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Geek Culture / NaGaCreMo 2016!!! [Signup and Discussion Thread]

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Yodaman Jer
User Banned
Posted: 23rd Dec 2015 03:08
Quote: "YodaYodaBinks"


I'm tempted to ask you to change my name to that just for the lulz

@GunnerJnr

I added your banner with code as an alternate banner for people to use as their signature! If it's not too much trouble can you use that text in your signature so people can click on it to see the thread?

I finally spent some time cleaning up the first post as well.

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GunnerJnr
AGK Developer
9
Years of Service
User Offline
Joined: 30th Nov 2015
Location: Bridgwater, UK
Posted: 23rd Dec 2015 10:21 Edited at: 23rd Dec 2015 10:24
Quote: "@GunnerJnr

I added your banner with code as an alternate banner for people to use as their signature! If it's not too much trouble can you use that text in your signature so people can click on it to see the thread?"


Sure thing dude, no worries! Sig should now link to this thread
Yodaman Jer
User Banned
Posted: 23rd Dec 2015 19:00 Edited at: 23rd Dec 2015 21:04
Well, crud.

I just realized that the game I am making needs some features that AppGameKit just doesn't have yet So should I come up with another idea, or just work on my game in something like Panda3D or Unity?

Specifically, AppGameKit lacks lights other than Ambient, Sun or Point... I need spotlights in order for several key areas of key levels, and a point light just won't give the same effect....

EDIT: Oh jeez I'm so stupid... I'll just make a lightmap when I model the rooms in Blender and that should suffice just fine....

This is why I shouldn't post on only three hours of sleep when I work two jobs in one day...

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Seditious
User Banned
Posted: 23rd Dec 2015 21:27
Why aren't you using Unity or Unreal. Both are free to use.
Yodaman Jer
User Banned
Posted: 23rd Dec 2015 21:35
I've tried. They both have great features, especially Unreal, but here's why I'm going back to programming stuff.

First - Unreal and Unity both overcomplicate a BUNCH of what should be really easy things. Unity, for example, takes quite a bit of effort to create and keep text.

Second, Unity and Unreal both have huge downfalls for me, which is this - They require you to pay royalties or buy a full-out license for hundreds (sometimes thousands) of dollars once you hit a certain point in your sales. I want to keep all the money I make off my game, aside from what is taxable

And thirdly, Unreal has SO. MUCH. OVERHEAD it is just insane. Even turning down most of the graphics options will still do almost nothing to make anything you make in it run at a decent pace. Unity, thankfully, doesn't suffer from this problem, but neither does AGK.

And finally, the learning curves are fairly ridiculous. It may be easy to use the engines once you know how, but good luck learning it in a decent fashion in your free time. Plus, Unreal releases so many updates it's hard to keep track of what version your project started.

That's just scratching the surface but I have to leave or I'll miss my second job

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unlikely
13
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Location: Ohio, USA
Posted: 25th Dec 2015 04:52 Edited at: 25th Dec 2015 04:52
I, unlikely, hereby pledge to have at least a playable demo of a 3D space shooter (done to try new AppGameKit 3D features) by the end of January, 2016.

This should be fun. I have been wanting to try out AGK's new 3D stuff. The only thing that makes me sad is AGK's lack of a web export option. Oh well.
Using AppGameKit v2 T1 + T2
Systems: Primary: Mac OS X 10.10
Secondary: Windows 7
Yodaman Jer
User Banned
Posted: 25th Dec 2015 20:02
Sounds great! Can't wait to see it!

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janbo
16
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Location: Germany
Posted: 26th Dec 2015 19:18 Edited at: 26th Dec 2015 19:20
I, Janbo, pledge to finish my game Slice Wise by 31st January, 2016

With it i also want to dive into the apple App store and do everything to publish on it.

Using AGKv2 Tier1
Yodaman Jer
User Banned
Posted: 29th Dec 2015 14:36
unlikely and janbo I have added you both to the pledge list!

I may have to eat my words about Unity. AppGameKit really does just lack some of the features I need for my game to work. Sure, if I spent enough coding around the issues I could probably implement myself in a REALLY roundabout way, but it would just take way too much time and I would have nothing done by the end of January.

So, I'm going to revise my pledge, and complete a demo consisting of one level of the game in Unity, which will act largely as a "testing grounds" for the game mechanics. I'm actually quite looking forward to it, a while back I purchased ProBuilder to help build levels and more detailed architecture directly in Unity so the process should be quite fast and easy!

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JLMoondog
Moderator
16
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Location: Paradox
Posted: 29th Dec 2015 18:20 Edited at: 29th Dec 2015 18:46
I, JLMoondog, pledge to produce and publish my arcade remake, Out of Fuel Classica, by 31st January, 2016.

Also, don't forget we have a separate forum section for posting NaGaCreMo projects, wips, etc.. so share, have fun and good luck!!



Edit: I'll move this thread over to the board once 2016 hits in a couple days.

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Yodaman Jer
User Banned
Posted: 31st Dec 2015 14:42
Please don't move the thread, that would not only break the link in all of the signatures, but I also have linked to that separate board in the first post when I tell people to post their WIPs over there.

I don't know if you remember but last year I posted about NaGaCreMo in the dedicated board, and it very nearly didn't happen because we didn't get any pledges until almost the end of December. That board should be dedicated to just the WIP and NOT the main pledge thread.

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mrradd
10
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Location: CA, USA
Posted: 31st Dec 2015 15:02
I, mrradd, wish to participate in NaGaCreMo 2016.
-mrradd-
Crazy Programmer
AGK Developer
20
Years of Service
User Offline
Joined: 6th Sep 2004
Location: Lost in AGK
Posted: 31st Dec 2015 17:55
Well guys its about that time to start working on my project I still have not decided what I will be doing....only 12 more hours to figure it out so I better get working

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mrradd
10
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Location: CA, USA
Posted: 31st Dec 2015 18:26
Is it cheating if I already started working on it?
make -C ../NagGaCreMo/2016 -f aGame.mk
Crazy Programmer
AGK Developer
20
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Location: Lost in AGK
Posted: 31st Dec 2015 19:05
Nope its all friendly fun its a personal challenge

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Yodaman Jer
User Banned
Posted: 1st Jan 2016 11:00
Ah ha, here it is, the first day of the new year and thus the month for NaGaCreMo has begun!

I'm looking forward to seeing what people are doing

Remember, if you want to post a link to your WIP thread here, I will add it to the first post!

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Crazy Programmer
AGK Developer
20
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Joined: 6th Sep 2004
Location: Lost in AGK
Posted: 2nd Jan 2016 00:05
Well it is decided and even more money is invested now

I am going to pledge to start work on a new and improved Adventure Platform game

This project is going to take well over a month but it is the only thing i am interested in picking up again. I looked and looked and this is it

I will see what i can put together by tm night for a wip thread. I havnt started work yet so im just going to see what i can get put together in 24 hours.

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Yodaman Jer
User Banned
Posted: 2nd Jan 2016 05:05
Sounds great!

I am going to start a different project and it will be a 2D puzzle room sort of game. It will use AGK's physics commands to make some of the puzzles possible. I'm thinking about using simple vector-style graphics and animated backgrounds... it shall be fun!

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GunnerJnr
AGK Developer
9
Years of Service
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Joined: 30th Nov 2015
Location: Bridgwater, UK
Posted: 2nd Jan 2016 11:11 Edited at: 2nd Jan 2016 13:19
Happy New Year everybody!

I didn't really feel it was enough progress to start a whole WIP thread in the NaGaCreMo forum section just yet, so I decided I would create a whole new project on the 1st, (Which I did yesterday), and continue to work on my old project as well as my new one. Of course the new one that I started yesterday will ultimately be the one for the NaGaCreMo pledge

I still haven't quite decided on everything that will be in it yet, but the design phase is going well on pen and paper, it is hopefully going to be one (or more if there is enough time), playable level of a little top down game. I think for simplicity it will just be aimed for the Windows platform for now, as I have decided to really challenge myself and do it all in Tier 2.

As mentioned above I don't have a lot to show yet, just a basic window rendered with a sprite loaded that animates through 2 frames, giving the illusion of the sprite walking on the spot. Here is a GIF of him doing so..




Cheers

GunnerJnr

P.S - I look forward to seeing what everybody comes up with. By the way I suck at art so I was quite proud of my little man walking haha. PLACEHOLDER ART is the way forward for programmers who cant draw

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Mobiius
Valued Member
22
Years of Service
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Joined: 27th Feb 2003
Location: The Cold North
Posted: 2nd Jan 2016 11:19
Well I've changed my mind about what project I'll be working on. Instead of my vr Zelda game (which I've decided will be done in tier 2), I'll be working on a 3d pool game instead. Progress is coming along well, I have a table and the balls and physics. Don't forget physics! I'm on my tablet currently so I'll get screenshots and maybe a video up later.
GunnerJnr
AGK Developer
9
Years of Service
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Joined: 30th Nov 2015
Location: Bridgwater, UK
Posted: 2nd Jan 2016 11:41
Quote: "I'll be working on a 3d pool game instead"


Awesome, I will definitely have to have a go when you have completed this, I haven't played a decent pool/snooker games since I played WCS 2003 which was a few years ago now lol
Mobiius
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Location: The Cold North
GunnerJnr
AGK Developer
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Years of Service
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Joined: 30th Nov 2015
Location: Bridgwater, UK
Posted: 2nd Jan 2016 12:50
Wow looking good so far I like how the balls fall off the edge then respawn from the sky and fall back in to place thats pretty cool.
Yodaman Jer
User Banned
Posted: 2nd Jan 2016 16:57
Great work Mobiius! I will add that as a link in the first post

My project is off to a fairly decent start, I hope to have something to show for it either tonight or tomorrow after work.

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Yodaman Jer
User Banned
Posted: 3rd Jan 2016 16:25
I've added the first two WIP threads to the first post!

Right now, for my project, I'm just working on the map editor. I will have to create some media in order to actually present the demo, so I should hopefully have a WIP thread by tonight. If not, I will have one by Tuesday eveninig, as tomorrow I work a ton of hours between the two jobs and probably won't have the mental energy to program But that would be a good time to work on the media instead I suppose!

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Crazy Programmer
AGK Developer
20
Years of Service
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Joined: 6th Sep 2004
Location: Lost in AGK
Posted: 3rd Jan 2016 22:01
Well I'm ready to rock and roll. I was upset after spending money on graphics and the tiles ending up needing to be edited to appear seamless. I learned a valuable lesson....Always search OpenGameArt.org before spending money It wasn't a complete waste as it wont take much work to get the tiles fixed up and ready and the pack came with nice animated characters / enemies. But it is something I completely hate and didn't want to spend time on. I grabed some tiles off GameArt that are comparable that loaded up into my editor and seem to be flawless.

Its time to get the show on the road!

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TheComet
17
Years of Service
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Joined: 18th Oct 2007
Location: I`m under ur bridge eating ur goatz.
Posted: 3rd Jan 2016 23:46 Edited at: 3rd Jan 2016 23:48
I, TheComet, pledge to complete a rough implementation of a thing I call Frequency Domain Graphics.

The idea is to create a graphics pipeline that moves all transformations from 3d space into the frequency domain and at the very end computes the inverse transform to yield the final, human understandable image. By doing this it should be possible to vastly simplify a lot of matrix multiplications as well as post processing filters.

Obviously the idea is very rough right now and there will be things I haven't considered yet (such as collisions and physics in the frequency domain).

This will be nothing more than a feasibility study.
\"Windows 10 doesn\'t only include spyware, it is designed as spyware\" -- Gaius Publius, The Big Picture RT Interview
\"[...] we will access, disclose and preserve personal data, including your content (such as the content of your emails, other private communications or files in private folders), when we have a good faith belief that doing so is necessary\" -- Windows 10 Privacy Statement
Yodaman Jer
User Banned
Posted: 4th Jan 2016 21:16
Ooh, an intriguing idea Comet! I expected nothing less from you

You certainly are the most ambitious piece of frozen space-rock I've ever encountered!

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SpecTre
Developer
22
Years of Service
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Joined: 24th Feb 2003
Location: UK
Posted: 5th Jan 2016 04:25
Unfortunately I am going to have to retract my NaGaCreMo pledge due to work commitments.
I was really excited about this and had a few ideas for mini projects but it just won't happen so there is no kidding myself into thinking I will get it done as I can't even think about it for another week!

Instead I will continue with my Platypus Peril platform game in the WIP and do bits on that when I can.


Good luck though you guys with your projects, I will be watching in envy
The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
SoftMotion3D
AGK Developer
19
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 5th Jan 2016 04:49
ok...this may sound crazy but im going to try to top my kbg demo last year.

I've decided to build VoxelDoom [working title] using agk2
This will be allot like the original doom series accept randomly generated levels. I figure this should be a fun project to keep my interests from slipping.

This is going to be tough! But i really want to try it.
As soon as i get some screenshots together i will start a thread. This will look very simular to kbg"kingdombattlegrounds" as far as blocky and voxels go however i will be using textures this time.

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Crazy Programmer
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20
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Location: Lost in AGK
Posted: 5th Jan 2016 05:08
Good Luck SoftMotion

Sad to hear that Paul

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TheComet
17
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Joined: 18th Oct 2007
Location: I`m under ur bridge eating ur goatz.
Posted: 5th Jan 2016 05:33
Good luck SoftMotion!
"It also shoots blue flames sometimes, which is startling in the most exquisite of ways." -- Not me
Yodaman Jer
User Banned
Posted: 5th Jan 2016 05:34
Quote: "Unfortunately I am going to have to retract my NaGaCreMo pledge due to work commitments."


Sorry, but I now have to sacrifice you to the forum god, Apollo. I'm sure you will understand this need.


Nah we all have things come up, heck I myself am pretty busy but thankfully my project is pretty small so I've just been working on it when I can. But most days when I get home from work the last thing I want to do is fry my brain by programming

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SpecTre
Developer
22
Years of Service
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Joined: 24th Feb 2003
Location: UK
Posted: 5th Jan 2016 13:11
Quote: "I've decided to build VoxelDoom [working title] using agk2"


Sounds very exciting

Quote: "Sorry, but I now have to sacrifice you to the forum god, Apollo. I'm sure you will understand this need."


Do I start with 3 lives though? Haha
The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
Yodaman Jer
User Banned
Posted: 5th Jan 2016 16:22
So, day three of my project having officially started, and I feel I am making some great progress! I had to learn more about the native text commands in AppGameKit, and although it's messy how I am doing it, I quite like how it's turning out so far.

I have attached a screenshot of my editor - there's not much to see yet, I just wanted to show that yes, I AM working on something

Screenie attached!

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Crazy Programmer
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Posted: 5th Jan 2016 16:36
Keep it up Yoda

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Yodaman Jer
User Banned
Posted: 5th Jan 2016 20:01
Thanks! I've been at it all morning!

I've been attempting to implement basic undo-redo functionality, which is something I have done in the past.

But, I got stuck when I discovered a huge bug with arrays, and it seemed to happen when attempting to delete the most recently added element. I used the debugger to track it to the remove command, and was about to open a thread about it when I realized I should try upgrading to 2.0.16 to see if that fixed it. Thankfully, it did so now I am able to continue!

But hopefully no more odd bugs like that happen, it took me three hours to figure it out.

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Ortu
DBPro Master
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Location: Austin, TX
Posted: 5th Jan 2016 20:23
Bugs are the spice of life
Yodaman Jer
User Banned
Posted: 5th Jan 2016 21:24
Maybe so, but I can live without them

I made a small video to show that I do, indeed, have the Undo function working. So far, it only supports undoing placing a tile and nothing else, but I had to make sure it worked before moving on to other things it can do!



If all goes to plan I may be able to have a WIP tonight, or tomorrow!

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Dark Java Dude 64
Community Leader
14
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Joined: 21st Sep 2010
Location: Neither here nor there nor anywhere
Posted: 6th Jan 2016 02:03 Edited at: 6th Jan 2016 02:05
Why, you draw with incredible speed and accuracy!

Nice demo, though. Undo works indeed! How many levels of undo data can it store?
"It also shoots blue flames sometimes, which is startling in the most exquisite of ways." -- Self
Yodaman Jer
User Banned
Posted: 6th Jan 2016 02:53
Thanks! It can store as much as I need to - in the video I think it got up to 768, which is a tad extreme, I would probably only keep about 200 elements at most. Same with the redo list, although that list will actually be empty until you undo stuff, at which point the first element of the redo list is the copy of the LAST element of the undo list. It's really not that hard to code, it's just really tedious...

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Mobiius
Valued Member
22
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Location: The Cold North
Posted: 6th Jan 2016 08:52
Well, I've been messing about last night and I probably would have a playable version of my Zelda game by the end of January, so I'll probably do both!

My zelda game took some fixing as for some reason, some parts became corrupted and were changed causing some issues, which I have now fixed.

Also, I've found a bug within AGK. Global variables are always declared regardless of whether or not the actual command which declares them is executed. That took about an hour to figure out! I'll report that one as soon as I can.
Dar13
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Location: Microsoft VisualStudio 2010 Professional
Posted: 6th Jan 2016 20:54
Quote: " Also, I've found a bug within AGK. Global variables are always declared regardless of whether or not the actual command which declares them is executed. That took about an hour to figure out! I'll report that one as soon as I can."

Well that's consistent with the C family of languages at least, though since AppGameKit is BASIC I suppose that's not necessarily expected behavior.
Crazy Programmer
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Location: Lost in AGK
Posted: 7th Jan 2016 04:51 Edited at: 8th Jan 2016 01:44
My goal for tomorrow is to have a wip thread up and running. I don't have much to show but in hopes to get some advice on a few things I will kick it off . Its never too early

Edit: WIP was created
I came, I saw, In a year I will have conquered!

https://forum.thegamecreators.com/thread/216226

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mrradd
10
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Location: CA, USA
Posted: 8th Jan 2016 17:17 Edited at: 8th Jan 2016 19:23
Hello,

I just thought I would post the link to the thread I started for my Missile Command clone I am making. I will be updating it with links to download the APK as I add features. As of now it is in its super-mega-pre alpha phase. Feel free to: download it, play it, laugh at it, provide constructive criticism for it. So far I have had positive feedback from randoms I have asked to play it, but I think the anonymity of the interwebs may garner more truthful banter.

My thread for the game

Some of you are working on cool projects, so it is kind of intimidating to be posting something as rudimentary as this....
Yodaman Jer
User Banned
Posted: 8th Jan 2016 22:37 Edited at: 8th Jan 2016 23:54
Well, I have determined that if I continue to use AppGameKit, I am going to get nothing done but the map editor itself. And right now I am having trouble with the Undo/Redo system - for some reason, when you go to delete a tile, and then undo the deletion of said tile and then go back to redo it, it will not delete it again, and somehow skip ahead in the redo list to a point which doesn't exist and crash the program. I have been trying to solve the bug since yesterday, and I can't.

SO! Instead, I am going to make my game using Unity, which means I can make the game itself and not worry about the editor. So right now I'm going to start work on the media and will post an update in my WIP thread tonight.

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Crazy Programmer
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Location: Lost in AGK
Posted: 9th Jan 2016 01:13
Look at the code I have for my editor in the agk chat. I'm not saying its done right but it works.

I am able to undo and see a simple solution for a redo.

If you are interested still in agk I am more than willing to work up a redo example.

If you download the project files you will get the tiles and can test right away.

If you have any questions just pm me. I will respond faster than you think as long as you keep in mind usa time zones.

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Dark Java Dude 64
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Location: Neither here nor there nor anywhere
Posted: 9th Jan 2016 05:03
Quote: "I have been trying to solve the bug since yesterday, and I can't. "
You have a good attitude about that it looks like! My vocabulary tends to open up a bit, if you will, when I am having a hard time debugging.
"It also shoots blue flames sometimes, which is startling in the most exquisite of ways." -- Self
GunnerJnr
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Posted: 9th Jan 2016 05:58 Edited at: 9th Jan 2016 06:07
Thought I would just chuck in an update to say I'm still working on mine, but in respect of progress its just mostly boring C++ in Visual Studio 2015, and not much to show in visual form, as class design takes longer than game implementation, I have decided to wrap a few of TGC's classes to try to make life easier on myself, so far I have:

Globals.h
Constants.h
Sprite.h/Sprite.cpp
CheckSpriteMoving.h/CheckSpriteMoving.cpp
(derived from sprite class also so inherits all sprite functionality)

(Template.h/Template.cpp obviously as they are pretty much your Generic Windows & Direct X wrapper to load the window and render game items, if it uses the Direct X api that is, It may very well use OpenGL or some other framework)

Today's task, if all goes well will be to write up the base class for Player - (Player.h/Player.cpp), and then hopefully I can steal that design or even derive it and make an Enemy class, as I am sure they will be very similar in nature for the basic methods/functions. Although they will be Sprite/MovingSprite objects, as these classes were designed to do most of the leg work. (So basically by the end of it if I can keep up an OOP design I hope to be able to just simply create objects in Template.h/Template.cpp and just literally call on their methods, and hey presto it's in the game with very little leg work).

e.g -



others examples might be things like :



I'm still deciding whether or not to design a full on input class or whether just to keep it simple and make the above named methods to just check for the certain key presses etc.., I may possibly segregate the Sprite class out and add an AnimatedSprite class yet as well. I'll see how progress goes first.

Anyway, that is pretty much where I am at with it right now. So like I say, aside from the earlier comment above with the image of the animated man, most of my progress is in code form opposed to visual progress. Hopefully once I have the main bulk of the classes written though, I will be able to whip some stuff together quickly and with ease to make a few screen shots/videos of progress.

Cheers
GunnerJnr


Quote: "mrradd"

Wow Missile Strike Clone is looking awesome great work!!!

Quote: "Crazy Programmer
Look at the code I have for my editor in the agk chat. I'm not saying its done right but it works."

I might have to have a gander at this out of curiousity, thanks for sharing, let's hope I can find the link

Quote: "Yodaman Jer"

Remember your own Golden Rule, it is for motivating yourself and pushing yourself to get something done, although it would be nice to have something to show by the end of January, just know things don't always go as planned and bugs hold us back, but that is what 90% of programming is about - PROBLEM SOLVING!

My motto is '10% spent Programming, 90% spent Debugging!' and it is very true lol.



So it is very good that you are persistent at working on a fix but at the same time I guess if you feel it is holding back progression and you feel it would be more beneficial to move to Unity, then perhaps you should, but my main point was to say don't worry if by January 31st all you have to show is an empty game window but 20 000 lines of code, because it is still progress and still 100% more than you had on January 1st, and like you also said it doesn't matter if it isn't finished as you can just carry on for as long as you like, it is the taking part and making something that counts.

Anyway I will stop rambling now

A little off topic BUT..

I remember when I was in a Game Jam once, (held in Luton University) and we had 48 hours to work on a game, we had never used Unity before let alone any of its 2D capabilities (which were brand new back then), we hit a big bug in our code and it ended up screwing us over, we managed to fix it by the last day, but by the end we didnt even have a complete level, we still had the base for a great game if we wanted to continue it, for those of you interested you can play the game HERE! It was called Trapped..

Controls : (I think, there is a controls page on the menu in any case lol)

A/D = Forward/Backward
W/S = Rotate Left/Right
LMB = Turn torch On/Off - (beware the torch is on a timer and will flicker, then it will turn off when the battery runs down, it can be recharged by being turned off and won't come back on until you do so, but there is no real charge delay so it is pretty instant).

You can only be touched once by an enemy or trap and it's instant death, (you are meant to only have 3 lives but I cant remember if its still set so that you have indefinite lives), there are 3 keys to collect and a door to find to get to the next level, however as stated we never got to finish it so you can collect all the keys, but the exit doesnt work as there is no second level to travel too. lol It was back in 2012/2013 I think. Also my video interview can be seen below: - (from the last day I was tired )



Both can be found on my site under 'Projects' as well.

http://gunnerjnr.uk

Cheers.
GunnerJnr
Yodaman Jer
User Banned
Posted: 9th Jan 2016 07:03 Edited at: 9th Jan 2016 07:10
Quote: "Remember your own Golden Rule, it is for motivating yourself and pushing yourself to get something done, although it would be nice to have something to show by the end of January, just know things don't always go as planned and bugs hold us back, but that is what 90% of programming is about - PROBLEM SOLVING!

My motto is '10% spent Programming, 90% spent Debugging!' and it is very true lol.

So it is very good that you are persistent at working on a fix but at the same time I guess if you feel it is holding back progression and you feel it would be more beneficial to move to Unity, then perhaps you should, but my main point was to say don't worry if by January 31st all you have to show is an empty game window but 20 000 lines of code, because it is still progress and still 100% more than you had on January 1st, and like you also said it doesn't matter if it isn't finished as you can just carry on for as long as you like, it is the taking part and making something that counts"


You know what, you are absolutely 100% correct!

I'm not going to let this bug get in the way of my progress with AGK. I'm going to code through it and find a way around it! Or maybe I will just forego the Undo/Redo functionality until I figure out a better system, and in the meantime just figure out ways to edit levels without it.

Quote: "I am able to undo and see a simple solution for a redo.

If you are interested still in agk I am more than willing to work up a redo example.

If you download the project files you will get the tiles and can test right away.

If you have any questions just pm me. I will respond faster than you think"


Thank you, I will definitely send you a message, most likely tomorrow! Be prepared, my code is a mess

Well, you know I could post it now I suppose...

So, basically, what I am doing is defining a UDT which stores a copy of the data that the map array has. Then, I declare two infinite lists based of this - the UndoStack, and the RedoStack.

I then define some constants, which help me determine what action just took place. I then store the action in the UndoStack, and then it can be undone. When I call the Undo() function, it reads the last action that took place, and then copies it over to the RedoStack before it deletes the element. I know it's not the most elegant way, and obviously there are several issues with it, but it''s a start.

Anyway, this is what the undo/redo code looks like!


The "sprite" object is used specifically for the purpose of transferring over the information of the most recently placed tile into the Undo array, and for debugging purposes. If you see anyway that I can improve this, please send me a PM!

EDIT: I will say that part of the bug is fixed - but now when I create some tiles, undo a few, then delete a few tiles, add some more, undo ALL of it and then redo the whole thing over again? It does it completely out of order.

Let's say, I do this. Place a tile, place a tile, place a tile. I don't like that tile so I delete it. Then I add a new one. And another one. I undo everything, realize I want to go forward again, and when I redo it will create the deleted sprites FIRST and then the original sprites.

I know this would all be solved if I just used ONE array as opposed to two - and I did try that, but it presented more problems than this technique did. Still, I know the better solution is to use one array and one array only.

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