Recent posts by Cloud_9ine on Kongregate

Flag Post

Topic: Game Programming / Solution for inventory and weapons system

While I have yet to do anything with a big persistent weapon inventory, I have messed with ones where you can hold up to three weapons and can swap out. I often have a management class that take care of telling a weapon what to do. It handles the logistics of picking up, droping, switching, shooting a weapon. The weapon itself is just a collection of variables: power, shot style, mag size, current ammo amount, etc. I like this because I want a system where dropping a weapon involves you dropping ammo for it and as a result each gun is self contained. However I would use a separate ammo store if I wanted to keep ammo or share ammo among weapons.

Although, my biggest issue is creating upgrade systems but I think it will eventually be solved by “giving” resources to a weapon and comparing that to an upgrade matrix. When the manager asks for a bullet, the gun will hand one to the manager based on the level the weapon is at.

 
Flag Post

Topic: Game Programming / Raze 2 AI

Originally posted by qwerber:
Originally posted by GameBuilder15:
Originally posted by Drakim:

I’m not that impressed, AI-on-rails isn’t the coolest tool in the toolbox.

Unreal Tournament uses bot paths like this.

Not very impressive, then. Navigating meshes are better for something like UT.

You might be interested in looking into the AI presentations for Left4Dead

 
Flag Post

Topic: Game Programming / Looking for some suggestions.

From how I’ve always seen it: Learn CS in school. Learn to apply CS and actually make shit with projects and internships.

 
Flag Post

Topic: Game Programming / Marking an array object

So I liked the solution that the decorator has, but what about various upgrade costs or upgrades of different improvement values and keeping track of those?

 
Flag Post

Topic: Game Programming / Robotics

Originally posted by lSWATLLAMA:

C++ for robotics? Wouldn’t you code it in assembly? Or would that come at a later stage, whee now you just write more software for it?

Really depends on what you use. Arduinos are simple C derivative, crio stuff if technically an assembly but a lot of middleware helps you out. If I remember correctly, IFI was also C.

 
Flag Post

Topic: Game Programming / Marking an array object

Originally posted by NineFiveThree:

http://johnlindquist.blogspot.de/2010/12/patterncraft-decorator-pattern.html

That was so amazing that I’m going through all of these now to refresh and learn new patterns. too sexy.
 
Flag Post

Topic: Game Programming / Marking an array object

So I am using a weapon manager that has an array of weapons that extend a BaseWeapon class. The manager then takes care of modifying the properties of the weapon (such as ammo during shooting or properties in upgrading). Its working out but upgrades are becoming an issue. Currently my BaseWeapon class looks like:

package weaponsystem 
{
	/**
	 * ...
	 * @author
	 */
	internal class BaseWeapon 
	{
		public static const SEMI:String = "semi-automatic";
		public static const AUTO:String = "automatic";
		
		/* 
		 * Convoluted Upgrade System.
		 * Weapon Upgrades is a base class where each weapon has one
		 * that defines upgrade requirements and what the levels mean for performance.
		 * (Idea, repurpose some stats to other stuff for mining laser. Power=Mining speed, Special=Amound of Resources, MaxAmmo=Max Resources)
		 */
		public var upgrades:Array;
		
		//Ammo stuff.
		public var currentAmmo:uint;
		
		//Upgrade Levels
		public var power:uint;
		public var maxAmmo:uint;
		public var reloadSpeed:uint;
		public var shootingSpeed:uint;
		public var special:uint;
		
		public var upgradeBehavior:Array;
		/*
		 * This Array keeps track of how all stats and upgrades behave for a weapon.
		 * The main properties are upgrade costs and effects. Format is:
		 * Array-
			 * Power Upgrade Array
				 * Upgrade Object
					 * Cost
					 * Effect
			 * maxAmmo Upgrade Array
				 * etc
		 * So any assocated action (like a reload) will look to the effect property of the current level of the stat.
		 */
		
		//Shooting styles of either semi or auto.
		public var shootingStyle:String;
		
		public function BaseWeapon() 
		{
			
		}
		
	}
}

So currently I use an array for an array for each stat. And then each of those stats arrays is filled with upgrade objects. To know which level I’m at I use uints outside of the main array to keep track. I’m just wondering if there is a more self contained way to keep track of the level without just sticking the uint inside the stat array.

 
Flag Post

Topic: Game Programming / Robotics

Arduino code is essentially C code. I know people that have used arduino for home automation (using a net breakout board with a java program on a PC for control). I did 3 years of FRC robotics so I have experience working with the old IFI controllers (were popular in the heyday of battlebots and pre-2009 FRC), Arduino (often used in preseason), VEX (also preseason), and even industrial cRio controllers.

You have few systems. Control (with 2 sections: power and data), drivebase, and manipulators. Drivebase is taken care if with your kits there, but manipulator is any other mechanical stuff that isn’t for moving around. Control is the hard part since there are so many options. Power is just whatever your needs are, old VEX batteries sent through a power distribution board can probably take care of you. For data (control and code) you have many options. If you can find one, I’d highly suggest and old IFI board. Powerful and made with hobbyist robotics in mind. Arduino often works well too for slightly smaller stuff.

So answer the question about getting the code of the board, you often have some form of tether to a “programming port” on the board (can be USB like in arduino, or ethernet like in c-rio, or something else that requires a programmer breakout board). In the IDE you compile the code and upload it to the flash memory on the board. You run and go!

 
Flag Post

Topic: Game Programming / How long have you been programming for?

Originally posted by DPbrad:

My advice is just because you enjoy game programming in AS3 or whatever, don’t assume you will enjoy doing a Computer Science degree. I made a similar mistake last October.

This. I know many people that really liked making games, but because they didn’t like the idea of “coding for the sake of coding,” they couldn’t bring themselves to get through the theoretical stuff. That said, if you can break through it, you do find more “practical coding” in the last year or so where you can also apply the theoretical stuff. This is especially true if your uni has a software engineering track.

I myself am going for Computer Engineering. Sure it has a more hardware orientation, but I so far feel I will prefer it since I get access to EE and CS courses and it works from the ground up, considering how a computer computes and then moving to higher level stuff. (After core curric, I’m probably going to move to CS electives since I don’t have major interest in system design) I’m only saying all this cause despite me planning on ECE, I am going to be fitting in a large amount of higher level CS stuff.

The point is to look at the courses in the majors themselves. This will give you a better idea than any other resource.

 
Flag Post

Topic: Game Programming / NaGaDeMo (National Game Development Month)

Originally posted by Draco18s:

It’s NaNoWriMo for games.

Pretty much. Its about just getting as many developers on board together to see what can be made in a month while celebrating the joys of development in its products.

 
Flag Post

Topic: Game Programming / Programming Etiquette?

Might I sugggest: http://ayumiloveflash.wordpress.com/2009/02/28/actionscript-3urbansquall-coding-convention/ and http://cheezeworld.com/coding-standards/

 
Flag Post

Topic: Game Programming / How long have you been programming for?

I started dabbling in AS2 in 6th grade (I’m graduating high school in a few days), but I didn’t get too heavy in code until maybe 8th or so when I picked up the O’Reiley AS3 book. Summer before sophomore year I learned perl, then Java in the summer before junior year. In the last year I have picked up python and have been dabling in C++ although I still love AS3 mostly due to the ease of distribution that is possible with Flash. Going into Computer Engineering next year so I’m gonna be learning Assembly, C++ for sure, and gonna probably have to pick up matlab.

So I guess I started 6 years ago, not getting serious until about 4 years ago.

 
Flag Post

Topic: Game Programming / Simplest way to encode/decode levels

I love these topics, but personally I hate working with text files and straight up arrays. I personally love Notch’s dungeon game method which was to use an image with each pixel as a block and a color for each type of block.

 
Flag Post

Topic: Game Programming / GiTD [#25] Entries and Discussion

The 12th is my best window.

 
Flag Post

Topic: Game Programming / GiTD # 24

Today!

 
Flag Post

Topic: Game Programming / GiTD [#21] Entries and Discussion (Also 72 hours!)

Yea, these past few days have been a bit hellish to me, so I won’t be able to either. Just bad timing.

 
Flag Post

Topic: Game Programming / GiTD [#21] Entries and Discussion (Also 72 hours!)

Originally posted by qwerber:
Originally posted by Mavyrk:
Hows this for a learning experience, upconvert that game into AS3?

Now that’s a capital idea.

It was made only a moth ago, why not fix it a little bit?

Fix in AS2, THEN convert to AS3 :3

 
Flag Post

Topic: Game Programming / GiTD [#21] Entries and Discussion (Also 72 hours!)

Originally posted by Mavyrk:
Originally posted by qwerber:
Originally posted by darkscanner:

Yup, anyways, that’s my point, I didn’t learn a lot in 4 years.

why don’t you just patch it up?

The guy’s learning AS3, and you’re encouraging him to go back to old projects to “patch things up”? Let the man step forward.

Hows this for a learning experience, upconvert that game into AS3?

 
Flag Post

Topic: Game Programming / GiTD [#21] Entries and Discussion (Also 72 hours!)

I like this theme. For next one though, could we turn away from the more ominous/apocalyptic themes? (I like them but after 2, a change in pace will be good)

But yea, My goal is to force my idea to go into a real basic game so I am able to release within a day.

 
Flag Post

Topic: Game Programming / GiTD [#20] Voting (Also 72 hours!)

I fall off Earth for few days. Is this gonna happen. Idk if I will but it depends on the theme.

 
Flag Post

Topic: Game Programming / GiTD [#20] Voting (Also 72 hours!)

72

 
Flag Post

Topic: Game Programming / Calling All Developers

Other than stuff like JayIsGame which is more so to help players discover games. Flash game reviews have little point. With other media, it costs money to see it. With flash it is free and so nothing stops a user from trying it themselves.

 
Flag Post

Topic: Collaborations / Help for my game!

Originally posted by qwerber:

Do it yourself and stop being os annoying.

Srsly this.

The art you are looking into having people make isn’t horribly difficult.

 
Flag Post

Topic: Game Programming / My First-Game-Ever is done! Play it :D

Originally posted by GameBuilder15:

I got Flash CS4 on sale from softwaremedia.com for less than $300. :D

Originally posted by qwerber:

GameBuilder, you are only 15.

And yeah, of course I am Qwerber, but if he was 30 and that was his first game, it wouldn’t be as impressive. I wasn’t trying to make him seem little or anything.

Skill and passion is blind to age. (Unless said age means an incapability to have them)

 
Flag Post

Topic: Game Programming / My First-Game-Ever is done! Play it :D

Originally posted by parallactic_acid:

just try out Flash Develop!