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Author Topic: Beginning game programming course  (Read 63420 times)

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JDFan

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Re: Beginning game programming course
« Reply #120 on: February 26, 2015, 01:42:35 pm »
JD has got it, you need to throw some Pi in there. Since the character isn't something that you can type (easily), it is put in as a math function. I am assuming there is a whole library of math functions. Math.PI or Math.Sin and Math.Cos listed in the coursework.

Generic Eric

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Re: Beginning game programming course
« Reply #121 on: February 26, 2015, 02:36:36 pm »
{
 In this thread:  How to Suck
 {
  Order ebook
  {
   Finally start reading ebook on 2 year old kindle
   {
    Read over the important stuff
    {
     Realize Kindle is too small for this ---steaming pile of meadow muffin---
     }
    Finally decide to use kindle webapp on PC
   }
  Find out you can link it from inside the assignment on coursea page
 }
 {
  Use entirely different computer set up than accustom to.
  {
   Like seriously, lets spend another 2 hours to set up the environment. 
   {
    I have a laptop, why not use that instead of the LCDs in the basement. :smh
    {
     ---fudgesicle---, another small screen
     {
      Realize I wasn't done setting up the environment on the PC in the basement.
       {
        Resort to humor to disguise frustration
       }
      }
     }
    }
   }
  }
 }
}

Vigo

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Re: Beginning game programming course
« Reply #122 on: February 26, 2015, 02:59:10 pm »
{
// I hear ya on that frustration.
Console.WriteLine("Set up programming environment");
int Hour_Wasted = 3;
}


One nice thing I ended up doing was setting up the environment on both my work laptop and my home PC. I save my project work in a cloud drive. (I use the cloud drive through my Adobe subscription at work). So, I pretty much just save my project there, and I can work on programming stuff wherever I am.

arquillos

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Re: Beginning game programming course
« Reply #123 on: February 26, 2015, 03:28:50 pm »
I really think that the doc installation part should be avoid at all costs :)...Why not having online doc? I really donīt understand.


BTW Iīm in :)

Vigo

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Re: Beginning game programming course
« Reply #124 on: February 26, 2015, 03:53:27 pm »
Roster updated:

eds1275
JDFan
Generic Eric
yotsuya
Vigo
RoyalScam
thatpurplestuff
shponglefan
melvinbates
Admiral688
wp34
lordnacho
05SRT4
EssexMame
empardopo
arquillos
BorgDog


And for the record, if anyone wants to do any PM think-tanks for game ideas, I'm all for it. We can also consider opening other threads as well.
« Last Edit: February 26, 2015, 07:45:34 pm by Vigo »

eds1275

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Re: Beginning game programming course
« Reply #125 on: February 26, 2015, 04:23:46 pm »
I had a random idea for a silly game, where everyone could work on their own levels and then it could sort of come together at the end. It was like a beat 'em up with crummy graphics like mega man 1, and then every level gets a little better until the graphics are good at the end. Maybe throw in a bonus round shmup or something. I was thinking of using the mecanim avatar system in Unity for the character to keep the movement the same.

Vigo

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Re: Beginning game programming course
« Reply #126 on: February 26, 2015, 06:19:57 pm »
I had a random idea for a silly game, where everyone could work on their own levels and then it could sort of come together at the end. It was like a beat 'em up with crummy graphics like mega man 1, and then every level gets a little better until the graphics are good at the end. Maybe throw in a bonus round shmup or something. I was thinking of using the mecanim avatar system in Unity for the character to keep the movement the same.

Thank would be cool to see.  :applaud:


Vigo

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Re: Beginning game programming course
« Reply #127 on: February 26, 2015, 06:23:59 pm »
Here is a dose of inspiration for y'all - a 10 player "joust" like arcade game.  It looks like there are different job classes, but the mechanics and graphics are all pretty simple.




Generic Eric

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Re: Beginning game programming course
« Reply #128 on: February 26, 2015, 06:37:42 pm »
Looks cool.

I'd put a quarter in that.

Do you think they angled the joysticks?

BorgDog

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Re: Beginning game programming course
« Reply #129 on: February 26, 2015, 06:56:42 pm »
Dang I'm behind already!  I best get going on the class, doing too much work at work.  add me to the list Vigo
My Projects:
MisSpent Youth a Vigolix bartop,  Little Bastard a rotating tablet/display bartop,
Pin-Dog a mini pin-cab on vpforums.org  Star Wars a wedgehead pincab on vpinball.com

Vigo

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Re: Beginning game programming course
« Reply #130 on: February 26, 2015, 07:48:00 pm »
Done! 17 of us now.  :)

shponglefan

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Re: Beginning game programming course
« Reply #131 on: February 26, 2015, 09:46:12 pm »
Recent Extra Credits video on making a basic game.  I thought they made a good point about starting with the core mechanics and then building out from there:


shponglefan

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Re: Beginning game programming course
« Reply #132 on: February 26, 2015, 09:55:38 pm »
And for the record, if anyone wants to do any PM think-tanks for game ideas, I'm all for it. We can also consider opening other threads as well.

I'm up for having a separate thread.  In fact, I'll go ahead and create one :D

Here is the thread: http://forum.arcadecontrols.com/index.php/topic,144143.0.html


shponglefan

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Re: Beginning game programming course
« Reply #133 on: February 26, 2015, 09:58:07 pm »
I had a random idea for a silly game, where everyone could work on their own levels and then it could sort of come together at the end. It was like a beat 'em up with crummy graphics like mega man 1, and then every level gets a little better until the graphics are good at the end. Maybe throw in a bonus round shmup or something. I was thinking of using the mecanim avatar system in Unity for the character to keep the movement the same.

That sounds like a cool idea.  Would it progress stylistically from early 8-bit graphics through to 16-bit era and beyond?

Generic Eric

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Re: Beginning game programming course
« Reply #134 on: February 26, 2015, 10:54:40 pm »
I had a random idea for a silly game, where everyone could work on their own levels and then it could sort of come together at the end. It was like a beat 'em up with crummy graphics like mega man 1, and then every level gets a little better until the graphics are good at the end. Maybe throw in a bonus round shmup or something. I was thinking of using the mecanim avatar system in Unity for the character to keep the movement the same.

That sounds like a cool idea.  Would it progress stylistically from early 8-bit graphics through to 16-bit era and beyond?

I had an idea similar to that. 
From lunar lander level to a moon patrol level, to an asteroids level to a galaga level.

lordnacho

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Re: Beginning game programming course
« Reply #135 on: February 26, 2015, 11:19:39 pm »
Told my 5 year old about making a game and asked if he had any ideas.  He went bat ---steaming pile of meadow muffin---, couldn't get him to stop thinking about it for the rest of the night. 
Few of his ideas that made some sort of sense.  Level one you could spray the wicked witch with a hose and try to melt her, level 2 would be racing a car against jack skellington(I think this later turned into the bad guy in Turbo), level 3 was running away from darth vader to escape pods.  Maybe I could make some mini games like these for him as practice.

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Re: Beginning game programming course
« Reply #136 on: February 27, 2015, 04:58:34 am »
f, as in for float? I haven't got there yet but likely will today or tomorrow.

Yup, to tell the compiler it's not a double (which is what it assumes when a literal has a decimal).  so float gravity = 9.8f;

Does this behave any differently to float gravity = (float)9.8;  ?
That seems to work also, and is more as taught in the class...

JDFan

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Re: Beginning game programming course
« Reply #137 on: February 27, 2015, 06:12:16 am »
f, as in for float? I haven't got there yet but likely will today or tomorrow.

Yup, to tell the compiler it's not a double (which is what it assumes when a literal has a decimal).  so float gravity = 9.8f;

Does this behave any differently to float gravity = (float)9.8;  ?
That seems to work also, and is more as taught in the class...

Either one is the same can also be 9.8F, they all tell the compiler to allow the use of the double as a float for that equation even though there may be some loss of precision, if not specifically told to be allowed the compiler will give an error about it in order to keep problems from cropping up.

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Re: Beginning game programming course
« Reply #138 on: February 27, 2015, 10:02:07 am »
I finally got the Guns N Roses program to work.


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Re: Beginning game programming course
« Reply #139 on: February 27, 2015, 10:04:54 am »
I finally got the Guns N Roses program to work.



All you needed was a little patience.  :cheers:
***Build what you dig, bro. Build what you dig.***

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Re: Beginning game programming course
« Reply #140 on: February 27, 2015, 11:51:38 am »
Recent Extra Credits video on making a basic game.  I thought they made a good point about starting with the core mechanics and then building out from there:



subscribbled!

Good Share!

Vigo

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Re: Beginning game programming course
« Reply #141 on: February 27, 2015, 12:01:13 pm »
Minimum viable product if gonna be a buzzword for me.

eds1275

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Re: Beginning game programming course
« Reply #142 on: February 27, 2015, 12:16:08 pm »
I had a random idea for a silly game, where everyone could work on their own levels and then it could sort of come together at the end. It was like a beat 'em up with crummy graphics like mega man 1, and then every level gets a little better until the graphics are good at the end. Maybe throw in a bonus round shmup or something. I was thinking of using the mecanim avatar system in Unity for the character to keep the movement the same.

That sounds like a cool idea.  Would it progress stylistically from early 8-bit graphics through to 16-bit era and beyond?

I was thinking of having it as a BYOAC themed game and you would basically go through the progression of videogames. Maybe fighting a wall of text or something as a mini, very annoying boss that randomly capitalizes text and removes the name of the person it is quoting.

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Re: Beginning game programming course
« Reply #143 on: February 27, 2015, 12:26:41 pm »
n=2b
***Build what you dig, bro. Build what you dig.***

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Re: Beginning game programming course
« Reply #144 on: February 27, 2015, 06:00:37 pm »
Finally got the launcher program. I was looking for was to overcomplicate things. I'm confused why gravity worked the way it did, but I didn't use a double anywhere.  Shouldn't that have affected time?

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Re: Beginning game programming course
« Reply #145 on: February 27, 2015, 06:23:56 pm »
Just finished all the lectures and did the little programs that were in the lectures. Now I need to put this game together. Are all the tips on how to do that in the book?
« Last Edit: February 27, 2015, 06:25:39 pm by yotsuya »
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Re: Beginning game programming course
« Reply #146 on: February 27, 2015, 06:31:42 pm »
Just finished all the lectures and did the little programs that were in the lectures. Now I need to put this game together. Are all the tips on how to do that in the book?
Most of what is required is in the assignment notes.
What's not, our man JD lays down.  If not for the arrow thread I wouldn't have known it was him.

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Re: Beginning game programming course
« Reply #147 on: February 27, 2015, 09:43:06 pm »
 :gobama :gobama :gobama :gobama :gobama :gobama :gobama


Thanks for all the tips and suggestion in the thread, guys. I appreciate it!

***Build what you dig, bro. Build what you dig.***

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Re: Beginning game programming course
« Reply #148 on: February 27, 2015, 11:11:21 pm »
Good job guys.  I need to get my assignment finished tomorrow.  I feel like a slacker.

In honor of the lecture this week on data types I thought I would post this picture I took of my odometer a few weeks ago.  My youngest is the one who noticed it.  He was confused when I told him the car only had 41 miles on it.  Great teachable moment.   :lol


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Re: Beginning game programming course
« Reply #149 on: February 27, 2015, 11:18:14 pm »
Looks like you missed on l in the greeting (ie. it wil calculate ! ) other than that looks good  :applaud:


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Re: Beginning game programming course
« Reply #150 on: February 27, 2015, 11:47:13 pm »
Looks like you missed on l in the greeting (ie. it wil calculate ! ) other than that looks good  :applaud:

Thanks, bro! And thanks for the tip on the gravity.  :cheers:
***Build what you dig, bro. Build what you dig.***

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Re: Beginning game programming course
« Reply #151 on: February 28, 2015, 06:22:44 am »
FML

Kind of just laughed once I finally got everything. Was hoping it was going to be one of those things that I just watch and listen to and then I get it. NOPE.
Not going to lie I had to look through the boards for some help. Wish i would of just done that the first day I started this. I got some tips from here also so thanks guys  :cheers:


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Re: Beginning game programming course
« Reply #152 on: February 28, 2015, 07:54:08 am »
Week 2.  Do we need to do another roll call?
I've been tinkering ahead and enjoying moving sprites around with my Xbox controller.  Can definitely see this turning into a hobby.  Thanks everyone for starting this up. 

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Re: Beginning game programming course
« Reply #153 on: February 28, 2015, 10:06:26 am »
Week 2 lectures and assessment are LIVE for those that want to get a couple days head start ! :cheers:

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Re: Beginning game programming course
« Reply #154 on: February 28, 2015, 11:25:21 am »
Is there an assignment this week?  Not seeing it

Vigo

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Re: Beginning game programming course
« Reply #155 on: February 28, 2015, 11:28:37 am »
It's showing up for me.

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Re: Beginning game programming course
« Reply #156 on: February 28, 2015, 11:29:54 am »
Is there an assignment this week?  Not seeing it

I can see it, too.

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Re: Beginning game programming course
« Reply #157 on: February 28, 2015, 11:33:52 am »
Week 2.  Do we need to do another roll call?
I've been tinkering ahead and enjoying moving sprites around with my Xbox controller.  Can definitely see this turning into a hobby.  Thanks everyone for starting this up.

Did you guys need to sign up for an App Hub membership to use XNA Game Studio Connect on your 360. It's telling me it's $99 to sign up.
***Build what you dig, bro. Build what you dig.***

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Re: Beginning game programming course
« Reply #158 on: February 28, 2015, 11:38:05 am »
Is there an assignment this week?  Not seeing it

I can see it, too.
Ah, sorry yeah I see it too.  I'll blame that on bad UI and not me not looking in the right place.

Cool assignment though

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Re: Beginning game programming course
« Reply #159 on: February 28, 2015, 11:39:14 am »
Week 2.  Do we need to do another roll call?
I've been tinkering ahead and enjoying moving sprites around with my Xbox controller.  Can definitely see this turning into a hobby.  Thanks everyone for starting this up.

Did you guys need to sign up for an App Hub membership to use XNA Game Studio Connect on your 360. It's telling me it's $99 to sign up.
I didn't do that, I have a couple wired xbox controller hooked to my pc