last day (18 days later) » 

9:46 PM
room topic changed to 3 hours game development maraton "Gajet + Gustavo": (no tags)
well first of all what do you have in mind?
language? development API or any other things?
 
For speed i would say C# and XNA
dont want to bother with low level stuff
 
well, I need to learn so many things for XNA but OK. no problem.
 
@Damir I'll be glad to have you here.
now about the structures we need.
 
So you can get the gameplay stuff, while i deal with resources, scene management, and etc
since C# is very close to C++ and java, you may have no problems
 
9:48 PM
so you mean I'm the one doing the codes?
 
not exactly
 
I was thinking I'm much more faster with C++ if I'll be coding solo
 
Well, if you wish to, but what library/engine/api?
I do well with C++ too, no worries
 
I'd go with esenthel engine, it's very easy to use but needs some time to get used to it
 
9:50 PM
70MB to download,
it's a reveiw.
their main site is : esenthel.com
 
wow, 70mb with my internet D:
 
then go back to xna
now about the the game structure.
 
first, lets decide the gameplay, so we can decide what structures we'll need
 
you have any special thing in mind?
 
nah
2d, yeah?
 
9:54 PM
absolutely.
I'm going with the TD idea.
 
k, so a topdown TD
 
and I'd like it to have infinite levels to play.
each stage is random generated.
 
based on multiple things such as how much money did the player earned or how much time did he played so far
 
for a td, it should not be hard to generate the stages
 
9:56 PM
I guess it's not.
now that I think about it, there should be a GameMap.
 
just think of some formula to decide how much hard the next game should be
 
Tower and Enemy classes.
also A "buff" class should ease everything.
 
I'm thinking a little warcraft style here.
 
explain pls
 
9:58 PM
let's say there is tower that's going to slow enemies.
whenever it shots an enemy, it places an "slow buff" inside enemy class.
or update it.
 
yeah,
so the enemy class should have a list of buffs
or better, a queue
when a buff ends, it is pulled out of the queue
 
later enemy updates buff in it's update stage and remove them whenever their time ended
not a simple queue,
 
priority queue
or a priority stack
 
buffs may have different times
@GustavoGtoknu exactly
 
i know heh
do you know any tool for team programming?
svn is nice, but..
 
10:00 PM
take a look at this: I guess we can use it to share ideas more visually : grapholite.com
it's only about sharing ideas.
 
wow, nice
seems like www.caccoo.com
i will register
updating silverlight -.-
 
I'm not sure if either of them allow teamwork.
but it's a good try
 
caccoo does, i've alreadyworked with some friends in it
 
I know I can share things using grapholite, but I'm not sure if others can change also them.
anyway, I guess now that we agreed on basic features, we can start with development.
 
try to create
something on grapholite
and inviting me
user: Gtoknu
 
10:07 PM
just a sec, I needed to update my silverlight too
hi john
loading designer
 
im taking a tour in the samples heh
 
you have svn installed on your machine?
 
and git?
 
10:12 PM
then i think we can go with bitbucket+git
creating a repo
 
k
meanwhile I'll get something to drink brb
 
k, back
can u see the editions i made
?
 
did you share them?
or save?
 
it says i cant write...
well
Cacco is instantaneous
you can see what i do while im doing
and it also have a built in chat
 
10:20 PM
I've created an account in cacoo
do you have a github account?
 
i dont :/
will register
 
I've also created an account in cacoo
 
let me create one diagram w8
whats ur email address?
and i made an account in github
 
alisattari.coder@Gmail.com
 
i invited you to the diagram
 
10:27 PM
your bitbucket address?
 
need to make an account on bitbucket too .-.
 
seems I forgot how to use git
:(
 
this you see my edit at cacoo
 
10:36 PM
we also can use unfuddle
i've used it before, it's much more easier to use (and I can use tortuise svn)
@GustavoGtoknu i've edited wrong page!
 
So okay :o
can you open caccoo chat?
 
WHY NO SCREENSHOTS?!
 
planning phase!
 
any ideas about game name?
 
10:50 PM
Hello tweak
 
email?
 
to send an invitation from unfuddle?
 
gustavo.knu@gmail.com
 
I've created a project
and created a project, added to repository
 
11:00 PM
@Gajet 3 Hot Towers
 
why 3?
 
checking out
because its 3 hours heh
 
:D
I really think it's not bad to add texture to entity.
and then only implement draw in entity itself
 
ah, so do so :D
I just think its a bad idea for tiles
 
Did you decide on a theme, or is it going to be abstract?
 
11:02 PM
Can i do the scene management stuff
?
 
I think yeah,
 
Ok
so, here its 20:00, and the dev starts NOW
3
 
I'm going to implement basic features needed based on class chart
you mind if I design structures for rapid prototyping instead of easy maintenance?
 
no worries heh
 
for those who don't have access to cacoo
@GustavoGtoknu which classes did you implement so far?
 
11:11 PM
Scene and GameScene(for testing purposes)
going to commit now
Should i make detailed descriptio on the commit?
 
nope
we can chat here
and don't worry about me, whatever code you produce I can understand.
:D
 
Ok, commited :D
you can update now
what should i do now?
15 minutes have been gone
 
I'll be implementing GameMap for now.
 
Ok, I'll do so for Enitity
 
the basic idea I have is to whenever enemy needs a pathfinding it asks GameMap for directions
@GustavoGtoknu remember to add any files to repository whenever you create a new class
 
11:17 PM
k
 
I got an error scene was not declared in this scopre
 
Added Entity
lol, how not?
btw im going to make everything public, no time for getters and setters
 
good
I'm okay with that,
why do you think csproj file is not updated?
 
dont know..
 
anyway added those files myself
also always keep project in compilable state.
 
11:23 PM
Ok, so maybe better i commit again
ive reached compilable state
Ok, revision 4, update pls
 
@Gajet Check if .gitignore is blocking it.
 
I want ScreenShots :/\
 
@Damir it's not, we are using svn, and it's part of files
 
Ah, thought you were on git.
 
@GustavoGtoknu now i made a guess, try "saveall" instead of save. maybe VC doesn't change project file when you add files to it.
 
11:26 PM
yup, last commit i did a save all, and the .suo file was together in the commit
 
 
nice screen shot heh
who will be doing the art?
 
no idea
commited by only adding a single class
 
I will :)
Trololol.
 
game map wasnt added here lol
 
11:33 PM
new commit
 
new commit
what to do now?
 
are you sure we need to implement draw for every Entity?
 
There is any entity that will not draw itself?
 
no I mean, if entity itself has texture member.
you can implement draw for only Entity class and forget anything else.
just put a setter for their type or what so ever to change that texture.
 
11:40 PM
let's have "no abstract function policy!"
 
new commit, changed many things
hope you don't get conflicts
I think implementing generateMap will take a while so you can work on specific Enemy, Tower, ect.
starting with tower I guess.
 
Random Generation?
Copy cats!
D:<
 
heh, it'll be much more better than your perlin noise stuff.
 
new commit, added mainMenuScene to test scene draw ability heh
btw, is it topdown?
 
11:48 PM
@Gajet >_>
 
yeah,
 
I draw sprites :)
Kinda bored heh
brb food o:
 
So I assume it will be made of tiles, right?
this on entity may change
sb.Draw(texture, new Rectangle((int)Position.X, (int)Position.Y, texture.Width, texture.Height), Color.White);
to
sb.Draw(texture, new Rectangle((int)Position.X * texture.Width, (int)Position.Y * texture.Height, texture.Width, texture.Height), Color.White);
if we use the vector2 position to indicate its position on the tile map, instead of screen pixels
 
I like the first one better,
 
11:51 PM
hm, why?
 
since enemies can have a position between tiles.
 
ah, true.
havent thought of that lol
 
there is no such a thing as textureBank in XNA?
 
you can create one easily
Dictionary<key, Texture2D> textureBank;
 
I'll be doing it
 
11:52 PM
key you can choose to be a string, int, or whatever
the towers will have the ability to upgrade?
 
yeah I guess.
but we can simulate that by destroying and building a new tower.
so no need for a new function so far
 
hmm, like in warcraft, good
so should the "building in progress" be a kind of tower that spawn another tower in the end?
or should it be integrated in the tower itself?
 
for 3 hours game, I think a tower appearing out of nowhere is good enough.
 
few questions, should enemies be able to cast buffs onto towers? should towers be able to cast buffs onto other towers? will there be area buffs affecting bullets?
 
no buff will affect bullets
other than that everything is possible.
 
11:59 PM
so better have two buff lists on entity
castableBuffs
and actingBuffs
with actingBuffs being a priorityQueue
 
no idea there, do as you please
 

  last day (18 days later) »