Re: An opurtunity for work, for only some small code!

2019-04-13 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: An opurtunity for work, for only some small code!

@26, apologies, I had not taken into account you meant the origin of [0, 0]. I understand now. And I think you misunderstood my thing about orientation. Orientation is not needed to know the distance of something. However, in most sound libraries, they either place hard restrictions on orientation vectors (i.e. both must be perpendicular to each other) and error if that isn't the case, or they put those restrictions but cause "undefined behavior" when you fail to give them the right orientation. (I've never seen a sound library that does the second, but FMOD definitely does the first, and I think OpenAL does too.)I do apologize  for the no/know thing, the phrasing was confusing.@redfox, as I said in 25, start small: try creating mazes. That particular activity is energising because you can toy with the algorithms and create new, interesting things. Then once you've got a maze generator you like written in your game (and yes, write it yourself), add onto it. And build up from there. But start small. Here's a list of algorithms you might want to try:Aldous Broder: Starting at an arbitrary location in the grid, move randomly from cell to cell. If moving to a previously unvisited cell, carve a passage to it. End when all cells have been visited. (This one is highly inefficient but is one of the more easier ones.)Backtracking generator: Starting at an arbitrary location, perform a random walk, avoiding previously visited cells. When no more moves are possible, backtrack to the most recently visited cell and resume the random walk from there. The algorithm ends when it tries to backtrack from the cell where it started.Binary tree: For each cell in the grid, randomly carve either north or east. (I would highly recommend you try this one first; it is by far the simplest and fastest algorithm.)Recursive division: Begin with an open grid, with no internal walls. Add a wall that divides the grid in half, with a passage through it linking the two halves. Repeat on each side of the grid, recursively, until no open areas remain.Ellers: Consider the grid one row at a time, sequentially. Assign the unvisited cells in the current row to different sets. Randomly link adjacent cells that belong to different sets, merging the sets together as you go. For each remaining set, choose at least one cell and carve south, adding that southern cell to the set as well. Repeat for every row in the grid. On the final row, link all adjacent cells that belong to different sets.Growing tree: This algorithm is a generalization of the Prim's algorithms. Start by creating a set and adding an arbitrary cell to it. Then, choose a cell from the set. If the cell has no unvisited neighbors, remove it from the set; otherwise choose one of the unvisited neighbors and link the two together. Add the neighbor to the set. Repeat until the set is empty.Hunt-and-kill: Starting at an arbitrary location, perform a random walk, avoiding previously visited cells. When no more moves are possible, scan the grid, looking for an unvisited cell next to a visited cell. If found, connect the two, and resume the random walk. The algorithm terminates when it cannot find any unvisited cells.Kruskal: Begin by assigning each cell to a different set. Randomly link two adjacent cells, but only if they belong to different sets. Merge the sets of the two cells. Repeat until only a single set remains.Prims (simplified): Initialize a set with an arbitrary cell. Randomly choose a cell from the set. If it has no unvisited neighbors, remove it from the set. Otherwise, choose one of the cell’s unvisited neighbors, link the two together, and add the neighbor to the set. Repeat until the set is empty.Prims (true): First, assign every cell a random weight, and initialize a set with an arbitrary cell. Choose the cell with the greatest weight from the set. If it has no unvisited neighbors, remove it from the set. Otherwise, choose one of the cell’s unvisited neighbors, link the two together, and add the neighbor to the set. Repeat until the set is empty.Sidewinder: Consider the grid one row at a time. For each row, link random runs of adjacent cells, and then carve north from a random cell in each run. Treat the northern row specially, linking all cells into a single corridor. (Another easy one.)Wilsons: Choose an arbitrary cell and add it to the maze. Starting from any other cell, perform a loop-erased random walk until you encounter a cell belonging to the maze, and then add the resulting walk. Repeat until all cells have been added.You can also make your own, if you are so inclined. Don't be bothered if its slow, though -- that happens to everyone! I won't tell you how to create a grid; I'll leave that up to your creative and intelligent mind. And if your chosen one ends up to be too complicated for you, try another one.

URL: https://forum.audiogames.net/post/426662/#p426662




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Re: An opurtunity for work, for only some small code!

2019-04-13 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: An opurtunity for work, for only some small code!

@26, apologies, I had not taken into account you meant the origin of [0, 0]. I understand now. And I think you misunderstood my thing about orientation. Orientation is not needed to know the distance of something. However, in most sound libraries, they either place hard restrictions on orientation vectors (i.e. both must be perpendicular to each other) and error if that isn't the case, or they put those restrictions but cause "undefined behavior" when you fail to give them the right orientation. (I've never seen a sound library that does the second, but FMOD definitely does the first, and I think OpenAL does too.)I do apologize  for the no/know thing, the phrasing was confusing.@redfox, as I said in 25, start small: try creating mazes. That particular activity is energising because you can toy with the algorithms and create new, interesting things. Then once you've got a maze generator you like written in your game (and yes, write it yourself), add onto it. And build up from there. But start small. Here's a list of algorithms you might want to try:Aldous Broder: Starting at an arbitrary location in the grid, move randomly from cell to cell. If moving to a previously unvisited cell, carve a passage to it. End when all cells have been visited. (This one is highly inefficient but is one of the more easier ones.)Backtracking generator: Starting at an arbitrary location, perform a random walk, avoiding previously visited cells. When no more moves are possible, backtrack to the most recently visited cell and resume the random walk from there. The algorithm ends when it tries to backtrack from the cell where it started.Binary tree: For each cell in the grid, randomly carve either north or east. (I would highly recommend you try this one first; it is by far the simplest and fastest algorithm.)Recursive division: Begin with an open grid, with no internal walls. Add a wall that divides the grid in half, with a passage through it linking the two halves. Repeat on each side of the grid, recursively, until no open areas remain.Ellers: Consider the grid one row at a time, sequentially. Assign the unvisited cells in the current row to different sets. Randomly link adjacent cells that belong to different sets, merging the sets together as you go. For each remaining set, choose at least one cell and carve south, adding that southern cell to the set as well. Repeat for every row in the grid. On the final row, link all adjacent cells that belong to different sets.Growing tree: This algorithm is a generalization of the Prim's algorithms. Start by creating a set and adding an arbitrary cell to it. Then, choose a cell from the set. If the cell has no unvisited neighbors, remove it from the set; otherwise choose one of the unvisited neighbors and link the two together. Add the neighbor to the set. Repeat until the set is empty.Hunt-and-kill: Starting at an arbitrary location, perform a random walk, avoiding previously visited cells. When no more moves are possible, scan the grid, looking for an unvisited cell next to a visited cell. If found, connect the two, and resume the random walk. The algorithm terminates when it cannot find any unvisited cells.Kruskal: Begin by assigning each cell to a different set. Randomly link two adjacent cells, but only if they belong to different sets. Merge the sets of the two cells. Repeat until only a single set remains.Prims (simplified): Initialize a set with an arbitrary cell. Randomly choose a cell from the set. If it has no unvisited neighbors, remove it from the set. Otherwise, choose one of the cell’s unvisited neighbors, link the two together, and add the neighbor to the set. Repeat until the set is empty.Prims (true): First, assign every cell a random weight, and initialize a set with an arbitrary cell. Choose the cell with the greatest weight from the set. If it has no unvisited neighbors, remove it from the set. Otherwise, choose one of the cell’s unvisited neighbors, link the two together, and add the neighbor to the set. Repeat until the set is empty.Sidewinder: Consider the grid one row at a time. For each row, link random runs of adjacent cells, and then carve north from a random cell in each run. Treat the northern row specially, linking all cells into a single corridor. (Another easy one.)Wilsons: Choose an arbitrary cell and add it to the maze. Starting from any other cell, perform a loop-erased random walk until you encounter a cell belonging to the maze, and then add the resulting walk. Repeat until all cells have been added.You can also make your own, if you are so inclined. Don't be bothered if its slow, though -- that happens to everyone! I won't tell you how to create a grid; I'll leave that up to your creative and intelligent mind. And if your chosen one ends up tobe too complicated for you, try another one.

URL: https://forum.audiogames.net/post/426662/#p426662




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Re: An opurtunity for work, for only some small code!

2019-04-13 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: An opurtunity for work, for only some small code!

@26, apologies, I had not taken into account you meant the origin of [0, 0]. I understand now. And I think you misunderstood my thing about orientation. Orientation is not needed to know the distance of something. However, in most sound libraries, they either place hard restrictions on orientation vectors (i.e. both must be perpendicular to each other) and error if that isn't the case, or they put those restrictions but cause "undefined behavior" when you fail to give them the right orientation. (I've never seen a sound library that does the second, but FMOD definitely does the first, and I think OpenAL does too.)I do apologize  for the no/know thing, the phrasing was confusing.@redfox, as I said in 25, start small: try creating mazes. That particular activity is energising because you can toy with the algorithms and create new, interesting things. Then once you've got a maze generator you like written in your game (and yes, write it yourself), add onto it. And build up from there. But start small. Here's a list of algorithms you might want to try:Aldous Broder: Starting at an arbitrary location in the grid, move randomly from cell to cell. If moving to a previously unvisited cell, carve a passage to it. End when all cells have been visited. (This one is highly inefficient but is one of the more easier ones.)Backtracking generator: Starting at an arbitrary location, perform a random walk, avoiding previously visited cells. When no more moves are possible, backtrack to the most recently visited cell and resume the random walk from there. The algorithm ends when it tries to backtrack from the cell where it started.Binary tree: For each cell in the grid, randomly carve either north or east. (I would highly recommend you try this one first; it is by far the simplest and fastest algorithm.)Recursive division: Begin with an open grid, with no internal walls. Add a wall that divides the grid in half, with a passage through it linking the two halves. Repeat on each side of the grid, recursively, until no open areas remain.Ellers: Consider the grid one row at a time, sequentially. Assign the unvisited cells in the current row to different sets. Randomly link adjacent cells that belong to different sets, merging the sets together as you go. For each remaining set, choose at least one cell and carve south, adding that southern cell to the set as well. Repeat for every row in the grid. On the final row, link all adjacent cells that belong to different sets.Growing tree: This algorithm is a generalization of the Prim's algorithms. Start by creating a set and adding an arbitrary cell to it. Then, choose a cell from the set. If the cell has no unvisited neighbors, remove it from the set; otherwise choose one of the unvisited neighbors and link the two together. Add the neighbor to the set. Repeat until the set is empty.Hunt-and-kill: Starting at an arbitrary location, perform a random walk, avoiding previously visited cells. When no more moves are possible, scan the grid, looking for an unvisited cell next to a visited cell. If found, connect the two, and resume the random walk. The algorithm terminates when it cannot find any unvisited cells.Kruskal: Begin by assigning each cell to a different set. Randomly link two adjacent cells, but only if they belong to different sets. Merge the sets of the two cells. Repeat until only a single set remains.Prims (simplified): Initialize a set with an arbitrary cell. Randomly choose a cell from the set. If it has no unvisited neighbors, remove it from the set. Otherwise, choose one of the cell’s unvisited neighbors, link the two together, and add the neighbor to the set. Repeat until the set is empty.Prims (true): First, assign every cell a random weight, and initialize a set with an arbitrary cell. Choose the cell with the greatest weight from the set. If it has no unvisited neighbors, remove it from the set. Otherwise, choose one of the cell’s unvisited neighbors, link the two together, and add the neighbor to the set. Repeat until the set is empty.Sidewinder: Consider the grid one row at a time. For each row, link random runs of adjacent cells, and then carve north from a random cell in each run. Treat the northern row specially, linking all cells into a single corridor. (Another easy one.)Wilsons: Choose an arbitrary cell and add it to the maze. Starting from any other cell, perform a loop-erased random walk until you encounter a cell belonging to the maze, and then add the resulting walk. Repeat until all cells have been added.You can also make your own, if you are so inclined. Don't be bothered if ts slow, though -- that happens to everyone! I won't tell you how to create a grid; I'll leave that up to your creative and intelligent mind.

URL: https://forum.audiogames.net/post/426662/#p426662




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Re: An opurtunity for work, for only some small code!

2019-04-13 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: An opurtunity for work, for only some small code!

@26, apologies, I had not taken into account you meant the origin of [0, 0]. I understand now. And I think you understood my thing about orientation. Orientation is not needed to know the distance of something. However, in most sound libraries, they either place hard restrictions on orientation vectors (i.e. both must be perpendicular to each other) and error if that isn't the case, or they put those restrictions but cause "undefined behavior" when you fail to give them the right orientation. (I've never seen a sound library that does the second, but FMOD definitely does the first, and I think OpenAL does too.)I do apologize  for the no/know thing, the phrasing was confusing.@redfox, as I said in 25, start small: try creating mazes. That particular activity is energising because you can toy with the algorithms and create new, interesting things. Then once you've got a maze generator you like written in your game (and yes, write it yourself), add onto it. And build up from there. But start small. Here's a list of algorithms you might want to try:Aldous Broder: Starting at an arbitrary location in the grid, move randomly from cell to cell. If moving to a previously unvisited cell, carve a passage to it. End when all cells have been visited. (This one is highly inefficient but is one of the more easier ones.)Backtracking generator: Starting at an arbitrary location, perform a random walk, avoiding previously visited cells. When no more moves are possible, backtrack to the most recently visited cell and resume the random walk from there. The algorithm ends when it tries to backtrack from the cell where it started.Binary tree: For each cell in the grid, randomly carve either north or east. (I would highly recommend you try this one first; it is by far the simplest and fastest algorithm.)Recursive division: Begin with an open grid, with no internal walls. Add a wall that divides the grid in half, with a passage through it linking the two halves. Repeat on each side of the grid, recursively, until no open areas remain.Ellers: Consider the grid one row at a time, sequentially. Assign the unvisited cells in the current row to different sets. Randomly link adjacent cells that belong to different sets, merging the sets together as you go. For each remaining set, choose at least one cell and carve south, adding that southern cell to the set as well. Repeat for every row in the grid. On the final row, link all adjacent cells that belong to different sets.Growing tree: This algorithm is a generalization of the Prim's algorithms. Start by creating a set and adding an arbitrary cell to it. Then, choose a cell from the set. If the cell has no unvisited neighbors, remove it from the set; otherwise choose one of the unvisited neighbors and link the two together. Add the neighbor to the set. Repeat until the set is empty.Hunt-and-kill: Starting at an arbitrary location, perform a random walk, avoiding previously visited cells. When no more moves are possible, scan the grid, looking for an unvisited cell next to a visited cell. If found, connect the two, and resume the random walk. The algorithm terminates when it cannot find any unvisited cells.Kruskal: Begin by assigning each cell to a different set. Randomly link two adjacent cells, but only if they belong to different sets. Merge the sets of the two cells. Repeat until only a single set remains.Prims (simplified): Initialize a set with an arbitrary cell. Randomly choose a cell from the set. If it has no unvisited neighbors, remove it from the set. Otherwise, choose one of the cell’s unvisited neighbors, link the two together, and add the neighbor to the set. Repeat until the set is empty.Prims (true): First, assign every cell a random weight, and initialize a set with an arbitrary cell. Choose the cell with the greatest weight from the set. If it has no unvisited neighbors, remove it from the set. Otherwise, choose one of the cell’s unvisited neighbors, link the two together, and add the neighbor to the set. Repeat until the set is empty.Sidewinder: Consider the grid one row at a time. For each row, link random runs of adjacent cells, and then carve north from a random cell in each run. Treat the northern row specially, linking all cells into a single corridor. (Another easy one.)Wilsons: Choose an arbitrary cell and add it to the maze. Starting from any other cell, perform a loop-erased random walk until you encounter a cell belonging to the maze, and then add the resulting walk. Repeat until all cells have been added.You can also make your own, if you are so inclined. Don't be bothered if ts slow, though -- that happens to everyone! I won't tell you how to create a grid; I'll leave that up to your creative and intelligent mind.

URL: https://forum.audiogames.net/post/426662/#p426662




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Re: An opurtunity for work, for only some small code!

2019-04-13 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: An opurtunity for work, for only some small code!

@26, apologies, I had not taken into account you meant the origin of [0, 0]. I understand now. And I think you understood my thing about orientation. Orientation is not needed to know the distance of something. However, in most sound libraries, they either place hard restrictions on orientation vectors (i.e. both must be perpendicular to each other) and error if that isn't the case, or they put those restrictions but cause "undefined behavior" when you fail to give them the right orientation. (I've never seen a sound library that does the second, but FMOD definitely does the first, and I think OpenAL does too.)I do apologize  for the no/know thing, the phrasing was confusing.@redfox, as I said in 25, start small: try creating mazes. That particular activity is energising because you can toy with the algorithms and create new, interesting things. Then once you've got a maze generator you like written in your game (and yes, write it yourself), add onto it. And build up from there. But start small.

URL: https://forum.audiogames.net/post/426662/#p426662




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Re: An opurtunity for work, for only some small code!

2019-04-13 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: An opurtunity for work, for only some small code!

@26, apologies, I had not taken into account you meant the origin of [0, 0]. I understand now. And I think you understood my thing about orientation. Orientation is not needed to know the distance of something. However, in most sound libraries, they either place hard restrictions on orientation vectors (i.e. both must be perpendicular to each other) and error if that isn't the case, or they put those restrictions but cause "undefined behavior" when you fail to give them the right orientation. (I've never seen a sound library that does the second, but FMOD definitely does the first, and I think OpenAL does too.)I do apologise for the no/know thing, the phrasing was confusing.

URL: https://forum.audiogames.net/post/426662/#p426662




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Re: An opurtunity for work, for only some small code!

2019-04-13 Thread AudioGames . net Forum — Developers room : braille0109 via Audiogames-reflector


  


Re: An opurtunity for work, for only some small code!

warning warning! response coming from a none-programmer!1) no VS know. Carefully analysing the grammar, everyone would know you must no, as in n o, is not a correct English term. So, even without me looking at that, it was totally obvious to be k n o w. but then, maybe it's just me.2) However, getting a co-dev, telling the co-dev what to do, in other words, a form of a do what I tell you... Well good luck finding someone who basically jumps around according to your commands, in something where they're supposedly co-devs. That would worry me in terms of team work and communication.3) Religiously studying the code, sure, that works, but you'd probably ask for clarification, and at that point, as others have said, the co-dev is then doing most of it. And to then get a one time payment, and do what they're told... Again, I wish I could hope for success, but things just aren't there at the moment. Also, you're looking for, as you've put it, an advanced, or at least a more advanced dev. That's fine, nothing wrong with it. But if you struggle with certain aspects of coding, don't you guys think someone could submit something real advanced, claiming they've written it, and find an explanation online? surely you'd want to understand what has been submited?

URL: https://forum.audiogames.net/post/426640/#p426640




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Re: An opurtunity for work, for only some small code!

2019-04-13 Thread AudioGames . net Forum — Developers room : redfox via Audiogames-reflector


  


Re: An opurtunity for work, for only some small code!

Ok.Thank you all for feedback, and I will try and work on thse things.

URL: https://forum.audiogames.net/post/426632/#p426632




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Re: An opurtunity for work, for only some small code!

2019-04-13 Thread AudioGames . net Forum — Developers room : ironcross32 via Audiogames-reflector


  


Re: An opurtunity for work, for only some small code!

Yeah, you can have long term goals, nothing wrong with that, but you don't come out saying oh we're gonna have this game with a thousand levels and just a few weeks later hey I need people to come work for me because basically I don't know how to code. As everyone said in that topic, it just ain't gonna happen, and look where you are now. So work on smaller things, and learn all this stuff. Do something a bit bigger to refine your knowledge and hopefully learn more. After a few projects, then you might be ready for this game with a thousand levels. So, it's not that the dream is out of reach forever, it's just out of reach for the moment, but you work towards moving to where it's within your grasp.I guess what I'm trying to say is don't stop dreaming, but don't be one of these people who lives adrift in their heads, because I've seen them, they literally never do anything they want to do because they're too busy dreaming all the time. So sure, have long term big plans, that's fine, that's good, it shows you can be creative, just learn right now, while you're still young, how to realize those goals. With something like coding, that's going to come from like I said above, starting out small and working your way up. Also, if you learn how to set both short term and long term goals now, when you go through college or do whatever it is you do after high school, and then enter the work force, you're gonna be all set up to do anything, because you'll know how to look 5 or 10 years down the road and say, by this time, I want X, Y, and Z. But, you'll be able to look 3 months ahead and say, OI I'm moving towards this thing, and I need to take these steps to get there. If you learn that shit, it'll increase your chances of achieving big things in your life.

URL: https://forum.audiogames.net/post/426620/#p426620




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Re: An opurtunity for work, for only some small code!

2019-04-13 Thread AudioGames . net Forum — Developers room : Lucas1853 via Audiogames-reflector


  


Re: An opurtunity for work, for only some small code!

Like the others here, I didn't see the know Vs. no thing. I'm still probably not going to help, but sorry about that particular thing.

URL: https://forum.audiogames.net/post/426619/#p426619




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Re: An opurtunity for work, for only some small code!

2019-04-13 Thread AudioGames . net Forum — Developers room : defender via Audiogames-reflector


  


Re: An opurtunity for work, for only some small code!

Everything else aside, why did you start such an ambitious project and believe you wouldn't need anything more but the most basic of coding knowledge to do it?Even if you didn't know the specifics of what would be needed at the time, it's still pretty ridiculous to announce the game months if not years ahead of even beginning coding on it.Even the whole learn as you go thing never seems to work out that well, because you end up with inefficient, confusing code that makes fixing bugs and updating things later on a huge undertaking.So as others have said before, start with small things, like you've undoubtedly heard everyone saying on topics in the dev room for months now.I'm glad you have the passion to create and that your dreaming big (the last thing we need is another mediocre space shooter or side scroller) and who knows what you may come out with a couple years from now, but you may want to do it under a completely new username and a more measured/realistic approach.

URL: https://forum.audiogames.net/post/426616/#p426616




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Re: An opurtunity for work, for only some small code!

2019-04-13 Thread AudioGames . net Forum — Developers room : defender via Audiogames-reflector


  


Re: An opurtunity for work, for only some small code!

Everything else aside, why did you start such an ambitious project and believe you wouldn't need anything more but the most basic of coding knowledge to do it?Even if you didn't know the specifics of what would be needed at the time, it's still pretty ridiculous to announce the game months if not years ahead of even beginning coding on it.Even the whole learn as you go thing never seems to work out that well, because you end up with inefficient, confusing code that makes fixing bugs and updating things later on a huge undertaking.So as others have said before, start with small things, like you've undoubtedly heard everyone saying on topics in the dev room for months now.

URL: https://forum.audiogames.net/post/426616/#p426616




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Re: An opurtunity for work, for only some small code!

2019-04-13 Thread AudioGames . net Forum — Developers room : Dragonlee via Audiogames-reflector


  


Re: An opurtunity for work, for only some small code!

@25 not sure, but you may have misunderstood my thing about maths. I was asking the distance of the vector from origin e.g. [0,0] in the case of a 2D vector space. So, you have all you need to answer that question. Also I am not sure what you mean by needing orientation to calculate distance.lastly, I think you may have misunderstood me saying he should be able to solve for x in that simple equation. I wasn't saying he needs to be able to program a system that solves for x in arbitrary equations. that is not necessary for programming a game. I was just saying he needs to understand enough algebra to be able to solve that manually.

URL: https://forum.audiogames.net/post/426603/#p426603




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Re: An opurtunity for work, for only some small code!

2019-04-13 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: An opurtunity for work, for only some small code!

@24, most of the answers to those questions can be learned as you go. Some though, like the distance formula and basic algebra, are definite musts to make good games. The neat thing about the distance formula is that their dynamic: you can use as many dimensions as you like. The coordinates [2, 1] that you gave -- for solving the distance -- cannot be solved without another set of coordinates. In this instance, your equation is incomplete, so the distance can be anything, unless you wanted the answer to a 1D matrix, which is mearly a vector?The orientation fator also is necessary; FMOD, for example, requires perpendicular vectors for forward and up orientation, or it will give you an error. There are various solutions to such a problem; some suggest the cross product, others suggest the dot product, and so on. Math is awesome like that; there is no single solution to solve a problem, but many solutions to solve many problems.Finally, an equation like (50x-32)/3=10 can be solved algebraically, but if your going to program that in your going to need to give the computers all the values, including what x is. At least, for most mathematical problems. (There is a large collection of computer algebra systems capable of solving mathematical equations. Don't try writing one yourself. Instead try any of these ones.)A good way to learn games is to write maze generators and then, once your comfortable, maze solvers. Yes, its an ancient art, and it takes you back to the 90s, but it really is a good way to learn about matrices and coordinate systems (since you'll be using them a lot). And pathfinding algorithms too, if you are so inclined.

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Re: An opurtunity for work, for only some small code!

2019-04-13 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: An opurtunity for work, for only some small code!

@24, most of the answers to those questions can be learned as you go. Some though, like the distance formula and basic algebra, are definite musts to make good games. The neat thing about the distance formula is that their dynamic: you can use as many dimensions as you like. The coordinates [2, 1] that you gave -- for solving the distance -- cannot be solved without another set of coordinates. In this instance, your equation is incomplete, so the distance can be anything, unless you wanted the answer to a 1D matrix, which is mearly a vector?The orientation fator also is necessary; FMOD, for example, requires perpendicular vectors for forward and up orientation, or it will give you an error. There are various solutions to such a problem; some suggest the cross product, others suggest the dot product, and so on. Math is awesome like that; there is no single solution to solve a problem, but many solutions to solve many problems.Finally, an equation like (50x-32)/3=10 can be solved algebraically, but if your going to program that in your going to need to give the computers all the values, including what x is. At least, for most mathematical problems. (There is a large collection of computer algebra systems capable of solving mathematical equations. Don't try writing one yourself. Instead try any of these ones.)

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Re: An opurtunity for work, for only some small code!

2019-04-13 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: An opurtunity for work, for only some small code!

@24, most of the answers to those questions can be learned as you go. Some though, like the distance formula and basic algebra, are definite musts to make good games. The neat thing about the distance formula is that their dynamic: you can use as many dimensions as you like. The coordinates [2, 1] that you gave -- for solving the distance -- cannot be solved without another set of coordinates. In this instance, your equation is incomplete, so the distance can be anything, unless you wanted the answer to a 1D matrix, which is mearly a vector?The orientation fator also is necessary; FMOD, for example, requires perpendicular vectors for forward and up orientation, or it will give you an error. There are various solutions to such a problem; some suggest the cross product, others suggest the dot product, and so on. Math is awesome like that; there is no single solution to solve a problem, but many solutions to solve many problems.Finally, an equation like (50x-32)/3=10 can be solved algebraically, but if your going to program that in your going to need to give the computers all the values, including what x is. At least, for most mathematical problems. (Wolfram Alpha is an exception, since it has been programmed to be a computational engine. I would not harnis that as a math engine though since you'd be constantly sending network requests. And the compiler wouldn't be able to make your math fast.) Everything you've said in 24 is most certainly knowledge that can be acquired and is required for things like physics though.

URL: https://forum.audiogames.net/post/426585/#p426585




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Re: An opurtunity for work, for only some small code!

2019-04-13 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: An opurtunity for work, for only some small code!

@24, most of the answers to those questions can be learned as you go. Some though, like the distance formula and basic algebra, are definite musts to make good games. The neat thing about the distance formula is that their dynamic: you can use as many dimensions as you like. The coordinates [2, 1] that you gave -- for solving the distance -- cannot be solved without another set of coordinates. In this instance, your equation is incomplete, so the distance can be anything, unless you wanted the answer to a 1D matrix, which is mearly a vector?The orientation fator also is necessary; FMOD, for example, requires perpendicular vectors for forward and up orientation, or it will give you an error. There are various solutions to such a problem; some suggest the cross product, others suggest the dot product, and so on. Math is awesome like that; there is no single solution to solve a problem, but many solutions to solve many problems.Finally, an equation like (50x-32)/3=10 can be solved algebraically, but if your going to program that in your going to need to give the computers all the values, including what x is. At least, for most mathematical problems. (Wolfram Alpha is an exception, since it has been programmed to be a computational engine. I would not harnis that as a math engine though since you'd be constantly sending network requests. And the compiler wouldn't be able to make your math fast.)

URL: https://forum.audiogames.net/post/426585/#p426585




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Re: An opurtunity for work, for only some small code!

2019-04-13 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: An opurtunity for work, for only some small code!

@24, most of the answers to those questions can be learned as you go. Some though, like the distance formula and basic algebra, are definite musts to make good games. The neat thing about the distance formula is that their dynamic: you can use as many dimensions as you like. The coordinates [2, 1] that you gave -- for solving the distance -- cannot be solved without another set of coordinates. In this instance, your equation is incomplete, so the distance can be anything, unless you wanted the answer to a 1D matrix, which is mearly a vector?The orientation fator also is necessary; FMOD, for example, requires perpendicular vectors for forward and up orientation, or it will give you an error. There are various solutions to such a problem; some suggest the cross product, others suggest the dot product, and so on. Math is awesome like that; there is no single solution to solve a problem, but many solutions to solve many problems.Finally, an equation like (50x-32)/3=10 can be solved algebraically, but if your going to program that in your going to need to give the computers all the values, including what x is. At least, for most mathematical problems. (Wolfram Alpha is an exception, since it has been programmed to be a computational engine.)

URL: https://forum.audiogames.net/post/426585/#p426585




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Re: An opurtunity for work, for only some small code!

2019-04-13 Thread AudioGames . net Forum — Developers room : Dragonlee via Audiogames-reflector


  


Re: An opurtunity for work, for only some small code!

"• Know advanced coding techniques such as use of arrays, dictionaries, classes/objects, etc."These are not advanced topics. Classes and arrays  are basic. dictionaries are intermediate at best, but only if you are implemeting a dictionary from scratch using primitives.Reading your various posts on this forum, including this one it is clear you haven't done  your due studying into programming. I am not saying this to be mean, like some others on this forum. you are very young so I don't blame you for these mistakes.But, let me tell you that learning to program requires you to study , study, study! 90% of the time by yourself, reading a book and experimenting. There are many great books you can get for free that will help you learn. I think  you mostly posted about python and _javascript_. both are great. and you should start with a book that teaches general programming with the language you choose. then if you wish, you can move onto books that write about programming games, which you can then apply to any language.If you need someone to look at your code, do you not have a computer science teacher at your school or a programming club? also, in order to code games you need to know math. probably not necessary to know calculus, but algebra is a must. if you cannot solve for x in the following equation, you definitely do not know enough.(50x -32)/3  = 10beyond that, you need to know how to work with mathematical vectors, if you are going to make any game where object position is a thing. e.g.if I give you a vector  [2,1]what is its distance from origin?in the context of a game coordinate system,what effect does scaling a vector have on the object in game? when you subtract one vector from another, what does the resulting vector represent?how do you measure distance between two objects?also, last thing. 60$?! for the entire game? or just sending you the 500 char code? 60$ for a good dev will get you about 2-3 hours of work.also, code isn't usually measured by chars. It's not really useful to measure it in lines either. what matters if the code does what it is supposed to do. it's not an english essay. as long as program A and program B achieve the same thing, if program B is shorter, it is usually better.

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Re: An opurtunity for work, for only some small code!

2019-04-13 Thread AudioGames . net Forum — Developers room : Dragonlee via Audiogames-reflector


  


Re: An opurtunity for work, for only some small code!

"• Know advanced coding techniques such as use of arrays, dictionaries, classes/objects, etc."These are not advanced topics. Classes and arrays  are basic. dictionaries are intermediate at best, but only if you are implemeting a dictionary from scratch using primitives.Reading your various posts on this forum, including this one it is clear you haven't done  your due studying into programming. I am not saying this to be mean, like some others on this forum. you are very young so I don't blame you for these mistakes.But, let me tell you that learning to program requires you to study , study, study! 90% of the time by yourself, reading a book and experimenting. There are many great books you can get for free that will help you learn. I think  you mostly posted about python and _javascript_. both are great. and you should start with a book that teaches general programming with the language you choose. then if you wish, you can move onto books that write about programming games, which you can then apply to any language.If you need someone to look at your code, do you not have a computer science teacher at your school or a programming club? also, in order to code games you need to know math. probably not necessary to know calculus, but algebra is a must. if you cannot solve for x in the following equation, you definitely do not know enough.(50x -32)/3  = 10beyond that, you need to know how to work with mathematical vectors, if you are going to make any game where object position is a thing. e.g.if I give you a vector  [2,1]what is its distance from origin?in the context of a game coordinate system,what effect does scaling a vector have on the object in game? when you subtract one vector from another, what does the resulting vector represent?how do you measure distance between two objects?

URL: https://forum.audiogames.net/post/426577/#p426577




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Re: An opurtunity for work, for only some small code!

2019-04-12 Thread AudioGames . net Forum — Developers room : connor142 via Audiogames-reflector


  


Re: An opurtunity for work, for only some small code!

This makes me wonder though, why no one brought up the age thing when Sam Tupy first made stw. How old was he back then? Yes, he was also 13. Yukio made the first bd game when he was 11 or 12.

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Re: An opurtunity for work, for only some small code!

2019-04-12 Thread AudioGames . net Forum — Developers room : ironcross32 via Audiogames-reflector


  


Re: An opurtunity for work, for only some small code!

because adults aren't about to work for kids, and it probably is illegal to do so anyway?

URL: https://forum.audiogames.net/post/426569/#p426569




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Re: An opurtunity for work, for only some small code!

2019-04-12 Thread AudioGames . net Forum — Developers room : redfox via Audiogames-reflector


  


Re: An opurtunity for work, for only some small code!

also @19 I do?Maybe not perfectly but thats why I'm asking, to help further my knolidge of classes.Also, I'm 13 wahahahahahha.Also, why does my age have anything to do with my creativity?

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Re: An opurtunity for work, for only some small code!

2019-04-12 Thread AudioGames . net Forum — Developers room : amerikranian via Audiogames-reflector


  


Re: An opurtunity for work, for only some small code!

@19, if sediment was a god we’d all be screwed.  As for knowing classes and such, I agree. However, I still say that waiting is a good idea. You never know, people can be very resourceful when trying to hold up a promise...

URL: https://forum.audiogames.net/post/426552/#p426552




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Re: An opurtunity for work, for only some small code!

2019-04-12 Thread AudioGames . net Forum — Developers room : cmerry via Audiogames-reflector


  


Re: An opurtunity for work, for only some small code!

Responding to americranian’s post,It’s not so much the question, but the person behind the keyboard. I believe little 12 year old jimmy and fox could make a game as complicated as they were saying about as much as i believe sediment is secretly a god. Now don’t get me wrong, there are ways of coding enemies and things without the use of arrays and classes, i’ve done it before with private projects and mason did it with older vers of sb, anything below 6.0, that was why there used to be only 1 enemy because he did stuff like int enemypos; int enemyhealth; etc.You get the idea. If you want to get anywhere, you *need* at least a basic understanding of classes and for loops, if nothing else.

URL: https://forum.audiogames.net/post/426549/#p426549




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Re: An opurtunity for work, for only some small code!

2019-04-12 Thread AudioGames . net Forum — Developers room : cmerry via Audiogames-reflector


  


Re: An opurtunity for work, for only some small code!

Responding to americranian’s post,It’s not so much the question, but the person behind the keyboard. I believe little 12 year old jimmy and fox could make a game as complicated as they were saying about as much as i believe sediment is secretly a god. :Now don’t get me wrong, there are ways of coding enemies and things without the use of arrays and classes, i’ve done it before with private projects and mason did it with older vers of sb, anything below 6.0, that was why there used to be only 1 enemy because he did stuff like int enemypos; int enemyhealth; etc.You get the idea. If you want to get anywhere, you *need* at least a basic understanding of classes and for loops, if nothing else.

URL: https://forum.audiogames.net/post/426549/#p426549




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Re: An opurtunity for work, for only some small code!

2019-04-12 Thread AudioGames . net Forum — Developers room : redfox via Audiogames-reflector


  


Re: An opurtunity for work, for only some small code!

o and thats also why you ask for clarification, and if it caught your eye, look at it.Instead of just instantly thinking the worst and yelling at me lmfaowwowwo.

URL: https://forum.audiogames.net/post/426541/#p426541




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Re: An opurtunity for work, for only some small code!

2019-04-12 Thread AudioGames . net Forum — Developers room : redfox via Audiogames-reflector


  


Re: An opurtunity for work, for only some small code!

I feel like it was pretty obvious the way I phrased it, but maybe not?

URL: https://forum.audiogames.net/post/426539/#p426539




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Re: An opurtunity for work, for only some small code!

2019-04-12 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: An opurtunity for work, for only some small code!

The issue with no and know pretty much sound the same. He could've phrased it differently which would've been helpful. Something like "You must:"... requirements here...

URL: https://forum.audiogames.net/post/426531/#p426531




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Re: An opurtunity for work, for only some small code!

2019-04-12 Thread AudioGames . net Forum — Developers room : Omar Alvarado via Audiogames-reflector


  


Re: An opurtunity for work, for only some small code!

Classes aren't too difficult to understand, to a point. You can do what I did and learn just enough to get you going or you can go all rocket scientist about it.You basically code your classes almost like you would regular functions, like walking, playing sounds, etc. But the real difficulty is deciding what scope you'll code them in.If you add class specific functions, that makes things a bit more sensible because in bgt you can gofor(int i=0;i{//replace parentheses with brackets.robots(i).shoot();}We're going through an array of robots and telling every single one of them to execute the, shoot, function, which is coded internally inside the class of robots. You can have all the checks and things in there to see if the robot has any reason to shoot, for example being near the player. How you do that is completely up to you.But if you code external functions, that gets really messy very quickly. Imagine this.void robots_act(){for(int i=0;i{//replace parentheses around, i, with bracketsif(robots(i).x==player_x and robots(i).y==player_y){//robot shoot code goes here, not a call to robot(i).shoot, because remember your coding all your stuff here and now.}}}And that's it. That's all there really is to classes enough to get you going. I can provide more examples if needed.

URL: https://forum.audiogames.net/post/426528/#p426528




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Re: An opurtunity for work, for only some small code!

2019-04-12 Thread AudioGames . net Forum — Developers room : redfox via Audiogames-reflector


  


Re: An opurtunity for work, for only some small code!

I do understand, although not perfectly, how classes work, having some trouble  with arrays and dicts, but you know, learning.

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Re: An opurtunity for work, for only some small code!

2019-04-12 Thread AudioGames . net Forum — Developers room : connor142 via Audiogames-reflector


  


Re: An opurtunity for work, for only some small code!

Well I guess now we know who uses a braille display to read the forum and who doesn't!

URL: https://forum.audiogames.net/post/426507/#p426507




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Re: An opurtunity for work, for only some small code!

2019-04-12 Thread AudioGames . net Forum — Developers room : amerikranian via Audiogames-reflector


  


Re: An opurtunity for work, for only some small code!

So I don't understand something.Redfox wrote:Know advanced coding techniques such as use of arrays, dictionaries, classes/objects, etc.For me, that makes sense. However,Ethin wrote:Uh. Dude. You can't make a game without advanced programming concepts. Just not possible.Lucas1853 wrote:I completely checked out when you said no arrays, dictionaries or classes. Nope.That's what has me stumped. The OP wants to learn classes and dictionaries. He's not saying no as in n o, he's saying know, as in k n o w. He wants to use the classes and dictionaries, but he's not sure how.Frankly, I'm surprised at the amount of negativity Redfox received. I think what he was asking for is mentorship, and is that so wrong? Having somebody who knows what they're doing can and most likely will save you some headache as they guide you through applying what you learned from books to creating games. So why such a backlash? Can someone just explain that to me?On a more stupid note, when I tried to avoid using classes my code looked like this. Don't do this guys, just, don't.x=0
y=0
z=0
def main():
 while 1:
  playerloop()
def playerloop():
 global x
 global y
 global z
 #You get the point.I got sick of having 200 lines that go global this or that, so I used classes. Kind of have to with python, but not with bgt. BGT allows you to get away with the code I provided above, you'd just need to specify that the x y and z variables are int, change defs to void, add ;s, and there you go.Of course, again, you should not do that. You shouldn't write code like one showed above. Doing so will make it very difficult for you to maintain your code.

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Re: An opurtunity for work, for only some small code!

2019-04-12 Thread AudioGames . net Forum — Developers room : amerikranian via Audiogames-reflector


  


Re: An opurtunity for work, for only some small code!

So I don't understand something.Redfox wrote:Know advanced coding techniques such as use of arrays, dictionaries, classes/objects, etc.For me, that makes sense. However,Ethin wrote:Uh. Dude. You can't make a game without advanced programming concepts. Just not possible.Lucas1853 wrote:I completely checked out when you said no arrays, dictionaries or classes. Nope.That's what has me stumped. The OP wants to learn classes and dictionaries. He's not saying no as in n o, he's saying know, as in k n o w. He wants to use the classes and dictionaries, but he's not sure how.Frankly, I'm surprised at the amount of negativity Redfox received. I think what he was asking for is mentorship, and is that so wrong? Having somebody who knows what they're doing can and most likely will save you some headache as they guide you through applying what you learned from books to creating games. So why such a backlash? Can someone just explain that to me?On a more stupid note, when I tried to avoid using functions my code looked like this. Don't do this guys, just, don't.x=0
y=0
z=0
def main():
 while 1:
  playerloop()
def playerloop():
 global x
 global y
 global z
 #You get the point.I got sick of having 200 lines that go global this or that, so I used classes. Kind of have to with python, but not with bgt. BGT allows you to get away with the code I provided above, you'd just need to specify that the x y and z variables are int, change defs to void, add ;s, and there you go.Of course, again, you should not do that. You shouldn't write code like one showed above. Doing so will make it very difficult for you to maintain your code.

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Re: An opurtunity for work, for only some small code!

2019-04-12 Thread AudioGames . net Forum — Developers room : amerikranian via Audiogames-reflector


  


Re: An opurtunity for work, for only some small code!

So I don't understand something.Redfox wrote:Know advanced coding techniques such as use of arrays, dictionaries, classes/objects, etc.For me, that makes sense. However,Ethin wrote:Uh. Dude. You can't make a game without advanced programming concepts. Just not possible.Lucas1853 wrote:I completely checked out when you said no arrays, dictionaries or classes. Nope.That's what has me stumped. The OP wants to learn classes and dictionaries. He's not saying no as in n o, he's saying know, as in k n o w. He wants to use the classes and dictionaries, but he's not sure how.Frankly, I'm surprised at the amount of negativity Redfox received. I think what he was asking for is mentorship, and is that so wrong? Having somebody who knows what they're doing can and most likely will save you some headache as they guide you through applying what you learned from books to creating games. So why such a backlash? Can someone just explain that to me?

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Re: An opurtunity for work, for only some small code!

2019-04-12 Thread AudioGames . net Forum — Developers room : redfox via Audiogames-reflector


  


Re: An opurtunity for work, for only some small code!

I understand the points raised by the others here, and maybe I could've phrased it better, but I do understand how to do these things, maybe not graitely but that's still a work in progress.This was just a tentative thing so... if you don' tlike it, don't do it.I do apriciate the constructive feedback and will learn from it in the future.

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An opurtunity for work, for only some small code!

2019-04-12 Thread AudioGames . net Forum — Developers room : redfox via Audiogames-reflector


  


An opurtunity for work, for only some small code!

Hi!So my friend and I, jimmy69, recently announced that we were making a game.This is still happening, and progress is still being made.We wanted to release a game before hand that could show that we can code, and that we can release a game.We are looking for a co-dev, because we have absolutely no idea how to do this.I would studdy the code you make relligiously until I understood it, and would use the beginnings of your code to help continue it.Jimmy isn't as much a coder as a writer, and an idea provider.It will be me and the co-dev doing probably all if not 99 percent of the code.We wil be paying 60 dollars to the person who satisfactorily helps us.To be admitted, you must meet the following requirements: Know advanced coding techniques such as use of arrays, dictionaries, classes/objects, etc.Be fluent in english.B comfortable talking on a phone, teamtalk, skype, etc.Understand that you are probably only there to code, not to write. If you wish to help write, then we will talk. But this probably will not happen.Be comfortable with extremely sexual topics, of many many different fetishes.Submit a, source included, minimum of 500 character, not including external libraries or includes, game of your design to me. It doesnt have to be fancy, just a rudementary show of abilities. Make this code contain a lot of different coding concepts. If you feel that your reputation proceeds you, just say so in the email and I may or may not ask for code.Prefferably be able to make this in python, bgt, or something similar. If you would prefer to make this in a different language, please ask me and I will get back to you.If you wish to apply for this, and feel you fit the requirements, contact one of us:Redfox: Preferably me, cause I check my email religiously:Email: bren...@gmail.comPlease consider applying for this. Without help, we would probably be lost.

URL: https://forum.audiogames.net/post/426327/#p426327




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Re: An opurtunity for work, for only some small code!

2019-04-11 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: An opurtunity for work, for only some small code!

Agreed with everyone else. No dev is going to do this. I won't go into the biases displayed with object-oriented programming in this topic (because after you learn Rust you learn quite quickly that OOp isn't everything and that most of the time its *bad*). However, you cannot make *anything* other than a guess the number game (and even that's questionable) without using any, one, or all of the following:* OOP-based: classes, objects, interfaces, inheritance* Functional: multimethods, prototypes, pattern matching, branching/conditionsAnd so on. Even if you write in a procedural language like C, your still going to use a form of OOP combined with functional programming, to a degree; you'll be passing structs around all over the place. Hell, you might want to throw in some unions too. And lots and lots and lots of pointers (or the equivalent i your language of choice). No language is ever fully complete without giving you some way of accessing raw memory (which is handy in many cases). Even rust, which encourages safety to the degree where the compiler requires you to write safe code and you have to explicitly tell it when something won't be safe, allows you to access memory. And didn't you know? Even Python lets you access memory, manually allocate/free, etc. (I wouldn't do that in Python or Rust though -- manually manage memory. Let the compiler/interpreter handle that for you.) However, poking around in memory is a very nice feature to have, and you'll use it a lot, especially in C and C++. (And did you know? In the DMPA/DMNB era, we did use memory poking/peeking functions. Several times, in fact.)

URL: https://forum.audiogames.net/post/426409/#p426409




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Re: An opurtunity for work, for only some small code!

2019-04-11 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: An opurtunity for work, for only some small code!

Agreed with everyone else. No dev is going to do this. I won't go into the biases displayed with object-oriented programming in this topic (because after you learn Rust you learn quite quickly that OOp isn't everything and that most of the time its *bad*). However, you cannot make *anything* other than a guess the number game (and even that's questionable) without using any, one, or all of the following:* OOP-based: classes, objects, interfaces, inheritance* Functional: multimethods, prototypes, pattern matching, branching/conditionsAnd so on. Even if you write in a procedural language like C, your still going to use a form of OOP combined with functional programming, to a degree; you'll be passing structs around all over the place. Hell, you might want to throw in some unions too. And lots and lots and lots of pointers (or the equivalent i your language of choice). No language is ever fully complete without giving you some way of accessing raw memory (which is handy in many cases). Even rust, which encourages safety to the degree where the compiler requires you to write safe code and you have to explicitly tell it when something won't be safe, allows you to access memory.

URL: https://forum.audiogames.net/post/426409/#p426409




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Re: An opurtunity for work, for only some small code!

2019-04-11 Thread AudioGames . net Forum — Developers room : sediment via Audiogames-reflector


  


Re: An opurtunity for work, for only some small code!

wow. I am truly amused. they want to make the best game ever with extremely dedicated developers, charge 50 bucks for what was it? a thousand maze levels and puzzles and what not? but when it comes to making the thing, they want someone else to do it for them. You are seriously the best developers ever! ever! no one can even compare to how dedicated you are. Hmm. so, the co dev makes the thing, but gets absolutely no say in how the game story, or whatever you come up with, goes. Right? yeah I bet you won't find someone stupid enough to make something for someone else and not get there own input. go learn to code. you say in your signiture that you're a coder, or learning. right? take some time. learn the code, then come back and try again. thank you drive through.

URL: https://forum.audiogames.net/post/426406/#p426406




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Re: An opurtunity for work, for only some small code!

2019-04-11 Thread AudioGames . net Forum — Developers room : connor142 via Audiogames-reflector


  


Re: An opurtunity for work, for only some small code!

Well, when I first saw your original topic, my hopes weren’t high, but any faith I had in you is now pretty much gone. I don’t even know where to start here. So, you want to make a game to prove that you can code, but you need someone to help you code it because you... can’t code? I ask you, how does this make even the slightest bit of sense? Also, please explain to me how one makes a game without objects in bgt. May as well not bother though, because what do you need to make bgt play sounds or use tts? That’s right, an object! It may not be an entirely self-coded object, but it’s still an object, and you would know how important dictionaries, objects and classes are if you’d bothered to try and understand the concepts. Yes, even I as a non-coder can tell you this. If you want anything more involved than a basic blackjack game, rephrase your ludicrous demands. Or even better, stop being lazy and learn to make it yourself. I’m not even going to begin to wonder why the coder must be cool with sexual references. Not that I mind too much, but seriously, such things show quite well where you stand maturity wise. I also fail to see how a game submission could contain lots of different programing concepts if the dev isn’t ment to use some very importsant tools like... a dictionary. Finally, get those phone numbers out.

URL: https://forum.audiogames.net/post/426405/#p426405




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Re: An opurtunity for work, for only some small code!

2019-04-11 Thread AudioGames . net Forum — Developers room : ironcross32 via Audiogames-reflector


  


Re: An opurtunity for work, for only some small code!

In short, no one is going to do this. My god, this topic is completely ridiculous.

URL: https://forum.audiogames.net/post/426403/#p426403




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Re: An opurtunity for work, for only some small code!

2019-04-11 Thread AudioGames . net Forum — Developers room : Lucas1853 via Audiogames-reflector


  


Re: An opurtunity for work, for only some small code!

I completely checked out when you said no arrays, dictionaries or classes. Nope.

URL: https://forum.audiogames.net/post/426376/#p426376




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Re: An opurtunity for work, for only some small code!

2019-04-11 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: An opurtunity for work, for only some small code!

Not just that, but you can't just thrust this on a developer like that. If you need a developer to help you with like they might do in the workforce, that's fine. But if you want this much help? You might as well let them take over the entire project -- and your going to have to raise their pay, because programmers don't come cheap! The good ones don't, anyway. (The average pay for programmers nowadays is over $9.00 a year, if that tells you anything. And that's an hourly rate of ove r $30.00 per hour!)

URL: https://forum.audiogames.net/post/426375/#p426375




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Re: An opurtunity for work, for only some small code!

2019-04-11 Thread AudioGames . net Forum — Developers room : Omar Alvarado via Audiogames-reflector


  


Re: An opurtunity for work, for only some small code!

Please. Pretty pretty pretty pretty please remove the phone numbers. This is just asking for trouble. Surely there's bound to be other ways of contacting the two of you.Twitter is free, facebook is free, skype is free, the latter which provides you with a phone number you can get changed if too many automated and shady callers start to pick up on it/you.Please let this be known. You, never ever put your phone number on a public forum for all to read. Ever. Not even your skype one. I understand there's already billions of people who already have phone numbers known but still, you can, at least attempt to be a little more helpful to yourself?That being said, can you be more specific? What is it your looking for in a programmer. What is it you need help with exactly? Also, you and whoever ends up being your co-developer really have to know at least some common knowledge beyond knowing how to print text to the terminal. If not, most of the work will end up going to the co-dev, they will get annoyed and leave, leaving you with dozens if not hundreds of lines worth of code, if your lucky.But please. For yours and Jimmy's sake, remove those phone numbers!

URL: https://forum.audiogames.net/post/426369/#p426369




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Re: An opurtunity for work, for only some small code!

2019-04-11 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: An opurtunity for work, for only some small code!

Uh. Dude. You can't make a game without advanced programming concepts. Just not possible. If its something more advanced than a guess-the-number-game, your going to need arrays, dictionaries and so on.Second, go look at LOVE2D and pick up a book on Lua. Third... uh... yeah, let's not go there.

URL: https://forum.audiogames.net/post/426329/#p426329




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Re: An opurtunity for work, for only some small code!

2019-04-11 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: An opurtunity for work, for only some small code!

Uh. Dude. You can't make a game without advanced programming concepts. Just not possible.Second, go look at LOVE2D and pick up a book on Lua. Third... uh... yeah, let's not go there.

URL: https://forum.audiogames.net/post/426329/#p426329




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An opurtunity for work, for only some small code!

2019-04-11 Thread AudioGames . net Forum — Developers room : redfox via Audiogames-reflector


  


An opurtunity for work, for only some small code!

Hi!So my friend and I, jimmy69, recently announced that we were making a game.This is still happening, and progress is still being made.We wanted to release a game before hand that could show that we can code, and that we can release a game.We are looking for a co-dev, because we have absolutely no idea how to do this.I would studdy the code you make relligiously until I understood it, and would use the beginnings of your code to help continue it.Jimmy isn't as much a coder as a writer, and an idea provider.It will be me and the co-dev doing probably all if not 99 percent of the code.We wil be paying 60 dollars to the person who satisfactorily helps us.To be admitted, you must meet the following requirements: Know advanced coding techniques such as use of arrays, dictionaries, classes/objects, etc.Be fluent in english.B comfortable talking on a phone, teamtalk, skype, etc.Understand that you are probably only there to code, not to write. If you wish to help write, then we will talk. But this probably will not happen.Be comfortable with extremely sexual topics, of many many different fetishes.Submit a, source included, minimum of 500 character, not including external libraries or includes, game of your design to me. It doesnt have to be fancy, just a rudementary show of abilities. Make this code contain a lot of different coding concepts. If you feel that your reputation proceeds you, just say so in the email and I may or may not ask for code.Prefferably be able to make this in python, bgt, or something similar. If you would prefer to make this in a different language, please ask me and I will get back to you.If you wish to apply for this, and feel you fit the requirements, contact one of us:Redfox: Preferably me, cause I check my email religiously:Email: bren...@gmail.comnumber: 9894159012Jimmy:Phone number: 2032589996Please consider applying for this. Without help, we would probably be lost.

URL: https://forum.audiogames.net/post/426327/#p426327




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An opurtunity for work, for only some small code!

2019-04-11 Thread AudioGames . net Forum — Developers room : redfox via Audiogames-reflector


  


An opurtunity for work, for only some small code!

Hi!So my friend and I, jimmy69, recently announced that we were making a game.This is still happening, and progress is still being made.We wanted to release a game before hand that could show that we can code, and that we can release a game.We are looking for a co-dev, because we have absolutely no idea how to do this.I would studdy the code you make relligiously until I understood it, and would use the beginnings of your code to help continue it.Jimmy isn't as much a coder as a writer, and an idea provider.It will be me and the co-dev doing probably all if not 99 percent of the code.We wil be paying 60 dollars to the person who satisfactorily helps us.To be admitted, you must meet the following requirements: Know advanced coding techniques such as use of arrays, dictionaries, classes/objects, etc.Be fluent in english.B comfortable talking on a phone, teamtalk, skype, etc.Understand that you are probably only there to code, not to write. If you wish to help write, then we will talk. But this probably will not happen.Be comfortable with extremely sexual topics, of many many different fetishes.Submit a, source included, minimum of 500 character, not including external libraries or includes, game of your design to me. It doesnt have to be fancy, just a rudementary show of abilities. Make this code contain a lot of different coding concepts. If you feel that your reputation proceeds you, just say so in the email and I may or may not ask for code.*Prefferably be able to make this in python, bgt, or something similar. If you would prefer to make this in a different language, please ask me and I will get back to you.If you wish to apply for this, and feel you fit the requirements, contact one of us:Redfox: Preferably me, cause I check my email religgiously:Email: bren...@gmail.comnumber: 9894159012Jimmy:Phone number: 2032589996Please consider applying for this. Without help, we would probably be lost.

URL: https://forum.audiogames.net/post/426327/#p426327




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