Game Programming: Ascii Games - Page 2
Blogs > CecilSunkure |
loazis
Netherlands381 Posts
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opsayo
591 Posts
Cheers! | ||
Spikeke
Canada106 Posts
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peacenl
550 Posts
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CecilSunkure
United States2829 Posts
New stuff:
On July 05 2012 00:10 Talin wrote: To gather a group? Probably. To actually get something finished? Much less likely. But it would be a fun experience nonetheless (I'd be up for it personally!). Sounds like you guys should get on it! On July 05 2012 22:06 Spikeke wrote: That's pretty cool. Good job. I made a multi-colored text adventure game before to run in a console. But it wasn't anything like this. I really the retro look. Hmm I feel inspiration coming lol. I been thinking about programming something retro lately. You should join the dudes I quoted above me perhaps? On July 05 2012 14:22 memcpy wrote: Nice work. Do you use an in game editor to draw art? I was using a tool someone else wrote to save time. I think I might make my own today, maybe tomorrow, maybe not at all. We'll see | ||
opsayo
591 Posts
also if anyone here is open to starting a small project i'm down. maybe cecil can help delegate? | ||
CecilSunkure
United States2829 Posts
On July 06 2012 06:35 opsayo wrote: what tool is that? also if anyone here is open to starting a small project i'm down. maybe cecil can help delegate? http://forums.tigsource.com/index.php?topic=14588.0 I could perhaps help out a little bit, but I don't have the time to run anything | ||
LastWish
2013 Posts
Must say though, programming in C is a suicide mission, there is no reason why not to use C++ instead. I met a few C fanatics in my life and their preference for C(over C++ or other language) was purely emotional. | ||
Talin
Montenegro10532 Posts
It's basically a week-long game dev competition (actually it's usually a 48hour one, the current one is an exception). It starts on Monday! It would give us some useful constraints in terms of a theme and a deadline, and competitions are fun, and if we end up sucking at least we only sunk 6 days into it. | ||
Flonomenalz
Nigeria3519 Posts
Great blog. | ||
sluggaslamoo
Australia4494 Posts
On July 07 2012 04:14 LastWish wrote: Nice ascii art. Must say though, programming in C is a suicide mission, there is no reason why not to use C++ instead. I met a few C fanatics in my life and their preference for C(over C++ or other language) was purely emotional. The design of C is soooo much better than C++. A lot of people think that C++ is probably one of the most terribly designed languages ever made. A fraction of that think the same for C. | ||
LastWish
2013 Posts
On July 08 2012 22:01 sluggaslamoo wrote: The design of C is soooo much better than C++. A lot of people think that C++ is probably one of the most terribly designed languages ever made. A fraction of that think the same for C. Can you elaborate? | ||
CecilSunkure
United States2829 Posts
On July 07 2012 04:14 LastWish wrote: Nice ascii art. Must say though, programming in C is a suicide mission, there is no reason why not to use C++ instead. I met a few C fanatics in my life and their preference for C(over C++ or other language) was purely emotional. I've got the language down well enough so that I can dev things out pretty efficiently. I also know the limitations well enough to workaround efficiently (for example setting up object orientation with polymorphism and inheritance in a very clean way). I'll be doing a lot of projects in C++ for the rest of my life, so I'll hammer a C one out while I have the free time to do so. | ||
NicolBolas
United States1388 Posts
I love C++, and I much prefer it to C. But the failings of C++ from a design perspective are pretty obvious. Since it is a fairly low-level language, it's not fair to hang issues like "no garbage collection" and such on it. Of course it doesn't have garbage collection; it's not supposed to. Some people will hate on implicit constructor calls, temporaries, operator overloading, or other such things, but those are personal issues, not real problems. Most of the actual problems with C++ stem from either incomplete features (templates with no concepts) or things that are necessary for C interop. For example, pointers. Pointers are good, but the syntax for them is pretty unpleasant. For example, one could imagine a `ptr<Typename>` syntax rather than `Typename*` syntax. It's more obvious what goes with what and everything; you don't have the `const Typename *` vs `Typename * const` issue that forces you to read backwards. It's clear that `const ptr<Typename>` has the pointer being const, while `ptr<const Typename>` has the object being pointed to as const. C-style casts are another thing that C++ shouldn't have had. There are a lot of just generally ugly syntax issues. C++ prefers to use an operator rather than a keyword for things. The C++11 lambda feature is a great feature, but it is induced with the oddball `[]` syntax rather than a keyword. iostreams also suck balls. The only advantage they have over C-style IO is that they're type-safe (and therefore extensible). The C++ standards committee really needs to come up with a better, extensible stream API. std::basic_string is a poorly-designed class. It has no real support for Unicode-encodings (though then again, neither does much else in C++). It has too many member functions that could have just been standard algorithms. And so forth. | ||
NicolBolas
United States1388 Posts
On July 05 2012 00:43 CecilSunkure wrote: That does make sense, but since this is open source if someone wanted, they could use it simply as a reference point for starting their own project. That's the point I was trying to make, if that makes any sense. There are plenty of open source engines out there. AsciiEngine is not special in this regard. Personally, I've never understood why modern games would bother with this. There is no functional difference between so-called ASCII art and a regular tile-map. It's ultimately the same thing: draw a series of images of fixed size in grid locations. If you really want your tiles to be text glyphs, then put text glyphs in your tilemap. At least then, you'll have reasonable freedom to pick a good font that serves your needs. | ||
CecilSunkure
United States2829 Posts
On July 09 2012 06:26 NicolBolas wrote: There are plenty of open source engines out there. AsciiEngine is not special in this regard. Personally, I've never understood why modern games would bother with this. There is no functional difference between so-called ASCII art and a regular tile-map. It's ultimately the same thing: draw a series of images of fixed size in grid locations. If you really want your tiles to be text glyphs, then put text glyphs in your tilemap. At least then, you'll have reasonable freedom to pick a good font that serves your needs. Nobody has written anything for the Windows console quite like this, and it's a whole lot of fun to create something anyways. The point isn't to make something special, but to try and provide something someone can learn from, while learning new things myself as well. | ||
freelander
Hungary4707 Posts
You have to program in Lua to use it. It's easier to learn than C imo (but you'll be a worse programmer if you only learn Lua of course ). Lua is a script language so you don't have to compile, you just put your code in a text file to run it. Löve2D uses SDL, OpenGl, OpenAL, box2d.. etc. Very easy to use. Your games will be platform independent with it. Try it: http://www.love2d.org After installing löve, check out one of my projects: https://love2d.org/forums/viewtopic.php?f=5&t=9649 | ||
sluggaslamoo
Australia4494 Posts
On July 09 2012 06:25 NicolBolas wrote: I love C++, and I much prefer it to C. But the failings of C++ from a design perspective are pretty obvious. Since it is a fairly low-level language, it's not fair to hang issues like "no garbage collection" and such on it. Of course it doesn't have garbage collection; it's not supposed to. Some people will hate on implicit constructor calls, temporaries, operator overloading, or other such things, but those are personal issues, not real problems. Most of the actual problems with C++ stem from either incomplete features (templates with no concepts) or things that are necessary for C interop. For example, pointers. Pointers are good, but the syntax for them is pretty unpleasant. For example, one could imagine a `ptr<Typename>` syntax rather than `Typename*` syntax. It's more obvious what goes with what and everything; you don't have the `const Typename *` vs `Typename * const` issue that forces you to read backwards. It's clear that `const ptr<Typename>` has the pointer being const, while `ptr<const Typename>` has the object being pointed to as const. C-style casts are another thing that C++ shouldn't have had. There are a lot of just generally ugly syntax issues. C++ prefers to use an operator rather than a keyword for things. The C++11 lambda feature is a great feature, but it is induced with the oddball `[]` syntax rather than a keyword. iostreams also suck balls. The only advantage they have over C-style IO is that they're type-safe (and therefore extensible). The C++ standards committee really needs to come up with a better, extensible stream API. std::basic_string is a poorly-designed class. It has no real support for Unicode-encodings (though then again, neither does much else in C++). It has too many member functions that could have just been standard algorithms. And so forth. Couldn't have put it much better myself. I was actually waiting for someone else to respond because I know a lot of others think the same thing. I'm glad it was a C++ programmer objective enough to point out the issues. Your exactly right in that we can't hold things like memory management and other low level functionality against C++, and a lot of C++ enthusiasts think that that's the reason people don't like C++. My qualms are pretty much exclusively about syntax. Its just so inconsistent, its as if Strousup had never heard of POLS. You could even start with how creating abstract classes requires an = 0 on the end of your methods, and you can have a static method that has a static block, which the compiler needs to cascade that "permission" down. Now think about how the sometimes the compiler requires you to use a static block for no reason (or at least not a very good one) and you got yourself a pile of supposedly more maintainable (because its OO) but actually un-maintainable code. You could spend 10 years learning C++ and still learn some new things about it. This causes mayhem when you are with a team of developers. | ||
sluggaslamoo
Australia4494 Posts
On July 09 2012 06:26 NicolBolas wrote: There are plenty of open source engines out there. AsciiEngine is not special in this regard. Personally, I've never understood why modern games would bother with this. There is no functional difference between so-called ASCII art and a regular tile-map. It's ultimately the same thing: draw a series of images of fixed size in grid locations. If you really want your tiles to be text glyphs, then put text glyphs in your tilemap. At least then, you'll have reasonable freedom to pick a good font that serves your needs. Dwarf Fortress is a pretty good game | ||
alderamin
80 Posts
I coded some partial text based stuff way in the past. It is so tedious. Often I think about trying to start it. But then I realize how much time it would all take and how underwhelming and disappointing the end result would be. | ||
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