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Author Topic: Wall Maker - PDcurses C/C++ Game  (Read 13566 times)

Hippoman

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Re: Adventures in Magdorm! An ASCII adventuring game.
« Reply #105 on: January 05, 2010, 08:04:26 pm »

Nah, I'm more for learning then actually making. But i'm more for DOING than actually learning. Whether it's a game or a calculator, I just like doing something for a change.
Either way I learn from doing and learn from example code/code I just added in/wrote.

It would really help if you were more willing to read though.
Yes, of course that would help. And I wish I could tell you I have ADD or ADHD. But I don't and I can't make any excuses for what I cannot do.
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qwertyuiopas

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Re: Adventures in Magdorm! An ASCII adventuring game.
« Reply #106 on: January 05, 2010, 08:19:23 pm »

Here is an easyish goal: Expand the building code to allow a larger variety of building sizes, given a corner, a width, and a height.

It would be easier than adding, for example, AI pathfinding, and likely easier than adding magic, maybe even easier than a generic inventory system that allows you to throw almost anything as a projectile.
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Outcast Orange

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Re: Adventures in Magdorm! An ASCII adventuring game.
« Reply #107 on: January 05, 2010, 08:20:01 pm »

Here's some news for you:

Most everybody hates text walls, including myself.
It really comes down to how much you want something.
If you want it badly enough,
 then you will brave the hideous paragraphs and find the desired information.

I read nearly half of C++ primer before realizing I DIDN'T want it badly enough,
 and now I'm probably going to have to return to that book some day when I have the resolve.

When all else fails, think of how deeply you want to create something that you can call your own.
I am always reminding myself how awesome it will be when things finally work out,
 and that damn blasted new feature is implemented correctly.
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Hippoman

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Re: Adventures in Magdorm! An ASCII adventuring game.
« Reply #108 on: January 05, 2010, 08:39:07 pm »

Here is an easyish goal: Expand the building code to allow a larger variety of building sizes, given a corner, a width, and a height.

It would be easier than adding, for example, AI pathfinding, and likely easier than adding magic, maybe even easier than a generic inventory system that allows you to throw almost anything as a projectile.
I'll get on that later. First come fixing the code so it aleast does some of what it's supposed to.
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cowofdoom78963

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Re: Adventures in Magdorm! An ASCII adventuring game.
« Reply #109 on: January 05, 2010, 08:54:40 pm »

Here is an easyish goal: Expand the building code to allow a larger variety of building sizes, given a corner, a width, and a height.

It would be easier than adding, for example, AI pathfinding, and likely easier than adding magic, maybe even easier than a generic inventory system that allows you to throw almost anything as a projectile.
I'll get on that later. First come fixing the code so it aleast does some of what it's supposed to.
Its now or never.
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Hippoman

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Re: Adventures in Magdorm! An ASCII adventuring game.
« Reply #110 on: January 05, 2010, 09:19:11 pm »

Nah, gimme some time. I gotta do it all on my own without any help at all.
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G-Flex

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Re: Adventures in Magdorm! An ASCII adventuring game.
« Reply #111 on: January 05, 2010, 09:45:13 pm »

You can't do it without any help at all. Unless books and other resources don't count as "help", of course.


Have you been using that reference I gave you a while back? You mentioned having problems with classes, and it lists pretty much all the STL classes you'd use, and their member functions, and gives quite a bit of information.



Outcast Orange: Are you used to typing in old terminals are something? I noticed you've been keeping your lines short mid-sentence for some reason. I've seen people do that before, because they were so used to having to do so for the purposes of things that wouldn't wrap text.
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Outcast Orange

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Re: Adventures in Magdorm! An ASCII adventuring game.
« Reply #112 on: January 05, 2010, 09:51:27 pm »

I have some fear of making text blocks,
 and I suppose it's became part of my style.

This has been brought up in my own thread too.
People like to read my posts in free-verse or some such.
I think I'd like to foster that practice as much as possible.
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Hippoman

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Re: Adventures in Magdorm! An ASCII adventuring game.
« Reply #113 on: January 05, 2010, 09:54:25 pm »

You can't do it without any help at all. Unless books and other resources don't count as "help", of course.


Have you been using that reference I gave you a while back? You mentioned having problems with classes, and it lists pretty much all the STL classes you'd use, and their member functions, and gives quite a bit of information.



Outcast Orange: Are you used to typing in old terminals are something? I noticed you've been keeping your lines short mid-sentence for some reason. I've seen people do that before, because they were so used to having to do so for the purposes of things that wouldn't wrap text.
I don't expect any help. And I can't learn from online tutorials.
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G-Flex

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Re: Adventures in Magdorm! An ASCII adventuring game.
« Reply #114 on: January 05, 2010, 11:31:19 pm »

You aren't going to learn by yourself. That's impossible. You at least need to look at references consistently, and even then, all you're going to be doing is reinventing the wheel constantly without any idea about the theory behind what you're doing. You can't just figure all of this out yourself; it would be like trying to build a suspension bridge through trial-and-error despite knowing nothing about physics/engineering/materials and refusing to pick up a book or ask anyone. Sure, the results won't be as disastrous, but you'll achieve about the same skill level: You'll learn to fumble your way through some problems an in extremely slipshod manner and then fall apart later, all the while thinking that what you're doing is totally fine.
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Hippoman

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Re: Adventures in Magdorm! An ASCII adventuring game.
« Reply #115 on: January 06, 2010, 08:20:19 am »

You aren't going to learn by yourself. That's impossible. You at least need to look at references consistently, and even then, all you're going to be doing is reinventing the wheel constantly without any idea about the theory behind what you're doing. You can't just figure all of this out yourself; it would be like trying to build a suspension bridge through trial-and-error despite knowing nothing about physics/engineering/materials and refusing to pick up a book or ask anyone. Sure, the results won't be as disastrous, but you'll achieve about the same skill level: You'll learn to fumble your way through some problems an in extremely slipshod manner and then fall apart later, all the while thinking that what you're doing is totally fine.
Yep.
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Hippoman

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Re: Adventures in Magdorm! An ASCII adventuring game.
« Reply #116 on: January 10, 2010, 12:05:31 am »

OK so the Hero is now white, so you can see him better.
Enemy needs a name, So does guy.

Also Hero is named Carl now. Because its funny.

edit:
I'm fixing bugs the best i can now.
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eerr

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Re: Adventures in Magdorm! An ASCII adventuring game.
« Reply #117 on: January 11, 2010, 04:26:43 pm »

Have you started making the player and goblins into objects yet?
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Outcast Orange

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Re: Adventures in Magdorm! An ASCII adventuring game.
« Reply #118 on: January 11, 2010, 07:48:11 pm »

I think they are objects, currently.
Hippoman has a ton of class-related bugs to wade through.
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Hippoman

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Re: Adventures in Magdorm! An ASCII adventuring game.
« Reply #119 on: January 11, 2010, 08:17:15 pm »

Have you started making the player and goblins into objects yet?
Yep, first comes making them appear...again...then comes making them peoples.
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