| bio | website | |
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| location | Canada | |
| age | ||
| visits | member for | 1 year, 2 months |
| seen | 2 days ago | |
| stats | profile views | 11 |
I'm a high school student who despite the school not having the best of programming courses (no grade 12 course at all, for example), still enjoys exploring (mostly the C++ Windows API) and learning what all I can do.
I love playing around with things, so most things I make are smaller applications that do "neat" things I recently find out about.
One day when I know some DirectX, I will probably spend a lot of spare time creating a pretty decent game for Windows.
Favourite IDEs:
CodeBlocks for non-projects
VS2012 for projects and modern Windows API, as well as C#.
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How to prevent the “Too awesome to use” syndrome Oh wow, that was a sad similarity between the beginning of my two comments. I'm not arguing any of the points of your excellent answer. I'm just adding my two cents on "what good does it do to have rare, one-shot items in the game at all? What game design purpose do they serve?" - I personally love when items are either hard to get or only given once and you have bragging rights for having them, whether they could help or not. |
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How to prevent the “Too awesome to use” syndrome @NicolBolas, Well of course some have a function. I guess it just makes you feel better to be able to look and see that you didn't use that single awarded Master Ball on anything; you caught all legendaries the hard way and you have the item to show for it (bear with me and pretend trading didn't exist right from gen 1). |
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How to prevent the “Too awesome to use” syndrome Well of course the point of having them in the game is for you to feel accomplished when you collect all of the limited items you can :) Not everyone is a perfectionist in that regard, but I do enjoy working toward that sort of thing. |
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May 7 |
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Implementing a Turn-Based Game with Windows API Window Messages I switched over to the game state and the problems I've had were solved. Just a few subtle things now. Is there a well-accepted book on the logic behind games? I'd really like to read one/some when I have the time. |
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May 7 |
awarded | Scholar |
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May 7 |
accepted | Implementing a Turn-Based Game with Windows API Window Messages |
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May 4 |
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Implementing a Turn-Based Game with Windows API Window Messages For your curiosity, I got this idea from not actually having found a good game programming logic book to read. I don't really have the time to do that for this thing, but afterwards I sure would like a nice book on the concepts involved in game programming. |
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May 4 |
awarded | Supporter |
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May 4 |
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Implementing a Turn-Based Game with Windows API Window Messages I'll be trying it. I'll be back once I rewrite my code :p |
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May 4 |
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Implementing a Turn-Based Game with Windows API Window Messages @PetrAbdulin, I can sort of see it working, but the way it is at the moment, my nextTurn function calls itself to move on. Must I replace that function with a state-based switch executing from the main loop? I already have one for the windows, of course. I do find that article pretty good though. I might take a look through some other things on that site. |
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May 4 |
asked | Implementing a Turn-Based Game with Windows API Window Messages |