Yeah, you could change all references of SECS to SCS (Simple Class System).slime wrote:You can just rename it, you know.
Need voice of experience.
- BlackBulletIV
- Inner party member
- Posts: 1261
- Joined: Wed Dec 29, 2010 8:19 pm
- Location: Queensland, Australia
- Contact:
Re: Need voice of experience.
Re: Need voice of experience.
or Simple User Class System: Designed to Include Kids
- kikito
- Inner party member
- Posts: 3153
- Joined: Sat Oct 03, 2009 5:22 pm
- Location: Madrid, Spain
- Contact:
Re: Need voice of experience.
MiddleClass allows you to use mixins, which give you the same advantages of multiple inheritance, in a more clean way. I recommend you give them a look.Trappingnoobs wrote: ...
Middleclass is probably the most-used one here, but I'm not fussed with it or most of the other implementations; since they only, as far as I know (I could be wrong so don't hold me to this), allow single inheritance, eg
...more stuff..
Mixins are literally just "groups of methods that you insert into a class". Inheritance is reserved for the "is a" relationship (a Car is a Vehicle). While the mixins are used for the "Can" relationship (a Bat can Fly, a Bird can Fly, but a Bat is not a Bird).
When I write def I mean function.
- Trappingnoobs
- Citizen
- Posts: 95
- Joined: Tue Oct 12, 2010 8:52 pm
Re: Need voice of experience.
That does sound usefull. I might look at it in my future projects; but the projects I'm working on now are too far into development to switch.kikito wrote:MiddleClass allows you to use mixins, which give you the same advantages of multiple inheritance, in a more clean way. I recommend you give them a look.Trappingnoobs wrote: ...
Middleclass is probably the most-used one here, but I'm not fussed with it or most of the other implementations; since they only, as far as I know (I could be wrong so don't hold me to this), allow single inheritance, eg
...more stuff..
Mixins are literally just "groups of methods that you insert into a class". Inheritance is reserved for the "is a" relationship (a Car is a Vehicle). While the mixins are used for the "Can" relationship (a Bat can Fly, a Bird can Fly, but a Bat is not a Bird).
Re: Need voice of experience.
If it's an RPG you need to create a actor function which should be it's own lua file, than load it into the main lua file, and at the beginning create your actors.schael wrote:Yes, I think this is what I missed. I shoudn't take care about details in first time and make minimal tileset and map to start. (I want to make a RPG)tentus wrote:I usually start with a text document outlining where I want to go with the project. I plot out basic characters, setting, game mechanic, controls, etc. [...] don't worry at first about menus or alternate control schemes, just get a game mechanic put together.
I working on this part : should I make one file per function ? I'm not well organised ...Rukiri wrote:But since love2d doesn't have any editor I'd first work on getting to know how to control maps, make your character move around, creating events/npcs for a room etc.
I write how I see my game on a copybook but I have always more and more ideas I should stop writingT-Bone wrote:I usually open GIMP and start drawing more or less randomly. Nothing that I'll use in game, I guess you could call it artwork. It should sort of set the tone of the game you want to make. But that's just me. After that, I do whatever I think is most fun (which is usually programming or sprite drawing).
Thanks for your good advices, it is more difficult that I expected but I will not give up.
( Little technic question : are always the variables global or only when put in love.load ? )
like for example, Actor(Goku,75,75,30,30,5,6,9); where 75 is HP and 30 is Mana, 5 is speed, 6 is defense, and 9 is strength.
'
I'll release a rpg actor system soon, trying to convert my game maker version.
Re: Need voice of experience.
You mean a function which moves entites, updates HP, mana and position and creates tables for each one ? If it is, it's a good idea ( I think ).
I'm learning...
- Taehl
- Dreaming in associative arrays
- Posts: 1025
- Joined: Mon Jan 11, 2010 5:07 am
- Location: CA, USA
- Contact:
Re: Need voice of experience.
To return to the original question: What do you make first when you want to create a game? I would most strongly advise that your first thing to make should be a /plan/. As complete and detailed as you can make, preferably written down. This will not only weed out unworkable ideas, but it will also help you immeasurably - having a plan can single-handedly save a game.
I'm a bit of a hypocrite, though, since I generally make about 50% of a plan, and then dive into coding the core mechanics and/or the most difficult-to-create part. *
I'm a bit of a hypocrite, though, since I generally make about 50% of a plan, and then dive into coding the core mechanics and/or the most difficult-to-create part. *
Earliest Love2D supporter who can't Love anymore. Let me disable pixel shaders if I don't use them, dammit!
Lenovo Thinkpad X60 Tablet, built like a tank. But not fancy enough for Love2D 0.10.0+.
Lenovo Thinkpad X60 Tablet, built like a tank. But not fancy enough for Love2D 0.10.0+.
Who is online
Users browsing this forum: No registered users and 5 guests