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Mandrake
elementry school minded asshole


Joined: 28 May 2002
Posts: 1341
Location: GNARR!

PostPosted: Mon Feb 03, 2003 7:19 pm    Post subject: Needed: [quote]

Alright, I jsut got an email back from some publishers (yay!) and the greenlighted a project I had suggested for them - which is mainly writing a book on creating an RPG video game in Allegro. The main thing is, after writing my first tutorial I realised how much unchecked code can be abysmal for newbies trying to learn from it. I'm going to triple check my code for the book, but I was wondering if anyone out there would like to "test" out the code for me as I go along.

So basicly, I need betatesters for a book, heh.

also- i'm going to contain a link section, including RPGDX. So we should get a surge in visitors, yay!
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Barok
Stephen Hawking


Joined: 26 Nov 2002
Posts: 248
Location: Bushland of Canada

PostPosted: Mon Feb 03, 2003 8:22 pm    Post subject: [quote]

ooh! ooh! I wanna try! best of luck with your new book Mandrake. of course, you won't need it. heh. but maybe you should get someone to help you. often all those big programming books have a coauthor. not suggesting me. i know nothing about alegro.
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Bjorn
Demon Hunter


Joined: 29 May 2002
Posts: 1425
Location: Germany

PostPosted: Mon Feb 03, 2003 9:26 pm    Post subject: [quote]

I'm willing to help, both with proofreading and checking the code. About how long is writing this book going to take? You know, I might be interested in writing an additional chapter about some specific subject. Keep us updated.
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Mandrake
elementry school minded asshole


Joined: 28 May 2002
Posts: 1341
Location: GNARR!

PostPosted: Mon Feb 03, 2003 9:29 pm    Post subject: [quote]

I will...(update you guys that is). Right now it's in planning stages, what chapter will be devoted to what, etc, etc. I would love all the help I can get, and as I mentioned somewhere (not sure here), I will put credit where credit is due. Although about multiple authors- not sure if I can do that (contractually speaking)...but proof-reading and code-checking is always welcome. I plan on finishing the writing of the 1st draft by July, and then getting everything corrected and etc by October, with a december plan for release.
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Ninkazu
Demon Hunter


Joined: 08 Aug 2002
Posts: 945
Location: Location:

PostPosted: Mon Feb 03, 2003 9:33 pm    Post subject: [quote]

I can help with proofreading code... not the allegro stuff, but I'm good at the other things. Also I'll use both my shitty and awesome computers for FPS checks and such.

Crappy:
233mhz Pentium II
48mb RAM
8mb screen memory
Windows ME

Awesome:
996mhz Pentium III
384mb RAM
32mb screen memory
Geforce2
Windows ME & XP

All I ask in return is my link added to the list :)
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Mandrake
elementry school minded asshole


Joined: 28 May 2002
Posts: 1341
Location: GNARR!

PostPosted: Mon Feb 03, 2003 9:44 pm    Post subject: [quote]

thanks for the help Ninkazu, but I'm not sure if I'll need FPS to be tested, since this will be a learning environment rather than a game I'm designing. But, I will keep that in mind. If you don't understand Allegro, but do know C++, I do need someone to read over the peices I'm going to write on how to use allegro, and i need to make sure they are newbie friendly.

EDIT:
also, here is my basic plan for the book...not a full outline, jsut an idea:

Introduction:
Basics on how to use Allegro, how should read this book, plans for what the book will teach, etc etc etc

Part 0:
conceptual stuff. Things that are ideas, but not implementation of the ideas.

Part 1:
Will create a simple DW style RPG. DW combat, single character, scripting (using Lua), and NPC interaction. One layer tile-map.

Part 2:
will create a more complex RPG, with combat similiar to FF2. Multiple parties, multiple layer scrolling, and how to build a more complex world.

Part 3:
Even more complex, customizable menu's (like in some recent RPG's, where you can change the colours and etc), isometric tile drawings as well as using pre-rendered backdrops to get a Legend of Mana kind of feel. Focuses on using a chrono trigger style of combat.

Part 4:
theory on design - tricks on balancing game play, how to create a bleieveable world, etc etc
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Barok
Stephen Hawking


Joined: 26 Nov 2002
Posts: 248
Location: Bushland of Canada

PostPosted: Mon Feb 03, 2003 10:12 pm    Post subject: [quote]

sounds great. i haven't studies c++ or Allegro yet, but i can proofread it. you know, check for spelling errors, misworded sentences.

Im reelly sooper at that kind of things!
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Ninkazu
Demon Hunter


Joined: 08 Aug 2002
Posts: 945
Location: Location:

PostPosted: Tue Feb 04, 2003 2:26 am    Post subject: [quote]

Mandrake, I have a question... Is your code going to use STL and inheritance/polymorphism in the code, or is it going to be based more on an old C style type coding?

Oh, and, I'm much better with spelling and grammar... FOR I AM L33T H4X0R!!! MWAHAHAHA!!! *ahem* Ya, they goes my arrogance again.

Barok: Proofreading? How about proofreading your post before posting it? :P Just kidding, I knew you were going for that.... even though the serious part has some typos in it.
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Mandrake
elementry school minded asshole


Joined: 28 May 2002
Posts: 1341
Location: GNARR!

PostPosted: Tue Feb 04, 2003 1:24 pm    Post subject: [quote]

Yes, I'll be using some STL and some classes, but nothing too far "out there". I basiclly want to keep it simple in order to get the game ideas across, in order not to complicate things. The only time I'll be using C++ specifics will be in short cuts via the STL, and a few classes here and there. But I want to keep the code clean, straighforeward and simple, so probably no polymorphism/inheretance.
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Ninkazu
Demon Hunter


Joined: 08 Aug 2002
Posts: 945
Location: Location:

PostPosted: Tue Feb 04, 2003 2:27 pm    Post subject: [quote]

Inheritance is such a simple idea though, not to mention it saves coding and ram. Oh well, it's your book.
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Mandrake
elementry school minded asshole


Joined: 28 May 2002
Posts: 1341
Location: GNARR!

PostPosted: Tue Feb 04, 2003 3:19 pm    Post subject: [quote]

well yes it is, a very simple idea. But, inheretance is not the point, nor the purpose of the book. The ideas for coding itself should be the purpose....I might include some ideas on how to use polymorphism in a game engine near the end, but at the start I want everything to be clear and concise. I don't want the reader to wonder which function is being called, or which class is inhereted from X-class. I want to keep it simple, straight-foreward and easy to follow.
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Barok
Stephen Hawking


Joined: 26 Nov 2002
Posts: 248
Location: Bushland of Canada

PostPosted: Tue Feb 04, 2003 6:12 pm    Post subject: [quote]

hmmm... just figured something out. dunno if anyone else already konws about it... here it goes. i opened two interenets. on one i logged on, the other i read messages. on the second window, (the one i didn't log on to) i was going to reply, when i noticed that i wasn't logged on. a bug?


i was going to post suggestions, but i'll wait to see if you want any... it's your book after all. and what would i know? i'm just a rpgaholic.

my name is Barok, and i'm an rpgaholic.
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Bjorn
Demon Hunter


Joined: 29 May 2002
Posts: 1425
Location: Germany

PostPosted: Tue Feb 04, 2003 9:59 pm    Post subject: [quote]

Barok wrote:
hmmm... just figured something out. dunno if anyone else already konws about it... here it goes. i opened two interenets. on one i logged on, the other i read messages. on the second window, (the one i didn't log on to) i was going to reply, when i noticed that i wasn't logged on. a bug?


Man Barok man, do you have any idea how funny you are? I'll try to answer seriously. :-)

When you open two internet _explorers_ and visit this forum with both seperately, you are actually creating two seperate sessions from the webserver point of view. You say you only logged on for one of the sessions and then tried to post a message with the other session. Not being logged on there is natural behaviour.

Notice that this is different from opening a link from this forum in a new browser window, or duplicating it using Ctrl+N. Once you do this both browser windows will use the same session.

Mandrake wrote:
well yes it is, a very simple idea. But, inheretance is not the point, nor the purpose of the book. The ideas for coding itself should be the purpose....I might include some ideas on how to use polymorphism in a game engine near the end, but at the start I want everything to be clear and concise. I don't want the reader to wonder which function is being called, or which class is inhereted from X-class. I want to keep it simple, straight-foreward and easy to follow.


I agree that you should not try to learn somebody C++ at the same time, other books will be more appropriate for that. Using some OO concepts can improve the understandability of the code though (grouping together functionality and variables in classes in the main thing I can think of), but I agree you don't have to take this very far. Inheritance is certainly not something which is required.
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Locrian
Guest





PostPosted: Tue Feb 04, 2003 11:27 pm    Post subject: [quote]

DW, FF2, Crono.... no love for the action RPG? :(
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Jihgfed Pumpkinhead
Stephen Hawking


Joined: 21 Jan 2003
Posts: 259
Location: Toronto, Canada

PostPosted: Wed Feb 05, 2003 12:52 am    Post subject: Book [quote]

   If you're concerned about the buggy code slipping through, here's a suggestion:
   Insert a nonsense string ("§§§", or "three snakes which have each just swallowed a gopher", is a personal favourite) before and after each code segment. Then, write a simple program to extract and compile everything between these indices. Simple, fast, and you know that there haven't been any copying errors. Of course, it requires that all the code segments be independently compilable, which might be hassle; but it might also be useful, since every time some new code is introduced, it forces you to introduce it in context.
   Regarding proof-reading, I'd be glad to help. After all, it's like getting the book for free, right? I'm quite a pissant, too, so it would be nice if that finally came in handy.
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