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Returning Again Again

Hi all,

I've been in and out of RMN a few times in the past. Saw a post on facebook about how there's a month long make something something going on, chatted to a facebook page a bit, decided to jump back in. Want to try my hand at completing something, since that was the post that drew me in here.

Background on me. For work, I'm an engineer focusing in hardware security and lower level software, but I like taking diversions into scientific computing too. For software, my go to language is C, but I like Python and Perl as well, and I've been picking up Scala recently, mainly for hardware projects oddly enough.

For fun, I love cooking (I'm a curry addict), try to keep up running, and read a decent amount. I try to help in my community too. Church outreach to soup kitchens and I make an effort to keep integrated with places I went to school.

I've written small games before. Nothing super complex, things like pong and C, and I got a version of space invaders running once, but it was a weird dedicated hardware set up.

I'm hoping in the next month to get something like a platformer or zelda clone going good. Basically something that will force me to flex my mind a little and push me beyond what I've done before.

Any direction community wise where I should ask about the month long thing? If people have ongoing things and can integrate a programmer, i may be a good guy to pick up. If not, I'll still make something, but it may be pretty ugly.

Also, I wish I chose a different username ages ago, but whatever. It'll do

SDL with C

Hey all,

I mentioned in a thread a while back that I wanted some advice on a small game (RPG), and in that thread I mentioned that I want to make games leveraging SDL. Then I fell off the face of the earth from class; however, I lucked out and found a small point where I could learn SDL for a small game in the class, so I posted it here:

https://github.com/jsburke/Tetris

I plan on putting a prerelease of this up maybe tonight or over the weekend. I'll do one targetting windows (which is in this build) and one for Linux (I think it should work for Mac too, I hope). This way you can get to an executable easily.

Overall, it was a fun project to pull out for a first one. I wrote the code in a real rush, so some of it is a mess (keypress portions, how I mangled managing images, etc). That said, I plan on tidying up some portions of it.

The way I've used SDL is crude, but it gets some of the gist of how to use it by, like pushing to screens and the like.

Not shown graphically yet, in case you do play it, is the "hold" feature. I got really dang frustrated at the RNG not giving me my long blocks when I wanted them, so I kludged together a quick portion to save blocks for later use. If you want to save a falling block, hit the space bar. Hit the space bar to pull it out again. This is because I was really lazy with RNG. Also, around 8k points it starts to get much faster. I've managed to hit 10k, but then I have no time to react, so if anyone can top that, do it.

I think my next goals for using SDL are to tidy this up (I'm going to be porting parts of it to ATS to leverage outrageously strong type-checking and so the prof can use it in an AI class), making a concise and effecient method of storing and using images for easier use in more complex games like RPGs, learning how to animate things (should be pretty easy I think), and introducing music and sound. My hope is that by the end of July to have a nice tool set up that I can build games on top of. By the end of the summer I think it is feasible to have a simple Pokemon clone. Maybe I can have a small tool for other programming oriented folks to work with to do games like this too.

But I wanted to share what I had for now and pull my head out of the darkness for a few minutes before I return to it. Feel free to critique how bad some of the code is because I wrote this with a real tight schedule or ask questions on how to do whatever.

Final note for myself since this is just hitting me and I know I'll forget, so ignore this. John, the giant ugly switch in rotation related things can be really simplified with an array of function pointers. Do this, too.

: final final note: I don't plan on submitting a tetris clone to rmn as a game. Maybe the next iteration will be more worthwhile. you all can get tetris clones anywhere, so no need for me to clog up resources here with it. I'll do that on github and my computer.

Advice on Making a First Game

So, hi again,

I was here something like a year ago talking about a game project I was doing for school. Towards the end, I noticed it wouldn't really be feasible to share it since it required some not so typical tools. (Anyone doing work with FPGAs that may be interested, feel free to contact me since I have it and it's well documented, albeit, a little messy).

Well, now I want to make a game that is actually portable; it's more fun. As I was organizing myself, I noticed that I've pickled myself a little bit. Namely, I need some perspective on how to organize a simple game. I've made some small ones like Pong and Break Out before, but, organizing for an RPG is definitely a new ball game for me.

I'm going to keep my goals small for trying a first RPG. I'm thinking of the following, and hoping this is a good starting point:

- Two heroes, otherwise I might as well go Zelda style
- One Town with the heroes' home, One Forge for battle Items, One Vendor for other Items, and an entrance to
- One Dungeon, probably 5 floors
- Three Weapon & Armor types
- Three or so other Items
- Five or Six basic enemies
- One Boss
- One Ending

I plan to keep the stats simple, probably just Life, Attack, Defense, Speed, and Luck. I don't feel like doing any magic/PSI/whatever.

The reason I like this is because I should be able to easily extrapolate from this point into more elaborate games since the basics will be laid and created here.

If this seems like I'm missing something, let me know, or if I'm going too strong, again let me know please. Since I don't plan on being overly creative, more of an exercize here, I'll probably steal your usernames for use in the game. If you'd rather not, don't worry about offending; it's your name after all. Also, I'm looking for resources aside from MS paint to make simple graphics and music, etc, so anything there.

Sorry if this repeats a bunch of older thing, I'm just looking here to make sure my skeleton has all its bones.

Original twist for Space Invaders, Maybe?

Hi everyone,
I'm trying to reacclimate myself here. I'm pretty sure this is the right place to post such a question or idea.

I'm currently taking a digital design class at school, and our group has decided for our semester project to replicate the original Space Invaders, but maybe with a couple twists to be decided. Our goal is to produce a working model of the game to be run on an FPGA (essentially a nifty little thing that lets us model and "program" hardware). We will be leveraging Verilog.

Since this goes beyond what seems to be the norm of RPGMaker or C or Java in that we will be designing the hardware too, I thought some of you might like to follow on this project. It is something I don't see around all that much either. For those who do know programming, this could be a way to look a little deeper into what a computer does running your code; it could help remove some of the aspects of what you might regard as a "black-box." For people who are beginning to learn to program, it might be useful to you to see because it might illuminate why programing languages have what appear to be funky features, maybe something like pointers or the stack. For those who don't touch computers for reasons like that, maybe it will seem like less of a magic box and more of a logic box.

I'm hoping to document many things in this project, including:

Our high-level modules
Designs within each of those modules
Verilog Code for those modules
Our Instruction Set
The assembly on our ROM, including some how-tos on asm (this is where the "code" be)
thinking behind other modules driving graphics and sound, etc

I faintly remember some blogging like feature here for games, and I'll use that too, but my gut says a thread here might be more open. How do I do those things too?

The toughest thing about this is that it will not be easy to get access to play. You would need an FPGA, and even then, the pinnings we would make might not be any good for someone else who picks up the code.

So, you have feed back for this? I thought since it is unique in a way here for games, it might catch some interest. Is this something you'd like to learn about? Is there anything I should elaborate maybe?

Hi, I'm re-new

Hey RMN folks,
I was on here derping aroung a long time ago, went inactive, and decided to give this a shot again. I sort of regret the name I selected 3 years ago, but whatever, I don't care that much.

About me, I'm a Hardware/Software engineering kind and currently in Grad school because I needed to stay out of a life of crime. I work mainly in C/C++ and have a good bit of experience with it, and when I finally get a game up here it will probably be in C leveraging SDL or Allegro (OpenGL still scares me because I'm lazy to it). I've written a few games in the past, the most recent one being a crappy rendition of Duck Hunt to run on Gumstix and it successfully burnt the crap out of that thing's memory. Probably should have spent more than 3 weeks on the project, might touch it up in the future for fun.

Aside from that, I help out at the parish, like going fishing because it is quiet and the food is cheap, unsurprisingly like cooking, build conlangs, and have a funny puppy. I like keeping quiet and will probably avoid things that look like trouble.

If anyone wants to do tool development for gamedev, needs more technical advice or help, or just wants to chat fishing, I'm here (again).

Keep well

Hey everyone

Hey yall. I joined this place a couple years back and didn't really do much because of schoolwork, and forgot all the login stuff thanks to time. But now I'm done with those shenanigans, so I think I should have more time to flub around. I actually rejoined because I've been reviewing stuff as of late and thought that if I could direct the review into games, some folks here might get a kick out of it. So, I'll probably have some craptastic text game written in C/C++ by the end of September if I dedicate myself. I also do a lot of gardening.

Also, where do I put up stuff that I've made and how does that process work?
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