Re: [Audyssey] looking forprogrammingadvice:cyntaxdifferencebetween bgt and java

2013-08-19 Thread john
I think I see what you're saying. Thanks for explaining that 
extra time.


- Original Message -
From: Cara Quinn caraqu...@caraquinn.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Sun, 18 Aug 2013 18:15:04 -0700
Subject: Re: [Audyssey] looking 
forprogrammingadvice:cyntaxdifferencebetween bgt and java


HI John, I'm not referring to a specific situation but I will say 
that Phil brings up a great point.


My point though is that since I cannot predict what I might want 
later on, it is a very good practice to keep your code modular.


YOu want to know exactly what you are calling at any given time 
and exactly what it is causing to happen. As your game grows, you 
will find that this is becoming more and more important for you. 
The idea that you always know what code is doing what, is a very 
good idea to keep in mind.


Make sense?…

Thanks,

Cara :)
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Re: [Audyssey] looking forprogrammingadvice:cyntaxdifferencebetween bgt and java

2013-08-18 Thread James Bartlett
hI l o l that would be funny though. r o f l have you ever seen the movie 
Spaceballs be for? if not you need to.


bfn
James

--
From: john jpcarnemo...@comcast.net
Sent: Sunday, August 18, 2013 4:35 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] looking forprogrammingadvice:cyntaxdifferencebetween 
bgt and java


I'm not sure I follow you here. What type of a situation are you 
referencing? Even if I wanted to teleport the player, I wouldn't want to 
teleport them into a wall.


- Original Message -
From: Cara Quinn caraqu...@caraquinn.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Sun, 18 Aug 2013 13:14:27 -0700
Subject: Re: [Audyssey] looking for 
programmingadvice:cyntaxdifferencebetween bgt and java


Hi again John,

Just as a follow-up to my own note here, I thought I'd add that I 
personally prefer not to have collision detection called from within any 
movement code.


I think it's good practice to have your methods only doing what they say 
they will. I.E. movement only moves. Collision detection only detects 
collisions.


this way if you want to move your player for some other reason than a 
traditional game movement, you can always call your player's movement 
methods and not need to worry about some other method getting called 
somewhere to get in the way of what you'd like to do. Does this make 
sense?


Your collision detection method can either report back which objects 
collided, or simply call the appropriate methods on those objects that 
collided with each other.


For example, if two objects collide, then call the touch methods on each 
of those objects. That way each object will do what it is supposed to when 
it is touched by another object.


Hope this helps!

Have a great day!

Cara :)---
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Re: [Audyssey] looking forprogrammingadvice:cyntaxdifferencebetween bgt and java

2013-08-17 Thread john
What type of a layout are you referencing when you say more 
complex? Something with three dimensions?


- Original Message -
From: Philip Bennefall phi...@blastbay.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Sat, 17 Aug 2013 17:01:53 +0200
Subject: Re: [Audyssey] looking 
forprogrammingadvice:cyntaxdifferencebetween bgt and java


Sounds correct to me. If the game is basic, the collision 
detection would
merely involve checking that you are not on the same x and y 
coordinates as
a wall etc, but if you plan to do something more advanced then 
the detection
is not quite as trivial. Your idea regarding the structure is 
correct,

however.

Kind regards,

Philip Bennefall

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Re: [Audyssey] looking forprogrammingadvice:cyntaxdifferencebetween bgt and java

2013-08-17 Thread Philip Bennefall
Something with a 360 degree movement system, for example. that requires more 
work than the basic concept of having everything tile based where you only 
move in four or possibly eight directions.


Kind regards,

Philip Bennefall
- Original Message - 
From: john jpcarnemo...@comcast.net

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Saturday, August 17, 2013 5:40 PM
Subject: Re: [Audyssey] looking forprogrammingadvice:cyntaxdifferencebetween 
bgt and java



What type of a layout are you referencing when you say more
complex? Something with three dimensions?

- Original Message -
From: Philip Bennefall phi...@blastbay.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Sat, 17 Aug 2013 17:01:53 +0200
Subject: Re: [Audyssey] looking
forprogrammingadvice:cyntaxdifferencebetween bgt and java

Sounds correct to me. If the game is basic, the collision
detection would
merely involve checking that you are not on the same x and y
coordinates as
a wall etc, but if you plan to do something more advanced then
the detection
is not quite as trivial. Your idea regarding the structure is
correct,
however.

Kind regards,

Philip Bennefall


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Re: [Audyssey] looking forprogrammingadvice:cyntaxdifferencebetween bgt and java

2013-07-30 Thread john
The less math the better, at least for now. I do think I 
understand the concept behind updating the coordinates every time 
through the loop (though I have no clue how I'm going to set such 
a loop up in the first place).


- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Tue, 30 Jul 2013 18:14:34 -0400
Subject: Re: [Audyssey] looking 
forprogrammingadvice:cyntaxdifferencebetween bgt and java


Hi Cara,

If we were talking about myself I would agree with you. However, 
we

are simply trying to give John something to work with, and he is,
shall we say, mathematically challenged. He wants to write a 2d 
or 3d
FPS game, but doesn't have the mathematical skills he needs to 
get
started let alone using bounded boxes, bounded spheres, and so 
on. I
thought this way would be a bit easier for him. In other words 
lets
spoon feed him a bit at a time rather than giving him an entire 
bowl

full of mathematical concepts to deal with.

Cheers!

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