At 10/7/13 08:27 PM, Rudy wrote: Word.
Yes. Yes it is.
Good job! :3
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At 10/7/13 08:27 PM, Rudy wrote: Word.
Yes. Yes it is.
Good job! :3
Programming stuffs (tutorials and extras)
PM me (instead of MintPaw) if you're confuzzled.
thank Skaren for the sig :P
At 10/8/13 02:26 PM, PSvils wrote: Entity Systems ++;
Fixed. And as useful as minimalcomps are, I really hate organizing all the buttons and boxes. I found minimalconfigurator which lets you define the layout in xml which is handy, but it can only do so much. Comboboxes are a nightmare.
At 10/9/13 04:24 AM, PSvils wrote:At 10/8/13 05:20 PM, Innermike wrote:I'm extremely lazy, hence me focusing on my tools first, so that making a game becomes a very easy thing to do!At 10/8/13 02:31 PM, MSGhero wrote:I swear I get freaked out when I see people with these big ol game engines/editors that let them make everything but the kitchen sink. I'm far too lazy. I just try to plan what I know I'll need and leave things fairly clean enough to put it extra stuff on the way if I realize I absolutely need it (cut-scene editor in dreamlike pixels was probably my biggest oversight).At 10/8/13 02:26 PM, PSvils wrote: Entity Systems ++;Fixed. And as useful as minimalcomps are, I really hate organizing all the buttons and boxes. I found minimalconfigurator which lets you define the layout in xml which is handy, but it can only do so much. Comboboxes are a nightmare.
I've never seen starting from almost scratch with each game a hinderance or "inefficient", I feel like it's an intimate/essential part of my experience, only when it comes to personal projects though of course. But I'm still young so \_(ツ)_/
Also, while programming my own games, I've realized that I just duplicate too many things instead of being able to focus on new and interesting functionality. So I just made all the low-level subsystems like display etc., generic. So hopefully when I make a game, I'll only be making the game part.
I think it only makes sense to eventually have your own code base to constantly work from.
Totally agree a code base which you use time and time again in your games is essential. Mostly the little component and utility things are what you'll end up reusing a lot (Some custom math functions, standard algorithms [a* for example], buttons and other custom ui elements). A solid barebones framework is handy but obviously you all know my views on this (PureMVC all the way baby). If everything is built modular enough then you will find ways of recycling bits and pieces here and there.
That being said, I can't say I'm totally sold on what I've heard a couple of you doing which is to build a massive library of, as our friend Mike put it, "everything but the kitchen sink". I mean, building lots of functionality, potentially hard tied to a 'framework', "just in case" you need it doesn't sound like the most efficient or productive way of going about things.
Obviously I may be misunderstanding what you guys are up to, but I remember Eggy Mario seemed to have quite the comprehensive library going on which made me come to that conclusion.
At 10/9/13 03:13 PM, PSvils wrote: All of this isn't mainly "my engine", it's actually just the whole concept of Entity Systems that make everything so easy. If anyone hasn't read up about them, despite me spamming those 2 words, then do it finally.
I imagine his system ending up as a drag n drop game maker once it's done.
At 10/9/13 05:19 PM, PSvils wrote:At 10/9/13 04:13 PM, MSGhero wrote:Well right now my entity/component editing is very similar to Unity's, without meaning to.At 10/9/13 03:13 PM, PSvils wrote: All of this isn't mainly "my engine", it's actually just the whole concept of Entity Systems that make everything so easy. If anyone hasn't read up about them, despite me spamming those 2 words, then do it finally.I imagine his system ending up as a drag n drop game maker once it's done.
But very soon it will be drag'n'drop :)
Ahh entity systems. An old colleague of mine was obsessed with them quite a few years ago. He even went and did a presentation on them at the LFPUG. He built a framework for it, then someone else did a better one so he contributed to that instead. Despite all of this it's taken me until now to look it up just because you lot have been chatting about it recently :)
So my question to you is: which part is new to you and turning you on to entities? The composition over inheritance part of it or the component based design part?
I only ask because these are the two things in programming which have a hundred different names for slight variations in principle or implementation and are constantly being reinvented or "re-branded". Ultimately they all boil down to the same thing!
At 10/9/13 05:52 PM, PSvils wrote:At 10/9/13 05:41 PM, Rustygames wrote: Ahh entity systems. An old colleague of mine was obsessed with them quite a few years ago. He even went and did a presentation on them at the LFPUG. He built a framework for it, then someone else did a better one so he contributed to that instead. Despite all of this it's taken me until now to look it up just because you lot have been chatting about it recently :)Definitely the component based design part, because it makes everything so generic. A player is an entity with a certain set of components, and an enemy entity would have the same components, except instead of a PlayerComponent, it would have a GoblinComponent. So adding new things doesn't break existing code, all functionality is divided between the components and the systems to run them.
So my question to you is: which part is new to you and turning you on to entities? The composition over inheritance part of it or the component based design part?
I only ask because these are the two things in programming which have a hundred different names for slight variations in principle or implementation and are constantly being reinvented or "re-branded". Ultimately they all boil down to the same thing!
My entity system is based on a strict division of logic and data. Components are pure data. They are objects with public properties, and no functions, unless they're just helpers for setting/getting the data.
Systems request all entities with a certain set of components. And so as soon as an entity contains all the necessary components for a system, the system will start processing it.
It makes all code reusable, because of how modular and detached it is from each other. The component based aspect of it is essentially the composition over inheritance part.
It certainly does sound interesting to have the systems automatically pick up on which VO's (components) have that data and then act upon them if they do. Presumably any changes would either be polled or the system would just fire some update event notifying the view components to redraw etc.
I can see the systems becoming somewhat hard coupled though. Allow me to use wikipedias example to illustrate a scenario:
"Another system could be a collision detection. It would iterate through all entities that have a physical component, as it wouldn't care how the entity is drawn. This system would then detect arrows that collide with monsters, and generate an event when that happens. It shouldn't need to understand what an arrow is, and what it means when another object is hit by an arrow.
Yet another component could be health data, and a system that manages health. Health components would be attached to the human and monster entities, but not to arrow entities. The health management system would subscribe to the event generated from collisions and update health accordingly. This system could also now and then iterate through all entities with the health component, and regenerate health."
The problem I foresee here is that you instantly have a hard coupled dependency between the health system and the collision system. The health system must update it's components on certain collision events.
Suppose the angle you hit a wall at is relevant to how much health you lose. That data would need to come in a payload from the collision event.
Now what if I want to take my health system and move it to another game where collision is not the system which health events are interested in, and damage is no longer calculated based on angle, it's based on how sharp the enemies sword is. I'm going to either add methods to health and leave some unused redundant code in there (very bad) or write a new health component (meaning the code isn't reusable).
Also I was wondering about systems editing many components and potentially conflicting since it's a bit of a free-for-all on them.
Please forgive me if I'm talking rubbish since I've never used the pattern before :)
I cheated OOP for the first time this game. I'm not proud, but I'm certainly not writing cutscene commands for 50 individual people. I put them into 2 groups and manipulate those, but the group class had to extend the child class to keep everything else consistent, and I had to override half the methods so they wouldn't break...so yeah. Messy and a slight bit of hard-coding, but fuck it.
gods of OOP, i beg for forgiveness
For the last week or so I've been staying up until 2 in the morning to edit YouTube videos and waking up at 7 in the morning for math class. A video a day is not easy .-.
Though i've been doing two since Terraria is no longer getting views. Everybody's got the game, now :(
It's fine, i'll find other games that aren't quite out yet or just out to play. And horror games because October. Fuck horror games and everything they stand for >:(
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At 10/10/13 04:27 PM, egg82 wrote: Though i've been doing two since Terraria is no longer getting views. Everybody's got the game, now :(
If we were near the same level in dota2, I'd suggest recording a game with me on skype. I get pretty heated when my team is bad, and they often are.
This tutorial game thing is becoming a normal game, but I'm documenting the hell out of the dev process. It'll be a temperature-based platformer or something; an alien dude who needs to maintain his body temperature while ____ on earth. PSvils will come up with ideas for that blank after getting tobacco.
"doood. those things would facillitate my compound of the elixir of creativity"
At 10/10/13 04:46 PM, Rustygames wrote: Eggy Mario, link plz
close enough :P
http://www.youtube.com/eggy82
At 10/10/13 05:57 PM, MSGhero wrote:At 10/10/13 04:27 PM, egg82 wrote: Though i've been doing two since Terraria is no longer getting views. Everybody's got the game, now :(If we were near the same level in dota2, I'd suggest recording a game with me on skype. I get pretty heated when my team is bad, and they often are.
I'm awful at it, though I know how it works. I did a commentary once, but the video turned out like shit because I didn't set my recording software properly; so I never put it on the channel :(
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At 10/11/13 01:12 AM, Innermike wrote: Interview for Junior Front-End Developer position next Friday.
Goooodluck man! Don't sweat it. Be confident.
I haven't been coding at all lately, ever since i've been putting out daily YT content. Once I start refining my system more i'll happily make room for videos, but currently even school and YT is a really tight squeeze O.o
Still working on that MC mod. Again, pretty much paused that along with everything else in my life >.>
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At 10/11/13 06:53 PM, egg82 wrote: Once I start refining my system more i'll happily make room for videos
programming* - I'll make room for programming. Sonofabitch this is ruling my life xD
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At 10/11/13 07:18 PM, 1516l wrote: http://www.youtube.com/watch?v=lscKfX1Fhlk
OOH, can I spam videos, too?! :D
https://www.youtube.com/watch?v=3ZXUI9zv8lw
Oh, yeah, that is me by the way.
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At 10/11/13 01:12 AM, Innermike wrote: Interview for Junior Front-End Developer position next Friday.
Which company / location?
At 10/11/13 07:25 PM, egg82 wrote:Oh, yeah, that is me by the way.
You look less like your icon than I originally expected.
At 10/11/13 01:12 AM, Innermike wrote: Interview for Junior Front-End Developer position next Friday.
Good luck with it, I'm sure you'll do well.
Entity System actually look pretty neat for game design. Where should I go if I wanna learn more about them/how to create a simple one to start to get my brain understanding how they work better? (sorry if you already stated this somewhere previous to my post)
At 10/14/13 02:50 AM, swishcheese wrote: Entity System actually look pretty neat for game design. Where should I go if I wanna learn more about them/how to create a simple one to start to get my brain understanding how they work better? (sorry if you already stated this somewhere previous to my post)
P would link you here which itself has a link to an article about entity systems. I'll probably start using it as well once he gives a straight answer to collisions!
At 10/13/13 09:06 AM, PSvils wrote: Entity systems advice
Thanks for the thoughtful reply. It does seem interesting, I think I will try it next mini project I do (probably late 2014 at this rate!). I'm always keen to try new things in small scale since PureMVC changed my life so much ;)
At 10/14/13 02:50 AM, swishcheese wrote: Entity System actually look pretty neat for game design. Where should I go if I wanna learn more about them/how to create a simple one to start to get my brain understanding how they work better? (sorry if you already stated this somewhere previous to my post)
Not Wikipedia apparently!
At 10/14/13 11:49 AM, MSGhero wrote: P would link you here which itself has a link to an article about entity systems. I'll probably start using it as well once he gives a straight answer to collisions!
Coool. Thanks. Sooo, I just got a project to do in my Organization of Programming Languages (OPL) class where we have to learn a non-imperative language and make a program in that language and present it to the class. Any ideas on Languages??
Examples he gave were Functional, and Logic programming languages Like Lisp or Prolog. I was wondering, is there any programming languages out there that's main focus is Entity system that are not imperative (Or is ES strictly a programming model where programming language does not matter)?? So maybe I could learn and present how an Entity System works, because I am going to learn about them anyway. I might as well get school credit while doing so.
At 10/14/13 04:06 PM, swishcheese wrote: So maybe I could learn and present how an Entity System works, because I am going to learn about them anyway. I might as well get school credit while doing so.
Seems more like an OOP thing.
This is probably the coolest use for as3 that I've seen other than for games.
Well, this is slightly frustrating. I really want to be a part of these wall'o'text conversations, but I don't have the time to read any, let alone write a response myself.
Can we just say I posted something really clever and funny? :P
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At 10/15/13 11:12 AM, egg82 wrote: Can we just say I posted something really clever and funny? :P
Hahaha. Egg. you so clever and funny. That was a good one, thanks for laugh about ESes.
now nobody will every know... your welcome
At 10/15/13 11:12 AM, egg82 wrote: Well, this is slightly frustrating. I really want to be a part of these wall'o'text conversations, but I don't have the time to read any, let alone write a response myself.
Can we just say I posted something really clever and funny? :P
If PS and I can find time then you can too!
At 10/17/13 09:30 AM, Innermike wrote: Holy shit Bryce I didn't know you made this song http://www.newgrounds.com/audio/listen/281030 man I used to listen to that all the time, that Atlantis one used to be my alarm. I'm so star-struck.
You didn't answer; who's the interview with?
At 10/17/13 09:30 AM, Innermike wrote: nice things
Thanks sir!