happymonster
|
|
« Reply #640 on: November 02, 2012, 11:03:44 AM » |
|
BTW: If anyone wants to draw any concept art for characters, tiles, environments I'd be more than happy to take a look!
|
|
|
Logged
|
|
|
|
caffeine
|
|
« Reply #641 on: November 02, 2012, 02:23:54 PM » |
|
What exactly are you looking for? Concept art or rough ideas. Because I might have some enemy ideas and such.
|
|
|
Logged
|
|
|
|
happymonster
|
|
« Reply #642 on: November 02, 2012, 02:48:36 PM » |
|
Anything!
|
|
|
Logged
|
|
|
|
eigenbom
|
|
« Reply #643 on: November 02, 2012, 03:03:13 PM » |
|
I'm not a fan of CamelCase! good luck using most c++ libraries then..
|
|
|
Logged
|
|
|
|
happymonster
|
|
« Reply #644 on: November 02, 2012, 03:08:31 PM » |
|
Well, your header file looks very standard kind of C++ to me (I haven't seen the source! ) I can use CamelCase, but I_prefer_underscores as whitespace. P.s. Sorry non programmers, this must be a bit boring.. but this blog at least has a bit of all kinds of game development.
|
|
|
Logged
|
|
|
|
Joshua
|
|
« Reply #645 on: November 02, 2012, 07:11:52 PM » |
|
I like having a thread where a developer is open to chatting about programming style! @eigenbomUsing void* pointers? hrmmm
|
|
|
Logged
|
|
|
|
happymonster
|
|
« Reply #646 on: November 03, 2012, 04:49:00 AM » |
|
Actually my code is more C like than C++
|
|
|
Logged
|
|
|
|
caffeine
|
|
« Reply #647 on: November 03, 2012, 08:23:14 AM » |
|
Not really concept art but just some quick mindfarts I imagine running around in your game.
I'm missing some females. Maybe create some female looking aliens?
|
|
« Last Edit: January 01, 2013, 08:11:58 AM by green »
|
Logged
|
|
|
|
eigenbom
|
|
« Reply #648 on: November 03, 2012, 01:15:39 PM » |
|
I can use CamelCase, but I_prefer_underscores as whitespace. Yeh, underscores are arguably more readable, and the stl uses them so its a good choice. @eigenbom: Using void* pointers? hrmmm Mwahahahah! But srsly .. I don't recommend it unless you really know what you're doing.
|
|
|
Logged
|
|
|
|
happymonster
|
|
« Reply #649 on: November 03, 2012, 02:48:07 PM » |
|
They are very cool Green! I like the characters especially. I'm finding it hard to tell what perspective the tiles are? Please carry on with some more ideas.. it's all good inspiration for me! Eigenbom: I don't touch void* pointers as I don't know what I'm doing..! :D
|
|
|
Logged
|
|
|
|
happymonster
|
|
« Reply #650 on: November 04, 2012, 05:38:26 AM » |
|
The re-factoring is going well, but slowly. Pretty much all the code will end up being rewritten in the end, but in a better format (and style).
Nothing much exciting to show while this happens I'm afraid!
|
|
|
Logged
|
|
|
|
caffeine
|
|
« Reply #651 on: November 04, 2012, 07:21:42 AM » |
|
They aren't really tiles or anything, more like style examples of how the environment would look.
|
|
|
Logged
|
|
|
|
happymonster
|
|
« Reply #652 on: November 04, 2012, 07:49:36 AM » |
|
Ah ok, got it!
|
|
|
Logged
|
|
|
|
Eclipse
|
|
« Reply #653 on: November 04, 2012, 08:35:02 AM » |
|
I need to say I love what are you doing here. Keep it up dude. PS cameCaseIsDaRuleDealWithIt.
|
|
|
Logged
|
<Powergloved_Andy> I once fapped to Dora the Explorer
|
|
|
happymonster
|
|
« Reply #654 on: November 04, 2012, 12:04:03 PM » |
|
Cheers! (Apart from the case comment.. )
|
|
|
Logged
|
|
|
|
happymonster
|
|
« Reply #655 on: November 04, 2012, 01:49:37 PM » |
|
I've never been too verbose a coder, instead I've always been relatively brief with comments and naming. Also I've done things quickly to get code working and in a 'hackish' way, which has made development slower and more and more unmanageable over time. So, I'm consciously trying to adopt a very different style in the re factoring. This is an example of what I came up with for all my multiple variable functions. It's not difficult to use, I can just copy and paste from the definition when I want to call the function and then fill in the variable names rather than typing everything out again. The advantage is that it is in a better order to visually parse, and it's harder to get the variables / arguments wrong. Maybe someone else will find this approach useful..
|
|
|
Logged
|
|
|
|
eigenbom
|
|
« Reply #656 on: November 04, 2012, 02:37:43 PM » |
|
erg... I don't like the Draw_object_tile(...) call at all. You don't need to duplicate the param names everywhere you call the function, that's what intellisense or some other ide function is for. Another idea should be to make your variables clear enough, which in this case they are. E.g., mouse_x_position-... is clear that its an x coordinate or offset. Another problem with this function call style is that if you want to quickly /*comment*/ out some part you can't, because /*these*/ don't nest. Also, that final comment is saying exactly what the next line is doing. If this line needs a comment at all, it should be something like: "We clip the drawing on the final frame in order to .... blah", which I think is explained in the big comment at the top anyway. Remember that the comments are for you, not for a non-coder. Also, I like technical discussion, so keep it up.
|
|
|
Logged
|
|
|
|
happymonster
|
|
« Reply #657 on: November 04, 2012, 03:01:31 PM » |
|
No, intellisense slows things down too much for me on my PC. I can comment these function calls out with the MSVC IDE easily enough, just highlight the section, click on the comment option from the menu and it adds in the // at the start of each line to comment it out. I've used very understandable names in the past, and although they are OK it still becomes work after looking at old code to see what's going on unless it's formatted well. Some of the comments might be a little redundant, but I'd rather that than the opposite!
|
|
|
Logged
|
|
|
|
eigenbom
|
|
« Reply #658 on: November 04, 2012, 03:57:45 PM » |
|
Ah, well that sucks, you can tune intellisense and tell it to avoid indexing everything, but you've probably tried that. Some of the comments are more than a little redundant, which I would argue make the code harder read -- its like repeating every line twice. And I can't see how it would be useful for you to go and put comments like that through your code.. :S Here's a minor improvement, change the parameter to last_draw_call_this_frame, then the line become:
if (last_draw_call_this_frame) Clip_drawing_to_game_panel_area();
Which is exactly what the comment said above it. As for the other points, fair enough and good luck.
|
|
|
Logged
|
|
|
|
happymonster
|
|
« Reply #659 on: November 05, 2012, 12:11:15 AM » |
|
Yeah, my PC is slow and the best thing I found after trying all the settings was to turn intellisense off completely. Anyway, good point on the last_draw_call_this_frame, I'll use this. Good luck with your CamelCase..
|
|
|
Logged
|
|
|
|
|