The Nuclear USSR [Version 7]

Show off your games, demos and other (playable) creations.
User avatar
jasonisop
Citizen
Posts: 93
Joined: Thu Jun 21, 2012 1:35 am

Re: The Nuclear USSR [Version 7]

Post by jasonisop »

Did you mean definitions like Class definitions or like a word definition? if you ment class definition thats another story. You could still use the array and loop to "require" just the ones you need but why are there that many classes? Couldnt you make the classes more generic and use inheritance and polymorphism to get what you need.
User avatar
Davidobot
Party member
Posts: 1226
Joined: Sat Mar 31, 2012 5:18 am
Location: Oxford, UK
Contact:

Re: The Nuclear USSR [Version 7]

Post by Davidobot »

You're derailing this thread! Stop doing this, guys!
PM me on here or elsewhere if you'd like to discuss porting your game to Nintendo Switch via mazette!
personal page and a raycaster
User avatar
jasonisop
Citizen
Posts: 93
Joined: Thu Jun 21, 2012 1:35 am

Re: The Nuclear USSR [Version 7]

Post by jasonisop »

Not exactly a derail, and the information could help with your game.
jjmafiae
Party member
Posts: 1331
Joined: Tue Jul 24, 2012 8:22 am

Re: The Nuclear USSR [Version 7]

Post by jjmafiae »

1) i am going to make a better bullet system!

2) i have already reduced the loading time by 75% (in the new version, thats not out yet)

3) zombies cant hit you while in tanks/vehicles anymore (in the new version, thats not out yet)

4) graphics will have to wait for now

5) i am also gonna make some story to the cutscene later, i just need to do some research first

6) i have also fixed some other issues (in the new version, thats not out yet)

7) i have deleted some completely unused stuff

hope this clears all confusion and stuff ^^
RunningGamesStudios
Prole
Posts: 46
Joined: Fri May 31, 2013 9:42 pm

Re: The Nuclear USSR [Version 7]

Post by RunningGamesStudios »

You should probably rewrite the whole thing.

If you do, try to make flowcharts before hand and see if you can make the code faster and easier to add stuff later.
User avatar
Davidobot
Party member
Posts: 1226
Joined: Sat Mar 31, 2012 5:18 am
Location: Oxford, UK
Contact:

Re: The Nuclear USSR [Version 7]

Post by Davidobot »

RunningGamesStudios wrote:You should probably rewrite the whole thing.

If you do, try to make flowcharts before hand and see if you can make the code faster and easier to add stuff later.
I personally would rewrite the whole thing, since you already have better coding skills than the ones when you started your game, it would much easier for you to recode the entire thing, possibly removing any loading times,better collisions and easier ways to add new stuff.
PM me on here or elsewhere if you'd like to discuss porting your game to Nintendo Switch via mazette!
personal page and a raycaster
User avatar
NightKawata
Party member
Posts: 294
Joined: Tue Jan 01, 2013 9:18 pm
Location: Cyberspace, Room 6502
Contact:

Re: The Nuclear USSR [Version 7]

Post by NightKawata »

why does the game even need a loading screen
like I said, if this game actually needs that, you should feel bad

It's not an early PS1 game
it's not a graphically intensive PS3/X360 game
it's a simple game that really does need to be rewritten entirely that shouldn't take more than a second to load.
"I view Python for game usage about the same as going fishing with a stick of dynamite. It will do the job but it's big, noisy, you'll probably get soaking wet and you've still got to get the damn fish out of the water." -taylor
jjmafiae
Party member
Posts: 1331
Joined: Tue Jul 24, 2012 8:22 am

Re: The Nuclear USSR [Version 7]

Post by jjmafiae »

NightKawata wrote:why does the game even need a loading screen
like I said, if this game actually needs that, you should feel bad

It's not an early PS1 game
it's not a graphically intensive PS3/X360 game
it's a simple game that really does need to be rewritten entirely that shouldn't take more than a second to load.
like i said the map generation needs it, but i have already cut the time down by 75%

and i will rewrite some things but not everything

because not everything needs to be rewritten some systems work good
User avatar
NightKawata
Party member
Posts: 294
Joined: Tue Jan 01, 2013 9:18 pm
Location: Cyberspace, Room 6502
Contact:

Re: The Nuclear USSR [Version 7]

Post by NightKawata »

what

this isn't minecraft, this isn't terraria, this isn't a roguelike (oh wait nethack loads faster than this)
in fact the maps don't even look complex at all

you're clearly doing something extremely sluggish or just plain bad if a roguelike in which everything is random does a better job.
and uh, you're better off rewriting everything.
"I view Python for game usage about the same as going fishing with a stick of dynamite. It will do the job but it's big, noisy, you'll probably get soaking wet and you've still got to get the damn fish out of the water." -taylor
jjmafiae
Party member
Posts: 1331
Joined: Tue Jul 24, 2012 8:22 am

Re: The Nuclear USSR [Version 7]

Post by jjmafiae »

NightKawata wrote:what

this isn't minecraft, this isn't terraria, this isn't a roguelike (oh wait nethack loads faster than this)
in fact the maps don't even look complex at all

you're clearly doing something extremely sluggish or just plain bad if a roguelike in which everything is random does a better job.
and uh, you're better off rewriting everything.
the loading time in the new version is about 8 secounds, Löviet
Post Reply

Who is online

Users browsing this forum: No registered users and 1 guest