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890671 Posts in 33509 Topics- by 24749 Members - Latest Member: Ryguy764

June 17, 2013, 11:18:14 PM
TIGSource ForumsDeveloperTechnical (Moderators: Glaiel-Gamer, ThemsAllTook)The happy programmer room
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Author Topic: The happy programmer room  (Read 268291 times)
eigenbom
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« Reply #2655 on: May 31, 2012, 02:09:45 PM »

Haha, maybe so, but you've still got to go outside to get to uni or see friends or w/e. Not that that dampens the spirits if you're heading down to belgrave for a few brews with mates Beer!

ooh the dandenongs eh? i used to live in knoxfield, but am closer to the city now..

and i'm self-employed, i never have to go outside, ever Outraged
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Geti
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« Reply #2656 on: May 31, 2012, 05:32:02 PM »

and i'm self-employed, i never have to go outside, ever Outraged
Bahaha. Maybe so.

I'm actually in canterbury myself, but have a lot of friends out past mitcham, as far as sherbrooke.


Excellent win for testing last night, seems that healing quarters kind-of double as air-stations underwater (they dont replenish your air, but they prevent you from drowning by healing you) so we built an apocalypse mode that ended with two teams slowly building tunnels full of beds towards each other once the whole map was flooded. Amazing how rewarding
Code:
if ( TICKTIME % GOALTICKS == 0 && (TICKTIME/GOALTICKS) % RULES->water_rise_time == 0 ) water->height++;
can be.
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Strelok
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Worldbuilder

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« Reply #2657 on: May 31, 2012, 06:40:20 PM »

Was studying basic programming (Python), working on a project (textual game) to get to the next chapter of the book I'm using to study. The thing is, I'm not using pygame or nothing like that, just crude Python. I hit a problem with key input. But now I got it, it was so easy that was right under my nose. Although I know how to use it. I don't know how or why it works.

The code is something like this:
Code:
print("a monster appears!")
x = input() # stores a string in the variable x (what I think it did)
print("he bites you!")
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Geti
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« Reply #2658 on: June 08, 2012, 06:14:53 AM »

Got the groundwork for fire and putting out fire done in 3 hours, then spent hours tweaking it and burning down houses. \o/
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eigenbom
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« Reply #2659 on: June 08, 2012, 03:19:27 PM »

Got the groundwork for fire and putting out fire done in 3 hours, then spent hours tweaking it and burning down houses. \o/

mwahahaha!
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BlueSweatshirt
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« Reply #2660 on: June 08, 2012, 07:14:00 PM »

Code:
class PlayableCharacter : public Entity {
     public:
     virtual void command(int cmd) = 0;
     static const int CMD_MOVE_LEFT = 0;
     // etc...
};

Why the hell did I never do this earlier  WTF
Such an obvious abstraction, yet...


Anyway,  Kiss
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VortexCortex
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« Reply #2661 on: June 08, 2012, 07:37:17 PM »

Just added several hundred lines of code without periodic compiling...

Beg Press compile...

Code:
No compiler errors!
   Shocked

Beg run test suite...  playtest...

Code:
Not a single bug!

 Hand Metal Left Grin Hand Point Right  HeeeeeL YeeeeeaH!
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Quarry
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« Reply #2662 on: June 08, 2012, 10:04:01 PM »

After a few years, you get to be able to make games from scratch, never compile them until you finish them and have no bugs nor glitches
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Liosan
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« Reply #2663 on: June 09, 2012, 12:04:25 AM »

Beg run test suite... 
Hm, so I'm not the only one using unittests in gamedev? Tongue

Liosan
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VortexCortex
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« Reply #2664 on: June 09, 2012, 02:28:41 AM »

After a few years, you get to be able to make games from scratch, never compile them until you finish them and have no bugs nor glitches

Ah, I take it you're referring to the fabled framework, where your engine is so advanced you call one function and it procedurally generates a perfect game...

Hm, so I'm not the only one using unittests in gamedev? Tongue

Yep, using targeted unit testing just until I bootstrap into aforementioned holy grail of frameworks.
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ThemsAllTook
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« Reply #2665 on: June 09, 2012, 10:00:27 AM »

Hm, so I'm not the only one using unittests in gamedev? Tongue

You certainly are not! *hugs unit test framework*
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Quarry
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« Reply #2666 on: June 09, 2012, 01:17:34 PM »

After a few years, you get to be able to make games from scratch, never compile them until you finish them and have no bugs nor glitches

Ah, I take it you're referring to the fabled framework, where your engine is so advanced you call one function and it procedurally generates a perfect game...

W-W-WHAT!?
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mcc
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glitch


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« Reply #2667 on: June 09, 2012, 02:07:24 PM »

Ah, I take it you're referring to the fabled framework, where your engine is so advanced you call one function and it procedurally generates a perfect game...
EMACS?
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My projects:<br />Games: Jumpman Retro-futuristic platforming iJumpman iPhone version Drumcircle PC+smartphone music toy<br />More: RUN HELLO
eigenbom
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« Reply #2668 on: June 09, 2012, 04:19:09 PM »

Code:
class PlayableCharacter : public Entity {
     public:
     virtual void command(int cmd) = 0;
     static const int CMD_MOVE_LEFT = 0;
     // etc...
};

Why the hell did I never do this earlier  WTF
Such an obvious abstraction, yet...


Anyway,  Kiss

omg that's a curse against the good name of component-driven programming! :/
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RobJinman
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« Reply #2669 on: June 09, 2012, 05:33:28 PM »

I've now implemented enough functionality to be able to construct in a relatively short amount of time something that actually resembles a game Smiley -- a very satisfying moment. Hmm, now I just need an idea ...

I've just dumped the entire code listing of what I've done so far onto my blog. It's actually only a few pages long. Suddenly, producing a full game within a couple of weeks is starting to look feasible Grin There's still a long way to go of course (and I could really use an artist).

What I'm calling the "engine" btw has quite a bit more functionality than I'm currently using (Box2D integration, basic menus, etc), so I'm slightly further along than it looks.
« Last Edit: June 09, 2012, 07:13:34 PM by RobJinman » Logged

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