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Messages - Luponius

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16
General / Re: Small RPG design layout.
« on: April 25, 2013, 04:19:52 pm »
When and why would we need to inherit from drawable?

17
General / Re: Small RPG design layout.
« on: April 24, 2013, 10:01:52 pm »
In that case what should the creature class inherit from, then, if anything?

18
General / Re: Small RPG design layout.
« on: April 24, 2013, 08:24:06 am »
Thanks for the reply, regarding the inheritance, I was just making a wild guess, once again it was something very rough and quick, however what would be best to inherit from, and would the class itself have capabilities of drawing itself to the renderwindow?

If so, how would that be done?  Create a draw method which takes in a reference to the main drawWindow and use that argument to draw the this->Sprite on it or what?

19
General / Re: Small RPG design layout.
« on: April 23, 2013, 09:40:12 pm »
@Stauricus As nexus pointed out, in visual studio simply right click your project (Not the solution) and select View Class Diagram.  In here you can see a representation of your relationships.  This however doesn't allow you to create them in here, it's just a representation.

@Nexus.  Regarding the constructors and destructors I wasn't even thinking, I cooked that up in a sketch-pseudo kind of way without thinking too much about the application factor.  However one thing you mentioned which caught my attention was that creature::Sprite was inconsistently named.  Care to explain please? =]

20
General / Small RPG design layout.
« on: April 23, 2013, 07:39:03 pm »
Hi there, I've spent the past few days just reading up on various kinds of things to attempt to expand my knowledge before I even bother trying anything interesting and I've always been asking the same question and hunting for a specific answer of it, so I figured I'd open a topic to discuss it.

My current goal, once I can wrap my head around game design concepts well enough is to make a small rpg, oldskool like with a set of stats and some variance in equipment and such.  This of course means the enemies as well as friendly npcs would have the same amount of detail, possibly with the exception of the player due to swappable equipment and such.

Now the reason I made the thread is because I am curious as to how most coders out there would organize this, and what would you inherit from?

I'm still unfamiliar with SFML however I've attached a simple class structure which i kinda got off the top of my head.  Obviously this would not be correct since I've never done this and therefore never had to sit down and tackle the problems specifically, but how would one organize this?

With that in mind I might be able to take a more focused direction in learning.  My guess however, is the simpler the better, a single creature class which contains global stuff would probably be ideal, initiated once for the player, and then multiple more times with different details for the NPCs as well as enemies.

How would the sprites, animations and such be handled for these kind of situations?  Btw I'm mainly seeking just discussion, although code examples would be nice and welcome.

[attachment deleted by admin]

21
General / Re: Organizing DLL Files from SFML?
« on: April 21, 2013, 06:12:25 pm »
Ah! Fair enough, thanks for clearing that up,  I guess I'm not really in that much need of cleaning it up  :P  Visual does a good enough job of showing it up neatly anyways.

22
General / Organizing DLL Files from SFML?
« on: April 21, 2013, 02:45:14 pm »
Hi there, very simple question...

Is it possible to store the dll files such as sfml-audio-2.dll etc into their own folder called "bin", and still successfully refer to it from your program?  How would you go on about doing that?

Thanks =]

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