|
Post by JDTAY on Mar 5, 2005 17:50:36 GMT -5
Should I be worried that I've had BEX for who knows how many months and have yet to develop anything worthwhile with it?
|
|
|
Post by haroldoop on Mar 6, 2005 11:52:13 GMT -5
No need to get bothered because of this. I also left SGCC rotting in my hard drive for almost an entire year, before I actually started developing anything. ;D
|
|
|
Post by JDTAY on Mar 8, 2005 9:41:45 GMT -5
Oh my gosh, as soon as I posted this topic, I got an inspiration and have been developing like crazy ever since. I hope I don't jinx it by posting this now.
|
|
|
Post by JDTAY on Mar 8, 2005 9:48:08 GMT -5
Hey, Devster, if I send you a small demo of my huge awesome project, should I send it to your hotmail mail (listed on the BEX page) or your gmail mail (listed in your forums profile)?
|
|
oompa loompa
I AM THE GOVERNATOR
"Git 'Er Dun!"
Posts: 1,301
|
Post by oompa loompa on Mar 8, 2005 11:12:03 GMT -5
gmail ;D, but i still read both though
|
|
|
Post by JDTAY on Mar 11, 2005 11:26:34 GMT -5
Oh man, I'm completely stuck on my huge awesome project. Does anyone wanna help?
|
|
|
Post by haroldoop on Mar 11, 2005 16:58:04 GMT -5
Just ask away! ;D
|
|
|
Post by JDTAY on Mar 11, 2005 17:59:28 GMT -5
No see, it's more complicated than that. By stuck I mean "lost all motivation" and by help I mean "finish it for me."
So, do you wanna? Man, I'm just not sure that I have what it takes to be a programmer.
|
|
|
Post by RedAngel on Mar 11, 2005 19:29:39 GMT -5
You should start with little projects. I think it is better to have four basic demos/games/programs completed than one huge project unfinished. You are taking too seriously, I mean this should be a funny way to spend time not a stressful task.
|
|
|
Post by haroldoop on Mar 12, 2005 6:32:46 GMT -5
I agree. The best way to get motivation is to have at least something finished. Btw, I am curious, what was your project?
|
|
|
Post by JDTAY on Mar 12, 2005 12:49:09 GMT -5
Genny Pacman! Implementing Pacman and the game map and Pacman's contact collision and the dots was all pretty easy, but I'll be darned if I can ever figure out how to do the ghosts' AI.
|
|
|
Post by haroldoop on Mar 12, 2005 13:37:33 GMT -5
First of all, you'll need a pathfinding algorithm. Take a look at those links: www.petesqbsite.com/sections/express/issue4/index.html#pathfindingwww.grinninglizard.com/MicroPather/readme.htmai-depot.com/Tutorial/PathFinding.htmlA note about Pacman's AI: - In the original Pacman, the ghosts didn't hunt you all the time: they spent a period of time chasing you, and another period simply wandering around. As you advanced through the levels, they spent more and more time chasing you, and less and less time wandering around. This is actually very simple to implement. - Likewise, each ghost had a slightly different AI. One tried to simply stay near your vicinity, another one tried to surround you by aiming for an spot two steps ahead of you, and another one simply fooled around. Can't remember what the fourth one did, though. Of course, you don't need to implement their AI just like in the original game, but having a different "personality" for each ghost would be a really nice touch.
|
|
|
Post by JDTAY on Mar 12, 2005 19:45:46 GMT -5
Well, I think I'm going to move onto another project for now, so if you want to, I can send you the code for Pacman and you can finish it, but be warned, it's a clone of the 2600 version, not the arcade version. I know most people prefer the arcade version, but I think the 2600 version lends itself to better gameplay.
|
|
oompa loompa
I AM THE GOVERNATOR
"Git 'Er Dun!"
Posts: 1,301
|
Post by oompa loompa on Mar 15, 2005 0:09:32 GMT -5
why quit? you're gonna be faced with the same problems and situations programming other games =p. i think it'd be best to learn how to program simple AI (pacman 2600 has a very simple AI) because when you know how to do that, bigger better things happen =).
there should be lots of AI tutorials on the net, just a click away from google. most of them might be geared towards c/c++, but most importantly, it'll be the concepts learned
|
|