So, tomorrow I'm gonna be heading down to LA to see my buddy Eric, looks like it'll be a very fun trip, full of...two 14 hour trips on 4 trains, and 2 busses. o.o And what's definitely sounding like a good time.
I would also like to note that I have an awful teacher in class this session...I had an exam today that was about Networking alright, so we went over a lot of basic programming in networking...So I expected we would go over the same information as we did in class. I think the only thing we really went over was the last 5 questions out of 26...I had to google everything else.
He also had a question like this in it...
What is true for network protocols:
TCP is used for streaming.
UDP is used for streaming.
and a couple other ones that were blatantly false.
So...funny thing, TCP and UDP can be used for streaming data...I know this isn't a good example for school, but wiki is usually right, since you have tons of people who edit it...but you also get trolls, and they suck ass. But anyway, it says that UDP can be used for streaming, and same with TCP. TCP is more common, but UDP can still fucking do it. So why am I given such ambiguous questions on an exam, which is meant to test your knowledge of a subject?
http://en.wikipedia.org/wiki/Streaming_media
And I also got one like this:
Which protocol is more popular:
TCP
UDP
SSL
IMAP
So...first off SSL is out, cause that's the Secure Socket Layer, not a protocol, aaaaand...IMAP is used for mail...>.> I have no clue which one is more popular, cause I like TCP over UDP any day...This is a multiple fucking choice question with one answer. Subjective questions have MORE than 1 answer, because the answer is different with everyone. My guess was TCP, since it's easier to use, but to be honest, it could have easily been UDP for all I know...how am I supposed to know what's popular and what's not when it comes to Internet Protocols...Maybe I like using UDP, because you don't need a connection to the server? I don't understand it one bit, personally.
This was a very disappointing networking class that I paid a lot of money for. And if there are any DeVry teachers or managers listening, you need to fucking fire whoever made the curriculum for the GSP 465 class, and picked out that awful book...it works for Linux, don't get me wrong, but I'm not using Linux, and probably a good portion of your students don't use Linux because you have a free Windows 7 download...Brains are here for a reason, and it's not nomming.
Tuesday, August 28, 2012
Train trips and mind boggling teachers!
Labels:
C++,
complaining,
computer,
DeVry,
DeVry University,
game,
Game Maker,
games,
grieving,
Java,
Programming,
programs,
video games,
whining.,
XML,
XNA
Monday, August 27, 2012
Programming ideas.
Alright, so I've been thinking about things, and discussing them with my new friend Gaming Gryphon. I'm going to have a bit of a rough time with the mobs, trying to find ways to create a series of behaviors to tack on to the mob based on what they are. I'm thinking I can make a section in the mob XML file something like Behavior
XYZ
/Behavior
Where XYZ is just a string value of one behavior to add. If there are multiple behaviors you add them into a list, then in the update method loop through all the behavior classes, and execute them. Although I'm thinking an FSM would work best...but it would be a bit too complex for mobs with multiple behaviors.
However, if I could make a list of behaviors that work together that would be nice to get done finally. The problem ends up being time restraints, and asking myself what i really want in the program, rather than all the weird quarkiness that i want to add for the complexities.
Anyway, watching Doctor Who Season 4 episode 15. :-D I will post some more later tonight.
XYZ
/Behavior
Where XYZ is just a string value of one behavior to add. If there are multiple behaviors you add them into a list, then in the update method loop through all the behavior classes, and execute them. Although I'm thinking an FSM would work best...but it would be a bit too complex for mobs with multiple behaviors.
However, if I could make a list of behaviors that work together that would be nice to get done finally. The problem ends up being time restraints, and asking myself what i really want in the program, rather than all the weird quarkiness that i want to add for the complexities.
Anyway, watching Doctor Who Season 4 episode 15. :-D I will post some more later tonight.
Labels:
C#,
C++,
computer,
creation,
game,
Game Maker,
games,
Programming,
programs,
repair,
Torque,
Torque Game Builder,
Torque Game Engine,
video,
video games,
XML,
XNA
Thursday, August 16, 2012
Updated Level Editor!
Alright, so today's update is with the level editor. I'm going to be doing some more updates, and posting more pics. The update I made recently is with the collision data, and how it shows the edges, and vertices for the collision polygon.
The picture below shows a simple image of the editor. the right hand side is the image that XNA loads for the level, and if you look at the second square from the left, it's kinda got a series of blue lines, and red dots around it. The lines represent edges (of course), and the dots represent vertices. I got the algorithm to work right so it just draws a series of single pixel images I made (blue ones!) in a line based on whether the X or the Y distance is greater, so it creates a more accurate line...>.>
I got other updates coming soon, this is just one of many, stay tuned!
Oh, and I also set up a word press account, so I'll be updating that too later. Before bed, methinks...
The picture below shows a simple image of the editor. the right hand side is the image that XNA loads for the level, and if you look at the second square from the left, it's kinda got a series of blue lines, and red dots around it. The lines represent edges (of course), and the dots represent vertices. I got the algorithm to work right so it just draws a series of single pixel images I made (blue ones!) in a line based on whether the X or the Y distance is greater, so it creates a more accurate line...>.>
I got other updates coming soon, this is just one of many, stay tuned!
Oh, and I also set up a word press account, so I'll be updating that too later. Before bed, methinks...
Labels:
C#,
C++,
computer,
creation,
game,
Game Maker,
games,
Java,
Programming,
programs,
repair,
Torque,
Torque Game Builder,
Torque Game Engine,
video,
video games,
XML,
XNA
Tuesday, August 14, 2012
Well, this is the longest I've gone without posting...o_O 10 days. New record I would say. Although there really hasn't been anything to update on. I've been doing homework, being stressed about crap, and trying not to go crazy. :-P Life's been good at least, no nasty surprises, and finances have been kinda washy, but not bad. Got to see one of my old buddies from Round Table today, we hung out for a few hours, was really nice. Didn't get to show him my program, but we were talking the whole damn time, so we were pretty busy, hehehe.
Anyway, with concern to the program, I've been mostly working on internal stuff. I set up the options state to have a previous state to go back to, which currently is either the game state, or the main menu state. So you basically return to the old state, reload the GUI, and be done. I found that if you just go back to the previous state, the old GUI stays, so...that's a bit of a problem. :-P But, I also found the amazing "is" function in C# as well. The function checks to see if a specific expression can be cast into the given class. I.E. it acts like instanceof in java.
One basic idea I used it for was with the options state. The previous state it's given is a BaseState class. You don't know what kind of class it is, just BaseState, so you use the "is" function to find out if it's a specific state or not. So...you have a statement like if (prevState is GameState), or if (prevState is MainMenuState). And then you do stuff based off of that. :-D
I really liked the instanceof function in java, it's absolutely amazing, and once I found this I really just had to share it. ^_^
And of course, since you can use an expression on the left side of is, that opens up opportunities for other things. Many many other things...bwahahaha!
Also, I'll be posting some images from the game soon. No real ETA on that though, cause I'm starting to get into the player mechanics of the program, and that's going to be a bit of a long drawn out process. Eventually collision checking and handling once I get the player moving, and functioning when it needs to. Once that's all done, I can start on creating levels, but it's going to be a while before that happens. I would say a few more weeks right now. @_@ And of course, I have to re-do my PiP algorithm for this, and find a way to make it function a bit differently.
After I get collisions working, I need to start adding mobs. Mobs will need behaviors, and each mob will be unique. I will also need spawners, and the appropriate algorithms for working with the spawners, like if the spawner is on screen you can't spawn mobs, otherwise you can work, but only every so often, and such...
Once the mobs work, I can start working with the player some more, adding an inventory, equipment, and items. After the items are created, I'll need to add the droppable items, which are actually completely different objects than the items themselves. Once the droppable items are made, I think I can work on creation. This would be like...when you go to your shop, you can load up the GUI for creating crap. :-P
I can also create the item dropping system on mobs, and how to identify what items they drop. That last part's going to be a biggy, cause it's a bit of a pain in the neck to do. Loot tables ought to be interesting to work with. :-D
I still have so much to do, and a rather short period of time to do it in. I'm going to use this program as my final project.
So yeah, that's my life right now, onward to more coding! *grabs pen, pencil, and paper and runs around with scissors in hand* >:-D
Anyway, with concern to the program, I've been mostly working on internal stuff. I set up the options state to have a previous state to go back to, which currently is either the game state, or the main menu state. So you basically return to the old state, reload the GUI, and be done. I found that if you just go back to the previous state, the old GUI stays, so...that's a bit of a problem. :-P But, I also found the amazing "is" function in C# as well. The function checks to see if a specific expression can be cast into the given class. I.E. it acts like instanceof in java.
One basic idea I used it for was with the options state. The previous state it's given is a BaseState class. You don't know what kind of class it is, just BaseState, so you use the "is" function to find out if it's a specific state or not. So...you have a statement like if (prevState is GameState), or if (prevState is MainMenuState). And then you do stuff based off of that. :-D
I really liked the instanceof function in java, it's absolutely amazing, and once I found this I really just had to share it. ^_^
And of course, since you can use an expression on the left side of is, that opens up opportunities for other things. Many many other things...bwahahaha!
Also, I'll be posting some images from the game soon. No real ETA on that though, cause I'm starting to get into the player mechanics of the program, and that's going to be a bit of a long drawn out process. Eventually collision checking and handling once I get the player moving, and functioning when it needs to. Once that's all done, I can start on creating levels, but it's going to be a while before that happens. I would say a few more weeks right now. @_@ And of course, I have to re-do my PiP algorithm for this, and find a way to make it function a bit differently.
After I get collisions working, I need to start adding mobs. Mobs will need behaviors, and each mob will be unique. I will also need spawners, and the appropriate algorithms for working with the spawners, like if the spawner is on screen you can't spawn mobs, otherwise you can work, but only every so often, and such...
Once the mobs work, I can start working with the player some more, adding an inventory, equipment, and items. After the items are created, I'll need to add the droppable items, which are actually completely different objects than the items themselves. Once the droppable items are made, I think I can work on creation. This would be like...when you go to your shop, you can load up the GUI for creating crap. :-P
I can also create the item dropping system on mobs, and how to identify what items they drop. That last part's going to be a biggy, cause it's a bit of a pain in the neck to do. Loot tables ought to be interesting to work with. :-D
I still have so much to do, and a rather short period of time to do it in. I'm going to use this program as my final project.
So yeah, that's my life right now, onward to more coding! *grabs pen, pencil, and paper and runs around with scissors in hand* >:-D
Labels:
C#,
C++,
computer,
game,
games,
Java,
Programming,
programs,
Torque,
Torque Game Builder,
Torque Game Engine,
video,
video games,
XML,
XNA
Saturday, August 4, 2012
Good news everyone!
Yes, yes that's a reference to Prof. Farnsworth from Futurama...But aside from that, there really is good news right now. Looks like my program is loading the xml files, and saving them in the proper format that it needs. :-) I also set it up to delete objects, create new levels, delete levels, and change the name of levels. This makes things pretty freaking awesome in my opinion. I also set up a moveable camera as well that when you right click (right now it's set up for anywhere on the screen. o_O), it moves the camera around in an inverted direction. So you move down, the camera moves up, move left, it moves right, that sort of thing...:-)
So that knocks a bunch of stuff off my list of things to do. Now I need to start creating the classes for each unique object. I also found a work around for a few things, which is excellent. Things like setting up extra objects within objects, and drawing them...for instance, on the camera, I added a GUIText object from the GUI editor, and made it draw the position on the screen with a draw method for the camera. Gives me some good ideas for how to set the game up further.
Also, the camera moves strictly within the limits of the level. It doesn't go outside, which is good for side scrolling platformers. :-)
Anyway, I think I'm gonna go play Katamari Forever now...bwahaha! JUST KEEP ROLLIN ROLLIN ROLLIN YEAH!
Labels:
C#,
C++,
computer,
creation,
game,
Game Maker,
games,
Programming,
programs,
repair,
Torque,
Torque Game Builder,
Torque Game Engine,
video,
video games,
XML,
XNA
Thursday, August 2, 2012
Cause this is Thriller!
I must have a thriller steampunk zombie in my game...o.o I finally got around to watching the thriller music video, and laughed so hard when I saw the zombie part. Such great choreography went into that...So, I'm hoping I can take some still shots of thriller, and add in a random and very rare thriller zombie...think he's going to simply be called thriller.
That would be a great easter egg to add in. Any ideas for future easter eggs would be great. :-D
Here's my link to thriller btw. :-P
http://www.youtube.com/watch?v=sOnqjkJTMaA
In other news, the level editor is coming along slowly...I've got it able to load up a level, and show the information on the screen, so that's one milestone hit. It automatically updates the level scene, which is nice. I need to work on jury rigging a moving camera when you right click on the screen.
I also set up the add button, which adds in a new item to the list, but I need to update the list whenever the class is changed. The problem with adding it to the auto update is that whenever it updates the list it blinks...it gets really obnoxious, specially when you're doing it really fast...o.o No epileptic seizures from my level editor please.
I also have another milestone I need to add, which is a saving function that saves the edited level files. Would be nice to keep the changes, right? :-P
Welp, that's all for now, sleep well, and stay safe!
That would be a great easter egg to add in. Any ideas for future easter eggs would be great. :-D
Here's my link to thriller btw. :-P
http://www.youtube.com/watch?v=sOnqjkJTMaA
In other news, the level editor is coming along slowly...I've got it able to load up a level, and show the information on the screen, so that's one milestone hit. It automatically updates the level scene, which is nice. I need to work on jury rigging a moving camera when you right click on the screen.
I also set up the add button, which adds in a new item to the list, but I need to update the list whenever the class is changed. The problem with adding it to the auto update is that whenever it updates the list it blinks...it gets really obnoxious, specially when you're doing it really fast...o.o No epileptic seizures from my level editor please.
I also have another milestone I need to add, which is a saving function that saves the edited level files. Would be nice to keep the changes, right? :-P
Welp, that's all for now, sleep well, and stay safe!
Labels:
C#,
C++,
computer,
creation,
game,
Java,
Programming,
programs,
repair,
Torque,
Torque Game Builder,
Torque Game Engine,
video,
video games,
XML,
XNA
Subscribe to:
Posts (Atom)