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Author Topic: My C++ Projects - Tower of Azari v0.31 - "I'm not dead yet."  (Read 51850 times)

Bricks

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Re: My C++ Projects - Tower of Azari v0.303 - Update 02/03/10, tech-demo!
« Reply #345 on: February 17, 2010, 11:22:50 pm »

Timmeh, you alternately inspire me and terrify me about C++.  Same with Orange.  I guess I should check out OpenGL...  Good luck on the website, it'd be nice to see updates in my feed reader.
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timmeh

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Re: My C++ Projects - Tower of Azari v0.304 - Update 02/17/10, tech-demo!
« Reply #346 on: February 17, 2010, 11:30:09 pm »

@Bricks - Not sure if that's a compliment, but thanks anyways :P  I can't really say anything about OpenGL though, that's more Orange's field than mine.  I've got a (very little) bit of SDL now, just from messing around with it, but I can't say I'd be much help there either :P



Okay, decided to pass on figuring out how to deal with missed shots.  For the time being, the ammo is lost weather the shot hits or not.  To counter-balance this, arrows only cost 2 each (although I only have one bow and one arrow in the items file, so you may want to add more).

In addition, I just realized (after uploading and everything) that I forgot to finish adding ammo as drops, so you will have to buy it for the time being.  Next version should be a lot better about this, and perhaps have a bit of a surprise...

In the mean time, the link for v0.304 can be found below, or in the first post.  I've also got a mediocre-looking web-site now, that'll keep track of all my projects.  It's mostly an excuse for me to screw around with XML, Javascript and XSL, but all the information is there.  I may or may not start using it to blog as well, since adding one based on XML would be a breeze at this point, but I'm not sure about the free-host bandwidth, so until I can get a job, and a decent host, I may leave it as is.

Website
v0.304

[EDIT]:  BTW, download is in .zip format only this time.  No one used the .7z file last time, and I haven't had the time to put it back on my laptop yet anyways :P
« Last Edit: February 17, 2010, 11:31:47 pm by timmeh »
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On the Wall is a Masterfully engraved carving of Urist McHardcastle and Goblins. Urist McHardcastle is surrounded by the Goblins. The Golbins are stamping on Urist McHardcastle. Urist McHardcaste is laughing at the Goblins. The carving related to the prolonged and bloody death of Urist McHardcastle in the Fall of 1659, the Winter of 1659, and the Spring of 1660. On the engraving is an image of Cheese.

Bricks

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Re: My C++ Projects - Tower of Azari v0.304 - Update 02/17/10, tech-demo!
« Reply #347 on: February 17, 2010, 11:55:38 pm »

It's more of a "damn, I wish I had learned C++ when I still had the time."  And it looks like SDL is more of what I need, but the distance between "want to do" and "can do" is currently galactic.  I'll probably check out the new version tomorrow.
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timmeh

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Re: My C++ Projects - Tower of Azari v0.304 - Update 02/17/10, tech-demo!
« Reply #348 on: February 18, 2010, 12:08:16 am »

I can understand the second bit, about the distance between "want to do" and "can do", but as far as the first, I make the time :P  I've been applying to colleges and such on top of my normal school, so I've been pretty busy, but every free minute of my time that I can't spend with one of the all of three people I really enjoy hanging out with, I spend working on this :P
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On the Wall is a Masterfully engraved carving of Urist McHardcastle and Goblins. Urist McHardcastle is surrounded by the Goblins. The Golbins are stamping on Urist McHardcastle. Urist McHardcaste is laughing at the Goblins. The carving related to the prolonged and bloody death of Urist McHardcastle in the Fall of 1659, the Winter of 1659, and the Spring of 1660. On the engraving is an image of Cheese.

Outcast Orange

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Re: My C++ Projects - Tower of Azari v0.304 - Update 02/17/10, tech-demo!
« Reply #349 on: February 18, 2010, 12:26:29 am »

It all looks good Timmeh,
 and I'm impressed with the thumb-nail like view in the projects section.

I know very little about OpenGL, so Alexhans is the guy to ask.
I just blunder around aimlessly until it does something cool,
 then decide if I can use the newfound functionality in my game somehow.

I'm sorry that I haven't been working on my game lately,
 things are getting busy suddenly.
It should pass in a few days though,
 and I'll probably have time before then anyways.

I was on a role with AI development,
 but then I started getting this odd crash which I'm not sure about.

Don't worry, I have a few surprises in store for you guys...

Also, feel free to rant about your game in my thread,
 since I'm so shameless about it sometimes.
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Alexhans

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Re: My C++ Projects - Tower of Azari v0.304 - Update 02/17/10, tech-demo!
« Reply #350 on: February 18, 2010, 11:03:19 am »

fast post.

I wish I had more time to be involved with all the programming + b12 stuff...

@timmeh:  Make sure you learn html, xhtml, javascript, css and all that jazz from www.w3schools.com because the W3C is the real deal.

After a while... you'll probably want to use dreamweaver or some other WYSIWYG software if you aren't using one already.

@Orange: freealut doesn't like VS but I'll work around it when I get home.  Tell me if you have any trouble compiling it with codeblocks.

@Bricks:  Don't even think about checking out opengl before you're semi-confortable with c++ or it'll bring you unnecessary pain. :P

bye. 

PS:  Wish me luck.  I might get a c# advanced course (fully paid by my company)
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timmeh

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Re: My C++ Projects - Tower of Azari v0.304 - Update 02/17/10, tech-demo!
« Reply #351 on: February 18, 2010, 11:26:31 am »

@Orange - Thanks!  I can hardly complain about progress slowing on your game though, given how many times I've lost internet, or my computer crashed, or what have you :P  On the plus side, it's taught me to back things up often :P

@Alexhans - Thanks for the heads up.  I still know the basics of HTML from a web-design class I took in late middle-school.  It's been a while, and a lot of things changed, but it's a lot easier to catch up than it is to learn a new language :P  XHTML is mostly new standards/syntax for HTML is it not?  Anyways, I've been learning from W3 for the most part, the friend that sparked the interest is very into web-design, and also very into have decent standards, so I'm making sure I fit them :P'

I may or may not get a whole lot done today.  My government mock-trial may be over, but now we're doing a mock-election, and I have to help put together a campaign and platform... that, and while we're technically on break this week, we were assigned homework, and I haven't done anything yet.  Okay, technically that's not true, I've done the first 5 or so pages of my literature homework... that's out of about 50-75 pages, but whatever, it's progress :P
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On the Wall is a Masterfully engraved carving of Urist McHardcastle and Goblins. Urist McHardcastle is surrounded by the Goblins. The Golbins are stamping on Urist McHardcastle. Urist McHardcaste is laughing at the Goblins. The carving related to the prolonged and bloody death of Urist McHardcastle in the Fall of 1659, the Winter of 1659, and the Spring of 1660. On the engraving is an image of Cheese.

Bricks

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Re: My C++ Projects - Tower of Azari v0.304 - Update 02/17/10, tech-demo!
« Reply #352 on: February 19, 2010, 12:28:50 pm »

Bugs:
-If I have exactly 50 exp points to spend, I can't seem to spend it on a 50-point upgrade at the trainers.
-Typo on the help screen; you have i/i instead of i/I.
-Typo on character sheet; you put two 'r's in duration.
-Crashed when I was mashing 'f' trying to fire my bow.  Happened right after I equipped/unequipped the bow.
-In fact, I can't seem to fire my bow at all.  Strange.  Do I need to indicate that I'm using arrows, or something?
-Using 'L'ook crashed the game; no error message.

Suggestions:
-Allow spacebar to exit menus (unless you already have plans for it).
-Instead of (or in addition to) tab to switch menus, why not allow the left/right arrow keys, too?  Unless they have some intrinsic use I'm not seeing.
-On the effects display, it would probably be better to say something other than "strength" for the effects, since strength is also an attribute.  You could call it "level" or "power" or "intensity," or you could be more explicit and say "-2 to STRE for 30 steps."
-Graphically, it's a little strange when I'm buying arrows and going from 9 to 10 makes the "-" and "+" bracketing the number stretch out.  You might want to pad that with leading 0's or empty space.  Also, -/+ wasn't super-intuitive, it might be better to use left/right arrows so the player knows which buttons to press.
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timmeh

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Re: My C++ Projects - Tower of Azari v0.304 - Update 02/17/10, tech-demo!
« Reply #353 on: February 19, 2010, 01:12:47 pm »

Thanks!  I don't have a whole lot of time today, but I'll get on these right away! 

The bow thing is strange... should be that if you have ammunition of the correct type in your inventory, it'll fire it...  I'll have to test that some.  I'm gonna start working some more on getting error messages in there, so that it'll be easier to debug.  I think I know where the exp bug is, I probably told it to only let the player upgrade the stat if their exp is more than the cost, instead of using more than or equal to...

The effect display is about ready for a complete rework anyways, I'm thinking I may make it it's whole own little thing...

Anyways, I should be able to get all of this done pretty quick, but today (and a bit of tomorrow) is going to be total chaos... last minute invitation to a birthday party tonight, and it's one of my best friend's party, so I'm not going to blow it off :P

I was going to keep a planned feature a secret, but since it's going to be a bit of a pain to implement, I wanted to see if anyone would actually use it.  ToA is highly modifiable at the moment, but there's a few things that can't really be changed.  The first is the message format, things like the damage and attack outputs.  I could make this modifiable, but it would kinda be overkill, and it would be a pain to implement.  The other is effects.  Oh sure, you can add as many effects to a single item as you want, but what if you wanted to make a sword that leached health from the enemy equal to half the player's intelligence?  You can't, simple as that. 

What if I were to implement a scripting language, something like GameMonkey, Lua or AngelScript, and allow custom scripted effects?  It would allow access to a number of functions in the player and enemy classes, so you could have complete access to their stats, but would allow me to limit the functions the writer has access to, so I don't run the risk of someone writing scripts designed to crash the game.  Would anyone really use this much?  I'm thinking GameMonkey at the moment, because it's light-weight (less than 1mb added to the exe) and seems to be the easiest to implement.  On top of that, it uses a C-like syntax (lines end in ';', comments use '//', etc.), so it'd be really easy for people with past programming/scripting experience to pick up.  Any thoughts?
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On the Wall is a Masterfully engraved carving of Urist McHardcastle and Goblins. Urist McHardcastle is surrounded by the Goblins. The Golbins are stamping on Urist McHardcastle. Urist McHardcaste is laughing at the Goblins. The carving related to the prolonged and bloody death of Urist McHardcastle in the Fall of 1659, the Winter of 1659, and the Spring of 1660. On the engraving is an image of Cheese.

Bricks

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Re: My C++ Projects - Tower of Azari v0.304 - Update 02/17/10, tech-demo!
« Reply #354 on: February 19, 2010, 09:57:50 pm »

I think that would be really cool.  Even some simple variable access adds worlds of possibility.
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Jookia

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Re: My C++ Projects - Tower of Azari v0.304 - Update 02/17/10, tech-demo!
« Reply #355 on: February 19, 2010, 10:20:21 pm »

Hi, dropping in to say Hi. I'm a C++ programmer and I'm working on a full featured 2D engine using OpenGL. Or an ASCII engine (not sure which yet). Your stuff looks interesting.
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timmeh

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Re: My C++ Projects - Tower of Azari v0.304 - Update 02/17/10, tech-demo!
« Reply #356 on: February 24, 2010, 07:02:39 pm »

@Bricks - Cool, thanks for the input!
@Jookia - Thanks!

To be entirely honest, the scripting thing is definitely coming, but it's coming very slowly... I understand the engine enough to use it will non-object-oriented code, but getting it to work with classes is proving to be a bit tricky.  While I'm working on figuring that out, I was inspired by this to write something that converts the world-histories to XML files.

I've already got boost.regex/expressive set up with some regex expressions to pull the information out of the site and population file, and put it into an XML file.  Just need to get it to pull the information in the world_history file, and then, depending on how research for the scripting is coming, I may look into exporting raw files to XML as well, so that they can be loaded into a wiki and such.

Turns this:
Code: [Select]
28: Enshalgor, "Buddedpits", a cave
Owner: Tlolothlinkis, kobolds
Parent Civ: Stabastruker, kobolds
Leader: Gidikikarbin, kobold
62 kobolds
29: Astooxut, "Desertshaft", a cave
5 large rats
447 purring maggots
349 bats
Into This:
Code: [Select]
<world>
     <site>
          <id>28</id>
          <type>a cave</type>
          <name>Enshalgor</name>
          <translation>Buddedpits</translation>
          <owner>
               <name>Tlolothlinkis</name>
               <race>kobolds</race>
          </owner>
          <parent_civ>
               <name>Stabastruker</name>
               <race>kobolds</race>
          </parent_civ>
          <leader>
               <name>Gidikikarbin</name>
               <race>kobold</race>
          </leader>
          <creature>
               <name>kobolds</name>
               <number>62</number>
          </creature>
     </site>
     <site>
          <id>29</id>
          <type>a cave</type>
          <name>Astooxut</name>
          <translation>Desertshaft</translation>
          <creature>
               <name>large rats</name>
               <number>5</number>
          </creature>
          <creature>
               <name>purring maggots</name>
               <number>447</number>
          </creature>
          <creature>
               <name>bats</name>
               <number>349</number>
          </creature>
     </site>
</world>

[EDIT]:  Oh, and the formatting above was done through another program, the only formatting in the default output is newlines between the tags.  I may add tabs later, we'll see...
[EDIT2]:  Okay, the world history file is proving a little more complicated... working on figuring out how to parse the ruler lines now, although I'm not really sure how to handle multi-line stuff.  That should be the easy part though.  The way some parts of the line are left out entirely based on certain conditions (like the date of death not being listed for characters that hadn't died yet...).
Like this entry:
Code: [Select]
   [*] Narena Craftedapes (b.??? d. 80, Reign Began: 1), *** Original Line, Married (d. 85)
      10 Children (out-lived 6 of them) -- Ages at death: 79 (d. 75) 77 76 (d. 75) (d. 75) (d. 35) (d. 75) 71 (d. 22)
      Worshipped Iru (45%)
I can get the name and the date of birth (or ??? for characters alive from the beginning) but getting the date of death is proving a bit trickier, since it isn't there at all in some entries, and the expression won't match both those with and those without... gah, regex is confusing :P  Anyways, I've asked about it on the Boost user-mailing-list, hopefully I'll get a reply pretty quick...

And while I'm here, does anyone have any idea what the percentage after the deity they worshiped is, the number in parenthesis?

[EDIT3]:  Okay, it's loading everything except the ages of the children (either at the death of the parent, or at the current date) and the spheres each object of worship represents.  The problem is, I have no idea how to get it to capture an arbitrary number of variables using regex, which'll make getting the ages and spheres difficult to say the least.
I may see if I can figure it out later, but I really have no idea at this point.  I may just have it capture both as a string, just as it's found in the text file, and then upload and let you guys play around with it. 

[EDIT4]:  Uploaded the program as it is to it's own topic in the Modding section.
« Last Edit: February 25, 2010, 06:37:39 pm by timmeh »
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On the Wall is a Masterfully engraved carving of Urist McHardcastle and Goblins. Urist McHardcastle is surrounded by the Goblins. The Golbins are stamping on Urist McHardcastle. Urist McHardcaste is laughing at the Goblins. The carving related to the prolonged and bloody death of Urist McHardcastle in the Fall of 1659, the Winter of 1659, and the Spring of 1660. On the engraving is an image of Cheese.

Willfor

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Re: My C++ Projects - Tower of Azari v0.304 - Update 02/17/10, tech-demo!
« Reply #357 on: February 25, 2010, 11:58:40 am »

Quote
And while I'm here, does anyone have any idea what the percentage after the deity they worshiped is, the number in parenthesis?
That would be how devout they are in their worship for the deity.
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timmeh

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Re: My C++ Projects - Tower of Azari v0.304 - Update 02/17/10, tech-demo!
« Reply #358 on: February 25, 2010, 06:55:00 pm »

@Willfor - Thanks!
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On the Wall is a Masterfully engraved carving of Urist McHardcastle and Goblins. Urist McHardcastle is surrounded by the Goblins. The Golbins are stamping on Urist McHardcastle. Urist McHardcaste is laughing at the Goblins. The carving related to the prolonged and bloody death of Urist McHardcastle in the Fall of 1659, the Winter of 1659, and the Spring of 1660. On the engraving is an image of Cheese.

Outcast Orange

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Re: My C++ Projects - Tower of Azari v0.304 - Update 02/17/10, tech-demo!
« Reply #359 on: March 02, 2010, 08:50:18 pm »

Will free be soon?
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