Recent posts by jerimo on Kongregate

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Topic: Collaborations / Looking for Programmer (Great Game)

A mention of the firm in question, and that trailer(even if unclompleted) would be a great boost too

 
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Topic: Game Design / It's hard to think of ideas

Well of course it could, as GB mentioned, general writing skills help in forming a plot. If you know how to write a novel then you sure as hell know how to form a plot, the main difference will be the way that the story is presented, you’ll have to learn to put some of that narative in mechanic rather than only writing, but the class will help you get your creative juices flowing.

 
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Topic: Game Programming / Deeper Topic (Part 0): Class Discussion and Review

True, but in the end, that ship will be built when I need it, and it’ll force me to optimize like crazy til then to assure that everything runs smoothly, but ultimatelly, I could make a two threaded design for it, albeit not being the most efficient. The first does all movement, and when the Entity is ready the second makes the graphics pass while the first is still working on logic with other ones

 
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Topic: Game Programming / Deeper Topic (Part 0): Class Discussion and Review

Originally posted by qwerberberber:
Originally posted by jerimo:

Well personally, I am sayng just that, as I cycle through the entities, whom in turn cycle through their components, so each entity is actually seperate form the other, and does not rely on different systems

This is not very robust. You do not want to run collision logic of one object before other have had a change to update their position. Also, how do you intend to solve collision when 3 objects overlap in the same frame? I personally would not use the method that you have described.

update all components, and check for collision, if they collide, check a flag for a secondary pass; Once all else is done only those with a problem of any sort are left, from there, calculate the appropriate reaction of each entity to the collision, recompute each entity affected, update the graphics usign the internal vars that have been set during the logic pass of the entities.

 
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Topic: Game Programming / Deeper Topic (Part 0): Class Discussion and Review

Well personally, I am sayng just that, as I cycle through the entities, whom in turn cycle through their components, so each entity is actually seperate form the other, and does not rely on different systems

 
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Topic: Game Programming / Deeper Topic (Part 0): Class Discussion and Review

Originally posted by BadEgg:
Originally posted by qwerberberber:

I don’t think you should ever be looping through a collection of entities.

Ummm…that’s pretty much all a system does. It goes through a set of entities which have the required components and applies some action to them. Out of curiosity…why do you think it’s such a bad idea?

Second this^

I donlt see any other way than looping through them t assure yourself that you go through them all when having an update? What do you think your update function does? Activates them all so they can perform the logic they need in order to do the different actions they are programmed to do

 
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Topic: Game Programming / Deeper Topic (Part 0): Class Discussion and Review

Originally posted by BadEgg:

Also, pretty much every article/tutorial that I’ve seen on the subject of Entity Systems creates a class ‘Component’ which all components are based on. Is anyone able to explain what benefit that you’d get from that?

Well, I only ever ask of a Component to be plugged in, and have internal checks of the said component, if it did not have that top tier Component class((Which in my case only has a Update function, and an internal ID, to acertain all others have it)) then you would not be able to simply go through them, you’d need to check them all to find where they come from before doing anything with them.

 
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Topic: Swords & Potions / Selling with manner recruit

Dangit, wasnt careful went bankrupt, started again, care to send a new invite?

 
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Topic: Game Programming / anyone wanna help me program my second game in c++

FIrst of all, an outline of your plan for this second game, and a link to the first would be a must

 
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Topic: Swords & Potions / Selling with manner recruit

I’d love a guild!

 
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Topic: Game Design / My MMO Project: Class Ideas

Originally posted by FinalStrife7:
Originally posted by GameBuilder15:
Originally posted by FinalStrife7:
Originally posted by GameBuilder15:

^ Good post.

Right? That post right there is itself worthy of being made into a side-scroller game.

Well, sorry, there’s no way to rate posts up or down on Kong.

No, I wasn’t being sarcastic. TT__TT I was referring to Elyzius’s post via yours, though I see that wasn’t really as clear as I’d hoped it would be. But yeah, it had a surprise ending and everything. All I was missing was some popcorn. It’s got at least as much game potential as all those other “how to make a game” games on here.

A “Amazing posts” stickied thread would be great for this forum, all jewels olike that that would be great reference for others ot link to when people overshoot so much

 
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Topic: Game Programming / Check out my newest game "Reach the toilet"

Yes, it is the childish zone, but some designs based on it can work with anyone or just about, such as DSYP, due to the way they deal with the humour behind it, there is no shit joke unless you let it happen

 
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Topic: Game Programming / Check out my newest game "Reach the toilet"

I would presume it is to keep it pg?

 
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Topic: Game Programming / Check out my newest game "Reach the toilet"

I never said it wasn’t, only that it was interesting and well executed for what it was

 
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Topic: Game Programming / Check out my newest game "Reach the toilet"

Well it was an interesting “game” to toy around with, an interesting concept, that could be applied to a larger concept, a much broader puzzle game. In its essence that game is foollish to the core, but it is an interesting mechanic nonetheless, and kong sometimes rewards interesting gameplay even if the theme is a lil strange

 
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Topic: Game Programming / What does this mean? (Event subclasses)

That explains why AS code seems so weird to me, lol

 
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Topic: Game Programming / What does this mean? (Event subclasses)

Not a AS programmer, but assuming it is similar to other languages which it has time and time again you would be right, it is because it is part of Event

 
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Topic: Game Programming / Check out my newest game "Reach the toilet"

Okay, so you want to know what I think?

I completed it, hoping that it would at at least have something interesting about it, but yeah no. So, let em put it simply, childish and rather unamusing, the control are slippery as hell, and the aesthetics are simply horrendous. Now that said, you could have went for a different thme that will not move pretty much all players away, or done something interesting as said (( At least these guys did something worth the watch; http://www.kongregate.com/games/Rete/dont-shit-your-pants))

 
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Topic: Collaborations / TextRPG: The Turning Point (Alpha released)

Please do not bump such old threads, there are PMs to ask people such things after so long

 
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Topic: Game Programming / Help: batch programming issues

OKay so, here goes the answer you wished would not happen; I doubt anyone here is a batch programmer, you would have a lot more chances of having a proper answer if you were to go to a batch programming board.

 
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Topic: Game Design / Design Advice

It’s not a software that will make the game; Truthfully the best thing you could do if you want to make games, is to learn to program! You won’t be confined to what the program can do, hell you’ll make the program yourself if you really want to, only your imagination will be your limit!

So in short, if you want to post games here, start looking up AS3 tutorials, if you want an even faster and more powerful language ((albeit harder to pick up and use especially as your first language)) go towards, the C family of languages ((C,C++, C#)) Many people I know want to program mods for minecraft, that would be java, there are many choices, if you wanted to write overly complex code, you could use brainfuck, or Befunge, or even Molbolge.

Basically, just descide where you want to publish your games, and look up which languages can do that, and then pick one and learn it

 
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Topic: Game Programming / Array Lag?

Could you not just use a singly linked list? Keep a reference to the first node, and work your way down updating each one until the next node is a null reference so you know you reached the end? If need be you just keep a var to know the amount of nodes in your list.

 
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Topic: Collaborations / TORPG

Originally posted by LonnieE1:

where is everyone?

Let me be honest; They are not here, and most likely will not ever be, due to the fact that your way of asking for help is extremely childish, and quite frankly unprofessional. Yes we are all here, not to work with the industry, but we do all appreciate a little maturity in our partners. If you truly want this to get further, clean up your act and act like someone who knows what they are doing, and not a child only fooling around with some tidbits of code.

Do not perceive this as rude, I am simply being truthful, and I believe that in this case, not sugar coating this whole affair would be beneficial for you.

 
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Topic: Game Programming / ChatChat2

@Feffers – It was counted as recent when you posted, it’s “givemenaname” who was at fault here

 
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Topic: Game Programming / getters and setters in other languages

Well in C++ you can make functions to get and set, you can also make pointers to the info, though that means you need to put a dereference to use the data, you could also simply over ride the operator= (or any other operator really) and go through the list of things you could use it for, I guess that could count as a an easy setter/getter you jsut need to write it out once what you need it to do, and not have to deal with it again