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Author Topic: Atom Zombie Smasher  (Read 32753 times)

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Brendon

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Atom Zombie Smasher
« Reply #15 on: March 18, 2011, 08:43:10 pm »
@kattle87 - thanks!  I did the gui myself.  There's a few button types (slider, checkbox, etc) and is actually fairly bare-bones.

Groogy

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« Reply #16 on: April 01, 2011, 02:57:58 pm »
Aight Brendon, gotta say this. I'm a fan of yours now. I loved flottila and I love this game too!

Though it's hard XD
Just got my first upgrade in science :D

Got some questions though. Do you use only SFML's Graphics library or do you also blend in some custom OpenGL? Because I noticed the 3D effects on the buildings. If you did it without OpenGL, I'd like to know how :D
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Brendon

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« Reply #17 on: April 03, 2011, 01:01:57 am »
@Groogy - Thanks!

I just used SFML's graphics library & Tao openGL library.  The 3D stuff was mostly extrapolated from SFML's openGL "rotating cube" example app.

Groogy

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« Reply #18 on: April 03, 2011, 01:26:47 am »
Quote from: "Brendon"
@Groogy - Thanks!

I just used SFML's graphics library & Tao openGL library.  The 3D stuff was mostly extrapolated from SFML's openGL "rotating cube" example app.


Aaah thought so. Would have been overkill doing the 3D Math yourself for some simple visual effect. I've only done it myself with points so was interested if you had done the same thing with quads.

Anyway very good work, looking forward to the next one.

Do you know C++ at all? Just wondering if you had any personal Pro's and Con's for C# over C++ for indie game development? I'm very interested in the field, thinking working for one of the big evil corps first for a few years and then start my own ^^
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Groogy

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« Reply #19 on: April 04, 2011, 02:32:27 am »
Yay finally completed it! Though found a bug with achievements. I didn't get the achievement for completing a complete campaign. Also a to fix is that I was just about to kill the last Zed in a city but my copter picked up the last civilian before that. Can't you fix that somehow? Bugged me a bit that I lost a city because my copter was too efficient :P

Right, hardcore here we go.

Update: Never mind on the achievement bug, I got it now after I closed down the game.
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Brendon

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« Reply #20 on: April 05, 2011, 07:41:33 pm »
@Groogy -
For me, it's mostly general preference; I just find C# more user-friendly.  It allows me to spend more time focusing on gameplay code and not having to fiddle with memory or low-level management.

Though from what I understand, C++ is still the most widely-used de facto standard.

Nexus

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« Reply #21 on: April 05, 2011, 11:37:31 pm »
Quote from: "Brendon"
It allows me to spend more time focusing on gameplay code and not having to fiddle with memory or low-level management.
Well, the necessity of manual memory management is one of the most spread misbeliefs in C++ ;)

In fact, you don't have to do this if you use techniques like RAII. Just use containers, smart-pointers and other classes that relieve you from low-level stuff. Pointers per se aren't low-level, they also exist in C#, even if they are called references.
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bastien

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« Reply #22 on: April 06, 2011, 12:37:25 pm »
Reminds me of people who say assembly is as practical as high-level languages because they have such and such macros that make it so easy to create a local variable or call a function.
Check out pysfml-cython, an up to date Python 2/3 binding for SFML 2: https://github.com/bastienleonard/pysfml-cython

Groogy

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« Reply #23 on: April 06, 2011, 02:56:05 pm »
Quote from: "bastien"
Reminds me of people who say assembly is as practical as high-level languages because they have such and such macros that make it so easy to create a local variable or call a function.


Quite true, sure in C++ you don't HAVE to use this difficult stuff, you get a CHOICE to do it. Then that people in reality are stupid and will do stupid stuff and will use the difficult parts in a stupid way is not a part of the problem.. Oh wait! No it is ^^ (The stupid part is not meant as an insult, it's just how it work, I'm one of those stupid persons myself)

I'm wondering do you do any threading in your games at all? Wondering how much need there is for it. I'd like to develop a game in Ruby with SFML though the problem that I can't use threads holds me back. Somehow I got the idea if I want to push enough juice out for a 3D game I have to use threads -.-
I blame my teachers as every assignment I do have to be multi-threaded...
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Nexus

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« Reply #24 on: April 07, 2011, 05:50:23 pm »
@ bastien:
If RAII were a very specific feature that would make C++ more complex, one might argument like this. However the exact opposite is the case: Code becomes easier because of missing memory management and try/catch blocks, and at the same time the application gets more robust with respect to memory leaks, dangling pointers, double deallocations and exception-safety. Just take a look at SFML, in its whole API you never have to deal with raw, owning pointers.

RAII is a fundamental C++ idiom, actually you should have a really good reason not to use it. And no, RAII is not slower, just to avoid another myth.
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Richy19

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« Reply #25 on: April 20, 2011, 03:42:09 pm »
Would you be interested in making a small tutorial on the city generation?
I want to make a procedural city in my project but i dont know where to start with it

NinjaFighter

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« Reply #26 on: April 22, 2011, 06:26:17 pm »
I downloaded and installed the demo, but doesn't work for me :(.
The first error was while load a ogg file, and the second one, was because a SystemDllNotFound Exception (csfml-audio). It was under windows xp.

Brendon

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« Reply #27 on: April 26, 2011, 04:57:59 am »
@Nexus - I'm an amateur programmer at best, so I'm likely quite wrong in my assessment!  Thanks for the clarification.

@Groogy - Atom Zombie Smasher does not implement any threading.  Why does your game require it?

@Richy19 - It just so happens I wrote a blog entry about the procedural city generation: http://blendogames.com/news/?p=55

@NinjaFighter - Some users seem to be having problems with the OpenAL library included with the game. Here is a workaround solution:
http://blendogames.com/atomzombiesmasher/help.htm#mscrash

Groogy

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« Reply #28 on: April 26, 2011, 08:37:23 am »
Quote from: "Brendon"
@Groogy - Atom Zombie Smasher does not implement any threading.  Why does your game require it?


I don't, but every assignment I do at my school has to be multi-threaded. So it is kind of weird working without it. So that's why I wanted to see if you had several threads in your application :)
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acrazyplayer

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Congratulations!
« Reply #29 on: August 05, 2011, 08:03:55 pm »
Nice job getting into the huimble indie bundle!
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