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It hasn't even been two full years since Spacebase 1.0 and we're already getting a glorious encore with Starbound.
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# ? Apr 5, 2016 11:12 |
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# ? Jun 4, 2024 03:04 |
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See also: Banished
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# ? Apr 5, 2016 14:23 |
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Babe Magnet posted:See also: Banished Banished was actually good, though.
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# ? Apr 5, 2016 14:27 |
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Banished is okay.
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# ? Apr 5, 2016 14:28 |
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Those Geodes look amazing. I'd play as one in a heartbeat, great work!
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# ? Apr 5, 2016 14:46 |
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As a novice programmer what WOULD be a better alternative to the if/else statements? Switch statement?
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# ? Apr 5, 2016 16:37 |
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Normal people put their item lists in data files and read them in at runtime. If you're hardcoding your item list, well, that thing works okay. Switch statements are almost never appropriate for anything, ever, FYI.
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# ? Apr 5, 2016 16:50 |
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Seven Force posted:As a novice programmer what WOULD be a better alternative to the if/else statements? Switch statement? It takes about the same amount of work to either make a jillion subclasses of Item, one for each type of item, or to make a Dictionary of arrays that gets used to instantiate an Item on the key of either the item name or some other unique ID. The main difference is that doing it either of those ways is easier to read, and also easier to make changes/append things to, than a massive 30-page If/Else block. LordSaturn posted:Normal people put their item lists in data files and read them in at runtime. If you're hardcoding your item list, well, that thing works okay. Switch statements are almost never appropriate for anything, ever, FYI. This works, too, but I'd prefer the hardcode version honestly in a game with online multiplayer support.
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# ? Apr 5, 2016 16:52 |
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Rrussom posted:Love the Geodudes the lower row are clearly geodames
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# ? Apr 5, 2016 17:13 |
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Geodudettes! That's the proper surfer terminology, anyway.
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# ? Apr 5, 2016 17:59 |
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Thanks, guys The fact that you like them makes the whole project feel like a little bit less of a waste, even if they're never going to get used in the end.Eonwe posted:i will allow you to make a power rangers style video game, but with Geodes as the main characters Rhopunzel posted:This art is really really good and is pretty much game quality. You're really talented. victrix posted:I like the one with a pink butt head dog kisser posted:Yeah, these are amazing. I feel like I saw a very early version of these before I started work on the Peglaci - I was jealous then and I'm jealous now of your skill! But I could say the same to you! The Peglaci have always stuck out as one of if not the the most fleshed-out and impressive races around, and your upgradable guns and LUA wizardry with objects always made me really sour I never learned how to code. Thompsons posted:the lower row are clearly geodames
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# ? Apr 5, 2016 21:06 |
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Seven Force posted:As a novice programmer what WOULD be a better alternative to the if/else statements? Switch statement? Inheritance. You have an Item class that has all the things all items can do then inherit from that. So MeleeWeapon inherits from Item and adds the things all melee weapons can do. From there it depends on if you need the data to be malleable or not. In something like Terraria you could just create another class that inherits from MeleeWeapon for each type of weapon; as in you have ShortSword and BroadSword and the specific things and whatever. Cleaner, more readable way to say "ShortSwords behave this way while BroadSwords behave that way." Then in whatever tracks equipment you have a slot that can take a Weapon of some sort (you can, of course, have Weapon between Item and MeleeWeapon then have other stuff inherit from Weapon but that's also dependent on the game). The instead of if/else crap you can just give each terminal class its attack code. Inheritance is like insanely useful for that sort of thing. Also has inherit sanity checking so you can prevent the game from even being able to let the player equip a helmet as a weapon.
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# ? Apr 6, 2016 10:52 |
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Do you think it was updated for the handful of console versions of the game when Engine Software ported it?
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# ? Apr 6, 2016 11:36 |
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ToxicSlurpee posted:Inheritance. You have an Item class that has all the things all items can do then inherit from that. So MeleeWeapon inherits from Item and adds the things all melee weapons can do. From there it depends on if you need the data to be malleable or not. In something like Terraria you could just create another class that inherits from MeleeWeapon for each type of weapon; as in you have ShortSword and BroadSword and the specific things and whatever. Cleaner, more readable way to say "ShortSwords behave this way while BroadSwords behave that way." Then in whatever tracks equipment you have a slot that can take a Weapon of some sort (you can, of course, have Weapon between Item and MeleeWeapon then have other stuff inherit from Weapon but that's also dependent on the game). No stop you're making me want to talk about code and about how inheritance is great and overriding is wonderful.
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# ? Apr 6, 2016 13:01 |
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I know this is OT but I appreciate the detailed responses. It's nice to know efficient ways to code stuff. On topic: I can't believe I used to defend this game. Seven Force fucked around with this message at 14:44 on Apr 6, 2016 |
# ? Apr 6, 2016 14:39 |
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LordSaturn posted:Normal people put their item lists in data files and read them in at runtime. If you're hardcoding your item list, well, that thing works okay. Switch statements are almost never appropriate for anything, ever, FYI. Not necessarily from a game design point of view, maybe, but switch statements would be helpful for making a series of discrete input options. Like you've got a dropdown with several possible options, a switch statement can be more readable, and a little easier to expand. Of course, there might be some reason at a low level to not ever use a switch statement that I just don't know, and hardcoding a list of items or w/e is the worst goddamn idea.
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# ? Apr 6, 2016 14:55 |
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Switch statements are fine, use them if you want, or not. What that Terraria setup needed, though, was to store all that item data in a config file and load it all up into a data structure at runtime.
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# ? Apr 6, 2016 15:01 |
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I looked at the notes for version 1.0. I'm a bit excited and cautiously optimistic. I made sure not to play the game too much while it was still in development. That was also a long time ago, so I expect things will be relatively new by this point in time. I did explore some planets, quests, and build a house before:
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# ? Apr 6, 2016 15:57 |
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Inverness posted:I'm a bit excited and cautiously optimistic. Careful, we've been here before
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# ? Apr 6, 2016 16:16 |
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Ahundredbux posted:Careful, we've been here before More times than I'd care to admit
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# ? Apr 6, 2016 16:17 |
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Inverness posted:I'm a bit excited and cautiously optimistic. There's nothing about making the Terraria parts of the game less tedious, so you shouldn't be.
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# ? Apr 6, 2016 16:25 |
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Orv posted:There's nothing about making the Terraria parts of the game less tedious, so you shouldn't be.
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# ? Apr 6, 2016 17:03 |
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The material collection and various excavation/exploration portions, which Tiy seems determined to make take several eternities.
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# ? Apr 6, 2016 17:06 |
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Inverness posted:I looked at the notes for version 1.0. If you take them at their word then you should be cautiously optimistic, given that the patch notes consist of "literally every aspect of our game is going to be much better" Unfortunately there's absolutely no specific information and no reason given past development that they can be taken at their word, so I'd recommend judging them by their actions instead of their words your choice though!
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# ? Apr 6, 2016 17:07 |
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Inverness posted:while it was still in development What makes you think it'll leave development? This is just going to end up like Minecraft's move to beta: it's just going to be a raise in price and nothing else.
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# ? Apr 6, 2016 17:24 |
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Hitlers Gay Secret posted:
you mean when notch literally flipped a huge novelty switched and declared minecraft at 1.0 and released
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# ? Apr 6, 2016 21:17 |
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hey notch made sure to clarify at one point that the "all future versions for free" thing he said originally didn't count for new platforms before he flipped that switch. he is not 100% lazy. only 99.9r%
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# ? Apr 6, 2016 21:24 |
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Hitlers Gay Secret posted:
What makes you think development will continue much past 1.0? I think it's more likely the game gets its meager 1.0 patch and then development hibernates. That's usually how these things go.
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# ? Apr 6, 2016 21:25 |
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Inverness posted:I've never played Terraria. Why haven't you? If you have any passing interest on starbound, you really have to play it. They released the 1.0 quite a few years ago and kept working on extra, free content. Also it's dirt cheap these days.
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# ? Apr 6, 2016 21:32 |
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Terraria is very good, and you should play it. With friends, preferably.
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# ? Apr 6, 2016 22:43 |
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nerdz posted:Why haven't you? If you have any passing interest on starbound, you really have to play it. They released the 1.0 quite a few years ago and kept working on extra, free content. Also it's dirt cheap these days. Buying more is the last thing I want to do.
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# ? Apr 7, 2016 00:35 |
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Inverness posted:I have a pile of games on my backlog, and now expansions for games I already have. all the more reason to give up all hope on starbound and forget it exists.
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# ? Apr 7, 2016 01:01 |
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deadly_pudding posted:This works, too, but I'd prefer the hardcode version honestly in a game with online multiplayer support. And I'd prefer the softcode version in a game with mod support! Support your modders, guys, they're probably better at this than you are to begin with. senae posted:Not necessarily from a game design point of view, maybe, but switch statements would be helpful for making a series of discrete input options. Like you've got a dropdown with several possible options, a switch statement can be more readable, and a little easier to expand. My main problem with switch statements is that I've never seen a language that makes them take up less lines of code than an if-else block. Their main feature is fall-through cases, which are mostly a great way to put invisible bugs in your code. Literally the first book I ever read about programming a computer included an example of a program with a broken switch block. I guess I would use a switch block for things where I need 4 or more values to go to the same place, but as long as it's one-value-one-destination, if-else is going to be less likely to gently caress off and die. Seven Force posted:I know this is OT but I appreciate the detailed responses. It's nice to know efficient ways to code stuff. gently caress this topic Seven Force posted:On topic: I can't believe I used to defend this game. A true life lesson I have learned is never to ever defend a video game. Play it or don't. LordSaturn fucked around with this message at 02:42 on Apr 7, 2016 |
# ? Apr 7, 2016 02:39 |
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I'm a developer but I never attempted to get into game development. Sometimes I wonder how bad the code for indies developing with a very small team and very limited funding is. Then I see that if/else monstrosity and the guys from project zomboid losing almost a year of progress because their laptops with the (non-versioned) source code got stolen.
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# ? Apr 7, 2016 03:39 |
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nerdz posted:the guys from project zomboid losing almost a year of progress because their laptops with the (non-versioned) source code got stolen. hahahahah what? at least like use dropbox. i want to believe that was just an excuse to spend a bunch of time refactoring or something because goddamn.
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# ? Apr 7, 2016 05:00 |
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Sloppy Milkshake posted:hahahahah what? at least like use dropbox. i want to believe that was just an excuse to spend a bunch of time refactoring or something because goddamn. Zomboid still isn't done? It may be the first proto-EA game I ever got when I bought that $5 tech demo years ago
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# ? Apr 7, 2016 05:18 |
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Sloppy Milkshake posted:hahahahah what? at least like use dropbox. i want to believe that was just an excuse to spend a bunch of time refactoring or something because goddamn. Not only can you just dump it on dropbox for an easy, lazy backup there's tools specifically designed to handle versioning, backing up and distributing your code for anyone who needs to access it. For my own dumb little coding projects I'm just dropboxing poo poo because it's just me and I don't need to keep anyone in the loop about changes to the code, but on a larger project with multiple contributors like a game would have I would 100% be using better tools to handle that stuff. The only reason you wouldn't use it is if security was a major concern, in which case whoever you're working for would have their own system for handling it because god damnit offsite backups are loving important. Slime fucked around with this message at 14:54 on Apr 7, 2016 |
# ? Apr 7, 2016 14:51 |
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project zomboid... in space !!
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# ? Apr 7, 2016 14:52 |
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Christ, it only costs like $7 a month for a set of private Github repos
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# ? Apr 7, 2016 14:53 |
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# ? Jun 4, 2024 03:04 |
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Private Github Repos, reporting in sir
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# ? Apr 7, 2016 14:58 |