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Messages - HylianGoombario

Pages: [1]
1
Updates / Re: Menu Standardization
« on: April 21, 2015, 09:07:19 am »



Border on the links in the goron theme isn't quite right o:

2
Updates / Re: Resources Link
« on: March 18, 2015, 04:48:20 am »
Not sure if it's intended or not, but the link is only visible on the forum

3
Coding / Re: Game engine resources?
« on: March 07, 2015, 06:29:00 am »
Update: I no longer have the source code so who knows what the bug was about.

4
Other Projects / Re: [Demo] Princess K!
« on: March 05, 2015, 08:13:27 am »
This is really cool!! It's looking very good :D

The sprites, enemies, and level design in the last two demos (Princess K's sprites aside) remind me a lot of Metroid.

5
Coding / Re: Game engine resources?
« on: March 05, 2015, 12:47:45 am »
...oh. haha. I'm getting curious so I might try to dig up my old source code when I get home

6
Coding / Re: Game engine resources?
« on: March 04, 2015, 09:06:40 pm »
@Lorentz I was using C++ for this project. Not to mention, I was new to real programming. Who knows what kind of goofy mistake I made. But after a while of troubleshooting I determined that it was fixed when I commented out a variable I had newly initialized, and broken when I uncommented it. It made no sense to me, and motivated me to quit.

@MG-Zero, that sounds a lot like what hapened but I have no idea how I could've done that while trying to make my first C++ platformer engine hehe. I sure didn't know anything about messing with buffers and etc

7
Coding / Re: Game engine resources?
« on: March 04, 2015, 05:28:55 pm »
I'm totally aware that it's possible, if you're using a pointer. It's been so long, and I probably don't even have the source anymore, but the variable in question was the one that told the Draw function which sprite in the sheet to draw. It was malfunctioning after I set another variable. It was as if I had "made too many variables" or something. It was literally the declaration of a variable tht broke my engine.

I was new so I consulted someone else, who told me it was probably a memory management error, and that memory management was less manual in C#. I listened.

8
Coding / Re: Game engine resources?
« on: March 04, 2015, 06:54:12 am »
I said stick it in main because this is what my Update code looks like in my engine:

Code: [Select]
        protected override void Update(GameTime gameTime)
        {

            gamedata.input.Update();

            gamedata.writer.Update(gamedata);

            gamedata.cam.Update(gamedata.input.p_up, gamedata.input.p_left);

            gamedata.screens[gamedata.current_screen].Update(gamedata);

            base.Update(gameTime);
        }

and because this is what it looks like under draw:

Code: [Select]
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Viewport = new Viewport(
                0,
                (graphics.PreferredBackBufferHeight / 2) - ((graphics.PreferredBackBufferWidth / (int)gamedata.resolution.X) * (int)gamedata.resolution.Y) / 2,
                graphics.PreferredBackBufferWidth,
                (graphics.PreferredBackBufferWidth / (int)gamedata.resolution.X) * (int)gamedata.resolution.Y
            );

            GraphicsDevice.Clear(Color.Black);

            spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.PointClamp, null, null, null, gamedata.cam.GetTransform() * Matrix.CreateScale(new Vector3((float)graphics.PreferredBackBufferWidth / gamedata.game_width, (float)graphics.PreferredBackBufferWidth / gamedata.game_width, 1.0f)));

            gamedata.screens[gamedata.current_screen].Draw(spriteBatch, textures, gamedata);

            gamedata.writer.Draw(spriteBatch, textures[7], new Vector2(0,0), gamedata);

            base.Draw(gameTime);
        }

and it probably won't be changing a whole lot. If it does change, it'll be a line or two. GameData contains stuff like different screens, save data, camera, etc.

Personally, I don't think it'd be a crime if these things were side-by-side. That was my point. Not that you should badly structure code, but that creating a class just so you can have three functions didn't seem necessary to me.

---

About the memory management. Just like in the issue before, we're apparently talking about different things. I'm just saying that, when I used C++, a variable in my class was apparently being overwritten or something, somehow, causing very undesirable results. At least, that's what someone told me when I talked to them about it. I was quite new to C++ at the time, so the idea that my variable could just be overwritten willy-nilly in the memory because of something that was going on in the background that I didn't know about turned me off of it. Was this what was really happening? Idk. But I switched to C# because it was recommended to me, and I prefer it.

9
Coding / Re: Game engine resources?
« on: March 04, 2015, 06:19:00 am »
Someone told me that it might be lack of memory management and variables getting rewritten, or something. Idk. That frustrated me and made me quit.
I'm sorry, because I'm about to sound like a bit of a !@#$%. If learning how to manage memory is "frustrating" enough to make you quit, then maybe you should find something else to do because programming clearly isn't going to be a great choice.
The problem with it was, I don't even know how to do that. What could I have been doing wrong? I couldn't find any tutorials on it at the time either. Basically the way I saw it was, it's not working as I'm programming it and C# apparently doesn't require memory management, so I'd rather use that and it work.

I, personally, would take advantage of the simplicity that SFML offers. I would drop the GameCore class and the Program.cs file tight butthole, and just use a simple int main() function to store all that stuff in. Not sure if this is good practice or not, but if you're cut loose from the ties of XNA, it'd be worth trying.
No, it is not a good practice. In fact, it's a very, very bad one. Properly structuring your code is one of the most important things you can do if you want to actually be able to complete a project any more complex than "Hello, World!".

If you actually want to learn to program, whether it's games, software, websites, whatever then you really should learn to do it properly. Otherwise, just use RPG Maker or some other tool that does everything for you.
you're a bit of a fireball aren't you

I'm not talking about improperly structuring your code, I'm talking about taking the dozen or so lines of code from Update and maybe mingling them into the same function as the dozen or so lines of code from Draw, for the sake of simplicity, instead of making a Game class. If that's bad practice, then fine, but please don't talk to me like that

10
Coding / Re: Game engine resources?
« on: March 01, 2015, 06:48:26 am »
Wow, I didn't know SFML had a .NET binding. Cool! That's worth considering instead of Monogame, which I'm currently using.

I gave up SFML with C++ for a couple reasons, almost a year ago when I started seriously doing game development. The thing that got me to quit was that I ran into this glitch that I just could not, for the life of me, find in the code. Someone told me that it might be lack of memory management and variables getting rewritten, or something. Idk. That frustrated me and made me quit. Another thing was that I couldn't find any way with SFML to see if a song had stopped playing, which I needed for syncing up the title screen properly.

As for your code: Yeah, you do seem to be really copying XNA, haha. I, personally, would take advantage of the simplicity that SFML offers. I would drop the GameCore class and the Program.cs file, and just use a simple int main() function to store all that stuff in. Not sure if this is good practice or not, but if you're cut loose from the ties of XNA, it'd be worth trying.

11
Updates / Re: ZFGC Activity
« on: February 03, 2015, 04:57:46 am »
ZFGC is Dead Long Live ZFGC

not dead.... But UNdead ;) *wink*



or

RE-dead

amirite

12
Updates / Re: NCFC 2014 is coming!!
« on: November 02, 2014, 02:23:55 pm »
You can register your account from the time the forums open (a month or so before this time) all the way up until the end of the convention. You can only register a booth until before the convention starts, however! So if you have a game you want to show off, hurry over!

13
Updates / Re: NCFC 2014 is coming!!
« on: October 20, 2014, 11:40:45 pm »
Yes, Zhello, that would be acceptable!

14
Updates / Re: NCFC 2014 is coming!!
« on: October 16, 2014, 07:41:33 pm »
The requirements are actually fairly low. A demo isn't necessary. Basically, if you've got at least a working title, a concept, and screenshots, you've got all you really need. Even if you don't have that yet, you can still register now, just have it by November 3rd.

15
Updates / Re: NCFC 2014 is coming!!
« on: October 15, 2014, 10:15:23 am »
bump

Registration is open!

You can go ahead and submit your game, even if it's not ready, and modify your booth as updates come. None of the booths are public until the event starts.

http://nintendocfc.com/

16
Updates / Re: NCFC 2014 is coming!!
« on: August 26, 2014, 11:17:11 pm »
Thanks for that! :D

17
Updates / NCFC 2014 is coming!!
« on: August 26, 2014, 10:09:21 pm »
Hey guys! I've just come to let everybody know that the Nintendo Community Fangame Convention (NCFC) is going to be coming in November!

We're going to be hosting games from every Nintendo franchise and several other franchises that have appeared on Nintendo consoles, including Sonic and Megaman, and even indie games!

If you're a game developer and want your game to be showcased to the world, have it ready by NCFC time! Registration should be opening up some time in early September. I'll keep everyone posted.

If you're not a developer, come and check out the awesome games! There's going to be quite a variety of great fangames!

We're shooting for the week of November 3rd through 7th, and the theme this year is going to be Smash Bros. Hope to see you guys there! :)

BTW, the URL is the same as before -- http://nintendocfc.com/

18
Discussion / Suggestions for Zelda 2 DX
« on: February 15, 2014, 10:38:32 pm »
Hello there!

I'm going to be creating a Zelda fan game; more accurately, a remake of Zelda 2 similar to how Wind Waker was updated for the Wii U. Zelda 2 gets a lot of complaints from people for several reasons; difficulty is a major one. I would like to update Zelda 2 to change it in some ways to make it more accessible. I want it to be similar enough that you can still follow the Zelda Dungeon walkthrough (or any walkthrough) but different enough that it feels like a more modern Zelda experience.

Some of the considerations I've had are getting rid of the lives system, toning down the difficulty, making Death Mountain less tedious, etc. Some ways I want to make it more like modern Zeldas are by possibly getting rid of the skill level system, adding cutscenes or cinematic intros to towns, dungeons, boss fights, etc. I've considered even adding a sidequest where Epona is obtainable. Another idea I'm fond of is making the river monster a boss fight.

I'm going to be handling the programming (it will be in C++ with SFML), and I'll seek music and a spriter (to make the graphics 16-bit) later on in the project. For now, I need suggestions on what else you guys would like to see updated. I don't intend to make this the definitive version of Zelda 2, just an alternate version that's more modernized. It's more of a re-imagining of the gameplay elements rather than me attempting to "fix" the game, since it isn't broken. That considered, what would you like to see done a different way in Zelda 2? Things I won't be considering are: changing the sidescrolling perspective, changing layouts for any of the dungeons, changing the bosses, anything that would make a Zelda 2 walkthrough incompatible.

I appreciate any and all ideas or suggestions you guys have for me! Thanks :)

19
Entertainment / Re: Lens of Truth Project
« on: January 27, 2014, 03:55:22 am »
I think this is really neat! Hope to see it finished. A nice thing to put on a shelf.

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