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Author Topic: Cataclysm: Dark Days Ahead - A roaming horde appears on the horizon!  (Read 1882650 times)

notquitethere

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Re: Cataclysm: Dark Days Ahead
« Reply #1740 on: April 08, 2013, 06:55:25 am »

As it happens, I'd just downloaded that after posting a moment ago. Ooh, and I've just opened the project file... And now I'm building the game... looking good so far!
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notquitethere

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Re: Cataclysm: Dark Days Ahead
« Reply #1741 on: April 08, 2013, 07:00:01 am »

Holy cakes, it takes a long time to build!
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lastverb

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Re: Cataclysm: Dark Days Ahead
« Reply #1742 on: April 08, 2013, 07:24:26 am »

Holy cakes, it takes a long time to build!
Long? Only if you are used to java-like compile times. I remember having to recompile whole qt library just to fix a problem with really small desktop app - took just under 11 hours.
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Skyrunner

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Re: Cataclysm: Dark Days Ahead
« Reply #1743 on: April 08, 2013, 07:29:44 am »

notquitethere: If you would take a passerby's advice: please don't learn from Cataclysm >_> The structure's quite a mess.
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bay12 lower boards IRC:irc.darkmyst.org @ #bay12lb
"Oh, they never lie. They dissemble, evade, prevaricate, confoud, confuse, distract, obscure, subtly misrepresent and willfully misunderstand with what often appears to be a positively gleeful relish ... but they never lie" -- Look To Windward

notquitethere

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Re: Cataclysm: Dark Days Ahead
« Reply #1744 on: April 08, 2013, 07:36:18 am »

I went to make a cup of coffee and it was built by the time I returned so I guess it's not so bad. Looking forward to getting started. I was thinking an achievable goal might be to create a new shop with a few new items (maybe a toyshop?).

Skyrunner, the only other languages I've learned (Pascal and Inform 7) I've done by making games. Would you recommend any other roguelike to learn from?
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Skyrunner

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Re: Cataclysm: Dark Days Ahead
« Reply #1745 on: April 08, 2013, 07:43:05 am »

I'm not saying that makig a game is bad, but learning from Cataclysm specifically -is- bad XD For starters, it doesn't seem to use C++11, nor good object-oriented programming.
It throws all of its functions in the game class which also has a lot of bare logic. Somewhere around 4000 lines long? >_>
It doesn't have a traditional game loop, either, the input-update-render one.

On the other hand, it's probably much more fun once you get the hang of it compared to creating something from scratch.

In a nutshell: do not learn from Cataclysm's style.
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bay12 lower boards IRC:irc.darkmyst.org @ #bay12lb
"Oh, they never lie. They dissemble, evade, prevaricate, confoud, confuse, distract, obscure, subtly misrepresent and willfully misunderstand with what often appears to be a positively gleeful relish ... but they never lie" -- Look To Windward

The Darkling Wolf

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Re: Cataclysm: Dark Days Ahead
« Reply #1746 on: April 08, 2013, 07:44:21 am »

If you have more than one core, assign them to it. It's in the global compiler options. It's 59 seconds for me.

I'm not saying that makig a game is bad, but learning from Cataclysm specifically -is- bad XD For starters, it doesn't seem to use C++11, nor good object-oriented programming.
It throws all of its functions in the game class which also has a lot of bare logic. Somewhere around 4000 lines long? >_>
It doesn't have a traditional game loop, either, the input-update-render one.

On the other hand, it's probably much more fun once you get the hang of it compared to creating something from scratch.

In a nutshell: do not learn from Cataclysm's style.
We're rewriting it, bit by bit.
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Skyrunner

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Re: Cataclysm: Dark Days Ahead
« Reply #1747 on: April 08, 2013, 07:47:49 am »

I heard :3 Is there anything I could help with? I see myself as at least a proficient programmer (if not only for the alliterative appeal) ... O_o
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bay12 lower boards IRC:irc.darkmyst.org @ #bay12lb
"Oh, they never lie. They dissemble, evade, prevaricate, confoud, confuse, distract, obscure, subtly misrepresent and willfully misunderstand with what often appears to be a positively gleeful relish ... but they never lie" -- Look To Windward

The Darkling Wolf

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Re: Cataclysm: Dark Days Ahead
« Reply #1748 on: April 08, 2013, 08:10:17 am »

Just pick something you'd like to improve or add and go to it, doesn't need to be a big feature (like farming :P).

We're formatting using 4 space indentation and Allman style, don't reformat anything you're not editing for some other purpose already. We want to do it gradually.
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My cabbages!
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GlyphGryph

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Re: Cataclysm: Dark Days Ahead
« Reply #1749 on: April 08, 2013, 10:08:36 am »

If anyone (NQT? Sky?) wants to help out, I'm gonna need a lot of assistance to finish my item rewrite in a little while. Send me a message, and I'll tell you what I need done.

Right now, the main thing I need is for someone to redo the iuse functions and the materials enums in a way I can access them with a string argument.

Once that's done, I'll be needing to rewrite a good chunk of the app to use the new system (like crafting, and spawning items, and vehicles).

and I'll obviously need a lot of work for the fairly grunt-level task of moving items over to data files.  What I'd like there is for someone with a good head for numbers to make sure everything is fairly consistent, and add appropriate new values to all the existing items for the new system.

I've been making good progress, but there is still a LOT of work to do. And help would be appreciated.
« Last Edit: April 08, 2013, 10:13:00 am by GlyphGryph »
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Akhier the Dragon hearted

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Re: Cataclysm: Dark Days Ahead
« Reply #1750 on: April 08, 2013, 10:59:18 am »

   Hmm, I don't know how much I could help but fixing up the item system seems like a place to start helping. School probably will hold me back in any real help though grunt work might be doable. Guess I will send you a message though I can't really promise anything much.
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Mookzen

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Re: Cataclysm: Dark Days Ahead
« Reply #1751 on: April 08, 2013, 11:21:28 am »

   Hmm, I don't know how much I could help but fixing up the item system seems like a place to start helping. School probably will hold me back in any real help though grunt work might be doable. Guess I will send you a message though I can't really promise anything much.

Since the amount of keyboard symbols the game is allowed to bind to items was expanded, there have been a number of issues. Depending on the keyboard layout chosen in windows some symbols such as |, \, ~, " etc. may not be accessible at all, while  > and < seem to simply render items bound to them unusable. It's probably best to stick to straight up letters to make it universal (think laptops and non-us keyboard layouts), and perhaps, expand the bindings to include, for example, 2 number combinations as a replacement, or something.
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Prats

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Re: Cataclysm: Dark Days Ahead
« Reply #1752 on: April 08, 2013, 02:31:16 pm »

Hello guys! Is there a way to unbound item from "<" ">" symbols ?  :'(
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Sirian

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Re: Cataclysm: Dark Days Ahead
« Reply #1753 on: April 08, 2013, 03:53:32 pm »

Hello guys! Is there a way to unbound item from "<" ">" symbols ?  :'(

Can't you do that with the "=" key from outside the inventory screen ?
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Mookzen

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Re: Cataclysm: Dark Days Ahead
« Reply #1754 on: April 08, 2013, 04:06:11 pm »

Hello guys! Is there a way to unbound item from "<" ">" symbols ?  :'(

Can't you do that with the "=" key from outside the inventory screen ?

No, because items bound to > and < do not respond to those commands, probably because they are hard-coded to flip inventory pages instead.
« Last Edit: April 08, 2013, 04:08:46 pm by Mookzen »
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