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Messages - requerent

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61
Programming / Re: Cavern generation code
« on: July 02, 2013, 04:35:06 AM »
You can fix the diag issue with a clean-up phase.

Yep. Connections are the hardest part.

Eh? Pray tell.

62
Programming / Re: Cavern generation code
« on: July 01, 2013, 03:58:41 AM »
Watch those diagonals.

4-way connectivity is nice, but the aesthetic is incomplete when diagonal edges between tiles still exist.

63
Programming / Re: Game Requests
« on: June 18, 2013, 04:12:52 PM »
Any sort of Hunger Games scenario seems pretty awesome.

Can also implement sudden-death timers and such to keep the pace going--- perhaps the island is sinking into the ocean... or Lava. Lava is sexier.

64
Programming / Re: Easy to mod engine for an Underdark roguelike
« on: June 18, 2013, 04:11:04 PM »
A game engine really just handles IO for you- that's sound, input, visuals, etc, and whatever additional boiler-plate is domain specific for the genre.

So- the answer first and foremost is 'yes,' it can do all of those things. The question I think you're more concerned about is whether it will do all of those things for you or not. You should also consider what classes and races are relative to a game... It's just different ways of organizing entity characteristics.


Also- D20 systems can sometimes be not-so-great for single-player isn't great for computer games. There is a tendency for things to get a little too unlucky in a way that's unfair. It's much more reasonable to use a probability distribution that mimics D20, but has a higher percent chance of yielding average rolls.

Good luck.

65
Programming / Re: Game Requests
« on: June 15, 2013, 09:12:25 AM »
That's pretty cute actually-- I assume its real-time?

66
Programming / Re: Game Requests
« on: June 13, 2013, 08:05:49 PM »
Idea is the easy part :)


Yea, no. Idea is definitely the hardest part.

67
Programming / Re: Game Requests
« on: June 12, 2013, 06:30:13 AM »
I'll throw the idea of playing the evil artifact into the ring again.

Hah... I almost did that for my thesis. Kind of a puzzle game where you need to manipulate people to do bad things so that you can possess them.

68
Programming / Re: New language
« on: June 11, 2013, 07:17:09 AM »
You can literally write blocks of and get C code performance if you need it via FFI. This includes arrays. It's even easier to use than Python's C interface.

69
Programming / Re: New language
« on: June 06, 2013, 04:53:10 AM »
Just FYI- Python really is a utility language. Good for hobby projects, but it has pretty low performance compared to something like lua, which is also elegant in very similar ways. Lua is also industry standard for games, so... I'd recommend checking it out.

Good for hobby projects like YouTube and EVE Online  :P (sorry, couldn't resist)

It's a good point. Both of their code-bases were built before Lua became the informal standard.

70
Programming / Re: New language
« on: June 05, 2013, 07:29:00 PM »
Just FYI- Python really is a utility language. Good for hobby projects, but it has pretty low performance compared to something like lua, which is also elegant in very similar ways. Lua is also industry standard for games, so... I'd recommend checking it out.

71
Programming / Re: Brilliant Observations by My Brother
« on: June 03, 2013, 03:10:08 PM »
Kind of off-topic-- but, supposing you went the procedural Zelda route- what would you do to the combat mechanics to make it relatively interesting?

72
Programming / Re: New language
« on: June 03, 2013, 02:59:54 PM »
I'm completely satisfied with good old C++. There are some missing features, but they aren't all in all that important and most of them is coming with C++11 (which I don't use yet as my ancient hardware wouldn't stand new Visual Studio's demands for computational power). C++ is a terrible language for newcomers, but with years of experience typical problems disappear and you begin to actually like programming in C++. Of course, this happens to other languages, too, but I think it is not common for a programming language to take as long as 8 years to become proficient in (that was my case). I agree that it can be frustrating to find out that so many years of experience has not given such proficiency to you. Maybe I'm wrong, but I think this is the reason why you're looking for a "hobby" language.


Yea, no- It's just C++.

73
You could do it like that.

Just realize that everything is an entity that could take actions- including propagating gas.

74
Programming / Re: New language
« on: June 02, 2013, 03:50:18 PM »
If you want my opinion about C++11 I think they ruined the language while trying to be modern. Programming languages are strange, because they are developed by non-humans (engineers and such).

+1

75
Programming / Re: New language
« on: June 02, 2013, 01:01:55 AM »
Java was designed for teams with dozens of low-quality programmers. It's a bunch of arbitrary jumps, loops, and doodads designed to ensure code consistency and readability. The result is a ridiculous amount of verbosity. It's also really not ideologically different from C++. Scala is based on the JVM but has meta-features that make it a lot more interesting.

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