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Messages - Linkxp500

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1
Discussion / Re: Shadow of Liimina
« on: April 23, 2013, 11:04:28 pm »
Sounds like an overview of the journey to the not-yet-named town of Yamoah.  I'd really like some details on what the Hunter nature is, what weapons they used, what game they hunted, and something that really caught my interest was that change of hue in the blade of that warrior's sword.  What curse was supposedly cast on it, when did it happen, why, etc.?  I'd like to know if the curse of the sword affected the area or if some fool went exploring and unleashed some terrible evil by tampering with the hidden weapon.

2
Discussion / Re: Mythos: Shadow Of Liimina
« on: February 18, 2013, 05:22:15 pm »
Finally pulled myself back to take a look at updates to this idea/project-yet-to-be, and I gotta say, the lore alone has me captivated and urges me to learn more.


Let's just make sure the gameplay won't deter that appeal.

3
Discussion / Re: Mythos: Shadow Of Liimina
« on: February 09, 2013, 05:06:13 pm »
Backstory?  Ooh, yes, I'll enjoy reading lore. :)


Also, I love how the second concept art isn't very conceptual in places. Balls for hands will hopefully not be in the final artwork.

4
Discussion / Re: (Untitled) LoZ Side Scrolling Beat-em up idea
« on: January 28, 2013, 02:54:04 pm »
If this idea is anything like a Super Smash Bros. game, I'd love to see this come into existence.  BUT, if it's anything like a side-scrolling Zelda 2 Adventure, I don't know if I could stomach it.  :'(

5
Discussion / Re: Im new! A java programmer looking to make a zelda mmo.
« on: January 28, 2013, 02:50:42 pm »
Hm... Unergizer... I wonder if you'd be willing to give me a few tips on programming with Java.  I'm an aspiring video game programmer myself, and you seem to know a great deal about what Java can do.


I don't know how well you'll do with an MMO with Java, but you still seem determined to succeed.  I'll be watching this project, and hopefully I'll learn a few things from the code (that is, if you plan on releasing the source sooner or later).

6
Discussion / Re: Mythos: Shadow Of Liimina
« on: January 28, 2013, 02:45:02 pm »
I know you asked me to get up here and share my thoughts, but I see more gloom than ideas...


Off-topic: I know it's hard for you, even before the lack of income, to visit friends half an hour away, so I can only hope you can stand your friend's parents long enough to get your work back and spend some time hanging out and just talking about random crap.  It doesn't always have to involve a TV.  You could wrestle, take a dip in the pool, or something outside the confines of a nicotine-filled house.


Back On-topic: Because of my lack of knowledge about the core elements and plot of the game, I won't try to help out with the title.  Only you really have an idea of what it's all about.


As for how Malefor got 13 temples instead of 7... He was considering both SoL and The Severing Blade as a single adventure.


I don't understand why we would need 2 different enchanted swords for these games.  Is the Hero going to wield both at some point?  Is one destroyed or rendered useless, requiring the need for the enchanted sword?


It seems kinda useless to end one journey with a powerful sword that will not be used again once you obtain another necessary weapon for the task at hand.  Maybe the Severing Blade is a key or a tool not made to defeat monsters, otherwise Shadow Calibur is just gonna gather dust on the shelf of your home.

7
Discussion / Re: LoZ: Sacred Guardians
« on: December 01, 2012, 04:54:22 am »
Hero of Many Names- Defend as every character at least once.

Defender of Realms- Defend on each level at least once.


Heh, are those supposed to be like mini-achievements or something?  :D

8
Discussion / Re: LoZ: Sacred Guardians
« on: November 28, 2012, 02:09:42 pm »
Kienamaru, as much as I love your ideas, you should try to work with one game at a time. You can try and do this, Shadow of Limina and Six Sage Sword, but it won't work, trust me.


^This.


But I think it's fine if you concentrate on one at a time.  And if you think this is the easiest, you should try this first.  I would prefer to work on the more ambitious projects, but even I have to start somewhere small to improve, right?


I'll see if I can help with the coding, though I'm not at all familiar with this type of game (aside from knowing the basics of the gameplay).


Normally, I don't even like playing Tower Defense games, but I wonder if you mean like those flash games where you fight the hordes alone, or whether you mean like an RTS or MOBA.

9
Discussion / Re: Shadow of Liimina Programming Discussion
« on: November 25, 2012, 03:34:14 pm »
I'll try not to get discouraged, what else have I got to live for right?

So yeah, I guess I'll try and get C++ down and then Java.


To be honest, I think that's the best combination of languages.  But I'm sure you will eventually run into situations that require other languages.  If you happen to run into C# (Sharp, if that's it. :P), then you will find that it contains elements of both C++ and Java, and it could be more difficult to understand because it's like both, but unlike either.


In a way of speaking, it can be confusing as to how it can be used in ways that the other two couldn't; I got this info from an experienced programmer, but I personally cannot remember what he said makes it so difficult.

10
Discussion / Re: Shadow of Liimina Programming Discussion
« on: November 23, 2012, 03:20:29 pm »
So getting back to the point, does working with C++ benefit you in what your final goal is. Keep your focus. What is your _goal_ here? Then go from there.


Yes, this is true.


If you're final goal is to complete THIS game or similar non-commercial projects, then you need to think of how you'd do well with it.  If you plan to make this a career, it would be a good idea to know more than one or two languages.


Sorry if I'm spouting the same old things everyone else has already established, but I must add that you need to research what field or language would best interest you and meet your needs as you progress in life.




PS: I'll PM you about something that I'm not sure whether or not I should post it here.  Just to keep this topic on track.

11
Discussion / Re: Shadow of Liimina Programming Discussion
« on: November 23, 2012, 03:06:01 am »
For what people commonly tells me (and for what I've seen here), C++


I would also recommend this for the long run.


Java is also widely used, but It's not always the most professional use of programming.  Java is normally used to create small programs that, from the ones I've seen, usually are distributed as freeware, and the occasional shareware, as well as web apps.


C++, on the other hand, is more commonly used in the IT industry, especially when it comes to larger programs and game apps.


However, if you want to know how to design a website, you should at least know HTML.


Basically, it really depends on where you think you'll end up doing most.  You're likely to have to encounter various things that require different languages, but you'll need to know what you'll stick your nose into for the longest percentage of your time.

12
Discussion / Re: Shadow of Liimina Programming Discussion
« on: November 21, 2012, 04:29:55 pm »
Don't apologize Frozen. It's nothing to be sorry for, I know that I'm considered a troll on a certain site and I face permanent moderation if I ever stray off topic again (funny thing is, I only derail accidentally each time)

But yeah, everything after post 99 can be either moved or deleted. I guess I'll go make a thread for SoL design. What should I call it? If the main purpose is to find the best programming method or engine?


I would prefer these "off-topic comments to be moved to a new thread.  There is info that I'm sure we all gleaned some knowledge from.


PS: I also don't want to remove posts from my already minuscule post count. :P

13
Discussion / Re: Shadow of Liimina Programming Discussion
« on: November 20, 2012, 02:37:59 pm »
LOL. XD Concise, go for concise. If being TOO detailed means being too wordy, that will make things harder to grasp for the one who is reading through the comments and code, and that is the opposite of clarity, since the idea of clarity is to make things as easy to grasp as possible. That said, this is difficult for me, because I tend to talk a lot. It's a horrible curse but it is a side effect of a gift, so it's okay.

Consistency, clarity, compatibility (just remembered this one), efficiency, epic hot cocoa tea - it's what brings the sunshine to light up the programming skyloft.. which is skyward... and I think this is the part where I stop talking and let the smarter people help.


No, please, I like where this is going. :P  We can continue this conversation that seems to be going off-topic in PM if you'd like.  XD

14
Discussion / Re: Shadow of Liimina Programming Discussion
« on: November 20, 2012, 02:37:42 am »
Oh, well if it's consistency and clarity that you were talking about, that shouldn't be too big of a deal.  The problem would be that the comments might be TOO detailed.  XD

15
Discussion / Re: Shadow of Liimina Programming Discussion
« on: November 19, 2012, 02:23:37 pm »
As long as the programmer doesn't do things the way most people do with Game Maker, you should be able to do this (I think Linkxp500 probably knows better though; at a glance, it seems like he has some knowledge on proper coding practices).

A main thing that would help is to use scripts and never put the code into the objects themselves (besides calling scripts, of course). Otherwise games tend to get messy and code is usually needlessly repeated in many cases. When games are made this way, it's a lot harder to make changes and additions, which you would need to do for adding in multiplayer. So that's my advice for now: Use scripts, never put code into an object unless it's absolutely necessary for some reason (but it shouldn't be).

Btw, I know firsthand how horrible it is to not use scripts. I got in the habit of not using them because I started programming with Game Maker before it even had scripting capabilities, lol. But yeah, I finally broke that bad habit just recently and I only use scripts now (still got a few more habits to break, as with many people that start out with Game Maker without knowing anything).


I'm not sure what exactly most people do when they work with Game Maker.  :huh:


I would rather use scripts than use pre-made functions that would not be editable via scripts later, however.  Not because I know what I'm doing and what I shouldn't do, but because I want to have full control over my work, for one, and because I want to test my ability to create good scripts (I will admit I am technically still a novice, only because I haven't ever scripted from scratch).


Also, I know how frustrating it is to have coding that repeats itself unnecessarily.  It means more instances that you have to edit every time you edit any particular part of the repeated code.


If it isn't too much trouble, could you refer me to what the improper coding practices would be?  I'm not sure whether I truly know what not to do, and I don't like screwing things up just as soon as I start. :P

16
Discussion / Re: Shadow of Liimina Programming Discussion
« on: November 15, 2012, 04:31:17 pm »
You see... I would not have known that because I never learned how to read musical scores... :P


I've been calling it "See Number" all this time I knew about programming.   :'(

17
Discussion / Re: Shadow of Liimina Programming Discussion
« on: November 15, 2012, 02:29:05 am »
Is # flat or sharp?


I have no idea what you mean by that, honestly. XD  It's pronounced "Number" if that's what you were asking.

Also, I understand some variable stuff already, it and if then statements are a part of PSA, the part that I'm currently bad at.


I always thought if then statements were the most basic part of a script.  You ask it "if this happens, then this happens, OR if that happens, then that happens."


It's a series of conditionals.  If you meet the prerequisite for one IF statement, that triggers the THEN statement to be read.  If you don't meet the prerequisite of one IF statement, the program looks for alternatives that match the condition that it has.

18
Discussion / Re: Shadow of Liimina Programming Discussion
« on: November 14, 2012, 03:09:32 pm »

If I were to say that I were a quick learner and had a high level of understanding but a low level of math understanding... how long would you all assume it would take me to learn a decent amount of C++? What would be a good rate to study it at?

Um, not really sure how long... but if you are indeed quick at learning and have a high level of comprehension, math shouldn't really be a problem unless you are still working on basic mathematics.  Though I'd say Algebra would be very helpful in this endeavor.

You see, coding involves lots of variables.  Say you wanted to create a program (for basic reference) that would show either Yes or No if an occurence is present or not.  If you've heard of Boolean logic, this is actually a no-brainer.  Say you have an if/then statement that goes something like this.

Code: [Select]
If Health = 0
  Then GameEnd = 1

In this example, if the player reaches 0 health (note that those variables may be labeled differently in different engines), then it's game over for the player.

That isn't Boolean logic, but it has some similarity to it.  A Boolean line of code looks something like this.

Code: [Select]
;Show Health Bar (Default is 1)
;Possible Values
;0
;1
bShowHealthHUD=1

Also note here that depending on the engine, the variable (bShowHealthHUD) will be different.  Also note the semi-colons in front of the first 4 lines of code.  This ensures that these lines are not read, otherwise it could result in game instability.


If you have taken Algebra at all, you'd notice that variables are present throughout the course.  For more complicated games, such as those commercial games for consoles, you'd also need to have some knowledge of more advanced mathematical procedures, which you won't really need if you decide to be a game designer.


However, Algebra is a complete must for any field involving computer technology.

Oh, and just so you know, I did cut out some code from the if/then statement.  So it isn't as simple as stating If this, then that.  It can end up stacking if/then statements depending on different values for a variable.

It would also include a Begin/End statement for that If/Then statement to occur.

Each script works with one another much like ants work to improve their anthills.  Or like the internet itself, since it's basically run by a giant network of scripts.  One incorrectly compiled script makes the entire project crumble, until the error is found and fixed.  And if that fix interrupts another part of the script, you need to fix that too, and so on and so forth, until you have a program that is stable enough to play, with the occasional glitch.  Even after that, most programmers try their best to optimize (meaning use less coding lines while still peforming as it was intended) the scripting so that it runs faster and achieves better results.

That's why I like programming so much.  It is like improving yourself to perfection without actually reaching perfection.  In other words, it simulates life.  I also view a programmer as the computer improving version of a biogenetic engineer.  You have the power to manipulate the genetic make-up of your guinea pig project.  As you learn more about the traits of that project, you apply it to another project and see the effects those changes on that one.

... I'm ranting again. :P

I seem to think way too deeply sometimes. XD

But yeah, it doesn't take long to understand programming, just some patience reading it and making sure you understand what does what.

Let me tell you a secret though.  Once you learn one language, it makes learning other programming languages that much easier, but just how much easier depends on what language you start with.  C++ is the more professional and widely used language, but Python is far easier for a beginner.  C# is somewhere in between.  And depending on your way of thinking is, C++ or Python may be better for understanding future languages, or C# could be your gateway to other languages if you can adapt very well to change.  When comparing C++ with Python, C++ is better for future professional work in programming, while Python is used to create apps for casual use.  Python isn't useless as a language, but it isn't used in the industry, so only use Python if you aren't a serious programmer.  C++ is more worthwhile a language in the industry, more structured, but isn't very easy to understand if you start there.  C++ also has more functionality for programs.

And before you ask how I know this when I'm not too experienced with programming, it's because of research and intellectual discussions with other internet users.  It's more fun than trolling, honestly.  I like heated discussions as well, as long as no one goes off or a moderator/administrator cuts off the debate/argument.

19
Discussion / Re: Shadow of Liimina Programming Discussion
« on: November 14, 2012, 05:47:56 am »
Back on topic, Kienamaru should choose whatever he wants. From a discussion I had with him earlier, he's striving to become a game designer. Design does not require in depth knowledge of programming. If he wants to get something done with Game Maker, then let him be. In his case, it's the design that counts.


Well, it seems that he can't really be effective with Game Maker if he's limited to 2 hours on the computer per day.  That's agonizing to most people who use computers regularly.  I know I couldn't handle that kind of limit for more than 2 days at most. :P


Even if he did manage to use it effectively, he'd still be at a loss for being a game designer should he have his own team of developers in his own business or someone else's business.  I've met and spoken to at great length some very talented, and I dare say overly fanatical, project developers (not limited to games, but to all aspects of software development) for their field in game design.  They know a great deal of programming, animating, modelling, and texturing despite their roles as project managers.


What I mean to say is, a project leader/game designer is far more valuable the more they know about all the aspects that they help organize into the project.  It also allows greater communication and better understanding of different possible combinations that make up any portion of the project/game.


But, you have to note this.  Even if you know a lot about any part of a project, because you don't specialize in any specific area, you are prone to limited understanding of those areas.  However, it does not mean it's hopeless at that point.  As you progress in your career, you tend to gather a lot of new info about various things that will strengthen your effectiveness as a game designer.


Like TFS said, bigger steps toward discovery lead to greater amounts of knowledge, and less work and frustration down the road.


To get just a bit of easy to follow knowledge on how programming works, try Java (being the most widely used application language for so many apps) or Python (Very simple to understand, yet it lacks a truly useful basis for understanding coding, as it is highly adaptable to the user rather than a more uniform and organized set of functions; basically, it's like teaching one group of kids Spanish and teaching another group Korean, there's no way for them to convert to the other language easily).


C, C#, and C++ are similar, but do have very distinctive qualities that separate themselves from each other (which I cannot remember at the moment, and too lazy to look it up now).

20
Discussion / Re: Shadow of Liimina Programming Discussion
« on: November 14, 2012, 02:21:42 am »
Well, I'll take your word for it, Theforeshadower.  I would agree that taking the easy way out in the short term could harm true progress in the long term in general.


I don't know much about the world of programming except that I have a keen interest in how programs actually work.  For some reason, I tend to analyze every game I play, without looking at code, about how the game does this or that and how long I have to wait for certain things to happen that could have happened far more quickly.  You could say that "it's what's on the inside that counts." :P


People take for granted that creating games is a piece of cake... until they try it themselves.  Sure, games could be very low scale, but they wouldn't be interesting for long.  And it takes months to years to make a truly worthwhile game, which is then taken for granted by the general ignorance of casual gamers, or hardcore gamers that are purely gamers and not intellectuals.


There I go off-topic, just like you.  I feel closer to being a programmer already. :P

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