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Author Topic: Programming Help Thread (For Dummies)  (Read 100620 times)

Levi

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Re: Programming Help Thread (For Dummies)
« Reply #930 on: November 24, 2012, 06:35:12 pm »

Woot, I finished the item manager for my dungeon management game and managed to implement quick-saving and quick-loading.  Now I get to work on some fun stuff, like getting my orcs to go to the barracks to take a nap and then head back to the guard post when rested.

Also, a question!  I'm currently using Scite(and programming in python) as an IDE.  Its simple and I like it, but it has this annoying restriction of 10 tabs per window, and my code infrastructure has been getting pretty huge.  I'm spending a fair bit of time alt tabing and ctrl tabbing around looking for a particular file.

Does any body have any recommendations for a nice python IDE?  I don't need fancy stuff like code completion, just an easy way for me to switch between my code files and syntax highlighting.  Also the ability to run my python files from the editor.
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olemars

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Re: Programming Help Thread (For Dummies)
« Reply #931 on: November 24, 2012, 06:50:20 pm »

Eclipse (with pyDev) can be used as a full-bull python IDE, although for what you describe Notepad++ would probably suffice. Notepad++ is built around scintilla, same as SCite, but far more flexible. Python syntax highlighting is built in and there are a few python plugins as well.
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Levi

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Re: Programming Help Thread (For Dummies)
« Reply #932 on: November 24, 2012, 06:54:05 pm »

Ah okay, I'll give that a shot.  Thanks!
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majikero

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Re: Programming Help Thread (For Dummies)
« Reply #933 on: November 26, 2012, 05:35:02 pm »

Anyone know what good game engine I should get to create a 2d turn-based rpg or a 2d sprite on a 3d map action rpg?

Something free and open-source is preferable but I can still buy the not-free ones so that is still an option. I want to start it before the year ends.

I have some basic programming logic experience. I can learn C++ if I have too but something that can be coded with python will be good.
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Urist McScoopbeard

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Re: Programming Help Thread (For Dummies)
« Reply #934 on: November 26, 2012, 06:57:37 pm »

can you code in a language? or are you looking for a program that lets you make rpgs?
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majikero

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Re: Programming Help Thread (For Dummies)
« Reply #935 on: November 26, 2012, 07:03:33 pm »

Either is good. I just need a base to start with.
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Urist McScoopbeard

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Re: Programming Help Thread (For Dummies)
« Reply #936 on: November 26, 2012, 07:29:14 pm »

well if you want to learn Java LWJGL with Slick2D is good, or libtcod for C++. Or if you don't want to code you can try rpgmaker
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majikero

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Re: Programming Help Thread (For Dummies)
« Reply #937 on: November 26, 2012, 07:34:36 pm »

Thanks. I'm also looking into Pygame which uses Python. It's the only programming language I officially learned. Having Java or C++ will do wonders on my resume if I get a working alpha.

Wish me luck on the long road of indie developers.
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GalenEvil

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Re: Programming Help Thread (For Dummies)
« Reply #938 on: November 26, 2012, 10:06:36 pm »

Unity3D is pretty good. It supports C#, Boo (a Python-y-ish language), and UnityScript (a JavaScript-y-ish language). The free version can be used for personal and commercial use, but has a few features that are restricted to the Pro version which costs 1500.00 USD. Since you can do commercial work with the free version you could make a game or assets and sell those until you get enough to pay the one-time fee for the Pro version :D
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majikero

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Re: Programming Help Thread (For Dummies)
« Reply #939 on: November 26, 2012, 10:14:09 pm »

I'll look into Unity after I look at blender.
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thobal

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Re: Programming Help Thread (For Dummies)
« Reply #940 on: November 27, 2012, 12:43:50 am »

Just an update:

I've ended up just not drawing tiles that are covered on the top and the four sides. I figure it should be enough for now. At least it's cut down the number of tiles I'm drawing each frame from ~10k on the highend to only ~1k now. Of course, that's just for a big solid block. Tunnels and hills and canyons and such will bump that number up, probably. Also, once the wee little actors go it, they'll eat into my rendering speed. Such is life, no?

Also, hate to brag, but I can click on tiles to select them now. And it recognizes what box I clicked from all four angles. Also, the blocks display from four angles.
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Urist McScoopbeard

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Re: Programming Help Thread (For Dummies)
« Reply #941 on: November 27, 2012, 03:53:05 pm »

@Thobal: that's wicked.

anyways, So I got my tiled-map displayed properly, now I am having some trouble getting information about each tile to display properly:

Here's the map rendering/displaying class:
Spoiler (click to show/hide)
and here is the class which most tile and map information is stored:
Spoiler (click to show/hide)

I did some debugging, but it's proved to be inconclusive. I do not know what the problem is, but I'll try to explain my thoughts as clearly as possible:

The trouble begins at line 69, in the Render method, where the tiles are drawn and each tile's corresponding information-storage instantiated object (these stored in the tilesAct 2dimensional array, consisting of the mapWorld class i.e. the other posted class) is given information regarding type of tile and a description (which for now displays what SHOULD be a unique number) however, regardless of what tile is the map cursor is over the same information is displayed, the actual code for rendering that information starts a line 147. So, I am thinking that the information isn't being stored uniquely because I'm using static variables, but im not sure that makes any sense, and frankly im baffled (its possible a simple mistake) and any help would be appreciated.

If you need more information, or the classes are confusing/difficult-to-read/poorly-documented-&-poorly-explained please do not hesitate to ask, again all help appreciated, thanks.

EDIT: I will edit this with a picture in a second.

here it is:
Spoiler (click to show/hide)
as you can see the selected square's type is showing as mountains (when it is grasslands, all tiles do this), that ID is the same for all the tiles. Terrain Debug shows the type set for the tile in tilesAct[0][0] i.e. the bottom left

EDITEDIT: Im using LWJGL with slick2D, so sorry if you guys don't understand some of that.
« Last Edit: November 27, 2012, 04:08:33 pm by Urist McScoopbeard »
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olemars

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Re: Programming Help Thread (For Dummies)
« Reply #942 on: November 27, 2012, 05:55:17 pm »

All your tiles actually have grassland type, because the static variable typeStore will always have the value of the last assignment, which is 1. But in mapWorld.terrainType(), the switch statement lacks break; after each case (also lacks a default case), so the execution always fall through to type = "mountains";.

To resolve:
Don't new mapWorld on every call to render().
Remove static for every variable in mapWorld you need to be unique for each tile.
Add break; after each case in terrainType(), and a default case.

That should move you along a bit for now.
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Urist McScoopbeard

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Re: Programming Help Thread (For Dummies)
« Reply #943 on: November 27, 2012, 06:29:21 pm »

*facepalm* how silly of me, thanks man.

UPDATE: after a slight rewrite of code it now works 100% thanks again Olemars!
« Last Edit: November 27, 2012, 07:13:28 pm by Urist McScoopbeard »
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TolyK

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Re: Programming Help Thread (For Dummies)
« Reply #944 on: November 28, 2012, 09:16:38 am »

[C++]
Hm, I can't figure out why it still counts MyGame as an abstract class, though it shouldn't be one.

And I know I should separate my code into .h and .cpp files, but it's easier to code this way for me...

Spoiler: MyGame.h (click to show/hide)

Spoiler: GameBase.h (click to show/hide)

Spoiler: Position.h (click to show/hide)

Spoiler: PositionBase (click to show/hide)

Spoiler: Node.h (click to show/hide)
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