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GamesterXIII



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8th April, 2011 at 05:30:57 -

Yeah I've tried to get a friend to make something simple with me, just to get warmed up to actually getting crap done, but he usually gets too ambitious with it and things go downhill quickly.

I do have a lot of sprites to work with left over from the xmas competition, I just need to get crackin' >_>

 
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nim



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8th April, 2011 at 07:33:13 -

I'd like to get into Unity and Flashpunk some more as I've only dabbled in them a little. I just need more time.

Eventually I'd like to move on from MMF. Not in the near future, though.
If I had much more free time I'd already be actively looking at other game dev tools or languages; the desire to change is already there, but as things are I'm stuck using MMF.

Edited by nim

 
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Muz



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8th April, 2011 at 11:09:14 -

Definitely going to move out of MMF eventually. MMF is supposed to be a tool to make things easier. I've hit way too many barriers, and the workarounds are proving to be more work than just doing it differently. The worst thing is that klik and typical programming methods don't go well together. In programmability, MMF2's a huge improvement over MMF1 (which didn't even color code the expression editor) but still poor.

I already do a lot of C programming, it sucks for making games. I don't even see why people are so eager for it, C's better for low level programming rather than gaming.

So, Construct looks like the best alternative so far, even with the bugs.

Of course, not saying everyone needs to switch out of MMF2. But MMF2 is just way too inefficient for the way I prefer to do things.

 
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Hernan



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8th April, 2011 at 12:16:13 -

I've really been hiting those limits with MMF2. Some people complaining about my last game that it's slow and resource intensive, even though I used every trick I know to make it as efficient as possible. Plus coding in MMF makes things pretty rigid.
So I'm reworking it in C++ Definitely takes a lot more time, but the flexibility and efficiency make it worth it.

I'll return to MMF2 after it though For simpler games it's perfect. And maybe then we'll have shiny new runtimes from clickteam.

 
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Hagar

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8th April, 2011 at 16:25:45 -

I am looking at IRRLICT and the Dark GDK, both are pretty cool. I have not quite made my mind up which one to go for yet.

I will still use MMF2 for most 2D games, although I am finding my isometric game a bit of a drag in MMF2. That said I find MMF2 quite therapeutic at the end of a hard day.

I do a lot of programming in C - it maybe long winded but I always get the results I desire at great efficiency - so a C based language seems the right direction for me to go in.

 
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Phredreeke

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8th April, 2011 at 16:34:30 -

WHO NEEDS MMF3 WHEN YOU GOT WEBTURTLE? http://sonic.net/~nbs/webturtle/

 
- Ok, you must admit that was the most creative cussing this site have ever seen -

Make some more box arts damnit!
http://create-games.com/forum_post.asp?id=285363

Sketchy

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8th April, 2011 at 16:50:41 -

I was looking into the possibility of making games with C/Java/etc a long while back.
The general impression I got (right or wrong) was that the actual game-logic part would not be too bad, but that common tasks such as simply drawing an image on screen, would require an awful lot of code (and then for a game you'd need to use double buffering, etc as well). I'm sure there are libraries you could use which would make it easier though. The other thing, is that there's all the hassle of having to compile the source code to test anything.

This is why I like HTML5 & Javascript - you have the canvas element to make it easy to draw graphics (the browser does all the complicated stuff behind the scenes), and any time you want to test something, you can just hit the refresh button in your browser.
Obviously performance is not comparable, but it seems like a nice stepping stone if you wanted to move from something like MMF2 to an actual programming language.

 
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GamesterXIII



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8th April, 2011 at 18:18:38 -


Originally Posted by ..::hagar::..
I am looking at IRRLICT and the Dark GDK, both are pretty cool. I have not quite made my mind up which one to go for yet.




Isn't there an IRRLICHT extension that has been in development for MMF for quite some time?



Originally Posted by ..::hagar::..
That said I find MMF2 quite therapeutic at the end of a hard day.



Haha I feel the same way. MMF 1.5 was a frustrating pile of redundant bs though .

 
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Jenswa

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9th April, 2011 at 17:55:39 -

I am moving to java, Hooghaar Classic will eventually be finished and made with it. And as it's java based, it will work on windows, linux and mac os.

Also I am trying to setup my engines in java and a (nearly) parallel one in javascript with html5, the target audience just got bigger with the support of canvas in Internet Explorer 9.

In my opinion java doesn't need an awful lot of code to draw things on screen or to do double buffering, especially when compared with html5. But when you make the comparison with mmf2 then it does take quite some code, mostly because mmf2 handles that code for you.

You're right about compiling and testing, that's why game logic is often coded in a scripting language which can be loaded on the fly for debugging. For testing in html5 there is no need to compile, just hit the reload button or F5

 
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Hayo

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9th April, 2011 at 21:28:25 -


Originally Posted by GamesterXIII
I work.

When I started working at my current job I was about 30-45 minutes away from home and worked 8:00-5:00. When I started I was told I would be able to move to another area that is much closer to my home if the opportunity came up. A few months ago that opportunity did come up and I took it. Now I live 10 minutes away from my workplace, work 8:00-3:00, leave at 2:00-2:20 on most days, and still get paid for 40 hours a week.

Instead of working on games, or even playing videogames, I just browse the internet most days when my gf isn't home . I started doing that when I moved, which is odd, because I actually enjoy my job and it is quite easy.





Soooo, when you get a real job you might stop trolling this place?

 
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Cecilectomy

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10th April, 2011 at 08:14:33 -

I've never really had the patience or will power to ever complete anything other than simple games or ideas.

I could potentially go in any direction i wanted. I know almost every popular modern language there is, and am very adept at quickly learning any new language, as core concepts are easy to learn, and while new syntax/semantics can be a bitch to get a handle on, they are never too hard to grasp.

@Sketchy - drawing in Java is so simple its not even funny. Its more or less the following. Use a JFrame or JPanel or both and just override the public paint method. then in your game logic you just make calls to repaint() and java decides when stuff needs to be drawn again using the overriden paint method.

@Override
public void paint(Graphics g) {

g.setColor(Color.RED);
g.fillRect(10,10,10,10);

}

Java Graphics class has plenty of methods to do basic primitives, or drawing sprites loaded into an Image class object ( g.drawImage(Image img, int x, int y, ImageObserver observer) ).

This is the current state of my Final Project for my Advanced Java Class. Its a PacMan clone. Ive been working on it for maybe 2 weeks in my spare time between work and school.
http://www.cecilectomy.com/index.php?page=Home&id=44

Haven't really tested it on anything other than my laptop and desktop, both of which are mid ranged computers (2.2ghz+ dual core, 2GB+ RAM), and it runs at full speed 80fps + or - a few fps.

 
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Assault Andy

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10th April, 2011 at 11:41:33 -

For Java, Slick2D is really awesome: http://slick.cokeandcode.com/

What I don't like about Java is how you can't compile things "natively", which is the whole point of Java in the first place. You always rely on the JVM, and it looks unprofessional in many ways, out of the box. There are some work arounds, in the form of launchers right up to something expensive like Excelsior Jet which truly compiles Ahead-Of-Time. But for normal usage, I find that restriction quite annoying in game development.

 
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Also creator of ZDay20 and Dungeon Dash.
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Jenswa

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10th April, 2011 at 14:06:11 -


@Sketchy - drawing in Java is so simple its not even funny. Its more or less the following. Use a JFrame or JPanel or both and just override the public paint method. then in your game logic you just make calls to repaint() and java decides when stuff needs to be drawn again using the overriden paint method.



Ehrm you don't want to do that, because you don't want java to decide when java will paint something on screen. At least for games, which is usually the scope here at tdc. You want active rendering and probably with a double buffer. On which is currently being displayed and the other one to draw on. Which is easy once your image is loaded and the graphics object is know. Just use the drawImage() (see note for html link) method for the graphics class, even better the Graphics2D class.

After all drawing has been done, flip the buffers et voila. No just try to limit this process to say ... 60 fps?

@Assault Andy
You're right about the JVM, with MMF you don't have that problem, except there might be some other dependencies. Java and the JVM works a little bit like microsoft and its .net framework, you need to have the .net framework installed in order to use some .net application, also very annoying.

To exaggerate a bit: I need to have some version of windows in order to play my mmf game. What if I am running Mac OS X or Linux? Then you would need to compile a different binary. With java this isn't needed, just install the vm for windows, linux or osx and run the same packaged java byte code. It's what I like about java.

Just at some point dependencies come in, it's just a matter of your likening: a virtual machine? directX? openGL? a minimum amount of ram? a decent gpu or cpu? Lot's of hard drive space or almost none?

The windows computer with decent hardware is already available probably with directx and no other things need to be installed, just unzip and run your game. I like that idea too, but I want it on all platforms with the same software package. Java allows me to do that.

And compiling native code is an option with java, it's just harder to do and drags in some more stuff in the package.

So I say, html5 is the way to go, with your browser and those blazing fast processors of nowadays! And if not it's probably managed in some kind of framework.

Note: html link for drawImage() (remove the "" marks before or after pasting, this complicated url isn't supported in tdc forums at the moment)
"http://download.oracle.com/javase/1.4.2/docs/api/java/awt/Graphics.html#drawImage(java.awt.Image, int, int, java.awt.Color, java.awt.image.ImageObserver)"

Edit: added the note.

Edited by Jenswa

 
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Hayo

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10th April, 2011 at 16:22:20 -

Actually, come to think of it, my future might be in education. I have been teaching TGF2 now for 3 months and it is really fun. So instead of "moving on" I might just start reeling in new click product users

 
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GamesterXIII



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I am an April Fool
10th April, 2011 at 17:02:04 -


Originally Posted by Hayo

Originally Posted by GamesterXIII
I work.

When I started working at my current job I was about 30-45 minutes away from home and worked 8:00-5:00. When I started I was told I would be able to move to another area that is much closer to my home if the opportunity came up. A few months ago that opportunity did come up and I took it. Now I live 10 minutes away from my workplace, work 8:00-3:00, leave at 2:00-2:20 on most days, and still get paid for 40 hours a week.

Instead of working on games, or even playing videogames, I just browse the internet most days when my gf isn't home . I started doing that when I moved, which is odd, because I actually enjoy my job and it is quite easy.





Soooo, when you get a real job you might stop trolling this place?



Heh.

Considering that I support 2 people, pay for a home, land, all bills, entertainment, soon 2 vehicles, and more, I think I'm dabbling in the realm of mediocrity at the least. By the time I'm in my 30s I'll have more money than I'll know what to do with. Poor me.

I may be extending a business with a family member soon and I'll probably be spending most of my not-at-work time there, so you may or may not see me less.











 
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