

So lets say I wanted to build a game
#21
Posted 16 June 2012 - 05:57 PM


#22
Posted 14 July 2012 - 03:10 AM
Especially since they came out with "gamemaker html". Now people can post their game's onto their own websites.
#23
Posted 14 July 2012 - 05:40 PM
It not so hard, but takes a few hours to set up all


#24
Posted 19 July 2012 - 11:15 AM
http://www.fastgraph...mes/chapt1.html
http://www.gamefroms...-developer.aspx
#25
Posted 23 July 2012 - 12:39 AM
Heres my experience with javascript, game making and turn based....
1) Gaes usually require a "Comet" system
Comets are the idea that the server (website) is sending events to the client (user)
Which is actually illegal...
However, there are work arounds....
a) Making a call every 50 to 100 milliseconds to a php script that will edit or read a file
since this is turned based, this could be pulled off and be well done. You don't have to be worriesd about real time, so this is the solution I think would be best for you. Since this is making a server call to a php function, you have access to SQL or anything else you want.
"Hanging Ajax" + PHP
This is something I fooled around with which is the idea that the php message your returning to the server is delayed by a loop that checks a file. This file itself is read/edited by 2 scripts for each person making it extremely important to make sure down time for each PHP script to stop reading and allow others to read. It works... but not necessarilly well at this point in time. Also important to note that PHP times out. thats a problem... (a good example, a bad example)
c) Websocket + Java
Probably the best form of comet system where the webbrowser actually has consistant contact to a java application. This allows a single application to hold the game in memory and feed live events as it happens. This is something I have not really looked into though its applications are obvious.
In essence, this is something very important when considering multiplayer games2) Engine/Vision
I've never played final fantasy tactics, however, I'd imagine its like a turn based bomberman.
Regardless, setting up a grid isn't hard. Setting up characters isn't hard. making terrain isn't hard. having effects isn't hard. Graphics may be annoying.
Regardless though, it involves discipline and organization.
Its very important to make a class based gameplay design in order to mae sure everything is seperate and you can understand how everything will work with one another.
I'd suggest organizin everything in broad terms like:
- Map-This involves where characters will spawn, objects will be placed, etc but most importantly will be a x by y grid of everything that can interact with one another
- Character-A character will have base stats, movement and attacks
- Attacks: Range, area of effect, movement effects, blockade effects, damage, etc
This is where things get interesting with choice. You now have 2 options: Canvas or HTML
HTML - have text copy/pastable, Use HTML/CSS to make animations and ease the burden
--however its also subject to the dom, and the dom is an single threaded meaning if your accessing it in a loop, you must wait for the last iteration to end before you can continue
Canvas - Allows you to do unique animations like Rotation and draw lines directily to the screen, is faster in a sence
--Solomently javascript
--Can double buffer... kkind of .... (Create graphics in background then display them)
#26
Posted 23 July 2012 - 02:37 AM
*insert cliché inspirational quote here*
#27
Posted 23 July 2012 - 08:09 AM
#28
Posted 23 July 2012 - 09:10 AM
As far as flash goes, it seems to be on it's way out, and at this point most people have java installed anyways. It's common enough where it's one of the things I install on new computers at work.

#29
Posted 23 July 2012 - 10:03 AM
Thanks for the tips.
As far as flash goes, it seems to be on it's way out, and at this point most people have java installed anyways. It's common enough where it's one of the things I install on new computers at work.
Ah I see. I haven't really noticed that flash is on it's way out.
*insert cliché inspirational quote here*
#30
Posted 23 July 2012 - 01:54 PM

#31
Posted 23 July 2012 - 05:26 PM
but you'll have to learn sockets amoungst other things depending on whether you use a library or which library you use
i'd honestly say your better off with javascript unless you want to deal with finnicky compilation errors, JNPL as well awt for images.
but java uses the systems resourcs better, and multithreading isn't as finnicky
#32
Posted 10 August 2012 - 07:13 AM
#33
Posted 05 November 2012 - 04:13 PM
A good idea would be to learn Javascript, CSS, jQuery + PHP with MySQL. There's a few great books out there or you can follow tutorials.
If you are interested in the CSS, a friend of mine is beginning a CSS tutorial series on YouTube. He brings out 1 tutorial a day and he would be great full for anybody to take a look at least.
The PHP, JQuery, MySQL and JS - A good source of knowledge is thenewboston.
#34
Posted 05 November 2012 - 05:49 PM

#35
Posted 06 November 2012 - 09:05 AM
http://www.riemers.net/
Also the XNA framework is supposed to be portable to the Xbox platform. Thus, you can test/play with your xbox!
http://www.riemers.n...g_a_project.php - The navigation is on the right side under "Contents" > "Tutorials"