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Pixelthief

Dedicated klik scientist

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9th January, 2008 at 14:37:35 -

Rather then brag about how good/bad xxxx game is or how titanic my balls are or that usual tripe, I though I'd make a post about the behind the scenes achievements in clicking; the unseen and ugly aspects of your games that pray that the ends justify the means- the most ridiculous parts of your project that are way overdone or inefficient.

For starters, I'd like the take my current project, Gridquest, and point out how amazing it is. It easily has the most thoroughly obfuscated coding of anything I've ever done, as for mere shits and giggles I forged the entire thing in TGF. Given the task- Creating an entire gridbased RPG in TGF, with no array object- it was no small feat. But there are some rather little quirks in the engine that I thought were funny:
Image

Thats the level editor view of the interface; I actually managed to use up 29 of the 31 allowed loop index's in the fast loop object, so I might be forced to add a new one. The entire game takes place in that single frame, which in TGF leads to some funky business:
Image

In my enemy object, I used up every single animation slot (besides appearing/disappearing, which are hardcoded). Every single enemy in the game, including bosses and motionless block puzzle blocks, are handled by a single object. Considering theres ~150 different enemies currently, I used up every single direction of every single animation.

Next, as I did the entire game within a single frame, that frames event editor got pretty loaded. I counted the events to total ~2546 events. TGF is actually limited to display 1023 at a time I found out, so those are separated into 37 different event groups. For anyone who ever thinks that "having too many events will slow down the game", take this as proof otherwise.

And just believe me when I say 'Nuff Said about my custom level editor:
Image

Lastly, because I opted to create everything in TGF, without using any array object, the game runs its levels entirely in .ini format. Thats right, every single level in the game is a big ugly .ini file in the levels folder. In order to create a new game file, the random dungeon generator needs to export somewhere between 300 and 500 kilobytes in text. Even with only 3 of the 5 slots filled, my "Grids" folder looks like this:
Image


Anyone else have anything really obfuscated or inefficient to show off?

Image Edited by the Author.

 
Gridquest V2.00 is out!!
http://www.create-games.com/download.asp?id=7456

axel

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9th January, 2008 at 15:38:17 -

In MMF, I'm generally quite an efficient coder, if I may say so myself. But I'm much worse in C++, since I'm still quite new to the language. I just finished writing a small level editor for a platformer I'm making with my brother. It took me 2000 lines of code - okay, it's not that much, but for what it does, it's really quite a lot, haha. Plus, I couldn't be bothered to divide the code into many separate files, instead I kept everything in main.cpp. But you know, fuck good practice - it's just tool programming

Here's a screenshot:

Image

The graphics are only temporary by the way, my brother drew them in half an hour for testing purposes. I'm currently working on a new, greatly prettyfied version of that tileset.

 
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Cecilectomy

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9th January, 2008 at 15:41:26 -

may i ask what graphics library you are using? and what IDE?

 
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Deleted User
9th January, 2008 at 15:43:55 -

Are you making Cave Story too? Why is everybody making Cave Story?

 

axel

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9th January, 2008 at 15:44:01 -

I'm using Allegro and Dev-C++.

And OMG, it's a platformer! CAVESTORYRIPOFF.

Image Edited by the Author.

 
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Pixelthief

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9th January, 2008 at 15:46:54 -

Guess its kinda hard to get a scope in terms of a raw "number of code lines" when you're looking at different languages, such as C++ and TGF. Looks fairly efficient on the outside

 
Gridquest V2.00 is out!!
http://www.create-games.com/download.asp?id=7456

Cecilectomy

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9th January, 2008 at 15:48:46 -

same here. i wonder, offtopic for a sec, do you ever have problems with your apps and they just stop running using allegro? randomly my apps just freeze and i have to ctrl+alt+del out of it and end the task. im not sure if its my initializations or if its just a bug in allegro.

 
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axel

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9th January, 2008 at 15:53:59 -

I dunno, I've never had that problem. If you do something stupid in the initialization/deinitialization stages it usually just crashes. It could have something to do with your timer loops and stuff, but I don't know, I'm not an expert at C++ or Allegro coding. But I guess you could ask on the allegro.cc forums?

 
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Deleted User
9th January, 2008 at 16:00:50 -

Your yellow things look like Cave Story, rude person.

 

DaVince

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9th January, 2008 at 16:30:41 -

Image

OMG LOK IM MAKING CAVE STORY

 
Old member (~2004-2007).

Dr. James MD

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9th January, 2008 at 17:04:23 -

Chances are I'll be dropping MMF Tormi and hiring some real coders since **** troddled along to me and want to publish it on ***.

 
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Knudde (Shab)

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9th January, 2008 at 17:07:03 -

Oh! Game time. The system has 3 letters. Either NDS or PSP I'd assume. Lokking at Tormi, probs psp.

As for who or what **** (4 *'s ) is, I've not a clue.

 
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9th January, 2008 at 19:46:05 -

Sony...? And it could be PSN, lol Tormi in HD.

 
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Joe.H

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9th January, 2008 at 19:54:32 -

You should make the MMF version as well.

Also I opened TGF for the first time in ages and made an (albeit buggy) platform engine from scratch lolz.

Image Edited by the Author.

 
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Dr. James MD

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10th January, 2008 at 07:35:45 -

Could be XBLA and 360 too.

 
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http://uk.youtube.com/watch?v=j--8iXVv2_U
On the sixth day God created Manchester
"You gotta get that sand out your vaj!" x13
www.bossbaddie.com

viva/volt

Awesome Sauce

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10th January, 2008 at 08:33:29 -

It could be a fair few things... I imagine I could get Wii Ware down to 4 letters and the hard work is done with Wii .

 
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Cazra

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10th January, 2008 at 09:06:25 -

These aren't the most obfuscated projects I've had, but Neonair Racing and Rand0mness look really weird behind the scenes.

Image

Neonair Racing, first level (zoomed out) OMG! Large, inefficient collision map!

Image

Rand0mness, cave battle frame. The red square manages all the enemies.


The online isometric RPG I've been working on is a lot weirder behind the scenes, but it's on my laptop. The isometric collisions in there are done entirely by an array file! No hidden "real" maps of levels, no "real" player with wall sensors, or anything. It actually works a lot better this way. Uses less objects, and messyness from sensor detection is erradicated.

 
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Pixelthief

Dedicated klik scientist

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Game of the Week WinnerWeekly Picture Me This Winner!You've Been Circy'd!VIP MemberI like Aliens!Evil klikerThe SpinsterI donated an open source project
11th January, 2008 at 01:01:52 -

I'm kinda wondering; whats the most lines of code you've all managed to use in a single frame? I'm already up to 2700 and it looks ridiculous.

 
Gridquest V2.00 is out!!
http://www.create-games.com/download.asp?id=7456

viva/volt

Awesome Sauce

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11th January, 2008 at 03:59:30 -

I've never gotten over 1500 in one frame

I don't think any of my stuff was done in an incredibly ingenious way :\

 
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Dr. James MD

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11th January, 2008 at 06:44:47 -

I think I'm at 1800 lines fer Tormi for the global engine. Individual ones range from 6 (for doors) to a good extra 50-100 for boss fights and all that mess.

 
Image
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On the sixth day God created Manchester
"You gotta get that sand out your vaj!" x13
www.bossbaddie.com

AndyUK

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11th January, 2008 at 15:02:34 -

Lil' pirate currently has 794. Which I think is quite a lot really.
Well that is much more than any other game i've made.

 
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DeadmanDines

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11th January, 2008 at 17:23:02 -

I'm up to 346 with E++, and it's only a few days old, lol. It's my most complicated project ever in that regard...

...cos none of the others ever got this far.

I'm just chuffed to see it actually beginning to work! Most useful app I ever built, this...

On the subject of inefficiency in code:

I was wondering why my app was going so slow, when suddenly I realised I had all these groups that I'd been forgetting to deactivate. So each iteration of the master loop was taking forever to run. That was embarassing.

Image Edited by the Author.

 
191 / 9999 * 7 + 191 * 7
   

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