Re: pure basic - classes idea!

2019-11-05 Thread AudioGames . net Forum — Developers room : rory-games via Audiogames-reflector


  


Re: pure basic - classes idea!

aha! now it only takes 1 ms

URL: https://forum.audiogames.net/post/473279/#p473279




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Re: pure basic - classes idea!

2019-11-04 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: pure basic - classes idea!

@19, I don't know, you haven't submitted any code. If you did, I might be able to help you out.

URL: https://forum.audiogames.net/post/472902/#p472902




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Re: pure basic - classes idea!

2019-11-04 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: pure basic - classes idea!

@20, I don't know, you haven't submitted any code. If you did, I might be able to help you out.

URL: https://forum.audiogames.net/post/472902/#p472902




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Re: pure basic - classes idea!

2019-11-04 Thread AudioGames . net Forum — Developers room : rory-games via Audiogames-reflector


  


Re: pure basic - classes idea!

then why is it taking so long? it's just a few for loops for the players and some random integers

URL: https://forum.audiogames.net/post/472895/#p472895




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Re: pure basic - classes idea!

2019-11-04 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: pure basic - classes idea!

@16, your game loop should not be overly complicated. Your game loop should run as fast as possible; it should run in under 60ms. You can calculate how long your loop should execute per iteration by dividing the number of FPS by 1000 (since 1 second is 1000ms). For 60 FPS, your loop should execute in 16.66ms; for 100 FPS it should execute in 10ms; for 250 FPS it should execute in 4ms; and so on. I can provide "typical" game loop sample code for you if you like.

URL: https://forum.audiogames.net/post/472881/#p472881




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Re: pure basic - classes idea!

2019-11-04 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: pure basic - classes idea!

@16, your game loop should not be overly complicated. Your game loop should run as fast as possible; it should run in under 60 MS (16 FPS) or 16.6 MS (60 FPS).

URL: https://forum.audiogames.net/post/472881/#p472881




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Re: pure basic - classes idea!

2019-11-04 Thread AudioGames . net Forum — Developers room : bgt lover via Audiogames-reflector


  


Re: pure basic - classes idea!

And what has that to do with the code sample? Maybe it's the language problem, but I don't understand what you mean.

URL: https://forum.audiogames.net/post/472850/#p472850




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Re: pure basic - classes idea!

2019-11-04 Thread AudioGames . net Forum — Developers room : rory-games via Audiogames-reflector


  


Re: pure basic - classes idea!

yep, I've been making a little private simulated multiplayer thing again, because that's the best I can do and most fun to play for me. if anyone dares release it as their own, I'll be VERY irritated and also with some updates I've reduced the loop  down to around 400 things, woo hoo!

URL: https://forum.audiogames.net/post/472843/#p472843




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Re: pure basic - classes idea!

2019-11-04 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: pure basic - classes idea!

@14, mind actually posting some code?

URL: https://forum.audiogames.net/post/472693/#p472693




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Re: pure basic - classes idea!

2019-11-04 Thread AudioGames . net Forum — Developers room : rory-games via Audiogames-reflector


  


Re: pure basic - classes idea!

Well, for fast-paced games, fuck no, this emulation isn’t going to work. But for text-based games that do not require too much CPU and don’t include many timed events, it works just fine. I mean, the loop I have takes like 400ms to go through, but that’s because it goes through around 3 different things at times

URL: https://forum.audiogames.net/post/472648/#p472648




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Re: pure basic - classes idea!

2019-11-04 Thread AudioGames . net Forum — Developers room : nuno69 via Audiogames-reflector


  


Re: pure basic - classes idea!

I am waiting ffor the code anyway... @Ethin, I agree with you, but for some situations it is just better ffor one to venture, do their thing and go back when they will understand their mistake

URL: https://forum.audiogames.net/post/472618/#p472618




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Re: pure basic - classes idea!

2019-11-03 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: pure basic - classes idea!

Just because something works does in no way mean that its safe or correct. If I reprogram a car and end up disabling various safety features but it still drives, I can just say "well, it still works". Does that mean that what I've done is right or safe?Emulating features that a language doesn't have is always a bad idea. It forces you to write code that you yourself barely understand for one. It teaches you to write bad and unmaintainable code for another. It, finally, makes it impossible for others to understand your code or help you with it. If you want a good example of why emulating things a language doesn't have is bad, look at what MS does in C with their __try and __catch shit, or even how people abuse setjmp and longjmp in C and end up creating endless mountains of bugs as a result.

URL: https://forum.audiogames.net/post/472605/#p472605




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Re: pure basic - classes idea!

2019-11-03 Thread AudioGames . net Forum — Developers room : rory-games via Audiogames-reflector


  


Re: pure basic - classes idea!

But the emulation works

URL: https://forum.audiogames.net/post/472598/#p472598




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Re: pure basic - classes idea!

2019-11-03 Thread AudioGames . net Forum — Developers room : The Dwarfer via Audiogames-reflector


  


Re: pure basic - classes idea!

Because you can't just emulate it in PB. If it were possible, it would have been done -- likely in a more efficient way -- but it's not. PB is what you're comfortable with, not your best bet at becoming a programmer. Programmer implies being a professional at programming, and considering most people/companies/etc don't even use the likes of PB, that's not going to cut it. I'm not trying to sound like those people who tell you not to use a language -- no, use what you want -- but don't perform ill practices like that because it erases the need to step out of your comfort zone, while continuing and growing aspirations of being a programmer.

URL: https://forum.audiogames.net/post/472596/#p472596




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Re: pure basic - classes idea!

2019-11-03 Thread AudioGames . net Forum — Developers room : rory-games via Audiogames-reflector


  


Re: pure basic - classes idea!

but why learn a new language when I can just emulate it and purebasic is my best bet at becoming a good programmer?

URL: https://forum.audiogames.net/post/472456/#p472456




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Re: pure basic - classes idea!

2019-11-03 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: pure basic - classes idea!

@7, yep, was going to say that but wanted code first. PB is not an OOP language in any way. (And no, structs do *not* qualify as an "object".) If you want object oriented languages, go with a language that allows such things. Don't try and emulate them.

URL: https://forum.audiogames.net/post/472246/#p472246




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Re: pure basic - classes idea!

2019-11-02 Thread AudioGames . net Forum — Developers room : The Dwarfer via Audiogames-reflector


  


Re: pure basic - classes idea!

Pb has support for structs. Why not just use those? This would be extremely hacky indeed and I don't recommend people do that because it would never work or be advisable in the long term. If you want classes, just use a language that is object-oriented -- if you don't like Python, there are most certainly others.Every one has their place.

URL: https://forum.audiogames.net/post/47/#p47




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Re: pure basic - classes idea!

2019-11-02 Thread AudioGames . net Forum — Developers room : Ty via Audiogames-reflector


  


Re: pure basic - classes idea!

Same, @5

URL: https://forum.audiogames.net/post/472194/#p472194




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Re: pure basic - classes idea!

2019-11-02 Thread AudioGames . net Forum — Developers room : Lucas1853 via Audiogames-reflector


  


Re: pure basic - classes idea!

I never grasped PB because I don't like Basic-style languages. I'm not really sure what this is trying to do but it looks reeally hacky, awaiting example.

URL: https://forum.audiogames.net/post/472193/#p472193




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Re: pure basic - classes idea!

2019-11-02 Thread AudioGames . net Forum — Developers room : Ty via Audiogames-reflector


  


Re: pure basic - classes idea!

IDK why, i've never been able to grasp pb.

URL: https://forum.audiogames.net/post/472136/#p472136




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Re: pure basic - classes idea!

2019-11-02 Thread AudioGames . net Forum — Developers room : rory-games via Audiogames-reflector


  


Re: pure basic - classes idea!

thanks for the quick feedback! I’ll work on an example as soon as I am able and it should be available by around 9 a.m. AEST tomorrowc

URL: https://forum.audiogames.net/post/471841/#p471841




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Re: pure basic - classes idea!

2019-11-01 Thread AudioGames . net Forum — Developers room : bgt lover via Audiogames-reflector


  


Re: pure basic - classes idea!

I am not a fan of pv, just because it doesn't have classes, that's why I struggle with c# nowadays.I don't really understand theory without code, so a little example would be apreciated.

URL: https://forum.audiogames.net/post/471794/#p471794




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pure basic - classes idea!

2019-11-01 Thread AudioGames . net Forum — Developers room : rory-games via Audiogames-reflector


  


pure basic - classes idea!

hey guys! I just realized something!If you were to open a window and then hide and put a list icon gadget on it, you could use that gadget just like a class, with strings and then the val() functions for ints, doubles, etc. It's not perfect, but it's certainly a step in the right direction and it is very easily (tested) to implement into your projects!if anyone would like a little bit of example code, I could whip that up if people need

URL: https://forum.audiogames.net/post/471671/#p471671




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