Apologies
My last blog was too short an irrelevant to anything. This ought to make up for it.Something for C++ programmersI've now spent time with both C# and Java, and no longer have too many complaints about them; in fact, I'm using C# for one of my games, and Java for some minor tools, so I must be liking them.But here's something that bothered me about both languages:// Java
public MyObject()
{
super(9001);
}
// C#
public MyObject()
{
base(9002);
}
MSprite(int& ic):ID(ic) // This was the intended behavior
{
}
MSprite(int& ic):(ic)
{
}
Here have another
Made in C++. :DAlso, yay another space shmup that I probably won't get anywhere near to a state of completion, but is great practice.*Aims the Mega Rifle at Lunacy Star* <- Playful trolling, new members.Sorry Taizen >:3I started the actual code yesterday, and in 6 hours I was done with a framework that gives me all the functionality that Hydra had, but works better (Because I now know how to handle my pointers correctly, and make use of Early-Out algorithms for drawing). It uses SFML, as usual, but was made from scratch. :3Ludum Dare should be a piece of cake (6 hours working on the 'engine' will leave me with about 42 hours for the rest of the things I need to do). My last blog was *that* close to being a "I'm feeling depressed" blog. Whay was I feeling depressed? I don't have a clue.I'm feeling great now though.My LD planVery simple. MAKE GAEM AND WIN!Or, in simpler terms [/irony]: > Create a stable and easy to extend OOP framework in the first 6-8 hours of the comp. [Proven that I can] > Work on design and art assets in the next ?? hours. [Done it before] > Cobble the final game together. [Done this before as well]I already have plans for any level-creation I need to do; I'll use a layered map from TileStudio; I just have to write an importer; fortunately I find all binary IO pathetically simple to pull off in a short amount of time. :PFor music, I'm probably going to use GMGME, with standard SFML music objects as a fallback. In addition to this, I'm going to create an Asset manager (You have no idea how much this speeds up the development process), an Instance manager and who-knows-what-else. The Instance manager is just a simple system built into my base Game Object's that assigns a unique ID to each instance of the class (Using a global counter), and essentially allows me to remove objects by instance instead of by class.Well, back to my papered desk (I've got a 'scratchpad' for the RPG design, and another one ready for LD on the weekend).I've got a checklist for both LD and RPG4D, blank paper stuck on the walls, pencils everywhere, and a blank/cleaned desktop. I think.. Wait, what?!… I'm getting organized?!?! The world is going to end! *Runs away and spreads the word with bouts of lunatic yelling*
class Maid : public RapableEntity { public: inline Maid(int x, int y) : RapableEntity(x, y) { resistance = rand() % 7; meidoDress = new Dress(rand() % 4); radius = 8; } inline virtual ~Maid() { delete meidoDress; } private: Dress *meidoDress; }; class RapableEntity { public: inline RapableEntity(int x, int y) { this->x = x; this->y = y; semenContained = 0; radius = 0; } inline virtual ~RapableEntity() { } inline CumInside(int gallonsOfSemen) { semenContained += gallonsOfSemen; } protected: int x, y, semenContained, radius; }; class Dress { public: inline Dress(int style) { this->style = style; } inline virtual ~Dress() { } inline int GetStyle() { return style; } private: int style; };I like your codes Rob.
64d: always classy