Computer Programming Discussion

Post » Sun Dec 13, 2009 4:52 pm

http://img691.imageshack.us/i/lmaod.jpg/
:facepalm:

Very appropriate emoticon.
User avatar
victoria johnstone
 
Posts: 3424
Joined: Sat Oct 14, 2006 9:56 am

Post » Sun Dec 13, 2009 7:01 am

http://img691.imageshack.us/i/lmaod.jpg/
:facepalm:


:rofl:

That was just hilarious xD
User avatar
Ebony Lawson
 
Posts: 3504
Joined: Fri Feb 16, 2007 11:00 am

Post » Sun Dec 13, 2009 8:41 pm

Another potentially interesting beginner's Python tutorial: http://inventwithpython.com/chapters/
User avatar
neil slattery
 
Posts: 3358
Joined: Wed May 16, 2007 4:57 am

Post » Sun Dec 13, 2009 9:26 am

Any of you guys ever written an XML parser in C++? I'm working on one right now and have a few unresolved externals that I can't figure out how to fix.

[EDIT]: Never mind, as expected it was a missing library file.
User avatar
Mistress trades Melissa
 
Posts: 3464
Joined: Mon Jun 19, 2006 9:28 pm

Post » Sun Dec 13, 2009 4:32 pm

Just got my latest PHP project onto http://code.google.com/p/es-search/ at last.
User avatar
Marine Arrègle
 
Posts: 3423
Joined: Sat Mar 24, 2007 5:19 am

Post » Sun Dec 13, 2009 10:11 am

Guys, I've an important question to ask you all. Please help.

I'm developing my programming skills to create a platforming game I'll present to a council of teachers for my senior project. Here is my text document regarding the basic ideas I have.
1. McPygame(SENIOR PROJECT):A. Platformer	a. Mario-like features		-Jump on enemies head they die		-Colorful world, stylized	b. Ropegun(main focus)		-Latches, detaches		-Reels in, repels		-Swing with it(physics?)	c. One level needed only!		-Don't try anything too fancy until the ropegun works		-One level only needed for presentation		-Don't overdo it with the difficulty!	d. Level design		-Vertical level design		-Ropegun is imperative


I've named it McPygame because I've been planning to create this in PyGame. Though after looking through the games produced in PyGame, I've come to the conclusion that there must be some far more powerful alternative.

What alternative would best suit my needs for this project? I'm not asking for a fill in the blanks game engine like Game Maker or what have you, I want to build this from the ground up.
I know the basics of C++ and Java, but my primary language is Python, and I'm willing to put in the time to learn other languages seeing as how I have more than a year to create this.

In a nut shell, what language, library, or whatever else(please explain the whatever elses to me) would you recommend for me to develop this game?
User avatar
BrEezy Baby
 
Posts: 3478
Joined: Sun Mar 11, 2007 4:22 am

Post » Sun Dec 13, 2009 4:57 pm

http://img691.imageshack.us/i/lmaod.jpg/
:facepalm:

Is that up on failblog already?

If it's not then why?! :stare:
User avatar
Steve Bates
 
Posts: 3447
Joined: Sun Aug 26, 2007 2:51 pm

Post » Sun Dec 13, 2009 5:04 am

In a nut shell, what language, library, or whatever else(please explain the whatever elses to me) would you recommend for me to develop this game?


Is it going to be 2D or 3D? If the latter, I'd suggest using C++. You mentioned physics as a possibility for the ropegun (very Bionic Commando), in which case you could implement Havok if you want to take it that far, as it's now free for non-commercial development.
User avatar
DeeD
 
Posts: 3439
Joined: Sat Jul 14, 2007 6:50 pm

Post » Sun Dec 13, 2009 5:45 pm

Is it going to be 2D or 3D? If the latter, I'd suggest using C++. You mentioned physics as a possibility for the ropegun (very Bionic Commando), in which case you could implement Havok if you want to take it that far, as it's now free for non-commercial development.

Definitely 2D, I'm a novice with Blender. :P As for Havok, how difficult would it be to implement?

Just looked at Bionic Commando. :embarrass:
User avatar
Alexxxxxx
 
Posts: 3417
Joined: Mon Jul 31, 2006 10:55 am

Post » Sun Dec 13, 2009 6:36 am

Definitely 2D, I'm a novice with Blender. :P As for Havok, how difficult would it be to implement?

Just looked at Bionic Commando.


Bionic Commando's 3D if I recall correctly, but yours is 2D, which should be significantly easier to program, because you're excluding the z axis. As for Havok, I have no idea, but I'd imagine that it would be done via a hook. I think. (Don't know a lot about programming, only the theory. :embarrass: )
User avatar
Miragel Ginza
 
Posts: 3502
Joined: Thu Dec 21, 2006 6:19 am

Post » Sun Dec 13, 2009 2:47 pm

Bionic Commando's 3D if I recall correctly, but yours is 2D, which should be significantly easier to program, because you're excluding the z axis. As for Havok, I have no idea, but I'd imagine that it would be done via a hook. I think. (Don't know a lot about programming, only the theory. :embarrass: )


The original Bionic Commando and the recent XBLA remake were both 2D (well, the remake was 3D but played like a 2D platformer). The recent retail game was fully 3D, but wasn't that great.

Anyway, Havok wouldn't really be worthwhile if it's just a 2D game, and is probably too complicated for such a project. It's relatively easy to implement Havok if you are familiar with C++ and the likes of DirectX or OpenGL, but otherwise it's probably going to be too much.
User avatar
Sian Ennis
 
Posts: 3362
Joined: Wed Nov 08, 2006 11:46 am

Post » Sun Dec 13, 2009 10:36 am

Bionic Commando's 3D if I recall correctly, but yours is 2D, which should be significantly easier to program, because you're excluding the z axis. As for Havok, I have no idea, but I'd imagine that it would be done via a hook. I think. (Don't know a lot about programming, only the theory. :embarrass: )

I was planning a rope which, when it conflicts with something, attaches and initiates the controls to reel the player in, repel the player, or detach. This idea mostly comes from the Worm games' "Ninja Rope".
As for a hook, this is a great idea. Attaching the script explained above onto the hook, along with one that creates rope between the gun and the hook accordingly, should produce some nice results.

Does this sound like an accurate layout?

Edit:
Anyway, Havok wouldn't really be worthwhile if it's just a 2D game, and is probably too complicated for such a project. It's relatively easy to implement Havok if you are familiar with C++ and the likes of DirectX or OpenGL, but otherwise it's probably going to be too much.

Is Havok designed to support 2D games? I'm sure with some research I'd be able to implement such a engine to create a more interactive world.

How should I go about learning C++? I know how OOP works, and the syntax of C++. But how can I begin creating games with C++? Which would be better for this project, OpenGL or DirectX?
User avatar
Rachell Katherine
 
Posts: 3380
Joined: Wed Oct 11, 2006 5:21 pm

Post » Sun Dec 13, 2009 8:33 pm

I was planning a rope which, when it conflicts with something, attaches and initiates the controls to reel the player in, repel the player, or detach. This idea mostly comes from the Worm games' "Ninja Rope".
As for a hook, this is a great idea. Attaching the script explained above onto the hook, along with one that creates rope between the gun and the hook accordingly, should produce some nice results.

Does this sound like an accurate layout?

Are you going to allow the player to swing around on the rope? Instantly reeling them in would only let them climb obstacles if there was something above the platform they wanted to get to.
User avatar
*Chloe*
 
Posts: 3538
Joined: Fri Jul 07, 2006 4:34 am

Post » Sun Dec 13, 2009 12:53 pm

Are you going to allow the player to swing around on the rope? Instantly reeling them in would only let them climb obstacles if there was something above the platform they wanted to get to.

Yes, jump features will definitely be included too, so sometimes there won't be something above them to latch onto. But since vertical maps are what I was planning, swinging will be very important.
User avatar
Allison Sizemore
 
Posts: 3492
Joined: Wed Jul 19, 2006 6:09 am

Post » Sun Dec 13, 2009 2:12 pm

So you'll be adding controls to enable the players to detach, lower themselves, pull themselves up and to swing? Would swinging add extra speed after a while of swinging? It's important to set everything out as explicit as you can, so there's no confusion.
User avatar
Sxc-Mary
 
Posts: 3536
Joined: Wed Aug 23, 2006 12:53 pm

Post » Sun Dec 13, 2009 9:20 am

I voted "other" - my formal background is Java, I've done a few major projects in C, I taught myself PHP, and my hobby is C++, sort of. But in my current job I'm mostly using Bash :P

I actually know very little "pure" C++ - it's almost all been done with Qt, which gives me nice things like documentation, containers, GUI elements... :)

I guess the next thread will have to be on version control systems :P
User avatar
Nathan Maughan
 
Posts: 3405
Joined: Sun Jun 10, 2007 11:24 pm

Post » Sun Dec 13, 2009 8:14 am

I wish I could programme and I will probably learn some once I get the time (highly likely C++) but I'm just wondering what are some practical "day to day" (so to speak) uses for it? Thanks guys.
User avatar
Kayla Keizer
 
Posts: 3357
Joined: Tue Dec 12, 2006 4:31 pm

Post » Sun Dec 13, 2009 12:25 pm

What alternative would best suit my needs for this project? I'm not asking for a fill in the blanks game engine like Game Maker or what have you, I want to build this from the ground up.
I know the basics of C++ and Java, but my primary language is Python, and I'm willing to put in the time to learn other languages seeing as how I have more than a year to create this.

In a nut shell, what language, library, or whatever else(please explain the whatever elses to me) would you recommend for me to develop this game?

Whichever you want. Performance isn't going to be an issue to the level you require C++.

How should I go about learning C++? I know how OOP works, and the syntax of C++. But how can I begin creating games with C++? Which would be better for this project, OpenGL or DirectX?

A high level wrapper around one (or both) of them. Me on another site:

You mention DirectX, which is not actually a fast way to go as you have to build everything from square one, which means a lot more maths, performance testing and overall handwork. I would suggest at least a rendering engine like Ogre3D. There are plenty of tutorials and a very good community.
There is a good post here on why you should http://scientificninja.com/advice/write-games-not-engines.

The main reason you would want to use DirectX is to enhance your understanding of the lower levels, all the things an engine is abstracting for you. While I think this is a good thing to do, I wouldn't want to do it for a major or first project.


While I recommended Ogre3D there, it may not be the best for this project. Another alternative you could look into is http://www.libsdl.org/. Never used it, don't have a clue (Still looks quite low level). :shrug: Maybe more suited to 2D games.
User avatar
WYatt REed
 
Posts: 3409
Joined: Mon Jun 18, 2007 3:06 pm

Post » Sun Dec 13, 2009 3:10 pm

In an effort to bump this thread with something useful, is anyone else (Other than Max) a member of http://stackoverflow.com/? I find it good as it points out to me that there are a lot of times when I think I may know an answer to a question, only to find I do not know it well enough to explain to someone else (in other words, I don't know it). It has improved my ability to write error free code without a compiler and write good answers to questions though.

I am still trying to find time to learn more Haskell and failing :( I really like the language and that, but I haven't yet got to anything where state is involved which makes my knowledge of it still rather useless and limited to maths and other theoretical problems.


Next, I have a question. I think I understand Hashmaps, however the one thing that alludes me is how they are represented in memory. As (for example) the hash map in TR1 uses hashes from 0 to the maximum value of size_t, which if you had a slot for every possible hash in this range it would take up huge amounts of memory (and waste a huge amount). The only way I could think of doing it would be to have a number of slots and just dividing the hash of the input value to ensure the actual offset is within the bounds of the slots. Is this the way it is done?
User avatar
Eileen Collinson
 
Posts: 3208
Joined: Thu Dec 28, 2006 2:42 am

Post » Sun Dec 13, 2009 5:59 pm

In an effort to bump this thread with something useful, is anyone else (Other than Max) a member of http://stackoverflow.com/? I find it good as it points out to me that there are a lot of times when I think I may know an answer to a question, only to find I do not know it well enough to explain to someone else (in other words, I don't know it). It has improved my ability to write error free code without a compiler and write good answers to questions though.

I am still trying to find time to learn more Haskell and failing :( I really like the language and that, but I haven't yet got to anything where state is involved which makes my knowledge of it still rather useless and limited to maths and other theoretical problems.

SO(and the rest of the trilogy) are great sites. I'm not very active on SO, though, everybody's better than me, so I just hang back and learn. Fairly active on SU, though.
User avatar
Robert Jackson
 
Posts: 3385
Joined: Tue Nov 20, 2007 12:39 am

Post » Sun Dec 13, 2009 2:09 pm

SO(and the rest of the trilogy) are great sites. I'm not very active on SO, though, everybody's better than me, so I just hang back and learn. Fairly active on SU, though.

Ah I remember reading http://superuser.com/questions/85355/pulling-the-plug-out-for-10-seconds/85356#85356 on SU but didn't connect it to anyone back here. I wish this forum was a bit more like SO[UF] in some ways. I keep getting urges to correct other peoples posts :P
User avatar
Bellismydesi
 
Posts: 3360
Joined: Sun Jun 18, 2006 7:25 am

Post » Sun Dec 13, 2009 5:11 am

Ah I remember reading http://superuser.com/questions/85355/pulling-the-plug-out-for-10-seconds/85356#85356 on SU but didn't connect it to anyone back here. I wish this forum was a bit more like SO[UF] in some ways. I keep getting urges to correct other peoples posts :P

It's a lovely system, it really deserves all the popularity it's gotten, and I've learnt a lot from hanging around the sites, too - I'd recommend it to anyone.
User avatar
Kaley X
 
Posts: 3372
Joined: Wed Jul 05, 2006 5:46 pm

Post » Sun Dec 13, 2009 5:41 pm

In an effort to bump this thread with something useful, is anyone else (Other than Max) a member of http://stackoverflow.com/? I find it good as it points out to me that there are a lot of times when I think I may know an answer to a question, only to find I do not know it well enough to explain to someone else (in other words, I don't know it). It has improved my ability to write error free code without a compiler and write good answers to questions though.
Used it a few times and I must agree. It's a good community and you're sure to get quick answers.
User avatar
Farrah Lee
 
Posts: 3488
Joined: Fri Aug 17, 2007 10:32 pm

Post » Sun Dec 13, 2009 7:52 pm

My primary programming language is Java -- been doing that heavily for the past 10 years. I've focused more towards J2EE lately. I know C and C++, but those languages have taken a back seat lately.
User avatar
Tamika Jett
 
Posts: 3301
Joined: Wed Jun 06, 2007 3:44 am

Post » Sun Dec 13, 2009 9:37 pm

I think this would be better to ask in here than creating a new thread...

What program/s, programming language and other skills would I need to make a game like this: http://armorgames.com/play/3469/robot-dinosaurs-that-shoot-beams-when-they-roar
User avatar
Ash
 
Posts: 3392
Joined: Tue Jun 13, 2006 8:59 am

PreviousNext

Return to Othor Games