code logs -> 2014 -> Tue, 10 Jun 2014< code.20140609.log - code.20140611.log >
--- Log opened Tue Jun 10 00:00:12 2014
--- Day changed Tue Jun 10 2014
00:00 Turaiel[Offline] is now known as Turaiel
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04:55
< Harlow>
Mcmartin, you've helped build games before, is there a general outline for functions and classes that you /need/ to make a game properly?
04:55
<&Derakon>
No, there isn't, because games are wildly variant in what they require.
04:56
<&Derakon>
E.g. an interactive fiction game is totally different from a 2D platformer, a puzzle game, or an FPS.
04:56
<&Derakon>
At best they'll share some menu code.
04:57
<@Reiv>
And even then, check out CogMind for a creative approach to menus~
04:58 Kindamoody[zZz] is now known as Kindamoody
04:58
< Harlow>
Well view-controllers, game-states, menus, ect. u things like that are basically in everything.
04:58
< Harlow>
omit u *
04:59
<@Reiv>
Sure, but game-states can be wildly variant in what gets saved and how, and why.
04:59
<@Reiv>
For instance, there's a reason checkpoint-based saves are so popular, even if gamers hate them.
05:00
<&Derakon>
Your savefile is a number~
05:00
<@Reiv>
View-controllers, sure, every game puts output to the screen. But a 2D game might do so very differently to an FPS or flight simulator.
05:00
< Harlow>
yeah but its still a thing that you need
05:01
< Harlow>
I'm asking basically what you /need/ for a functioning game, a tutorial for the essential frameworks of one.
05:01
<@Reiv>
Correct, but I'm pointing out that they're wildly different between different games and genres
05:01
<@Reiv>
So there's no One True System for it all*.
05:02
<@Reiv>
* Engines like Unity are an attempt to provide one, promising that you can make almost anything in them. How successful you are depends on how comfortable you are with your tools, of course...
05:02
< Harlow>
I know they vary wildly but there are some things that are very essential though-out all games, e.g. an input handler.
05:02
<@Reiv>
Yeeesss.
05:02
<@Reiv>
How you'd implement the handler matters, though.
05:03
< Harlow>
Reiv, I'm not asking about implementations i am saying its a thing that all games must have
05:03
<@Reiv>
If this is for a tutorial on how to make games, decide to make a specific game and provide specific tools for it.
05:03
<&Derakon>
If you want to write games, honestly I'd say use an engine rather than write your own.
05:03
<&Derakon>
99.9+% of game developers who write their own engines do not finish.
05:03
<@Reiv>
If this is "I want to write a set of generic classes that do everything always", send your CV to the Unreal development team.
05:03
<&Derakon>
The odds are something like 10x better for those who use premade engines~
05:03
< Harlow>
Derakon by definition isn't that false?
05:04
<@Reiv>
Not unless you argue that a person who doesn't finish a game isn't really a game dev.
05:04
<@Reiv>
And that there smacks of elitism~
05:04
<&Derakon>
Anyway, bedtime for me. Good luck with whatever it is you're working on.
05:04 Derakon is now known as Derakon[AFK]
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05:21 * McMartin looks at backscroll
05:21
<&McMartin>
Harlow: I think YoYo's Game Maker system is a pretty sensible near-univeral abstraction for what we think of as 2D games.
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05:22
<&McMartin>
So there's an event loop and a notion of objects that have speeds and can collide with one another
05:23
<&McMartin>
2d games are much more likely to operate in terms of pixels per frame instead of the more general and moer robust world units per second
05:24
<&McMartin>
None of this, of course, applies to Inform
05:24
<&McMartin>
Or IF generally
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10:30
<@Azash>
https://github.com/odoo/odoo/blob/master/addons/web/static/src/js/view_form.js#L 1919
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13:27 * gnolam arghs at Qt.
13:28
<@gnolam>
There doesn't appear to be any way to set a QToolBar's position with style sheets. >:E
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16:48
<@RchrdB>
Hello Serah.
16:49
<@Serah>
Good evening Mr. B.
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18:45
<@gnolam>
"Elementary topoi": mathematical concept or RPG monster?
18:46
<@RchrdB>
Maths. Also both.
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--- Log closed Wed Jun 11 00:00:57 2014
code logs -> 2014 -> Tue, 10 Jun 2014< code.20140609.log - code.20140611.log >

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