Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - metime00

Pages: 1 ... 15 16 [17] 18 19 ... 39
241
Creative Projects / Re: Programming la Next Game
« on: April 21, 2011, 07:08:07 pm »
I second this. Despite being incredibly user friendly, it is also very effective and will prepare you for other more serious languages better.

242
I've heard in the DF Talks and the devlogs(I think) that the villagers will move into different towns during this release but I'm not sure. Listen to the two most recent DF Talks and you'll know the deal for this release on peasant AI.

243
DF Adventure Mode Discussion / Re: Best mods for adventure mode
« on: April 21, 2011, 07:00:43 pm »
If you're not scared to mod you can try creating a balor entity and allow it to be an outsider adventurer. Or ask someone on the mod forum to do it for you. I think it's actually a two or three line addition to add an existing creature as a possible adventurer.

244
ah. Also, making some simple fortresses can create an interesting dungeon if you make enough to forget the layouts. You could also commandeer some succession game saves from the community thread and adventure in those forts.

245
DF Adventure Mode Discussion / Re: How to get out of a hole?
« on: April 21, 2011, 06:56:45 pm »
To not drown from falling into a pool by dodging you need adequate swimmer. Otherwise your adventurer will drown if he didn't get in the water purposefully.

246
DF Adventure Mode Discussion / Re: Damn you, elusive currency!
« on: April 21, 2011, 06:52:36 pm »
for buying, offer 1 dwarfbuck and he'll round it up to the lowest he'll sell it for, I believe.

247
That's probably the best way to go. Or if there's another human civ you can make the long trek there to hopefully find more work. Hell, traveling to a new civ area is an adventure in and of itself if that would interest you. Otherwise just generate a new world.

248
Oh man, you guys talking about how much better we are than other forums made me want to go answer newbie questions in the adventure mode forums and actually live up to our standards :P

249
Creative Projects / Re: Programming Algorithms
« on: April 15, 2011, 04:22:24 pm »
yes, I had the program jump between classes without any main class to go back to afterward so when I needed a certain one again it was already gone.

250
Creative Projects / Re: Programming Algorithms
« on: April 15, 2011, 02:00:38 pm »
More that the objects were being garbage collected and so did not exist. I don't remember the specifics, but I am pretty sure that it was my sloppy coding which prompted the destruction of my objects. Perhaps I didn't have the whole "controller class" concept and the constant back and forth caused problems.

251
Creative Projects / Re: Programming Algorithms
« on: April 14, 2011, 08:21:58 pm »
I had a bit of trouble earlier in my programming ventures with trying to have a method that calls other methods to do work by running into the C# garbage collect *shudders*

I've found a balance now, where I can have that easier to manage and modify controller class and not run into the garbage collect. It makes for a much easier to read, organize, and add to a program. Also then I can use virtual methods for different AI for different enemies :D

Although I've never gotten to that point, so the concept remains a concept as of right now.

252
Creative Projects / Re: Programming Algorithms
« on: April 14, 2011, 07:41:11 pm »
Now that was an awesome and helpful post! Other than the insightful extended definition of "algorithm", I found the spawning point idea very helpful. It never occurred to me to use a randomized set of predetermined spawn points to spawn enemies/items, but now that you mention it, it seems as obvious as using a seed to generate a random world.

As well, I will keep in mind the paragraph on "problems in videogames" for when I have to write the AI for enemies.

It seems that the key is to know what you're capable of doing in a language, as well as your goal. I think perhaps better planning and thinking beforehand would be useful. Maybe make an outline for every large function before I write it.

Maybe it's just the fact that I finished writing an essay, but I'm seeing quite a few similarities between making a good program and a good essay. You have to plan beforehand and proofread afterward...

253
Creative Projects / Re: Programming Algorithms
« on: April 14, 2011, 06:23:10 pm »
I just remembered that in my current project I'm going to need to write an algorithm that populates a map with items and beasties as well as one for their AI.

Are there any general tips for getting an algorithm to be elegant and fast as opposed to rough and brute forcey?

The map generator would need to make sure nothing is spawned in a wall or too close to the player or too close to the other monsters/items. That's definitely going to count as an algorithm. Is there anything I can really do besides have them try and spawn and check for things around them before they do for real?

254
Creative Projects / Re: Programming Algorithms
« on: April 14, 2011, 06:07:36 pm »
So an algorithm is more of a broad function that can be easily adapted to other languages? Where do algorithms fall in something like a videogame, where there aren't really any "problems" to solve per se?

255
Creative Projects / Re: Programming Algorithms
« on: April 14, 2011, 05:36:55 pm »
hmm, so it's basically everything in programming? Thanks, that cleared it up. I was always so confused. I guess now it's time to join that programming contest thingy here.

Pages: 1 ... 15 16 [17] 18 19 ... 39