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| | #31 (permalink) |
| A Cat is Fine Too Join Date: Oct 2002 Location: Not in fucking Acton, MA anymore!
Posts: 2,888
| Nice, never thought of it that way; makes perfect sense.
__________________ Vinna, Feral Druid, Stormrage Server Len, Disciple of Khaine, Averheim Server Hope is not a strategy |
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| | #32 (permalink) |
| Registered User Join Date: Aug 2002 Location: Paris
Posts: 341
| Happy I helped ![]() Don't hesitate to ask more questions, I'd be glad to help more on that kind of stuff. Anyway, if you are serious about that, I suggest you try to find some books on object oriented programming it will help a lot grasping more of the available possibilities. |
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| | #33 (permalink) |
| Registered User Join Date: Jul 2002 Location: Los Angeles California
Posts: 228
+9 Internets | Almost done with the very basics of my battle engine; put together some screenies for some friends who were interested in the project so I figured I'd share them here. (note that all the sprites will be changed when I get around to doing them... AKA after the engine is done. Also this game will be very very very short, think "intro" to FF1 short where you fight garland and return to the very 1st town) Shackpics - Intro Screen! Shackpics - TestMap Shackpics - Battle! |
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| | #35 (permalink) |
| Registered User Join Date: Jul 2002 Location: Los Angeles California
Posts: 228
+9 Internets | i should actually program tools like a map editor and stuff, even if its just for the learning process since i've never made game tools before... all i've been working on is the core engine and "how the game works" type stuff. - battle background + sprites are from squaresoft, the other stuff was put together as placeholders - the tiles are from a tutorial I got a while back, since my TileEngine is a heavily modified version of that tutorial. I figure once the battle engine is done (i'm writing the actual logic and stuff now, gonna have to refactor it heavily after I'm done.. i just want to get it into a working state at the moment) I will try to think of other systems I may need and try to build those, and once the core engine is done i'll make a "mini rpg" .. and depending if there is interest from other beginning programmers / friends / online communities who want to try and make a "medium length" rpg with the engine, we could try that too.. for anything bigger than a mini rpg though, would need proper tools that I just have not gotten around to yet ![]() |
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| | #36 (permalink) |
| Registered User Join Date: Jun 2005
Posts: 133
| Early prototypes are great, so I think you are going at it the right way. I am planning on doing the same, but alot of my prototyping needs a bsp in place, so I'm doing all the bsp build tools for now. 3D is a bit harder to dive into than 2d. But other than that, I'll probably build one skinned mesh and use that for every character and npc in the game, and skip any other fluff and just get it running ![]() |
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| | #37 (permalink) | |
| Registered User Join Date: Oct 2004
Posts: 1,697
| Quote:
It has a nice casual tone to it, and it is real easy to follow. | |
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| | #38 (permalink) | |
| A Cat is Fine Too Join Date: Oct 2002 Location: Not in fucking Acton, MA anymore!
Posts: 2,888
| Quote:
__________________ Vinna, Feral Druid, Stormrage Server Len, Disciple of Khaine, Averheim Server Hope is not a strategy | |
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| | #39 (permalink) |
| Registered User Join Date: Jun 2005
Posts: 133
| I use observer alot for input (controllers, keys) and network stuff. And command for sending stuff back and forth. And bridge for somestuff. I'm not a huge fan of state machines. Maybe I just haven't seen one done right but they seem like a house of cards to me. |
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| | #40 (permalink) | |
| A Cat is Fine Too Join Date: Oct 2002 Location: Not in fucking Acton, MA anymore!
Posts: 2,888
| Quote:
__________________ Vinna, Feral Druid, Stormrage Server Len, Disciple of Khaine, Averheim Server Hope is not a strategy | |
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| | #41 (permalink) |
| Registered User Join Date: Jul 2002 Location: Los Angeles California
Posts: 228
+9 Internets | I've come to the conclusion that the way I'm handling my gamestates is actually making my job harder After some searches, I notice the main method to use is stacking gamestates so when the game is paused, it doesn't 'destroy' the previous state.. just draw's over it until unpause which would pop the paused state off the stack.I saw the microsofts GameStateManagement demo and am reading through it, but I'll have to play with it a ton to fully understand what its doing (yay for beginning programmers )So let me ask you guys, how are you handling your GameStates? Any good tutorials for getting a basic one set up ? |
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| | #42 (permalink) | |
| A Cat is Fine Too Join Date: Oct 2002 Location: Not in fucking Acton, MA anymore!
Posts: 2,888
| Quote:
__________________ Vinna, Feral Druid, Stormrage Server Len, Disciple of Khaine, Averheim Server Hope is not a strategy | |
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| | #44 (permalink) |
| A Cat is Fine Too Join Date: Oct 2002 Location: Not in fucking Acton, MA anymore!
Posts: 2,888
| Very worth it. From what you've done chances are you will understand it. Keep in mind the book was written for a prior version of XNA so some code is obsolete / doesn't work.
__________________ Vinna, Feral Druid, Stormrage Server Len, Disciple of Khaine, Averheim Server Hope is not a strategy |
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| | #45 (permalink) |
| upper management material Join Date: Nov 2002 Location: Orlando, FL
Posts: 1,999
+8 Internets | For game states I use state machines I guess (switch statements). I'm trying to keep everything as simple as possible, with as few files as possible. My game so far is basically 3 major parts: Main.cs - does rendering, collision detection, and state management. Has separate Array_Lists<> for each major object type: ship, projectile, particle system, star system, asteroid, planet, etc. The actual code for rendering, updating, colliding, and drawing objects is in other files. So Main() is just a big state manager that farms out calls. Class Files: each major class has it's own Update() and Draw() function. Examples: Camera.cs, Player.cs, Ship.cs, Starfield.cs, Particle.cs, ParticleSystem.cs, etc. Static Helper Function Files - static functions that don't really make sense associated with an object. Random number generation, collision math, file loading, model drawing, stuff like that. One thing I'm not sure where to put is mouse and KB input, since my Main.cs is big already with rendering/collision. Right now its a big switch statement in Main.cs. I was thinking of just making it a static function like ProcessKB() and ProcessMouse() in a separate file. Collision is another thing that is really hard to decouple from Main(), since many different types need to be done (e.g. ship-ship, projectile-projectile, projectile-ship, etc.) and depending on the outcomes different things need to happen. I guess Collision, Rendering, and State Management are all interdependent, and hard to separate in an intuitive way. |
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