I suck at Objects. Help?



  • @tster said:

    The problem here is that you started the thread asking how to make object and saying that you thought you should have a seperate class for each type of ship.  Then you go on to say that you know programming concepts and if you don't your friends do.  If your friends know the concepts so well why are you coming here to ask if you should make a BattleShipClass extend ShipClass? 

    OO isn't the only style of programming, man. I'm trying to get into OO for the game. Mostly because i figured it would be done in C++.

    Belittling someone because they're asking for help with OO, that's a class act.

    What other games have i worked on? I already said, console games, for 2 different consoles. and i'm currently doing the music for yet another game.

    I just like threads where people talk about things and sometimes i get flamed. at least i am not talking about "ZOMG PIERCINGS MAKE FOR SHITTY EMPLOYEES LOL"

    anyhow this thread is dead to me. /cry



  • @GeneWitch said:

    @tster said:

    The problem here is that you started the thread asking how to make object and saying that you thought you should have a seperate class for each type of ship.  Then you go on to say that you know programming concepts and if you don't your friends do.  If your friends know the concepts so well why are you coming here to ask if you should make a BattleShipClass extend ShipClass? 

    OO isn't the only style of programming, man. I'm trying to get into OO for the game. Mostly because i figured it would be done in C++.

    Belittling someone because they're asking for help with OO, that's a class act.

    What other games have i worked on? I already said, console games, for 2 different consoles. and i'm currently doing the music for yet another game.

    I just like threads where people talk about things and sometimes i get flamed. at least i am not talking about "ZOMG PIERCINGS MAKE FOR SHITTY EMPLOYEES LOL"

    anyhow this thread is dead to me. /cry

    GeneWitch, as far as I can tell, nobody is flaming you. But first asking "how to use a screwdriver correctly" and then in the same thread telling "I'm going to build a sports car" looks a bit... too optimistic.



  • @ammoQ said:

    @stinch said:
    @Ice^^Heat said:

    How many games did you develop before?

    I think you should first try to make Pong!

    For starting out I'm a tetris fan. Complete with all the trimmings (highscore table, different game modes, configurable keys etc.). It's obtainable yet complex enough you will get in a complete mess if you don't know what you are doing.

    I've found pong is too simple. You can make every mistake in the book and still produce something that works without too much effort.

    Once you have finished you can pat yourself on the back for being in the small minority of amateur game developers that have actually completed a game. You will probably also develop a tendency to laugh at anybody proposing to make a mmorpig.
     

    IMO Pacman is an even better exercise. Tetris... well, if it works, it works. Pacman is more open for improvement. Smarter ghosts, Smoother animation etc. 

    I am currently working on a pacman clone myself... A friend of mine did a basic tetris clone a shore time ago (I'm impressed by it - mostly because I've never actually made a game before) and is now cleaning it up...

    We both used the Allegro game library (http://allegro.cc) which I find pretty sweet for 2D projects. I have used OpenGL for basic 3D rendering, however, I don't have the math background (yet) for collision detection or artificial intelligence.

    Anybody know of a good tutorial on collision detection or AI in either 2 or 3 dimensions? For pacman, I'm planning on doing something tile-based or hard-coding the collision detection... I haven't even considered the ghost AI yet... :|



  • Here is a list of all games you should complete first before doing anything else: http://www.gamedev.net/reference/design/features/makegames/

    I did pong using the XNA Framework and C#...

     I'm still wondering if I should go with C++ and DirectX to learn more.



  • @xtremezone said:

    I am currently working on a pacman clone myself... A friend of mine did a basic tetris clone a shore time ago (I'm impressed by it - mostly because I've never actually made a game before) and is now cleaning it up...

    We both used the Allegro game library (http://allegro.cc) which I find pretty sweet for 2D projects. I have used OpenGL for basic 3D rendering, however, I don't have the math background (yet) for collision detection or artificial intelligence.

    Anybody know of a good tutorial on collision detection or AI in either 2 or 3 dimensions? For pacman, I'm planning on doing something tile-based or hard-coding the collision detection... I haven't even considered the ghost AI yet... :|

    If you need help for the ghost AI, or a really nice working random labyrinth generator, just ask ;-) 



  • @stinch said:

    @Ice^^Heat said:

    How many games did you develop before?

    I think you should first try to make Pong!

    For starting out I'm a tetris fan. Complete with all the trimmings (highscore table, different game modes, configurable keys etc.). It's obtainable yet complex enough you will get in a complete mess if you don't know what you are doing.

    I've found pong is too simple. You can make every mistake in the book and still produce something that works without too much effort.

    Once you have finished you can pat yourself on the back for being in the small minority of amateur game developers that have actually completed a game. You will probably also develop a tendency to laugh at anybody proposing to make a mmorpig.
     

     While we're on the subject of having actually completed a game, I really want to share the story of the game I finished, but then lost the code for.

    It was a four player DOS version of "Tron" called Murray's Walls.  I wrote it in QuickBasic, used VGA mode 13, and allowed each player to choose a custom color.  Each player was, of course, a little square careening across the screen.  Players scored points for every move survived, and used the points to purchase upgrades, like speed boosts and "extra lives", which allowed you to burrow through a certain number of walls instead of dying off.

    The most gratifying thing about it was being able to get together around the keyboard with three of my friends and battle it out while we all huddled around an old Northgate keyboard, seeing people actually have fun playing the game I wrote.

    I uploaded it to some of the shareware BBSs, of course never to see a penny, and then eventually lost both the source and the executable, but I do miss those times.  Remember when one teenaged programmer wannabe could write a fun game without a physics engine and bespoke composed music?



  • Yeah, I think that the days of the one man development team for games is mostly over, and for the most part, thankfully so. The 8-bit era was really a time when the lone programmer could take on the software houses on a nearly equal footing. Certainly a lot of the bargain crud couldn't *possibly* have come from any more than one person.

    Then again, mobile (java/phone) gaming is still a possiblilty. Hmmm... looking back at my C64 collection, I think that there are a few original ideas that might stand for a bit of spit and polish. I wonder if I've got time for a side project or two?

     



  • @RayS said:

    Yeah, I think that the days of the one man development team for games is mostly over, and for the most part, thankfully so. The 8-bit era was really a time when the lone programmer could take on the software houses on a nearly equal footing. Certainly a lot of the bargain crud couldn't possibly have come from any more than one person.

    Then again, mobile (java/phone) gaming is still a possiblilty. Hmmm... looking back at my C64 collection, I think that there are a few original ideas that might stand for a bit of spit and polish. I wonder if I've got time for a side project or two?

     

    Nice website!  Those are some of my all-time favorite games, even after all the third person-online-realtime strategy-whatevers that have come out since.

    Do you know if it's all that hard to get started developing mobile games?  I'd love to see something like Archon on my phone.  My latest refresh included only demo versions of pretty unimpressive games.  I know I don't have time, but I'd like to know there's still a frontier out there for games that focus less on the graphics(if at all), and more on just plain being fun.



  • If you want to make one as a business venture and your game & graphics are really gonig to be limited, J2ME is probably the best bet for ease of use and wide compatability - most game-worthy phones have some version of Java. Compatability and finding the right lowest common denominator could well be a bitch though.

    If you're comforable in C++ or .NET and have a Windows Mobile phone and don't mind limiting your audience, that's the more powerful platform. That's what I'll be using, but mostly because I'm not looking for a commercial venture.



  • @RayS said:

    If you want to make one as a business venture and your game & graphics are really gonig to be limited, J2ME is probably the best bet for ease of use and wide compatability - most game-worthy phones have some version of Java. Compatability and finding the right lowest common denominator could well be a bitch though.

    Do not underestimate the power or [url=http://en.wikipedia.org/wiki/BREW]BREW[/url], by means of which you can program mobile phones in C and C++.



  • @GeneWitch said:

    @tster said:

    The problem here is that you started the thread asking how to make object and saying that you thought you should have a seperate class for each type of ship.  Then you go on to say that you know programming concepts and if you don't your friends do.  If your friends know the concepts so well why are you coming here to ask if you should make a BattleShipClass extend ShipClass? 

    OO isn't the only style of programming, man. I'm trying to get into OO for the game. Mostly because i figured it would be done in C++.

    Belittling someone because they're asking for help with OO, that's a class act.

    What other games have i worked on? I already said, console games, for 2 different consoles. and i'm currently doing the music for yet another game.

    I just like threads where people talk about things and sometimes i get flamed. at least i am not talking about "ZOMG PIERCINGS MAKE FOR SHITTY EMPLOYEES LOL"

    anyhow this thread is dead to me. /cry

     

    A)  I didn't belittle you.  I am simply trying to instill fear into your heart at the project you are undertaking.  

    B)  If you do know how to program well without using OO then why are you suddenly wanting to use OO on such a huge project?  Wouldn't you want to learn OO on something smaller.  The first time you do OO you will not do it right, pretty much guaranteed. 
     


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