Author Topic: Game Design Megathread  (Read 558035 times)

you gross me out
Code: [Select]
#include <iostream>
int main() {
return ('l' + 'u' + 'l');
}
It returns 333, cool


gonna drop this in here again

http://www.onegameamonth.com/

i'm gonna start doing this so i can have more motivation to do stuff :D

i think the hardest game is going to be the first but i'll do it gosh DANG it

Damn
You couldn't ask family members for a monitor for a minute?
They don't have a spare computer monitor, they all use laptops. I'm on my laptop in bed an I'm recoding the game. The code was extremely gross and unorganised anyway.


this took WAY too long to make
dynamic maps
its my own super duper advanced technology
no u cant have :3
and no the sprite does not actually look liek that, its just that my gif recording program sucks huge rooster at compression

wow thats extremely f-ing ugly and inefficient to write

sorry but there has to be a better way

honestly I can't think of another way. I mean I'm sure there is because I don't know anything really. but like, you could make rectangles and stuff, I guess, but I feel like that would start to get messy and inconvenient, if you had more than just straight lines and rectangles
and one good thing about his way, imo, is that when you're looking at the code, it's not hard at all to figure out what it's gonna look like in the game

you could make a file-based approach so the maps aren't tied to specific code

wow thats extremely f-ing ugly and inefficient to write

sorry but there has to be a better way
well excuse you
what approach would you take smartass

you could make a file-based approach so the maps aren't tied to specific code
hao do

dynamic maps
Doesn't look dynamic. If you have to reload the program to change it, it's not dynamic.
Also you should lock the offset of everything to the nearest pixel so that you don't get the grid effect.

well excuse you
what approach would you take smartass
Use Enumerators, so that each number corresponds with a tile, and then make a map-loading system so that the maps aren't hard-coded. I'd then make a small C++ program which automatically generates maps based on whatever Tile sprite I feed it (chooses the correct enumerator and then places all the numbers into the map file).

For the record, guys, having an efficient, elegant map system should be very low on your list of priorities when making a game. It depends on the size and scope of what you're aiming for, but generally, when making the kind of thing pefu is, having maps hardcoded into the game is perfectly fine. Trying to make everything efficient from the start will slow you down tremendously.

wow thats extremely f-ing ugly and inefficient to write

sorry but there has to be a better way
honestly I can't think of another way. I mean I'm sure there is because I don't know anything really. but like, you could make rectangles and stuff, I guess, but I feel like that would start to get messy and inconvenient, if you had more than just straight lines and rectangles
and one good thing about his way, imo, is that when you're looking at the code, it's not hard at all to figure out what it's gonna look like in the game

There is a better way, using this and this.

A lot of people also do something similar to what McJobless suggested, a 2d array with numbers that correspond to tiles:

map = {
    {1, 0, 1, 1},
    {1, 0, 1, 1},
    {1, 0, 1, 1},
    {1, 0, 1, 1},
}


Or sometimes, characters in a multiline string (for example, # = grass, space = path):

map = [[
# ##
# ##
# ##
# ##
]]


Kikito has a tutorial that details how to do this.
« Last Edit: September 18, 2014, 07:39:49 PM by Kingdaro »


this took WAY too long to make
dynamic maps
its my own super duper advanced technology
no u cant have :3
and no the sprite does not actually look liek that, its just that my gif recording program sucks huge rooster at compression
hold on a second
that game's icon looks like its a recolor of the blockhead sprite i made for the blockland forums game thing

well excuse you
what approach would you take smartass
idk i dont code in lua or whatever that is
but the approach here is absolutely terrifying

iterations bro. use some sort of layer system. draw the ground as 1 sprite everywhere and place sprites over it. the sprite placing might be tedious but it will probably cut the work in more than half. maybe not go square by square but draw a big rectangle as one of the "paths". specify its size and location.

jesus it might seem cool at first or whatever but this is a nightmare to code

hold on a second
that game's icon looks like its a recolor of the blockhead sprite i made for the blockland forums game thing
It's from Mother you conceited prick.