[/QUOTE]
Lower saturation in every color but red might be nice (I guess).
[QUOTE=laylay;39141383]Here's the start of in game voice chat. It's very crude right now but it works.
I don't have any friends so I made a bot that sends songs in the voice packets.
(...)
Going out of my way to specifically allow easy streaming of audio from files so people can spam music without using a program to do it.
I'm using opus for the codec ([URL]http://www.opus-codec.org/[/URL]) which is pretty awesome.[/QUOTE]
Looks really nice, good work.
Im just curious, are blocks made as entitys or they are brushes? does bsp optimization work with them? I'm quite impressed your game is so fluid when using voxels in source.
[QUOTE=pepin180;39142471]Lower saturation in every color but red might be nice (I guess).
Looks really nice, good work.
Im just curious, are blocks made as entitys or they are brushes? does bsp optimization work with them? I'm quite impressed your game is so fluid when using voxels in source.[/QUOTE]
I'm not using Source. Just using models from various games as placeholders.
[QUOTE=iPope;39141531]A roadmap is like an ordered to-do list but of goals not tasks. It just things to work towards and then when you have achieved it you move on to the next one. For example at the moment I am working on getting moving things with gravity and collisions and next I'll be moving onto making a playable character that can jump and stuff.[/QUOTE]
Any example of how you write yours down, if at all?
For one of my CS modules we have been set a pretty neat piece of coursework.
We all get given the same set of files, each one describing a complete weighted graph. The size of the graphs goes from 12 vertices all the way up to 535. Our challenge is to write a pair of algorithms to try and get the best solution we can to the [url=http://en.wikipedia.org/wiki/Travelling_salesman_problem]Travelling Salesman Problem[/url] using the given graphs as input.
I'd got my main algorithm getting some pretty good results, but I wanted to try a completely different tactic. I decided to make a visualiser that would attempt to show the graph in a way that tried to match the weights between nodes. It would then draw the best tour I had found so far.
For most of the graphs the result was pretty poor, which I assume is because the graphs were generated with weights that aren't euclidean distances. This would mean that there would be no perfect representation of the graph in 2D space.
But for the largest, the 535 vertex graph, what I got was this:
[img]http://puu.sh/1Ldt6[/img]
:dance:
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