Need voice of experience.

General discussion about LÖVE, Lua, game development, puns, and unicorns.
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BlackBulletIV
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Re: Need voice of experience.

Post by BlackBulletIV »

slime wrote:You can just rename it, you know.
Yeah, you could change all references of SECS to SCS (Simple Class System).
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kraftman
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Re: Need voice of experience.

Post by kraftman »

or Simple User Class System: Designed to Include Kids
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Robin
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Re: Need voice of experience.

Post by Robin »

Or simply name it class.lua?
Help us help you: attach a .love.
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kikito
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Re: Need voice of experience.

Post by kikito »

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..
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.

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.
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Trappingnoobs
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Re: Need voice of experience.

Post by Trappingnoobs »

kikito wrote:
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..
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.

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).
:o 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.
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Rukiri
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Re: Need voice of experience.

Post by Rukiri »

schael wrote:
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.
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)
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 working on this part : should I make one file per function ? I'm not well organised ...
T-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).
I write how I see my game on a copybook but I have always more and more ideas :death: I should stop writing

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 ? )
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.

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.
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schael
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Re: Need voice of experience.

Post by schael »

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...
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Taehl
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Re: Need voice of experience.

Post by Taehl »

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. ^^*
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