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Road Kill Kenny

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Posts posted by Road Kill Kenny

  1. The auto-completion systems i've used in the past literally finish of your sentence so to speak. When I type { it puts in the }, when I put " it added another " and your typing in the space. Really quite frustrating when your working through a train of thought. Haven't had the dropdown variations before.

     

    The syntax highlighting can help at a glance especially when they use the red bug issue so you can spot the part where your missing a semi-colon but for general reading I have issues (its a weird habit thing lol). The line numbers are a god send though I do really wish Notepad had that option in there. I'll be using the inbuilt editors with LE3 which have it though so always happy smile.png

     

    I support adding the syntax highlighter and auto-completion features as I know most developers prefer to have them, I just hope they come with a toggle option so they aren't forced upon those that don't want them. I'm sure some point down the line I will adjust my old fashioned ways but it's been about 10years since using my first ac & sh and I haven't adjusted yet.

     

    Ever tried Notepad++. It has line numbers and you can disable all highlighting etc. if you want.

  2. Currently I have a trigger in my scene. The trigger has a script attached to it with the CollisionHook function

     

    If something in the game hits the trigger, then the Lua CollisionHook is called. But how can I send/call/invoke functionality in C++ from that part of the Lua script?

     

    Among other things, It is this awkward interface between C++ and LUA (or between any coding language -> scripting language for that matter) which makes me not want to touch scripting with a 10 foot pole.

  3. I assumed he meant that when plans deviated from the roadmap some people complained.

     

    Yes I understand. But what I am saying it was more than a slight "deviation" from the roadmap. It was more like complete abandonment from the roadmap and a failure to update it.

     

    Not that I really care anymore... I'm over it.. just thought I'd set the record straight since I was one of the people complaining about it.

  4. There was a roadmap once but some people couldn't handle deviations from it well.

     

    Deviation.. by that you mean it was completely ignored and never updated right?

    If you deviate from a roadmap you should change the roadmap....

  5. How the hell is LUA already a game framework?.. or so called "already code components"

     

    LUA is a scripting languge...

     

    There is nothing stopping you using LUA script right now to make a full game.. but by the sounds of it that still isn't working for you. No matter how simple the syntax of LUA is compared to C++.. if you are going to use LUA as a coding language to make the full game with it you will have all the same problems that anyone coding a full game in C++ will have and I dare say a few more problems specific to LUA. LUA is not some magical thing that simplifies algorithms and automatically sets up your system.. At the end of the day you still have to go through the same steps as with any programming language.

     

    I don't understand this trend of people thinking they should be able to create a game without coding / learning code. It makes no sense. It's like an architect drawing a building and thinking he doesn't need Engineering skills to actually build it. absurd..

     

    At the end of the day the coding language is never the hard part of programming for games.. It's the algorithms and figuring out your game architecture and systems.. how they interact with each other etc.

     

    It doesn't matter if you're using LUA, C++, C#, BMax, Obj C... it will still be flopping hard because programming is not about syntax or language (only 1% imo).. it's about problem solving... intense brick sweating, acid bleeding, blood, sweat and tears problem solving.

    • Upvote 3
  6. if someone would teach me C++ I would gladly learn it - fact is online resources for learning programming are really ****ty imo

     

    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.

  7. looks like you're all set... have fun!

     

    one thing though (you know me... there's always gonna be one thing smile.png )

     

    call me old school... call me a pary pooper... but there's one thing i'll never understand...

     

    why do people waste those cpu cycles posting humongous full screen pictures of unicorns, nebulas... or in your case, lions... when, if they're planning on doing any sorta work, they're probably going to have several windows open...

     

    which will wind up covering up all of that beautiful artwork...

     

    my desktop (virtual) looks like this...

     

    Desktop.jpg

     

     

    cool.png

     

     

    --Mike

     

    Hmm I see you are using Vista. I can understand why you need all the CPU speed you can get biggrin.png. Also while you're at it you might want to get rid of all those desktop shortcuts as well. rolleyes.gif

     

    Heck I say why not. I have multiple backgrounds that cycle... keeps it interesting. Sometimes visual inspiration is a good thing especially in the land of game dev and on most modern PCs the CPU usage is negligible. In fact I was playing FarCry3 on max settings the other day and it wasn't even using a quarter of the CPU ohmy.png (which surprised me) so I'm not really worried about the effects of a background image.

     

     

    My background right now is a wallpaper for my game.. helps keep me motivated.

  8. What the hell is wrong with you? =D

    Everyone else would just go back to that place when he's way stronger to kill that beast.. (He also gets some new attacks, making it even more fun to die there over and over)

    Hey man, Yeh I know right. Actually the one you fight when you come back is a different demon that is under the ground and its called the stray demon. Most people who kill the asylum demon before getting sword choose firebombs as their gift and use them.. However, I think thats rather lame and I wanted a challenge... plus it's the only way to get his hammer XD.

     

    It really is a hardcore only game... Generally what I try do these days is to not do any leveling up until I defeat the next boss.. can be super hard but very rewarding simple because you can say, "I did it".

     

    I don't know what happened to games being hard. They used to be hard and finishing games used to be a big deal. Now days it's normal to finish a game in less than 5 hours... it's kinda sad.

  9. 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.

  10. http://uk.ign.com/ar...hoodwink-review

    The game have failed caus they don't have enought tested it and open some shor beta for feedback.

    This has been some "Rush make and sell a game"

    Could the game be short (1 hour to finish) and bad on gameplay; we can only admier their work and applause them to have succed in selling it.

    Only few indie people success on finishing a complete game and selling it smile.png

    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.

    • Upvote 1
  11. I was hoping for cooler systems smile.png. I find when doing things the "brute force" way things end up "messy" and a certain class ends up way bigger than I care for.

     

    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.

    • Upvote 1
  12. The fireball should be its own self-contained class, that has nothing to do with the player. This is what I would do:

    function Collision(entity0,entity1,position, normal, speed)
    {
    
    Fireball* fireball = (Fireball*)entity0->GetUserData()
    Player* player = (Player*)entity1->GetUserData()
    player->health -= 5
    player->currentanimationsequence = 3//or whatever it is
    delete entity0
    }

     

    Of course you would want to check the collision type and make sure entity1 is a player and has a non-NULL userdata value.

     

    Yes totally agree here. Any projectile should be it's own thing in this kind of settings

  13. If Josh wants to make a game engine, he has to lay out the rules and guidelines for a game. If he wants to make a game API then he's done it. He has said before he doesn't like forcing those kind of rules on people, but that's exactly why there are no games made with LE so far. Enforce a structure and I think you'll get more games created BUT you'll piss off the people who want the freedom. I think he could get the best of both words by wrapping more structure around the API and releasing both, and I think LE3 is more like that then LE2 but I still sort of get the sense he doesn't want to force structure which will always mean the odds of a game being finished is slim with the small community LE has.

     

    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 ;)

  14. CamStudio gets the best quality for me. I never got FRAPS to get decent frames per second.

     

    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.

  15. 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.

    • Upvote 1
  16. 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.

  17. @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:

    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?

     

    Your goal seems to be programming all yourself, you could even want to program DirectX directly ? why not ?

    Because you love programming.

    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.

    • Upvote 1
  18. 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.

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