Re: [Audyssey] what's involved in making a game?

2009-02-17 Thread Jim Kitchen

Hi John,

Yeah, and I find that sausage and mushroom pizza works the best for coding  
Also have to wash that down with Blue Ribbon Turkey.  Oh yeah and lots and lots 
of test playing.  Below is a bit of test playing that I was doing yesterday.


Mach 1 log for 02-16-2009 By Jim Kitchen 

Your time for 1 lap on the Maple Leaf Tri Oval Track is,  50 point 7 2 1seconds. 
Which sets a new record! 
The record was  0 point 0 0 0 seconds. 
By No One on  9 9 2009. 

Your time for 1 lap on the Maple Leaf Tri Oval Track is, 1 minute 27 point 2 4 9seconds. 
which is slower than the record, by,  36 point 5 2 8 seconds. 
The record is  50 point 7 2 1 seconds. 
By Jim on  2 16 2009. 

Your time for 1 lap on the Maple Leaf Tri Oval Track is,  50 point 6 4 4seconds. 
Which sets a new record!  by,  0 point 0 7 7 seconds. 
The record was  50 point 7 2 1 seconds. 
By Jim on  2 16 2009. 


BFN

Jim

Blue Ribbon Turkey = A Pabst Blue Ribbon beer and a shot of Wild Turkey bourbon.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] what's involved in making a game?

2009-02-15 Thread Thomas Ward

Hi Shaun,

Quote
tom I think the first question should be what was the first thing you 
coded, or the
first part of the game minor or major did you do first, ie the menu, the 
interface,

etc.
End quote

Well, if you are starting a game from scratch you can't really jump in 
and start programming menus etc. You have to program the more low level 
portions of the game such as global variables, classes, objects, etc. 
You really can't do anything until you have created the foundation 
classes that the program/game runs on. You can't create player's, enemy 
monsters, or even menus until you work on the classes that stores all 
the information for the game. Let's explain this in

English instead of techno speak.
Most modern languages such as C#, Java, VB 2008, etdc are created using 
a programming methodology called object oriented programming. Objecs are 
simply people, places, and things that make up your game world. The main 
character is an object, your weapons might be objects, all enemies might 
be objects, the game world itself might be an object, the Window that 
your game plays in is an object, etc. In other words you start with a 
simple idea, say a person, and then you set about creating that object 
from the ground up. You can't just create a game player character until 
you create its class which defines what a character is. Your main 
character class might have variables/functions which holds the 
character's location, health, direction facing, whatever. Once you have 
created the class containing all of the character's essential features 
then you can then create a new instance of that character called an 
object.  The object therefore is the character we want and its class 
describes or defines what that character is or can do.
Bottom line, you have to start by defining what things are before you 
can actually create them. I know this probably sounds more complicated 
than it really is. In fact, object oriented programming is much easier, 
less complicated, and more programmer friendly than older procedural 
languages. There are lots and lots of reasons why object oriented 
programming is all around better, and why object oriented style 
programming is much more common today then procedural programming. Main 
reason is everything is arranged by class and object type which allows 
you to work directly with concepts like a game window, person, place, or 
thing rather than a bunch of variables and functions tossed together in 
a source file that may or might not be related.

HTH.


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Re: [Audyssey] what's involved in making a game?

2009-02-15 Thread shaun everiss
aah.
At 06:03 a.m. 16/02/2009, you wrote:
Hi Shaun,

Quote
tom I think the first question should be what was the first thing you coded, 
or the
first part of the game minor or major did you do first, ie the menu, the 
interface,
etc.
End quote

Well, if you are starting a game from scratch you can't really jump in and 
start programming menus etc. You have to program the more low level portions 
of the game such as global variables, classes, objects, etc. You really can't 
do anything until you have created the foundation classes that the 
program/game runs on. You can't create player's, enemy monsters, or even menus 
until you work on the classes that stores all the information for the game. 
Let's explain this in
English instead of techno speak.
Most modern languages such as C#, Java, VB 2008, etdc are created using a 
programming methodology called object oriented programming. Objecs are simply 
people, places, and things that make up your game world. The main character is 
an object, your weapons might be objects, all enemies might be objects, the 
game world itself might be an object, the Window that your game plays in is an 
object, etc. In other words you start with a simple idea, say a person, and 
then you set about creating that object from the ground up. You can't just 
create a game player character until you create its class which defines what a 
character is. Your main character class might have variables/functions which 
holds the character's location, health, direction facing, whatever. Once you 
have created the class containing all of the character's essential features 
then you can then create a new instance of that character called an object.  
The object therefore is the character we want and its class describes o
r defines what that character is or can do.
Bottom line, you have to start by defining what things are before you can 
actually create them. I know this probably sounds more complicated than it 
really is. In fact, object oriented programming is much easier, less 
complicated, and more programmer friendly than older procedural languages. 
There are lots and lots of reasons why object oriented programming is all 
around better, and why object oriented style programming is much more common 
today then procedural programming. Main reason is everything is arranged by 
class and object type which allows you to work directly with concepts like a 
game window, person, place, or thing rather than a bunch of variables and 
functions tossed together in a source file that may or might not be related.
HTH.


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Re: [Audyssey] what's involved in making a game?

2009-02-15 Thread Charles Rivard
To put it simply, do you create the rules, then make the outline, then fill 
in the blanks and modify them to follow the rules?


---
If guns cause crime, pencils cause misspelled words.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, February 15, 2009 9:03 AM
Subject: Re: [Audyssey] what's involved in making a game?



Hi Shaun,

Quote
tom I think the first question should be what was the first thing you 
coded, or the
first part of the game minor or major did you do first, ie the menu, the 
interface,

etc.
End quote

Well, if you are starting a game from scratch you can't really jump in and 
start programming menus etc. You have to program the more low level 
portions of the game such as global variables, classes, objects, etc. You 
really can't do anything until you have created the foundation classes 
that the program/game runs on. You can't create player's, enemy monsters, 
or even menus until you work on the classes that stores all the 
information for the game. Let's explain this in

English instead of techno speak.
Most modern languages such as C#, Java, VB 2008, etdc are created using a 
programming methodology called object oriented programming. Objecs are 
simply people, places, and things that make up your game world. The main 
character is an object, your weapons might be objects, all enemies might 
be objects, the game world itself might be an object, the Window that your 
game plays in is an object, etc. In other words you start with a simple 
idea, say a person, and then you set about creating that object from the 
ground up. You can't just create a game player character until you create 
its class which defines what a character is. Your main character class 
might have variables/functions which holds the character's location, 
health, direction facing, whatever. Once you have created the class 
containing all of the character's essential features then you can then 
create a new instance of that character called an object.  The object 
therefore is the character we want and its class describes or defines what 
that character is or can do.
Bottom line, you have to start by defining what things are before you can 
actually create them. I know this probably sounds more complicated than it 
really is. In fact, object oriented programming is much easier, less 
complicated, and more programmer friendly than older procedural languages. 
There are lots and lots of reasons why object oriented programming is all 
around better, and why object oriented style programming is much more 
common today then procedural programming. Main reason is everything is 
arranged by class and object type which allows you to work directly with 
concepts like a game window, person, place, or thing rather than a bunch 
of variables and functions tossed together in a source file that may or 
might not be related.

HTH.


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Re: [Audyssey] what's involved in making a game?

2009-02-15 Thread Thomas Ward

Hi Charles,
That is as good an explanation as any I've heard for object oriented 
design. In a way creating the classses is like creating an outline of 
the program, organizing everything by type or relationship, and then 
filling in the blanks once you do that.


Charles Rivard wrote:
To put it simply, do you create the rules, then make the outline, then 
fill in the blanks and modify them to follow the rules?


---
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Re: [Audyssey] what's involved in making a game?

2009-02-14 Thread Thomas Ward

Hi Stephen,

Quote
When making Mota, what was the very first thing you did?
End quote

I am afraid I'm not sure of what exactly you are asking. At face value 
to answer your question I started up Visual
C# 2005, now Visual C# 2008, and created a new project folder, project 
build settings, etc for the MOTA project. The usual boring stuff anyone 
does when preparing to write a new program from scratch using Visual C#.


Quote
also, you  know how the
game uses an .exe file to run? well, what was the .exe  file before it 
was compiled?

End quote

It is in a form we call source code. Simply put text files with 
hundreds, usually thousands, of programming specific commands that  tell 
the program how to operate. There are several different programming 
languages C, C++, C#, Java, Python, Visual Basic, etc. Instead of a 
standard *.txt extention source files have an extention that is specific 
to the language. For example, C program source files have a *.C 
extention, Java source files have a *.java extention, C# source files 
have a *.cs extention, Visual Basic 2002 and above have a *.vb 
extention, etc.
Anyway, what a compiler does is it takes all of your source files, text 
files with code in them, and compiles them into a *.exe file. At least 
usually.
Not to confuse you but some languages such as tcl, Perl, and python are 
what we call runtime languages. That is a script style program that is 
started by running another program. For example,

python hello.py
would tell python to start my hello world program contained in hello.py. 
There are compilers for perl and python to make triditional *.exe 
programs, but the majority of perl/python programs are just source files 
that are started by running perl.exe or python.exe via the commandline.
Then, there are your database programs like Orical, Mysql, Postgresql, 
that don't fall in either catagory. Basically, you speak to the database 
engine using a programming language known as sql and it carries out your 
instructions. Needless to say programming a database by hand is boring 
as watching paint dry and not worth talking about here. Though, most 
developers create some kind of front end program in Java, perl, php, 
python, C#, whatever that does all the complex work.

HTH.


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Re: [Audyssey] what's involved in making a game?

2009-02-14 Thread shaun everiss
tom I think the first question should be what was the first thing you coded, or 
the first part of the game minor or major did you do first, ie the menu, the 
interface, etc.
At 08:20 p.m. 15/02/2009, you wrote:
Hi Stephen,

Quote
When making Mota, what was the very first thing you did?
End quote

I am afraid I'm not sure of what exactly you are asking. At face value to 
answer your question I started up Visual
C# 2005, now Visual C# 2008, and created a new project folder, project build 
settings, etc for the MOTA project. The usual boring stuff anyone does when 
preparing to write a new program from scratch using Visual C#.

Quote
also, you  know how the
game uses an .exe file to run? well, what was the .exe  file before it was 
compiled?
End quote

It is in a form we call source code. Simply put text files with hundreds, 
usually thousands, of programming specific commands that  tell the program how 
to operate. There are several different programming languages C, C++, C#, 
Java, Python, Visual Basic, etc. Instead of a standard *.txt extention source 
files have an extention that is specific to the language. For example, C 
program source files have a *.C extention, Java source files have a *.java 
extention, C# source files have a *.cs extention, Visual Basic 2002 and above 
have a *.vb extention, etc.
Anyway, what a compiler does is it takes all of your source files, text files 
with code in them, and compiles them into a *.exe file. At least usually.
Not to confuse you but some languages such as tcl, Perl, and python are what 
we call runtime languages. That is a script style program that is started by 
running another program. For example,
python hello.py
would tell python to start my hello world program contained in hello.py. There 
are compilers for perl and python to make triditional *.exe programs, but the 
majority of perl/python programs are just source files that are started by 
running perl.exe or python.exe via the commandline.
Then, there are your database programs like Orical, Mysql, Postgresql, that 
don't fall in either catagory. Basically, you speak to the database engine 
using a programming language known as sql and it carries out your 
instructions. Needless to say programming a database by hand is boring as 
watching paint dry and not worth talking about here. Though, most developers 
create some kind of front end program in Java, perl, php, python, C#, whatever 
that does all the complex work.
HTH.


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