Author Topic: question about foruming a coding team  (Read 1466 times)

Sora

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question about foruming a coding team
« on: July 24, 2007, 12:48:37 am »
okay, you guys are the closest thing i have to programmers since demi hasn't been on lately. anyway, where can i go to find a group of people who code c#? and like want to work on a project with me? i am making a platformer and there are some things i need help with. like colision detection, and animation.

anyone here wanna join, or does anyone know where a good place to look would be?

Burning Zeppelin

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Re: question about foruming a coding team
« Reply #1 on: July 24, 2007, 08:20:29 am »
I refuse to make a twilightskies.net joke! Refuse, refuse!

Eh, what can you do!

This isn't going to be a platformer based or related to your website, is it?
This isn't going to be a game that is purely developed for advertising your website, is it?

Meh, I could go on. But anyway, go for it, I'm not going to, nor want to, stop you.

Ramsus

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Re: question about foruming a coding team
« Reply #2 on: July 24, 2007, 09:37:03 am »
Something tells me you know jack shit about real programming and computer science. It sounds like at best you know a few languages, some Object-Oriented methodologies (of the poor and abused C++/Java school of Object Oriented programming, no doubt), and you're familiar with a few libraries (or APIs, or frameworks, or whatever term you prefer).

Trust me when I say that's like a writer knowing only how to put letters on a piece of paper, some English grammar rules, and how to spell words. Without a deeper conceptual understanding of things like plot and character development, an inherent sense of style, or a knowledge of useful tools like word processors, you can't become a good, proficient writer. The truth is, most of what you'll write will be complete bullshit, with a boring style, flat characters, and redundant/nonsensical plot, and it'll take you longer to write and edit with pen and paper compared to someone who knows how to type and use a word processor. Same applies to computer science.

Anyway, the forums at gamedev.net sound right up your alley. I don't visit coding forums (if anything, I occasionally browse usenet and a few mailing lists), but there seems to be a lot of people there struggling to learn things you might be interested in. Maybe that means there's a lot of line noise, or maybe that means you'll find the answers and partners you want, but for you, it's probably the place to be.

Finally, if you find yourself needing a lot of hand-holding, consider IRC.

MsBlack

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Re: question about foruming a coding team
« Reply #3 on: July 24, 2007, 12:54:52 pm »
Ah... another Rasmus raping,

Why is it that all beginner programmers want to jump right into one of the most complex things first: making games? Judging by how inadept you are at forming a syntactically correct sentence in English, I don't know how you hope to begin a foray into programming.

Really, just take down your site till you know what you want to do and can do it, and, most importantly, that it attracts dedicated members. It'll save you hosting costs and discouraging visitors.

Radical_Dreamer

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Re: question about foruming a coding team
« Reply #4 on: July 24, 2007, 04:31:51 pm »
Do you have a GDD? A TDD? Before you even consider looking for other coders, you need to have those thoughtout, laid out, and at least double checked. Be prepared for them to change once the project starts, but you need to have them solid at the start anyway. Also, do you have a version control server set up? Because if you don't, don't bother looking for team members online.

Making games is hard.

Sora

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Re: question about foruming a coding team
« Reply #5 on: July 26, 2007, 11:36:25 pm »
yea... that simple idea turned out to be alot harder than i thought it would. ^^;

i'm temperaly dropping this for now cause i need to find a job ^^;;

Sora

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Re: question about foruming a coding team
« Reply #6 on: August 05, 2007, 04:43:30 pm »
okay, so i have temperately dropped my comic, and am working on this again

my artist is too busy for the comic right now, ya see?

but thats not what i came to say.

i came to say...

I HAVE MASTERED BASIC PIXEL COLLISION!!!!!

okay, so before i couldn't even make a solid block, but now i can ^w^
you can stand on it, ya cant move through it from eather side, nor under it!
and best of all... ITS PIXEL PERFECT! so ya can move right to where only 1 pixel of your foot is on it...and still be on it!



now for the problems.
1) the game is really slow
2) if i have like 10 blocks on the screen the game hiccups to go through the for loop
3) game uses more memory than I'd like (around 15k)


oh, another cool thing is i made a method that draws bitmaps on  top of each other (i couldn't find any methods that did that so i made my own ^.^ )
handling the bitmaps like this (going in and changing all pixel RGB values to draw something new on top of something old) makes me feel like a real programmer ^.^

Radical_Dreamer

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Re: question about foruming a coding team
« Reply #7 on: August 05, 2007, 07:10:12 pm »
What are you using for rendering? If you aren't using something that can take advantage of your graphics hardware, you should be. Why let all that good silicon go to waste? OpenGL (multiplatform) and DirectX (Windows) allow you to offload your graphics code onto your video card. Use them.

Sora

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Re: question about foruming a coding team
« Reply #8 on: August 05, 2007, 08:07:40 pm »
What are you using for rendering? If you aren't using something that can take advantage of your graphics hardware, you should be. Why let all that good silicon go to waste? OpenGL (multiplatform) and DirectX (Windows) allow you to offload your graphics code onto your video card. Use them.
right now i only use direct X for sound, as its hard to learn DX graphics, and i dont want to right now, but maybe some time later.

also an update:
Game is no longer slow
Game now uses 50k-75k o.O (trying to fix this)
need to figure out how to extract the ARGB data of a pixel.

Radical_Dreamer

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Re: question about foruming a coding team
« Reply #9 on: August 05, 2007, 08:14:52 pm »
Direct Sound is probably the screwiest bit of DirectX. If you just want simple playback, fmod is quite good and really easy. If you want a more simplified graphics library, SDL is simpler than DirectDraw/Direct3D or OpenGL, and it wraps OpenGL, so you can still get hardware acceleration.

Sora

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Re: finally finished it!
« Reply #10 on: August 07, 2007, 02:42:33 am »
WOO!
its finished!
check it out!

and yea, i guess this is another spammy topic now, but you COULD use this to make a CT side scroller, or something >.>

Sora

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Re: question about foruming a coding team
« Reply #11 on: August 09, 2007, 01:16:25 pm »
Direct Sound is probably the screwiest bit of DirectX. If you just want simple playback, fmod is quite good and really easy. If you want a more simplified graphics library, SDL is simpler than DirectDraw/Direct3D or OpenGL, and it wraps OpenGL, so you can still get hardware acceleration.
yea, you were right, direct sound failed me T.T i'll take a look at fmod now ^^;;
can i get a link?

Radical_Dreamer

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Re: question about foruming a coding team
« Reply #12 on: August 09, 2007, 03:11:54 pm »

Sora

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Re: question about foruming a coding team
« Reply #13 on: August 09, 2007, 04:09:54 pm »
so how do i add a referance to it? it doe4snt show up like direct X did >.o

Ramsus

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Re: question about foruming a coding team
« Reply #14 on: August 09, 2007, 07:38:16 pm »
so how do i add a referance to it? it doe4snt show up like direct X did >.o

Having never really messed with Windows programming or used a Visual product, I have no clue what you mean. Here's what I suspect you need to do to use FMOD though:

It looks like they just have C/C++ libraries and headers, so first you have to find some .NET C# language bindings with the necessary visual studio setup files or whatever. If there aren't any yet, look up interfacing C/C++ code/libraries from .NET, since there's probably a straightforward foreign function call interface, in which case you'll probably want to go an extra step and create a nice set of classes to wrap around the imported library's functionality in a way that fits better with C#. Once you've done that, you should document how to use your wrapper before you forget. Then just build your wrapper code into your project and remember to keep a copy of the FMOD runtime library with your binary executable.

Also, it's essential that you make sure you how your tools work and how everything is referenced. If you can't manually set up targets and add libraries to the linking step, or even just add library and header include directories, then learn how to.