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travelsonic

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  1. 1. Sorta, I guess - I'm taking lots of classes on programming for my comp. sci major, and when I have the time I still do some fun programming, so yeah. 2. Yup - I pretty much have to for my major. Know templates, classes [polymorphism & inheritance, etc], and application of OOP in data structures [linked lists, stacks, queues, binary trees, etc] 3. Yes. Took a class over the past spring. I like it very much. 4. Nope - will be taking a class on it this fall. 5. Yup, most of the classes I have taken used C++ as the programming language of choice. 6. Define. 7. - The ability to keep a backup copy of the last version of the source code successfully compiled, that way if I completely bork something in building upon, or revising it, it is easy to roll back to a version I know works. Other than that, I dunno - I'll get back to you on that.
  2. Technically, if you're on ADHD meds, a legitly obtained prescription, you are on amphetamines, and it is completely legal. In all seriousness though, I'd learn something like C# because you learn in syntax very similar to C++, Java, etc, making the movement from one language to another very easy, you can get the hang of all the vital concepts [functions, classes, data structures, recursions, etc] without seriously killing your brain cells. I would recommend, though it is not exactly necessary off the bat, learning in a somewhat structured fashion the basic concepts - functions, looping, conditional statements, arithmetic, classes, recursion, data structures [linked lists, binary trees, etc] - I taught myself C++ for many years before entering a computer science program, and my understanding wasn't terrible, but with the increased structure [which you don't necessarily need to enroll in a class to obtain] your understanding improves so much not just the what but the why behind everything, and with that understanding your programming practices improve too. Usually I stay out of pissing matches like this, but I kinda hope C# overtakes Java, I mean performance wise C# > Java, and syntactically it feels so much cleaner.
  3. Several computer crashes, HD failures later, I'm now switching to using C# and SDL.NET, which will give me a LOT more control over my project - no object limits, complete control over how everything behaves, et cetera. One thing that drives me nuts though is that there are tutorials for SDL, but SDL.NET is dry - one really decent tutorial that is still, IMO, missing things - and lots of fake links - Google results that redirect you to sites that have nothing to do with what you're looking for. >_<
  4. That's the Megadrive/Genesis version, been up there for as long as I can remember [6 yrs? more?]
  5. If only I had my copy of Sonic 3D for the PC [same gfx etc as the Saturn], if I find it I may make rips for SFGHQ, as all we have now is the Genesis version level graphics.
  6. Moreso minor tweaks in regards to movement and collisions related issues. The multiple were doing this odd thing where they stuck to one another[and moved in a clump, often stuck to the Vic Viper as well]. I fixed that though and made it so each multiple is moving just a little bit slower than the object it is shadowing The 8 direction vs 32 found w/ ball movement didn't seem to matter at all.
  7. I certainly do hope to [eventually] [re] do this project in C++, problem is right now I'm finishing up my second summer class and will have part time work in August before college classes start up again, so not too much time to work with. I agree though, I will have much more control over the dynamics of a Gradius like project if I go all the way in C++ / [insert graphics library here], I just want to do a semi-playable proof of concept for this particular idea I've been toying around with which is Gradius implanted into Sonic the Hedgehog. [Gradius in Sonic Land is the present title, and may change though I'm kinda liking that title]. As for the movement, just messing around with TGF1 [old school ], I managed to get it working mostly well using the methodology you described, but instead of the multiple being bouncing ball movement, like in the old C&C/TGF Tails following Sonic tutorial, I made the multiple 8-direction like the Vic Viper, and it actually seemed to work pretty well [minus some relatively minor tweaks I need to do, and no, the multiples spazzing out when no buttons are pressed is NOT one of them]. I just repeated the movement mechanics for the next Multiple, instead of following Vic Viper it follows the Multiple before it [Multiple 2 following multiple 1 following the Vic Viper, etc] EDIT: Ok, so from experimenting with this, it turns out: - Vic Viper being 8-direction - 4 Multiple being 8 Direction - Repeating the functions for making the initial multiple follow Vic Viper so each additional multiple follows the previous multiple AND MOST IMPORTANTLY - Setting each following item [multiple #1, multiple #2, etc] to the speed of the object it is shadowing - a certain quantity - 5, but that will change as I find values that work much better] gave me some pretty close results to what I need.
  8. This is Gradius: [more specifically, Gradius Rebirth for the Wii]. The orange glowing things surrounding the ship [Vic Viper], called multiple [or option in other versions of the game], are what I'm trying to replicate in function and behavior.
  9. I am considering making a fan game of sorts for Gradius, being completely addicted to the series for the last 5 years or so, but was wondering about the best way to handle the positioning and movement of the option that shadow Vic Viper. Obviously the solution hinges on what I use to make said game in the first place. Right now I'm going between using C++ [with the Allegro libraries], or just getting it done the lazy [read: VERY VERY LAZY] way and using an app from the old days of fangaming, The Games Factory since I am proficient in it, albiet very rusty since it has been some time since playing with it, and straight to the point. [You thought I was going to say Click 'n Create, didn't you? Even with its limits, a Gradius style game could still be done in some capacity. If I had more time, only having a month of my summer left before college classes after 2 summer classes, I would have leaned much more towards the C++/Allegro route] My primary problem has been with, as mentioned before, spawning positioning, and proper movement. Given how if I go through the Games Factory route I am limited in the number of active objects, if I go through that means to make this game I need to consider carefully how I should go about it. What are your opinions on handling this problem, either using C++ or The Games Factory? Maybe the old C&C/TGF tutorial on tails following sonic that is up on SFGHQ, if it's still up that is [been way too long since I've perused here], is one source to look at for ideas?
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