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Pages: 1 ... 120 121 [122]
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2422
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Developer / Technical / [solved/etc]Array Value Setting~
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on: August 20, 2009, 10:25:20 AM
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I'm trying to set values to my arrays, like so: array[] = {1, 2, 3, 4};
But in my compiler(mingw gcc) I get errors when I try to do this. I thought this method was possible outside of the declaration of the variable. Am I forced to do? array[0] = 1; array[1] = 2; array[2] = 3; array[3] = 4;
Or is there another method? For reference, these are the errors: C:\Users\Jack\Game Projects\C++ Examples-tests\Z4R\dragonfly.cpp||In constructor `dragonfly::dragonfly()':| C:\Users\Jack\Game Projects\C++ Examples-tests\Z4R\dragonfly.cpp|10|error: expected primary-expression before '{' token| C:\Users\Jack\Game Projects\C++ Examples-tests\Z4R\dragonfly.cpp|10|error: expected `;' before '{' token| C:\Users\Jack\Game Projects\C++ Examples-tests\Z4R\dragonfly.cpp|11|error: expected primary-expression before '{' token| C:\Users\Jack\Game Projects\C++ Examples-tests\Z4R\dragonfly.cpp|11|error: expected `;' before '{' token| ||=== Build finished: 4 errors, 0 warnings ===|
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2423
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Community / Creative / Re: Strengths
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on: August 19, 2009, 05:36:13 PM
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I'm good at polishing a game's final presentation; at sanding off all the rough corners and putting a really nice shine onto every visible surface. This usually involves a lot of work with cameras, player handling, and screen transitions within the UI. I seem to be hyper-sensitive to this final layer of polish; it always rubs me the wrong way when I play a "AAA" game which lacks that attention to detail, even though nobody else ever seems to mind it.
I'm very much the same! I would call that, along with my drawing ability. Now, I'm not a wonderful spriter nor am I a wonderful drawer. Although fairly good at both. I shine in concept, and making my concepts come to life. The OCD production-value polishing strength mentioned above comes into play a bit in the concept art.
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2426
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Community / Townhall / Re: The Obligatory Introduce Yourself Thread
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on: August 16, 2009, 06:20:38 PM
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Okay, so, like.
It seems I never actually introduced myself. Since it's obligatory, I'm sure I should. Else the evil ninjas would come after me once I hit a post count of 20.
Now then. I'm Jack Sanders, a game developer. Although namely a programmer.
I work for Team Skyfire, a small Indie team devoted to creating some damn good Indie games. I'm their programming junkie/slacker.
Shmups are my main interest in gaming. I think the best games are the ones that don't require lots of time and effort in each sitting. That the best games are the games that you don't stress about having to get that next level up, or unlocking a better gun. Although games like so are definitely fun, games that aren't like that are the ones I enjoy the most. Sadly, I live in America, so it's hard to find the kind of gaming I enjoy outside of the Indie scene. Not to say I don't regret it!
I mostly program in C++ and use Game Maker as a rapid-prototype. I originally started with Game Maker, around five or six years ago. Since around two years ago, I started learning/using C++. Just today I finished my first experimental game using Allegro, being my first ever completed game in C++.
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2427
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Developer / Technical / Re: AS3: Stretch screen size? [solved]
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on: August 16, 2009, 05:56:26 PM
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I don't know if you've actually solved this yet, but,
why not just scale all the images to 2x size in an image editor?
It should help if you're having those fps issues scaling on the spot.
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2428
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Community / Creative / Re: Today I created...
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on: August 16, 2009, 01:18:12 PM
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A functional Breakout clone, as my first successful Allegro project in C++. And my first game created in C++ overall.  Note: Functional. The way the ball reacts to collisions just makes me.  But hey, it works.
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2432
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Developer / Technical / Getting rid of the nasty console window!
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on: August 16, 2009, 11:08:17 AM
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I'm working on a game in C++.(No freakin' way!)
I'm having a small issue that is a console window opening along with my game window. I know this is an issue relating to the IDE,(not necessarily an issue.) so if anyone knows how I can disable the console window from popping up, I would appreciate it. Google searching and a bit of searching in the IDE itself was to no avail.
Since it's related to the IDE,(or at least from what I remember) I'm using Code::Blocks.
Best regards, Jack~
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2434
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Player / Games / Re: Magical Unicorn Adventure
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on: September 29, 2008, 09:35:40 PM
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Totally unexpected, but it looks quite... trippy... I don't understand why unicorns are appearing out of no where and are running around defying the laws of gravity and magically disappearing when touching a wall... But, the physics look solid, and I love the background. I'm anxious to play 
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2435
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Developer / Technical / Re: Your first programming language
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on: September 21, 2008, 09:08:36 PM
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GML(Game Maker Language)
If you're not familiar with it, it's just a language similar to C/C++'s syntax, with lots of flexibility, since it fills programming holes in for you. Such as forgetting ';' symbols at the end of a line, or only using one '&' in if statements.
I now have moved up to C++ for the most part, but I still keep GM close to me... Since it's just so much easier to make games in.
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2436
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Developer / Playtesting / Re: Go Beryllium! Quantum-electrodynamical photon hell
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on: August 03, 2008, 08:08:39 PM
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Thanks very much for the feedback Jakman. The first boss is Uranium (followed by Plutonium and Neptunium). It doesn't actually have the right amount of protons and neutrons - there wouldn't be enough space on screen to fit it all! All the art for the game was done in Photoshop. Many of the sound effects are made with SFXR - a freeware sound effects program. Oh I see. SFXR is quite addicting to make sounds in, I'll remember to use that if I ever run short on sounds.(Which I probably will...) Think you could link me to a Photoshop download page as well?  Is there any significance to these bosses? I mean, I kind of wondered why you always had(to my knowledge) a large atom for bosses? I would assume you'd have molecules for bosses.(Atomically displayed.) Oh, and for the record, how many stages are there? I can barely make it to the Neptunium without losing.
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2437
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Developer / Playtesting / Re: Go Beryllium! Quantum-electrodynamical photon hell
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on: August 03, 2008, 03:59:07 PM
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"Purturbated"? That's greek for highly impressed right?  Hm, my spell check wants to correct that quoted word as "Masturbated". :D I was going to reply to this on Shmup-Dev, but it looks like you could use a bump on here. First off, congratulations on winning! That's a hefty prize! Next, I'd like to say first I loved the concept. I was considering making a game based on atoms a while ago one day when I was dozing off in science class. Looks like you beat me to it. I'd really like to know what atom the first boss was, since I can't bother to count all those protons and neutrons, and since it's label is out of the screen.(Or just not there.) The gameplay was fairly solid, I didn't like how repelling bullets took away so much energy, but it deemed necessary. It was kind of hard to pick out the colors you wanted to absorb, since really no enemies drop specific quarks. On a final note of gameplay, I really liked the gravity-based boss' bullet patterns. The sound&music was amazing. I liked how everything that happened contributed to the overall symphony of music playing. I actually ended up timing my shots and kills to make my own soundtrack  . Finally, the graphics were original. Considering I've never seen the concept been done before, I can't help but like the different style. And of course, your great graphical ability contributed to that.(By the way, what do you use for graphics?) On a final note, I'm still addicted to this game... I just can't get enough of this music. Cheers to you! 
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