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Road Kill Kenny

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Everything posted by Road Kill Kenny

  1. This is the biggest load of bull**** excuse I've ever heard... There are so many good learning resources for programming out there, especially for C++. I'd suggest if you can't manage with what is out there then perhaps you should reconsider doing game development. Stop blaming others for your inexperience and resistant learning. Not everything in life is served on a silver platter.
  2. Of course you don't..... well, let me expl... ah stuff it
  3. I can't think of a worse way to learn than from a full example game. It's a good way to get your brain stuck in a box... learning the tricks and never really learning the concepts. @YouGroove: Have you ever noticed that when you buy a new car then you often notice the same model of the car on the road a lot more often.... same thing happening here......
  4. CSG: http://en.wikipedia...._solid_geometry No biggie... It's only missing the feature that makes CSG CSG.... wait
  5. Rick that is odd indeed. If you are indeed setting the entity key for the plant the same as the models it should work. It has in the past for me. Often I find when these anomalies happen there is a silly mistake somewhere. I don't know how many times I thought my code was fine and in the end it often turns out to be something rather silly.
  6. What the evaluation is for is the engine not the example mini game with the engine.....
  7. Groove..... Seriously stop talking about stuff you know **** about.... You always regurgitate the same rubbish all over the place when you really have nothing to show for yourself. You come here for a few months, waste peoples time with your stupid comments and know it all attitude. Then you bugger off for ages in search of another engine that will make your game for you with no effort whatsoever... only to return periodically to remind us all about how annoying you are... So what makes you think anyone is going to take you seriously this time? You're words are cheap and insulting to those who have and are actually trying to make games. At least a lot of us aren't sitting on our asses hoping that LE3 is going to make everything super easy artist land.
  8. Well it's a bit complex to explain fully in a topic post cuz there are a lot of systems involved in this process. For my game I actually made a class called the Entity Exchange which manged and moderated interactions between the entity types in the game. Part of the reason for this was to keep it all centralized in one place so it didn't get too clustered up.. and another reason was for future proofing sake if I wanted to change my system to be online or multiplayer so that interactions can be moderated to avoid cheating & make the server in charge. It doesn't exactly make it a faster approach but it kept it all in once place so that it was clean and simple to understand if anything went wrong. Each player, npc or other important entity was registered to the EntityExchange with a specific ID. If something wanted to do damage to something else it would have to request the Entity Exchange to do the damage. The player would calculate the outgoing damage and send it to the EntityExchange with a reference to the ID. The Entity Exchange would then check if the damage was warranted (only if necessary) and then it would send the damage to the target entity (usually an NPC). The target entity would receive the damage and then calculate the incoming damage / actual damage... (i.e. the outgoing damage altered by mitigation factors such as armor) and then the damage would be applied. I gave an example with damage, However, my system was able to affect any stat that an NPC had as well as, passing buffs, debuffs, damage, healing (which was just negative damage), giving items, using items etc. etc. etc. It was all moderated and managed by one central hub. I cbf explaining this before but since you were hoping for something different I thought this might be interesting. I don't even know if this is a good way to do it. But I really don't care because it worked... and worked well. If there was ever a problem you knew exactly where to go to find it. In the EntityExchange.
  9. Yes totally agree here. Any projectile should be it's own thing in this kind of settings
  10. It would actually look stupid if you didnt use classes. at least in C++
  11. Ideally I think the best way to have it would be to have all that stuff that is generally generic between games but don't force people to use it. You could have 3 ways of doing it: 1. Use the default feature 2. Extend / alter the default feature 3. Create your own from scratch using the "base API" If you consider allowing for the 3 options then you don't piss anyone off really. In LE3 Josh has done it in some ways. For instance he has made an animation script. I think it's horrible that it is a script but I bet most of you like it that way. Anyway... the script will assist with character animation.... you can choose to use that script or make your own method of doing it... Therefore, n00bs get their easy generic animations... programmers can make there own. If you did it carefully in C++ you could easily have a character base class (for example) and you may want a bit more or a bit different functionality. Well use the LE base character class to derive a new class and overwrite some of the functions to do what you want to do.. This gives you a kind of mid level access. So I think it it quite possible to not piss off everyone by choosing just one way through. Edit: wow just re-read my own post... bad bad English... oh well cbf fixing it.. good luck
  12. Calling bull on this. The world must really hate you if that really is true because FRAPS is way faster than CamStudio on any rig I've ever used...... CamStudio is free... but that's the only thing I'll give it over FRAPS when it comes to recording in game.
  13. I think the reason is because LE 2.5 is more of a rendering engine and not much of a 'game engine'. Sure it has some neat game engine stuff. However, you have to do a hell of a lot to it in order to get it to a place where you can make something out of it. It's indeed fun doing that.... however, it seems to end up having a lot of people releasing tools that make it into a game engine.... therefore not many games get made. I am assuming that Josh plans to stop that with LE3 by adding in a lot of the game engine stuff that LE2.5 missed. Heck I probably spent 70% of my time in LE2.5 implementing things that pretty much any game would require. My animator and sound systems for example. My UI System. Pathfinding. All things that don't need too much variance between games. It is fun making those things but it does make your development a lot longer.
  14. I can't stand typedefs like that. I don't see why its necessary to typdef variable types that are already short. Its a little more understandable when they get longer.
  15. Hi, I have an OUYA dev console myself and can tell you that developing for OUYA is exactly the same as developing for any android device except for two things: - There is an OUYA API for the controllers - There is an OUYA API for in game purchases These API's are currently only in Java... therefore with C++ you have to use the JNI to access the API functions... not sure if this is possible integrating with the engine as I haven't tried it. HOWEVER, a C++ NDK API for OUYA controllers & in game purchases is currently in development. If I were you I would develop the game on PC with an XBox controller for testing controller ability and then just change the controls to OUYA when the C++ API comes out. There is pretty much no code difference between developing for Android and PC except for controls and such so you won't be wasting your time. Therefore, in saying all this my point is that since LE3 supports Android it theoretically supports OUYA. All you have to do is use the OUYA library and API yourself for the extra functionality. Of course Josh could officially support it... However, I don't think it's necessary.
  16. Ok I'm not "bikshedding" here I'm just asking out of personal interest. If you are copying the argument... wouldn't it be quicker to copy something of a smaller size.. It just seems logical that it would be faster to copy something smaller in memory than something bigger. And yes I do realize that this isn't the only thing relating to speed but I'm just wondering about this aspect specifically.
  17. Also if I recall correctly the memory size of a pointer / reference is the same size as a float and bigger than an int so there is no real gain in using a reference / pointer with these native types.
  18. @Groove No... my goal is not programming... my goal is to make an indie game... and to date I've done that a hell of a lot better than you.... Look at TJHeldna... he is probably the best artist in this community but he still codes like a king.... The typical I'm an artist excuse just seems to be a cop out for not wanting to do any code yourself. Heck I do almost all the art for my own game as well... you seem to think I just code.. wrong. So for the last flopping time... stop putting people into programming and artist boxes..... There are only 2 boxes in the indie world... those who make games and those who talk about making games... Which box do you currently fit in I wonder? Edit: Also stop acting like you know me..... just because I'm a programmer doesn't mean it's all I think about.... I code because it is required to freaking make games.... Something people should learn to understand. You seem to think I code some low level ****.. when really a hell of a lot of my programming is gameplay... and if you think gameplay is simple to program then you're sorely mistaken. The hardest stuff I've every coded is gameplay, AI and NPC behaviours.
  19. Wait are you coding this straight with LUA or are you scripting a Day/Night object that you place into the scene? Have you gone through Aggror's LUA tutorials. They are basically an exact copy of Josh's C++ tutorials except for LUA.
  20. Someone needs to make an engine for programmers so I don't blame him in this regard. I for one am sick of them all being about scripting and padded walls. However, I'm rather confused because a lot of what LE3 seems to be is padding on the walls so that the n00bs don't cry?
  21. Although I do like the fact that you can make mobile apps with C++ in LE3.. I wouldn't say it's the best selling point.
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