• Tell me something to program! (C++)
    22 replies, posted
I've pretty much hit a wall in what I can do, ie I'm too stupid to do anything with my current knowledge; I would like to make a 2D sandbox game, and I've already gone through a lot of OpenGL tutorials, but I don't know how to start that project. So, since I'm not really coding much lately (haven't for the past 3 days) you guys can tell me what to do so I don't get rusty and so I can (hopefully) learn something and get better! :)
Here's a random idea. make a pacman clone but instead of pacman being the guy you control you control the facepunch logo and you eat pills and eat RED ban ghosts.
[QUOTE=robotman5;39062747]Here's a random idea. make a pacman clone but instead of pacman being the guy you control you control the facepunch logo and you eat pills and eat RED ban ghosts.[/QUOTE] Will be a little tough, but since it's pretty basic then I think I could be able to do it. Just need to figure out how to make a background, haha [editline]2nd January 2013[/editline] 6,000th post, I didn't even notice!
[QUOTE=robotman5;39062747]Here's a random idea. make a pacman clone but instead of pacman being the guy you control you control the facepunch logo and you eat pills and eat RED ban ghosts.[/QUOTE] Please do this, we need this. For reasons.
[QUOTE=Chezburger;39069325]Please do this, we need this. For reasons.[/QUOTE] I will definitely work on this once I learn how to.
c++ with sfml, or anything with smfl.
[QUOTE=Topgamer7;39073944]c++ with sfml, or anything with smfl.[/QUOTE] I'm using glfw
Yes. We need a game about Facepunch guy and the Banfags.
I can make it using SFML's graphics library (not implementing the OpenGL myself) if you guys want. I just feel like I'm cheating though, because it's so simple.
[QUOTE=Meatpuppet;39083497]I can make it using SFML's graphics library (not implementing the OpenGL myself) if you guys want. I just feel like I'm cheating though, because it's so simple.[/QUOTE] Who knows you might learn something! I say do it in SFML
ok
[QUOTE=Meatpuppet;39083497]I can make it using SFML's graphics library (not implementing the OpenGL myself) if you guys want. I just feel like I'm cheating though, because it's so simple.[/QUOTE] You're always going to run into obstacles, this should help minimize those obstacles. Also, don't reinvent the wheel. Also, the reasons that libraries like these are released is to make you work faster and the work you want to accomplish easier. You wouldn't want to rewrite every class you want to use in the standard library would you?
[QUOTE=Topgamer7;39084733]You're always going to run into obstacles, this should help minimize those obstacles. Also, don't reinvent the wheel. Also, the reasons that libraries like these are released is to make you work faster and the work you want to accomplish easier. You wouldn't want to rewrite every class you want to use in the standard library would you?[/QUOTE] i have a thing for doing everything myself, but I'm already making progress on the game in sfml so just wait please I will update when I get something to show for
[QUOTE=Meatpuppet;39084803]i have a thing for doing everything myself, but I'm already making progress on the game in sfml so just wait please I will update when I get something to show for[/QUOTE] Okay, I used to have that opinion too. Then I slowly molded into, "fuck it, find a library". I am playing around with sfml, but I am trying to make a robust tile system, and its going slowly. It won't compile atm :D
[QUOTE=Topgamer7;39086004]Okay, I used to have that opinion too. Then I slowly molded into, "fuck it, find a library". I am playing around with sfml, but I am trying to make a robust tile system, and its going slowly. It won't compile atm :D[/QUOTE] I think it's quite a common thing. I wanted to make a game once but I felt like using SFML or something similar would be cheating - I ended up making a black circle bounce around in the Windows API and got fed up with it.
[QUOTE=Meatpuppet;39084803]i have a thing for doing everything myself[/QUOTE] That's a habit you should really try to break yourself of, if you write everything you will never finish anything. Think about how far back we would be if mathematicians and scientists didn't build off of others work at all
[QUOTE=KmartSqrl;39094483]That's a habit you should really try to break yourself of, if you write everything you will never finish anything. Think about how far back we would be if mathematicians and scientists didn't build off of others work at all[/QUOTE] Pretty much this. If you're worried that the stuff you write isn't going to be "perfect" in every way, then just open source it and let people mock around with it so that it eventually will have all the errors ruled out, bugs fixed and whatever else there may be. [editline]4th January 2013[/editline] note: it's impossible to rid your software of all bugs, so don't expect that ever :v:
[QUOTE=T3hGamerDK;39094591]Pretty much this. If you're worried that the stuff you write isn't going to be "perfect" in every way, then just open source it and let people mock around with it so that it eventually will have all the errors ruled out, bugs fixed and whatever else there may be. [editline]4th January 2013[/editline] note: it's impossible to rid your software of all bugs, so don't expect that ever :v:[/QUOTE] yes i got it you guys gave me confidence i am making progress on my game
Another couple things you should keep in mind: Done is better than perfect, worry about polish and making everything perfect and your code perfectly sparkly later (obviously keep it somewhat clean, but don't make that your focus) Keep things as simple as you can until they need to be more complex. If you need collision detection, code the collision detection that you need, not a full on physics library because you "might" need it in the future. I've started pounding those two things in to my head more lately and I've been a lot more productive as a result.
[QUOTE=KmartSqrl;39098690]Another couple things you should keep in mind: Done is better than perfect, worry about polish and making everything perfect and your code perfectly sparkly later (obviously keep it somewhat clean, but don't make that your focus) Keep things as simple as you can until they need to be more complex. If you need collision detection, code the collision detection that you need, not a full on physics library because you "might" need it in the future. I've started pounding those two things in to my head more lately and I've been a lot more productive as a result.[/QUOTE] That's what I've been doing, I've just been focusing on making things work, and then focusing on polishing/making the code better, and then optimization. [editline]5th January 2013[/editline] Although when you're me, making things work takes a long time.
Man I need some incentive. I just found out that I was pretty much setting my project up terribly and I pretty much need to redo a class, and make others. I learned, that I should have a class for the menu, the game, the entities, et cetera (instead of putting it all in a class called game) although things like this just put me down.
Lol, the curse of OOP? Anyways, you should really actually have a Root class for entities, and then parent that to all your different sub classes, like the players, and the different enemy classes. Unfortunately a large amount of development is organizing how you are going to attempt the put your program together. Such as what classes you are going to use, and how you are going to implement a lot of functionality. ~~And trying to minimize wasted time ;)
[QUOTE=Topgamer7;39105416]Lol, the curse of OOP? Anyways, you should really actually have a Root class for entities, and then parent that to all your different sub classes, like the players, and the different enemy classes. Unfortunately a large amount of development is organizing how you are going to attempt the put your program together. Such as what classes you are going to use, and how you are going to implement a lot of functionality. ~~And trying to minimize wasted time ;)[/QUOTE] Yea, I know how to actually implement my entities and the like, but getting the project set up is definitely the hardest part.
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